All Questions
Tagged with unreal mathematics
7 questions
0
votes
1
answer
62
views
How to Rotate a Sphere around a Tilted Axis in a 3D space
I'm developing a game with Unreal Engine 5.4.4.
In the game, I'm trying to rotate a sphere around its Z axis. If I put the sphere on the map and add a rotation around its Z axis is easy.
I only have ...
0
votes
1
answer
46
views
Post process effect with sphere mask is offset until the window is resized
I am having a weird issue with the position of my sphere mask. Here is what it looks like currently:
The white disc should be directly under the player character, not shifted off to the side.
...
1
vote
0
answers
129
views
Converting a Transform from Unity's Coordinate System to Unreal Engine's
I am trying to convert a transform from the Unity Coordinate System to the Unreal Engine Coordinate System (and others).
Ideally, I want to take a position, rotation (in Euler angles), and a scale as ...
0
votes
1
answer
168
views
Min - Max Weapon Damage formula in video games
I currently working on an RPG game and I'm looking for are formula for creating/generating a min-max weapon damage for an item.
Why in Diablo for example, when a weapon is dropped from an enemy, the ...
1
vote
1
answer
1k
views
Find look at rotation with offset
I've been trying to make a function similar to "Find look at rotation" but with an offset. Imagine I have a pivot and an object attached to that pivot with some location and rotation offset. ...
0
votes
1
answer
79
views
How to compute an incremental movement: \$f(t+h)-f(t)\$ or \$f(t)-f(t-h)\$?
For the sake of getting precise position, I think I need you to clarify whether or not the tutorial calculation is incorrect and my calculation is correct.
Assume we want to move an Actor up and down ...
1
vote
1
answer
2k
views
How to apply linear drag to a velocity vector?
I have built my own movement code for my character as I want to make smooth movement. (This project is just a character and a floor/wall for testing).
The code seems to work fine, but I of course ...