I think it sounds good. It seems like as the stage/level/whatever gets more frantic, the sounds will too which I think I like. Hard to tell if it will get annoying after an hour but for 25 seconds, it sounds pretty clean and the sounds make sense/are familiar
I think it sounds good. It seems like as the stage/level/whatever gets more frantic, the sounds will too which I think I like. Hard to tell if it will get annoying after an hour but for 25 seconds, it sounds pretty clean and the sounds make sense/are familiar
Yeah that's where I am trying to find the balance. The game isn't designed to be easy by any means, and it gets pretty crazy pretty damn quick, after some initial testing from players it seems like I have a pretty solid difficulty apex going on. So instead of long hour sessions, it appears to be short little 30-45 second plays before people die. (One of the orange cubes has a nasty trick to get you killed)
I think it sounds good. It seems like as the stage/level/whatever gets more frantic, the sounds will too which I think I like. Hard to tell if it will get annoying after an hour but for 25 seconds, it sounds pretty clean and the sounds make sense/are familiar
Yeah that's where I am trying to find the balance. The game isn't designed to be easy by any means, and it gets pretty crazy pretty damn quick, after some initial testing from players it seems like I have a pretty solid difficulty apex going on. So instead of long hour sessions, it appears to be short little 30-45 second plays before people die. (One of the orange cubes has a nasty trick to get you killed)
Appreciate the feedback!
The *chink* on element entered might be too much? I feel like it's too sharp and attention-demanding for something that happens so often.
I think it sounds good. It seems like as the stage/level/whatever gets more frantic, the sounds will too which I think I like. Hard to tell if it will get annoying after an hour but for 25 seconds, it sounds pretty clean and the sounds make sense/are familiar
Yeah that's where I am trying to find the balance. The game isn't designed to be easy by any means, and it gets pretty crazy pretty damn quick, after some initial testing from players it seems like I have a pretty solid difficulty apex going on. So instead of long hour sessions, it appears to be short little 30-45 second plays before people die. (One of the orange cubes has a nasty trick to get you killed)
Appreciate the feedback!
The *chink* on element entered might be too much? I feel like it's too sharp and attention-demanding for something that happens so often.
You mean the follow-up to the "POP" when you hit a cube? Because that's where I struggle right now. I want it to be a success sound to remind you that you did good.
Gonna try a couple more, maybe something... softer.
I feel the "mouse-over" sound is a bit too high pitched/loud. The chk-chk when you switch between elements and such.
This is the one I mean -- it's shared between buttons and cubes. I can see why you'd be concerned about the success tones, but they didn't jump out at me until you mentioned them.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
So if anyone is curious, the spacebox packs (or at least the Dark one) is gorgeous. The way the guy sets them up in engine is a bit disappointing, as they flicker...but the textures themselves are gorgeous and you can just set them up yourself in a better manner.
I literally have no excuses now, considering that's my main area of interest.
Here is the code for a hex based roguelike I made a proof of concept for...it has actual comments and should be really readable https://github.com/acpirate/hexrogue
I finished the proof of concept and stopped for the usual reasons of the development got to the unfun point
I'm pretty excited for Unity 5! I needed render-to-texture to do a target camera how I wanted which is going ot be really important and probably require me to redesign some stuff since I no longer have to work around not having that. I've also recently learned to use (mostly) the new UI system and might redesign my game's interface to use the new UI instead of OnGUI if I can come up with a visual design that takes advantage of it. If not I will probably just leave things as they are since I've already done a lot of work. However, I think I can come up with some slick new design, so we'll have to see.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
For anyone interest I've made a 100% Blueprint version of my ocean and buoyancy code. I was able to leverage the new blueprint components to create a buoyancy component that can just be added to any blueprint to make it float.
Be warned though the blueprint only version is really slow compared to the C++ version. It's fine for less than 10 actors but above that you'll get your framerate cut in half and quarter. The original implementation I can just keep adding object with no noticable effect. I may have screwed up somewhere in my conversion though as I did this in a couple of hours last night.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited March 2015
Anyone know why UE4 jacks up my textures when I import them? I have a mask texture I created in Paint.net, it's a 24-bit bitmap, no compression, no alpha, and UE4 smears it something terrible, even when I set the compression to Mask. Is there a way to tell UE to stop compressing/smearing my bitmap? It's a mask for a selection billboard, I need it to be crisp.
I decided to take a look at unity a bit more. Going to take some getting used to on the visual coding aspect of it but I think it should do nicely for what I want to do as I dont want to mess with sprites based off of models and textures right now (Paper3d). I have a quick question as what I have read so far seems to be a differing opinion in the community: If I want to move state updates to a long wait tick based system is it best to use time diffs in update and use a GM object as the main firing of the allowable ticks out? The main application for this would be a slower strategy based top down system where game state/logic checks (movement, attacking, idling) would happen at >1s.
Bit of a follow-up, the only hook seems to be that if you use Source 2, the game has to be released in Steam - you can release it on other stores/platforms (GOG, GMG, etc) and Valve will not take a cut, they just require that you also release on Steam (and they get their requisite store cut, which I believe is 30%).
I decided to take a look at unity a bit more. Going to take some getting used to on the visual coding aspect of it but I think it should do nicely for what I want to do as I dont want to mess with sprites based off of models and textures right now (Paper3d). I have a quick question as what I have read so far seems to be a differing opinion in the community: If I want to move state updates to a long wait tick based system is it best to use time diffs in update and use a GM object as the main firing of the allowable ticks out? The main application for this would be a slower strategy based top down system where game state/logic checks (movement, attacking, idling) would happen at >1s.
Under the hood, Unity and Paper2D work the same. They draw textured quads. Once you get past the surface in Unity, you're going to have to deal with the same mesh/texture stuff. 2D in any modern engine is "faked" using camera facing quads and an orthographic camera.
Okay I'm feeling very stupid. I'm trying to create a material in Blender, and I can't figure out how to connect a node that represents "red" to the "base color" input. The only thing I have under Color is Desaturation. I'm guessing this is just a terminology issue, but I don't know what to google, either.
More adventures in UE4 - I'm having this issue pretty much exactly, but that thread doesn't have any resolution. All I want to do is set a material to dark fucking green and the best I can do is a washed out grayish-green.
My admittedly limited Googling didn't find the answer, so I pose it to you guys: is there an easy way to make the collision volumes render during gameplay in UE4? I need to be able to see something to rough out gameplay, and if I can make the capsules and spheres and stuff appear it saves me a lot of time over putting together billboards and meshes.
My favorite musical instrument is the air-raid siren.
More adventures in UE4 - I'm having this issue pretty much exactly, but that thread doesn't have any resolution. All I want to do is set a material to dark fucking green and the best I can do is a washed out grayish-green.
Are you building and importing the material from Blender? If so, stop right there. Build your materials (especially just normal colors) in UE. If you have to be absolutely crazy, look at something like Substance Painter, but that would be more on the high polish work end. Assign some quick colors in Blender to make sure you keep all the different material divisions when you import the model, but overwrite them within UE with their own material instances. This will also allow you to build material blueprints that you can dynamically alter on the fly. @GnomeTank and I did something like that with our one game jam submission, all of the tents and cars received random color values on level start. You can also do stuff like using world coordinates to determine color as well.
I literally have no excuses now, considering that's my main area of interest.
I'm finishing up this sample project tonight and seeing if I can add interesting stuff to it like different enemies or making the AI not ignore you under certain conditions because the code to move towards you is so simple
More adventures in UE4 - I'm having this issue pretty much exactly, but that thread doesn't have any resolution. All I want to do is set a material to dark fucking green and the best I can do is a washed out grayish-green.
Are you building and importing the material from Blender? If so, stop right there. Build your materials (especially just normal colors) in UE. If you have to be absolutely crazy, look at something like Substance Painter, but that would be more on the high polish work end. Assign some quick colors in Blender to make sure you keep all the different material divisions when you import the model, but overwrite them within UE with their own material instances. This will also allow you to build material blueprints that you can dynamically alter on the fly. @GnomeTank and I did something like that with our one game jam submission, all of the tents and cars received random color values on level start. You can also do stuff like using world coordinates to determine color as well.
I'm already doing what you're suggesting - I'm assigning solid-color materials in Blender to the appropriate faces, and importing those, but then in UE4 I'm deleting any material nodes and just hooking up a color to base color.
I decided to take a look at unity a bit more. Going to take some getting used to on the visual coding aspect of it but I think it should do nicely for what I want to do as I dont want to mess with sprites based off of models and textures right now (Paper3d). I have a quick question as what I have read so far seems to be a differing opinion in the community: If I want to move state updates to a long wait tick based system is it best to use time diffs in update and use a GM object as the main firing of the allowable ticks out? The main application for this would be a slower strategy based top down system where game state/logic checks (movement, attacking, idling) would happen at >1s.
Under the hood, Unity and Paper2D work the same. They draw textured quads. Once you get past the surface in Unity, you're going to have to deal with the same mesh/texture stuff. 2D in any modern engine is "faked" using camera facing quads and an orthographic camera.
Sort of but Unity has all these nice Sprite tools specific to 2D, as well as a 2D physics system. You don't need to map images to a quad manually (and in a 2D Unity game you shouldn't do this), you just drag the sprite image into the scene. Which is the same thing as manually making an empty gameobject and adding a Sprite Renderer component. You don't have to make materials for your 2D games at all, just import images and set the texture type to Sprite (2D and UI) and sprite mode to either single or multiple (for sprite sheets). I've found it very easy to work with, but it is technically exactly as GnomeTank says. The sprite renderer is basically just a "special quad" designed specifically for 2D games, and the whole thing still takes place in a 3D space.
DarkMecha on
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
Uhh, just to clarify my earlier post - running the red color through a pow(2.4) modifier gets it closer to what it should be, but it seems like I shouldn't have to do that, and it's still just 'eyeballing it'.
Uhh, just to clarify my earlier post - running the red color through a pow(2.4) modifier gets it closer to what it should be, but it seems like I shouldn't have to do that, and it's still just 'eyeballing it'.
Add constants to Metallic and Roughness. Put a constant 0 to the metallic channel. Right now the skybox is modulating with the red washing it out.
The Pow(2.4) is making the red darker making it not wash out as much when the metallic pass is added.
If that doesn't work, switch to unlit and connect the emmisive channel just to see if the color comes out ok.
BTW UE4 supports values with length greater than 1. This will cause colors to glow and have bloom.
Also there is a clearcoat/carpaint shading model too, that could look awesome for Samus.
Oh now this is just freakin cool! The new UI tools in Unity have built in support for non-linear progress bars!! Both wipes and radial methods are available. I initially was resistant to converting over to the new UI tools added in Unity 4.6, but now that I discovered this it's entirely worth it. I've already set myself to designing a much cooler looking GUI for my game using these new features.
DarkMecha on
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+1
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
It is so hard stopping myself from installing UE4 until after I hand in this major project due two weeks from now.
Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
+1
GnomeTankWhat the what?Portland, OregonRegistered Userregular
I decided to take a look at unity a bit more. Going to take some getting used to on the visual coding aspect of it but I think it should do nicely for what I want to do as I dont want to mess with sprites based off of models and textures right now (Paper3d). I have a quick question as what I have read so far seems to be a differing opinion in the community: If I want to move state updates to a long wait tick based system is it best to use time diffs in update and use a GM object as the main firing of the allowable ticks out? The main application for this would be a slower strategy based top down system where game state/logic checks (movement, attacking, idling) would happen at >1s.
Under the hood, Unity and Paper2D work the same. They draw textured quads. Once you get past the surface in Unity, you're going to have to deal with the same mesh/texture stuff. 2D in any modern engine is "faked" using camera facing quads and an orthographic camera.
Sort of but Unity has all these nice Sprite tools specific to 2D, as well as a 2D physics system. You don't need to map images to a quad manually (and in a 2D Unity game you shouldn't do this), you just drag the sprite image into the scene. Which is the same thing as manually making an empty gameobject and adding a Sprite Renderer component. You don't have to make materials for your 2D games at all, just import images and set the texture type to Sprite (2D and UI) and sprite mode to either single or multiple (for sprite sheets). I've found it very easy to work with, but it is technically exactly as GnomeTank says. The sprite renderer is basically just a "special quad" designed specifically for 2D games, and the whole thing still takes place in a 3D space.
I just drag sprites around in Paper2D as well? I agree with most of what you said, but I'm confused as to why people think you need to actually setup textured quads by hand in Unreal. It has sprite tools. They may not be as advanced as Unity's yet, but they certainly exist.
I decided to take a look at unity a bit more. Going to take some getting used to on the visual coding aspect of it but I think it should do nicely for what I want to do as I dont want to mess with sprites based off of models and textures right now (Paper3d). I have a quick question as what I have read so far seems to be a differing opinion in the community: If I want to move state updates to a long wait tick based system is it best to use time diffs in update and use a GM object as the main firing of the allowable ticks out? The main application for this would be a slower strategy based top down system where game state/logic checks (movement, attacking, idling) would happen at >1s.
Under the hood, Unity and Paper2D work the same. They draw textured quads. Once you get past the surface in Unity, you're going to have to deal with the same mesh/texture stuff. 2D in any modern engine is "faked" using camera facing quads and an orthographic camera.
Sort of but Unity has all these nice Sprite tools specific to 2D, as well as a 2D physics system. You don't need to map images to a quad manually (and in a 2D Unity game you shouldn't do this), you just drag the sprite image into the scene. Which is the same thing as manually making an empty gameobject and adding a Sprite Renderer component. You don't have to make materials for your 2D games at all, just import images and set the texture type to Sprite (2D and UI) and sprite mode to either single or multiple (for sprite sheets). I've found it very easy to work with, but it is technically exactly as GnomeTank says. The sprite renderer is basically just a "special quad" designed specifically for 2D games, and the whole thing still takes place in a 3D space.
I just drag sprites around in Paper2D as well? I agree with most of what you said, but I'm confused as to why people think you need to actually setup textured quads by hand in Unreal. It has sprite tools. They may not be as advanced as Unity's yet, but they certainly exist.
Sorry, didn't mean to imply anything. I've never used Paper2D or UDK, I was just commenting about what Unity has.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
0
GnomeTankWhat the what?Portland, OregonRegistered Userregular
I decided to take a look at unity a bit more. Going to take some getting used to on the visual coding aspect of it but I think it should do nicely for what I want to do as I dont want to mess with sprites based off of models and textures right now (Paper3d). I have a quick question as what I have read so far seems to be a differing opinion in the community: If I want to move state updates to a long wait tick based system is it best to use time diffs in update and use a GM object as the main firing of the allowable ticks out? The main application for this would be a slower strategy based top down system where game state/logic checks (movement, attacking, idling) would happen at >1s.
Under the hood, Unity and Paper2D work the same. They draw textured quads. Once you get past the surface in Unity, you're going to have to deal with the same mesh/texture stuff. 2D in any modern engine is "faked" using camera facing quads and an orthographic camera.
Sort of but Unity has all these nice Sprite tools specific to 2D, as well as a 2D physics system. You don't need to map images to a quad manually (and in a 2D Unity game you shouldn't do this), you just drag the sprite image into the scene. Which is the same thing as manually making an empty gameobject and adding a Sprite Renderer component. You don't have to make materials for your 2D games at all, just import images and set the texture type to Sprite (2D and UI) and sprite mode to either single or multiple (for sprite sheets). I've found it very easy to work with, but it is technically exactly as GnomeTank says. The sprite renderer is basically just a "special quad" designed specifically for 2D games, and the whole thing still takes place in a 3D space.
I just drag sprites around in Paper2D as well? I agree with most of what you said, but I'm confused as to why people think you need to actually setup textured quads by hand in Unreal. It has sprite tools. They may not be as advanced as Unity's yet, but they certainly exist.
Sorry, didn't mean to imply anything. I've never used Paper2D or UDK, I was just commenting about what Unity has.
Ah, okay. That wasn't just aimed at you, someone a couple of pages back had a similar comment.
So for anyone else curious Paper2D has sprite tools. They may not be as advanced as Unity's, but you're not stuck creating textured quads and thinking completely in 3D.
Speaking of 2D game design, I hit on a silly and cool idea for 2D platformers. It's likely not at all original, but it's new to me.
While teaching my class, I thought of just using one big image to define the the level, and then adding in 2D colliders and triggers over top of the environment to make it interactable. Then for everything that actually moves, do that regularly with the collider and sprite as one object. I've tested it out abit by ripping off Super Mario World and it works quite well. Seems like it would be a very fast method to construct a 2D platformer level.
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
0
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
I need pictures.
does it?
0
GnomeTankWhat the what?Portland, OregonRegistered Userregular
All the operations for MaterialSpriteElement have vanished from Blueprint in 4.7, and I don't know why. I asked on the Unreal answer hub, but no answer yet. Where you should be able to drag a pin out of a MaterialSpriteElement and get options to Make, Break and Set it's members, those simply don't exist for me, with context sensitive selected or otherwise.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
Unreal's Visual Studio integration for C++ development is so good. I can just F5 debug my game like any other application I'm writing. Step right through break points, the works. Good stuff.
Uhh, just to clarify my earlier post - running the red color through a pow(2.4) modifier gets it closer to what it should be, but it seems like I shouldn't have to do that, and it's still just 'eyeballing it'.
Add constants to Metallic and Roughness. Put a constant 0 to the metallic channel. Right now the skybox is modulating with the red washing it out.
The Pow(2.4) is making the red darker making it not wash out as much when the metallic pass is added.
If that doesn't work, switch to unlit and connect the emmisive channel just to see if the color comes out ok.
BTW UE4 supports values with length greater than 1. This will cause colors to glow and have bloom.
Also there is a clearcoat/carpaint shading model too, that could look awesome for Samus.
All the operations for MaterialSpriteElement have vanished from Blueprint in 4.7, and I don't know why. I asked on the Unreal answer hub, but no answer yet. Where you should be able to drag a pin out of a MaterialSpriteElement and get options to Make, Break and Set it's members, those simply don't exist for me, with context sensitive selected or otherwise.
i don't see a change in the MaterialBillboardComponent.h file that would have broken the struct, but the fix should be simple, just changing
my guess would be a general change that only explicitly flagged BlueprintTypes get exposed to blueprints, in the name of reducing complexity.
(same reason you can't use quaternions in blueprints despite quaternions being gr8)
So aside from UE4 finding 2 unweighted vertices that Blender can't (that are fucking up the spinjump animation), I feel like this ain't bad for a few days work:
Posts
I think it sounds good. It seems like as the stage/level/whatever gets more frantic, the sounds will too which I think I like. Hard to tell if it will get annoying after an hour but for 25 seconds, it sounds pretty clean and the sounds make sense/are familiar
SteamID: edgruberman GOG Galaxy: EdGruberman
Yeah that's where I am trying to find the balance. The game isn't designed to be easy by any means, and it gets pretty crazy pretty damn quick, after some initial testing from players it seems like I have a pretty solid difficulty apex going on. So instead of long hour sessions, it appears to be short little 30-45 second plays before people die. (One of the orange cubes has a nasty trick to get you killed)
Appreciate the feedback!
The *chink* on element entered might be too much? I feel like it's too sharp and attention-demanding for something that happens so often.
You mean the follow-up to the "POP" when you hit a cube? Because that's where I struggle right now. I want it to be a success sound to remind you that you did good.
Gonna try a couple more, maybe something... softer.
This is the one I mean -- it's shared between buttons and cubes. I can see why you'd be concerned about the success tones, but they didn't jump out at me until you mentioned them.
I really like the background music.
Here is the code for a hex based roguelike I made a proof of concept for...it has actual comments and should be really readable
https://github.com/acpirate/hexrogue
I finished the proof of concept and stopped for the usual reasons of the development got to the unfun point
playable here
http://nodj.host-ed.me/poa/Desktop.html
I can send you the whole project if you want another sample, I'm sure the one that comes with unity 5 is much prettier
Buoyancy 100% Blueprint
Be warned though the blueprint only version is really slow compared to the C++ version. It's fine for less than 10 actors but above that you'll get your framerate cut in half and quarter. The original implementation I can just keep adding object with no noticable effect. I may have screwed up somewhere in my conversion though as I did this in a couple of hours last night.
Anyway with UE4 free for anyone have fun.
Steam: Handkor
Bit of a follow-up, the only hook seems to be that if you use Source 2, the game has to be released in Steam - you can release it on other stores/platforms (GOG, GMG, etc) and Valve will not take a cut, they just require that you also release on Steam (and they get their requisite store cut, which I believe is 30%).
So that's kinda cool.
Under the hood, Unity and Paper2D work the same. They draw textured quads. Once you get past the surface in Unity, you're going to have to deal with the same mesh/texture stuff. 2D in any modern engine is "faked" using camera facing quads and an orthographic camera.
edit: okay, I found it - Constant3Vector.
ps thanks geth
@Delzhand
Are you building and importing the material from Blender? If so, stop right there. Build your materials (especially just normal colors) in UE. If you have to be absolutely crazy, look at something like Substance Painter, but that would be more on the high polish work end. Assign some quick colors in Blender to make sure you keep all the different material divisions when you import the model, but overwrite them within UE with their own material instances. This will also allow you to build material blueprints that you can dynamically alter on the fly. @GnomeTank and I did something like that with our one game jam submission, all of the tents and cars received random color values on level start. You can also do stuff like using world coordinates to determine color as well.
I'm finishing up this sample project tonight and seeing if I can add interesting stuff to it like different enemies or making the AI not ignore you under certain conditions because the code to move towards you is so simple
I'm already doing what you're suggesting - I'm assigning solid-color materials in Blender to the appropriate faces, and importing those, but then in UE4 I'm deleting any material nodes and just hooking up a color to base color.
Sort of but Unity has all these nice Sprite tools specific to 2D, as well as a 2D physics system. You don't need to map images to a quad manually (and in a 2D Unity game you shouldn't do this), you just drag the sprite image into the scene. Which is the same thing as manually making an empty gameobject and adding a Sprite Renderer component. You don't have to make materials for your 2D games at all, just import images and set the texture type to Sprite (2D and UI) and sprite mode to either single or multiple (for sprite sheets). I've found it very easy to work with, but it is technically exactly as GnomeTank says. The sprite renderer is basically just a "special quad" designed specifically for 2D games, and the whole thing still takes place in a 3D space.
Add constants to Metallic and Roughness. Put a constant 0 to the metallic channel. Right now the skybox is modulating with the red washing it out.
The Pow(2.4) is making the red darker making it not wash out as much when the metallic pass is added.
If that doesn't work, switch to unlit and connect the emmisive channel just to see if the color comes out ok.
BTW UE4 supports values with length greater than 1. This will cause colors to glow and have bloom.
Also there is a clearcoat/carpaint shading model too, that could look awesome for Samus.
Steam: Handkor
I just drag sprites around in Paper2D as well? I agree with most of what you said, but I'm confused as to why people think you need to actually setup textured quads by hand in Unreal. It has sprite tools. They may not be as advanced as Unity's yet, but they certainly exist.
Sorry, didn't mean to imply anything. I've never used Paper2D or UDK, I was just commenting about what Unity has.
Ah, okay. That wasn't just aimed at you, someone a couple of pages back had a similar comment.
So for anyone else curious Paper2D has sprite tools. They may not be as advanced as Unity's, but you're not stuck creating textured quads and thinking completely in 3D.
While teaching my class, I thought of just using one big image to define the the level, and then adding in 2D colliders and triggers over top of the environment to make it interactable. Then for everything that actually moves, do that regularly with the collider and sprite as one object. I've tested it out abit by ripping off Super Mario World and it works quite well. Seems like it would be a very fast method to construct a 2D platformer level.
Apparently this is caused by tonemapping.
https://forums.unrealengine.com/showthread.php?51570-Washed-out-Colors-from-Tone-Mapping-How-bad-it-really-is-and-how-to-fix-it
Putting that chain (+.055, /1.055, ^2.4) on my base color input seems to do what I want. Sucks though, Samus alone has like 8 materials.
(same reason you can't use quaternions in blueprints despite quaternions being gr8)