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#unreal

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OK, ik heb inmiddels versie 5.5.1 van de source code. Blijkbaar had ik #VisualStudio helemaal nodig en een tweede #dotNet #SDK en ook een ander soort link tussen #Unreal en #Rider. De .uproject file verwijst nu naar de source code. Ik heb de project files gegenereerd en nu laadt hij vanuit Unreal het hele project wel in Rider en lijkt hij ook aardig te builden. Ik heb waarschijnlijk wel een Talibanbaard tegen de tijd dat de build klaar is, maar so far so good, met baard en build.

Tom Henderson: The next #GhostRecon is being developed on #UnrealEngine5.

Is #Ubisoft moving away from their Anvil and Snowdrop engines?

My guess is that they had spread their technologies too much, and they're seeing that licensing #UE5 and subcontracting is cheaper than maintaining 3 AAA engines separately in house.

youtube.com/live/1bFaIYn9H3g?t

#Unreal friends, I could really use a bit of help. I'm converting some code from Blueprints to C++ (I'm fairly new to C++ so I accept I may be doing something daft!) and although I think I've written the equivalent code in C++ it acts different to the Blueprint, rather than smoothly damping like the Blueprint code it holds it in place like the vel is being set to zero. Any ideas? *Are* these the same? May have to rethink this approach to damping tbh.. all suggestions welcome!