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,
@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
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
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
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 😜
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
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.
@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.
@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
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
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
I'm investigating the best way to analyse a (Win64, C++, #ue5) 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?
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)
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
@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