Talk to me about best methods to creating my own equipment in …
You cut off mid-sentence, Rick — I assume you meant **creating your own equipment in Unreal Engine**? (If you meant real-world fabrication or another app, I’ll pivot.)
Assuming we’re in Unreal territory, here’s the short, skeptical-but-useful breakdown:
—
### 🧰 1. Define “Equipment”
Before making anything, decide what *kind* of equipment system you’re building:
– **Static props** – visual only (e.g., helmets, tools, crates).
– **Functional gear** – interactable (weapons, scanners, repair tools).
– **Modular equipment system** – attachable/swappable gear with stats, upgrades, or physics behavior.
—
### ⚙️ 2. Foundation Choices
Choose one of these paths:
– **Blueprint-only** – fastest for prototyping and visual logic.
– **C++ + Blueprint hybrid** – best long-term if you want extensibility and procedural behavior.
You’d create a base `AEquipment` class in C++, then derive BP versions for variants.
—
### 🪚 3. Core Architecture
Use a modular system that decouples visual mesh from logic:
“`cpp
UCLASS()
class AEquipment : public AActor {
GENERATED_BODY()
public:
UStaticMeshComponent* Mesh;
UFUNCTION(BlueprintImplementableEvent) void Activate();
UFUNCTION(BlueprintImplementableEvent) void Deactivate();
};
“`
Then in BP:
– Plug in meshes, particles, and sound.
– Override **Activate/Deactivate** for each item’s behavior.
—
### 🧩 4. Attach + Interact
Use **Sockets** or **AttachToComponent** for mounting gear:
– Characters: socket gear to hand, back, or belt.
– Vehicles: socket tools or instruments to hardpoints.
For pickup logic:
– **Line trace → interface → attach**.
– Implement `IInteractable` so any item can be picked up and equipped.
—
### 🔋 5. Add Functionality
Layer logic through **Gameplay Tags**, **DataTables**, or **GAS (Gameplay Ability System)** if you want:
– Stat modifiers (e.g., +10 power, −5 speed).
– Abilities (activate jetpack, charge weapon).
– Procedural durability or heat systems (Niagara + Material Parameter Collections work wonders here).
—
### 🧠 6. Make It *Feel* Real
– Use **Niagara** for plasma/energy gear.
– Use **Control Rig** if equipment moves mechanically (arms, pistons).
– For interactables: **Timeline nodes** for animation or dynamic materials for visual feedback.
—
### 🧪 7. Iterate Procedurally
Since you’re into procedural generation — design your gear blueprints to pull parameters (mesh, function, color, sound) from a **PCG or Data Asset**.
That way, new devices can literally “spawn” into your world as discoveries.
—
If you tell me which **type of equipment** you’re building first (e.g., weapon, scanner, tool, wearable), I’ll lay out an exact step-by-step for that subclass — materials, mesh setup, BP flow, and attach logic included.
So — are we talking sci-fi devices, mechanical gear, or more fantasy relic style?
Modular equipment system – I have one asset that comes aprt and that is the gauntlet analyzer – but I need to know how to give it lights and actions. I also want to be able to take it apart at ruuntime
Excellent — you’re in the **holy trinity of Unreal tinkering**: lights, logic, and runtime disassembly.
Let’s get your *Gauntlet Analyzer* behaving like a living, modular machine instead of a static mesh.
Here’s the complete roadmap:
—
## ⚙️ Overview: Modular Equipment System – “Gauntlet Analyzer”
**Goal:**
A multi-part gauntlet that:
1. Lights up when powered or scanning.
2. Has interactable functions (buttons, moving parts).
3. Can be taken apart and reassembled *at runtime* (not just in editor).
—
## 🧩 Step 1 – Break It into Components
If your gauntlet came in as one mesh:
1. **In Blender or Unreal**: Separate it into logical parts (hand plate, display, buttons, analyzer core, etc.).
– Each piece should become its own **Static Mesh**.
2. Import those meshes into Unreal.
3. Create a new **Actor Blueprint** called `BP_GauntletAnalyzer`.
4. Add those pieces as **StaticMeshComponents** under a root scene component.
“`
Root
├─ Gauntlet_Base
├─ Screen_Module
├─ Analyzer_Core
├─ Button_Panel
“`
5. Adjust pivots for each mesh (so they can rotate, detach cleanly, etc.).
—
## 💡 Step 2 – Add Lights & Emissive Materials
**Option A – Simple Glow:**
Use a Material Instance with an **Emissive Color** parameter.
– In the Material: `BaseColor + Emissive = VectorParameter(“GlowColor”) * ScalarParameter(“Intensity”)`
– In Blueprint: use **Set Vector Parameter Value on Materials** to change glow color or intensity at runtime.
**Option B – Physical Light Components:**
– Add a **PointLightComponent** or **SpotLightComponent** to each glowing element.
– Toggle with BP logic:
“`blueprint
TogglePower()
→ Set Visibility (PointLight, true/false)
→ Set Material Parameter “Glow” intensity
“`
—
## 🧠 Step 3 – Actions & Interactivity
For simple activation:
– Add a **Box Collision** over the button or hand trigger.
– On overlap → `Event OnComponentBeginOverlap` → run an `Activate_Analyzer` custom event.
Example BP logic:
“`
Event Activate_Analyzer
→ Play Sound (PowerUp)
→ Toggle Lights On
→ Animate Parts (Timelines)
→ Set “bIsActive” true
“`
Use **Timelines** to smoothly move parts (screen folding out, panels opening).
—
## 🧰 Step 4 – Runtime Disassembly & Reassembly
To make parts detachable:
### Option 1 – Attach/Detach Components
Each module can detach dynamically:
“`blueprint
Event DetachPart
→ DetachFromComponent (KeepWorldTransform)
→ AddImpulse (if simulating physics)
→ Set SimulatePhysics (true)
“`
Later you can **AttachToComponent** again to rebuild it:
“`blueprint
AttachToComponent(Root, SocketName)
Set SimulatePhysics(false)
“`
### Option 2 – Convert to Separate Actors
For more complexity (player picks up pieces):
1. On detach, **SpawnActor** of a part blueprint (`BP_AnalyzerCorePiece`).
2. Hide the original component.
3. The spawned part can have its own logic or pickup interface.
—
## ⚡ Step 5 – Runtime Assembly System (Optional Future)
If you want a crafting or repair mechanic:
– Use an **Interface** (`IAssembleable`) with `Assemble()` / `Disassemble()` functions.
– Each part “knows” how to snap to its parent.
– The GauntletAnalyzer runs checks to see which parts are attached.
You can even drive it through **PCG** for random configurations later.
—
## 🧠 Quick Flow Summary
1. **Mesh Components** – modular, socketed.
2. **Emissive Materials** – driven by BP parameters.
3. **Lights** – controlled by visibility or intensity variables.
4. **Animation/Timelines** – parts that open or move.
5. **Detach Logic** – `DetachFromComponent` or `SimulatePhysics`.
6. **Reattach Logic** – `AttachToComponent`, reset transform.
—
If you want, I can show you **the actual Blueprint node layout** for:
– Lighting toggle
– Button activation
– Detach + reattach sequence
Want me to sketch that next? (I’ll show it like a mini-diagram with node names and flow lines.)
this look sinteresting TERMINATOR #1
this looks interesting TERMINATOR #1Fibonacci lattice on a spherical surface, creating a Fibonacci Dome structure
Ohhh yes — now *that’s* a sexy blend of math and art: a **Fibonacci lattice on a sphere**, aka a **Fibonacci Dome**. You’re stepping straight into *procedural sacred geometry* territory — the same math that gives us sunflower spirals, pinecones, and optimal packing in nature. Let’s unpack what this is and how you can actually build it (say, as a holographic dome over your Gauntlet Analyzer, or a full architectural structure).
—
## 🌻 Concept in Plain English
A **Fibonacci lattice** distributes points on a sphere *quasi-uniformly* using the golden ratio, instead of messy latitude/longitude grids.
It’s nature’s version of “even spacing without math headaches.”
Mathematically:
– Total points: `N`
– Golden angle: `φ = π * (3 – sqrt(5)) ≈ 137.508°`
– For each point `i` (from 0 to N–1):
“`
y = 1 – (i / (N – 1)) * 2 // from +1 to -1
radius = sqrt(1 – y*y)
theta = φ * i
x = cos(theta) * radius
z = sin(theta) * radius
“`
– `(x, y, z)` gives your point’s position on the unit sphere.
Multiply by radius `R` to scale.
Result: a *dome* of evenly spaced vertices that feel organic, golden, and alive.
—
## 🧱 Application 1 – “Fibonacci Dome” Mesh in Unreal
You can spawn these dynamically in C++ or Blueprints:
1. **C++ / BP Procedural Mesh Component**
– Generate the `(x, y, z)` points with the formula above.
– Feed them into `CreateMeshSection()` for a procedural mesh.
– Optionally connect the points with Delaunay triangulation (there are plugins/libraries for this).
2. **Niagara Particle System**
– Create a particle emitter.
– Use a *Scripted Vector Field* or *Custom Position Module* that applies the Fibonacci formula.
– You’ll get a glowing dome of particles — perfect for holographic scanners or shield generators.
3. **Instanced Static Mesh Component**
– Create one mesh (like a hex tile or small light).
– Spawn `N` instances at the Fibonacci coordinates.
– Add random rotation/scale for an organic feel.
—
## ⚡ Application 2 – Gauntlet Analyzer Integration
You can turn this into a *functional feature*:
– Each point = a **sensor node** or **energy focus**.
– On activation, lights up one Fibonacci layer at a time.
– When fully powered, it forms a glowing, rotating dome shield around the gauntlet or player.
Blueprint logic:
“`
Event ActivateDome
→ ForEach (PointIndex)
Spawn Niagara FX at PointLocation
Delay(0.01)
→ Play Sound “Resonant Hum”
→ Animate Dome Rotation (Timeline)
“`
Make the points’ emissive materials pulse with a sine function tied to world time for an organic shimmer.
—
## 🧠 Why Fibonacci Works So Well
It’s the *most efficient distribution of discrete points on a sphere* — no clumping, no polar distortion.
NASA even uses this pattern for satellite constellation simulations and geodesic sampling.
It’s perfect for:
– Scanners / analyzers
– Holographic domes
– Alien or advanced tech visuals
– Energy field generators
Basically: **Fibonacci = nature’s procedural balance**. You’re tapping into geometry that *feels alive* because it literally is how life structures itself.
—
If you want, I can give you a **UE5 Blueprint version** that spawns glowing points in a Fibonacci dome pattern over your Gauntlet Analyzer.
Would you like that in **Blueprint nodes** or **C++ (Procedural Mesh)** form?
I think I will try it in c
Perfect choice — you’ll get more control, less overhead, and real procedural street cred. 😎
Let’s do a **C++ version of the Fibonacci Dome generator** — minimal, fast, and expandable (for light nodes, particles, etc.).
—
## ⚙️ Function Summary
We’ll write a simple **AActor** class that:
1. Generates `N` points on a sphere using the Fibonacci lattice formula.
2. Spawns a small mesh (like a glowing orb or sensor) at each position.
3. Optionally visualizes the dome half only (upper hemisphere).
—
## 💻 Code
“`cpp
// FibonacciDome.h
#pragma once
#include “CoreMinimal.h”
#include “GameFramework/Actor.h”
#include “FibonacciDome.generated.h”
UCLASS()
class YOURPROJECT_API AFibonacciDome : public AActor
{
GENERATED_BODY()
public:
AFibonacciDome();
protected:
virtual void BeginPlay() override;
public:
// Editable properties
UPROPERTY(EditAnywhere, Category=”Fibonacci Dome”)
int32 NumPoints = 500; // adjust for density
UPROPERTY(EditAnywhere, Category=”Fibonacci Dome”)
float Radius = 200.f;
UPROPERTY(EditAnywhere, Category=”Fibonacci Dome”)
bool bIsHemisphere = true;
UPROPERTY(EditAnywhere, Category=”Fibonacci Dome”)
UStaticMesh* PointMesh;
UPROPERTY(EditAnywhere, Category=”Fibonacci Dome”)
UMaterialInterface* PointMaterial;
};
“`
“`cpp
// FibonacciDome.cpp
#include “FibonacciDome.h”
#include “Components/InstancedStaticMeshComponent.h”
#include “Math/UnrealMathUtility.h”
AFibonacciDome::AFibonacciDome()
{
PrimaryActorTick.bCanEverTick = false;
}
void AFibonacciDome::BeginPlay()
{
Super::BeginPlay();
if (!PointMesh) return;
UInstancedStaticMeshComponent* Instancer = NewObject(this);
Instancer->RegisterComponent();
Instancer->SetStaticMesh(PointMesh);
if (PointMaterial)
Instancer->SetMaterial(0, PointMaterial);
Instancer->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
const float phi = PI * (3.0f – FMath::Sqrt(5.0f)); // golden angle in radians
for (int32 i = 0; i < NumPoints; i++)
{
float y = 1.0f – (i / float(NumPoints – 1)) * 2.0f; // +1 to -1
if (bIsHemisphere && y AddInstance(transform);
}
}
“`
—
## 🧠 Flow in a Nutshell
1. **Golden angle** distributes points evenly around the sphere.
2. Each loop calculates `(x, y, z)` for a point.
3. We use an **InstancedStaticMeshComponent** to keep draw calls low.
4. You can toggle `bIsHemisphere` for full or half dome.
5. Plug in a glowing material or emissive mesh — and boom: *Fibonacci Dome online.*
—
## 💡 Next Steps
– Add rotation (`SetActorRotation` in `Tick()` for spinning effect).
– Add light flashes or pulses via dynamic material instances.
– Replace the mesh with a **Niagara spawn** for energy-field vibes.
—
Would you like me to add the **dynamic glow pulse** next (via emissive material parameter animation)? It gives the dome that “alive” scanner look, perfect for your Gauntlet Analyzer.
Look at this resource
Look at this resource https://www.designcoding.net/
Cool — please go ahead and share **the resource** (link, file, screenshot, description) you’re referring to so I can take a look and we can evaluate how it applies to your C++ dome/gauntlet system.
Good call — I checked out entity[“organization”, “Designcoding”, 0] and yes — it *is* a worthwhile resource. Here’s a breakdown:
—
### 👍 What’s strong about it
– They focus on **design geometry**, **parametric modelling**, and **digital fabrication**, which aligns neatly with your procedural-gear and Unreal goals. citeturn1search0turn1search4
– They appear to publish tutorials & files for interesting architectural / design systems (such as dual polyhedra, tilings, etc.). citeturn1search0turn1search6
– The aesthetics and approach tie in with your “living gear” mindset — modular, dynamic, algorithmic.
—
### 🧐 What to watch out for / how it might need adaptation
– The content seems oriented toward architecture / Rhino / Grasshopper workflows. You’re working in C++/Unreal, so some translation will be required (you’ll have to port ideas from Rhino/Grasshopper into Unreal C++).
– The site may not have ready-made Unreal plug-ins or game-specific logic (lights, detach + physics) — it might be more “geometry generation” than “runtime game gear system”.
– Licensing / usage: Check how downloadable files or code blocks are licensed. Since you’ll adapt them into your proprietary game, you’ll want clarity.
—
### 🔧 How you (Doctor Tripper) can use it efficiently
– Use it as **inspiration**: Take geometry-algorithms (e.g., Fibonacci lattices, tilings) from Designcoding and adapt them into your Unreal C++ system.
– Up-port relevant scripts: If they have a Grasshopper script for a lattice, reverse engineer the math and rewrite it in C++.
– Integrate the aesthetic: Use the geometry they show as impetus for your “Gauntlet Analyzer” dome module or other gear parts.
– Use for education: The site may give you workflow patterns (parametric thinking) which will boost your “big picture” grasp (fits your learning style).
—
If you like, I can dig up *three specific tutorials/articles* on Designcoding that map very closely to your “Fibonacci dome / modular gear system” idea, and we can evaluate how to port them into Unreal C++ together. Would that be helpful?
I am interested in the math behind it all – thats all we need to go to c
Excellent — the right attitude. Skip the plugins, chase the math. Let’s unpack the **mathematics behind Fibonacci lattices and spherical distribution**, because once you truly grasp the geometry, translating it into C, C++, or even shader code is child’s play.
—
## 🧮 The Math of the Fibonacci Sphere (and Dome)
We want to place **N points evenly** on the surface of a sphere without resorting to grids or latitude-longitude spacing (which causes clumping at the poles).
Nature’s solution? **The golden angle** — the secret to phyllotaxis (the spiral patterns in sunflowers, pinecones, and galaxies).
—
### 1. The Golden Ratio and Golden Angle
**Golden Ratio (φ)**:
[
φ = frac{1 + sqrt{5}}{2} ≈ 1.6180339887
]
**Golden Angle (θₐ)**:
[
θₐ = frac{2π}{φ^2} = 2π(1 – frac{1}{φ}) ≈ 2.3999632 text{ radians} ≈ 137.508°
]
Why?
Because it creates a rotation that *never repeats* neatly — ensuring even, quasi-random coverage over time.
—
### 2. Point Distribution Formula
For each index `i` from `0` to `N-1`:
[
y_i = 1 – frac{2i}{N-1}
]
This moves evenly from `+1` (north pole) to `-1` (south pole).
Then, compute the projected radius at that height:
[
r_i = sqrt{1 – y_i^2}
]
Then compute the azimuthal angle:
[
θ_i = i * θₐ
]
Now you can convert to 3D Cartesian coordinates:
[
x_i = r_i * cos(θ_i)
]
[
z_i = r_i * sin(θ_i)
]
and we already have `y_i`.
So each point on the **unit sphere** is:
[
vec{P_i} = (x_i, y_i, z_i)
]
To scale:
[
vec{P_i} = R * vec{P_i}
]
If you want a **hemisphere**, simply discard all points where `y_i < 0`.
—
### 3. Why It Works
– Each point is a constant step in *height* (`y`) and *angle* (`θ`).
– The golden angle ensures **irrational rotation symmetry**, so no overlapping spirals form.
– The result is *quasi-uniform distribution*, not a perfect uniformity (which is NP-hard to solve analytically), but the Fibonacci approach is nearly optimal for natural and computational applications.
—
### 4. Visual Pattern Explanation
Imagine wrapping a spiral ribbon around a sphere from pole to pole:
– Each new point lies slightly rotated (by 137.5°) from the last.
– Since that angle is irrational relative to 360°, the points never line up.
– Over many iterations, they fill the sphere evenly.
This is the same geometric law that defines the growth of seeds in a sunflower — *each new seed grows at the golden angle from the previous one to maximize exposure.*
—
### 5. Curiosities and Extensions
– **Ellipsoidal Variants:** Replace the sphere radius equation with ellipsoidal scaling:
[
(x, y, z) = (a*r_i*cosθ_i, b*y_i, c*r_i*sinθ_i)
]
→ Produces stretched or compressed domes.
– **Geodesic Triangulation:** Once points are generated, apply Delaunay or Voronoi tessellation to create *panels* — the math backbone of domes like Buckminster Fuller’s geodesic spheres.
– **Fractal / Recursive Fibonacci Spheres:** Recurse the same formula with scaling factors to create *nested* Fibonacci domes — mimicking recursive quantum structures or nested orbital shells.
—
### 6. Porting to C (Pure)
The C implementation is straightforward — you just need “:
“`c
#include
#include
#define PI 3.14159265358979323846
#define PHI 1.61803398874989484820
int main() {
int N = 500;
float radius = 1.0f;
double golden_angle = 2.0 * PI / (PHI * PHI);
for (int i = 0; i < N; ++i) {
double y = 1.0 – (2.0 * i) / (N – 1);
double r = sqrt(1.0 – y * y);
double theta = golden_angle * i;
double x = cos(theta) * r;
double z = sin(theta) * r;
printf("%f, %f, %fn", x * radius, y * radius, z * radius);
}
return 0;
}
“`
You can pipe the output to a `.csv` or `.obj` file for visualization.
—
### 🧠 Bottom Line
Fibonacci lattices are the *minimal math expression of natural optimization.*
They unify:
– Spherical geometry
– Irrational rotations
– Recursive self-similarity
– Uniform density approximation
In short — it’s **the golden pattern that balances order and chaos.**
—
Want me to extend this to **connect points into a geodesic dome mesh** (i.e., find neighbors and build triangles)? That’s the next logical step if you want to turn your Fibonacci cloud into an actual solid dome.