Unreal Engine

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

Having a heated discussion about C++'s const, and how I think it's silly formalism and simply gets in the way of quickly implementing systems, and it's a bit,

sinbad,
@sinbad@mastodon.gamedev.place avatar

@glassbottommeg it’s C++, it’s gonna break somehow 😉

Having said thatnot using const on a reference argument fundamentally changes how it appears in BPs so there’s that

sinbad,
@sinbad@mastodon.gamedev.place avatar

@glassbottommeg having said that I do kinda like const for some things, right up until the things need to do some cacheing and then you’re throwing mutable around and ehhh

sinbad,
@sinbad@mastodon.gamedev.place avatar

Well, thank f**k for that. UE 5.4.2 finally fixes String Table support which has been completely broken (pre-localisation builds) since 5.4.0. SUDS works again!

Please Epic, never do this to me again. I'm of an age that my heart attack risk is only increasing, so I'd appreciate not having the extra shove 😬 #unrealengine

sinbad,
@sinbad@mastodon.gamedev.place avatar

Huh, they actually don't let me update the plugin for UE 5.1 anymore, the link is read-only. I guess Epic only let you update the Marketplace for the last 3 versions of UE? Makes my life a little easier I guess

sinbad,
@sinbad@mastodon.gamedev.place avatar

Right, that's the SUDS Pro update for 5.4.2 submitted. 🤞Hopefully it'll be in people's hands in a couple of days.

Header inclusion rules had changed again so I had to fix all that up, I forgot to check the UAT build process previously, I was too busy tearing my hair out over the string table breakage.

Gotta love C++, the way you can have a perfectly functioning build in Rider/VS and then have 150 errors when you build it via RunUAT. 🙄 I'll still take it over refactoring blueprints though 😜

maxim,
@maxim@mastodon.gamedev.place avatar

Mysterious stones

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

Variants for what it can be: nanorobot technology, which must be delivered through a laser into the rock, when the bot gets inside it extracts material and comes out already in a different state, this can be collected in a separate stack

video/mp4

GhislainGir,
@GhislainGir@mastodon.gamedev.place avatar

#UE5 #gamedev #vfx #tutorial

🥳I released a video that should help you get started with setting up skeletal foliage interaction in UE5.

https://youtu.be/ZjQKHHtczIw?si=SqhavniJrJSj-Rsw

Files are available as a Tier 2 reward on my Patreon: https://www.patreon.com/GhislainGir

Thanks for the support <3

video/mp4

sinbad,
@sinbad@mastodon.gamedev.place avatar

New blog post: Playing Animation Montages in Multiplayer Games https://www.stevestreeting.com/2024/05/30/playing-animation-montages-in-multiplayer-games/ #unrealengine

I'm always grumbling about there only being videos for things in UE when I'd prefer to read a blog post, so here's another from me to go on the "reading" side of the scale.

TomF,
@TomF@mastodon.gamedev.place avatar

@sinbad I wonder if single-stepping through code on video is a better way to teach it, than to show you actually writing it? Hmmm...

sinbad,
@sinbad@mastodon.gamedev.place avatar

@TomF Maybe? That’s how you tend to explain it to someone so watching it happen as well is probably useful for some people

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

I can't remember if I shared this blog yet?

Anyways I had a revelation about my overcomplicated weapon-tracing system that derived traces as swept pills across the actual blade's path:

It was fucking stupid.

I should just use a box. https://www.patreon.com/posts/on-combat-and-101648051

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@justdaveisfine combat designer associate/friend had the same experience (and talking to him was when I went WHAT). This is the guy who did Aztez and wrote a ton of blogs on combat design etc, knew the space, went super hard, aaaaand

replaced it all with One Stupid Box, and playtest results went through the roof

He'd be standing in the back cringing all "ah they're gonna notice that should have missed it wasn't even close" and. Nothing. Not a peep from players.

Turns out this is what Godhand did too. One of the all time great fighters. I just didn't know! They've got a few fixed overlap shapes they just turn on. Like they don't just do forward box, they ALSO sometimes do "sphere a little above my pelvis" for up attacks. Lol.

JoshJers,
@JoshJers@peoplemaking.games avatar

@glassbottommeg oh god I would have absolutely gone down this same rabbit hole

DavitMasia,
@DavitMasia@mastodon.gamedev.place avatar

In UE, the Node "NormalFromHeighmap" generates a NormalMap from a greyscale.

Accepts texture object(baked), but how to do from a generated image like noise, edited/blended texture, etc...? #UnrealEngine #UE5 #gamedev #Indiedev

DavitMasia,
@DavitMasia@mastodon.gamedev.place avatar

Or with Texture Sample

sinbad,
@sinbad@mastodon.gamedev.place avatar

@DavitMasia I suspect the issue is that in order to generate the normals it has to take multiple samples around the original sample to calculate the slope; it can’t do it just from a float (no surrounding context). You can double-click on the node to see how it’s implemented to check & maybe do the lower level ops with multi sampled data of your choosing

ben,
@ben@m.benui.ca avatar

Another amazing making-of blog from Psychonauts 2
https://www.doublefine.com/news/devin-target-search
#UnrealEngine #GameDev

maxim,
@maxim@mastodon.gamedev.place avatar

Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational

#UnrealEngine #vfx #gamedev #ue5 #gameplay #gamedesign #indiedev

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@feyter today was just such a day, there are days when everything falls out of hand

feyter,
@feyter@mastodon.gamedev.place avatar

@maxim happy to hear that this should not be the norm 😂

ben,
@ben@m.benui.ca avatar

How to find all Blueprints that subclass a C++ class in #UnrealEngine

  1. Open the Class Viewer
  2. Disable "actors only"
  3. Type in the parent or child class
  4. Click on the correct one
  5. Delete the search, so it now shows parent/siblings/children
ben,
@ben@m.benui.ca avatar

@sinbad how do you see this view?

sinbad,
@sinbad@mastodon.gamedev.place avatar

@ben Right-click on a class > Go To > Derived Symbols (Ctrl+Alt+B)

uri,
@uri@mastodon.gamedev.place avatar

We've just released our horror roguelite!
Harvest Hunt is out on Steam after a couple of years of dev. We're a core 3 person team (I'm the Lead artist). It's a horror roguelite loaded with ambience and a lot of european and Portuguese inspired folklore and other stuff there 🙂
Have a look, wishlist! Hell, buy it if you're so inclined!
https://store.steampowered.com/app/2009620/Harvest_Hunt/
#indiedev #unrealengine #horror #gamedev

sinbad,
@sinbad@mastodon.gamedev.place avatar

I'm investigating the best way to analyse a (Win64, C++, ) minidump these days. Rider doesn't do it (barring .Net), which is a shame. WinDbg is super unfriendly and I hate it. VS works quite well, but I'd rather not rely on it - I only really use the compilers as a back-end these days so don't pay for it.

I feel like a new debug tool was discussed around here recently but I can't remember it for the life of me what it was called or whether it was suited to minidump analysis. Any tips?

sinbad,
@sinbad@mastodon.gamedev.place avatar

@gdcorner I was thinking of RemedyBG but this looks interesting too

sinbad,
@sinbad@mastodon.gamedev.place avatar

RemedyBG (https://remedybg.itch.io/remedybg) was the one I was trying to remember. It's cool, but it doesn't currently support minidumps unfortunately (I've bought it to try anyway because it's very clever)

qaqelol,
@qaqelol@toots.niark.nexus avatar

Hi !
I'm looking for good online ressources/courses for Technical Artist in #UnrealEngine (on any topic).

Boosts are appreciated !

#UE #UE5 #TechArt #GameDev #FediAsk #help

MrBeam,

Moved my Unreal, Blender and Krita tools to my repository for easier access.

https://codeberg.org/MrBeam

Unreal

  • VAT Import Setting Script
  • Light Ray Tool
  • Custom Primitive Data Widget
  • Static Mesh Build Settings
  • Reparent Blueprints

Blender

  • VAT Exporter
  • Shapekey Creator
  • Sharp Seams
  • Skin Weight Tool
  • Flip Book Vertex Painter

Krita

  • Separate To RGB Channels

Have a look, maybe you'll find something useful.

#unrealengine #blender #krita #vat #gameDev #kritaPlugin #blueprint

maxim,
@maxim@mastodon.gamedev.place avatar

Vertigo Effect (Dolly Zoom). Today I decided to rest a little and play with effects in Unreal Engine 5. Simple value change operations with Camera Field Of View and Target Arm Length on Spring Arm Component

#UnrealEngine #gamedev #scifi #ThrowbackThursday #TurnBasedThursday #unreal #ue5 #IndieGameDev #gaming

video/mp4

patrick_h_lauke,
@patrick_h_lauke@mastodon.social avatar

@maxim would be cool for, say, item interactions or dialogs to do a proper goodfellas dolly zoom, keeping the character size exactly the same but "zooming" tighter to the object/npc you're interacting with

maxim,
@maxim@mastodon.gamedev.place avatar

@patrick_h_lauke when I start doing the functionality of object inspection, them I will try something

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