A bit overdue on updating this website, but my dimensionality reduction paper got published! “Fun read” for anyone that has some high-dimensional data with an implicit hierarchy.
Took a month and made a short film! Check it out:
Check out my virtual reality deep learning paper!
“Democratizing AI in biomedical image classification using virtual reality” rdcu.be/cmO8c
Original pre-print: https://arxiv.org/ftp/arxiv/papers/1906/1906.05925.pdf
Discussed is the mechanic to throw seeds. The projectile actor class follows the same structure as that of the “First Person” Example template from Epic, with a few modifications:
Custom Ground Collision:
Seeds should only be destroyed on collision with the ground, so we used a custom SurfaceType (assignable in Project Settings > Physics), and spawned plant actors with a simple animation when colliding with the ground. The animation was done using a timeline in blueprints.
One issue was ensuring Collision Component for the Projectile has bReturnMaterialOnMove enabled. This gives the physical material I use to identify the ground when the HitComponent() Event is triggered.