Been spending the past few evenings exploring how to handle cards and decks in #unrealengine with @hayny who also modeled and illustrated the placeholder cards!
Getting experience with parts of the engine I'm not very familiar with is always going to be useful, and it feels soo satisfying when things finally work
#gamedev #cardgame #vfx #wip
@halefall @hayny That's looking real smooth. Every interaction resulted in the outcome I'd expect; great job ^^

@halefall @hayny this is really cooool! It's all in world models and stuff? Any Widget component stuff?

The only comment I would have is the snapping seemed like it would work better in camera perspective space rather than world space

@_benui @halefall
Thank you!!  
The only widget component here is the text

I have briefly thought about your suggestion for the snapping, but didn't bring it up because it seemed a bit tricky to implement..
Now I think we'll definitely discuss it, since it would greatly improve the result!

@_benui thanks! As @hayny mentioned we've been discussing how to approach rendering the cards and their text, it's the first time that I'm doing proper UI prototyping and there's so many things to learn! I just about managed to understand how to create and display widgets and widget components before posting this video.
Definitely going to look into how we want to think about things in camera space and world space, thank you for the tip!
Maybe that'll even let us render nice and crisp text that looks like it's on the cards without using way too large render targets, but even there I barely have a clue about what I'm saying.