Epic Game's Unreal Magazine

Craigp,
@Craigp@mastodon.social avatar

Level sequences in behave differently when you load the level via streaming them in?

Notably, the "loop forever" option seems to break. If I stop and then start a sequence, it only plays once the second time.

I don't think I changed the logic of how that works... so I'm pretty confused and annoyed.

Craigp,
@Craigp@mastodon.social avatar

AHAH. I found it. Apparently it throws a stopped event when it finishes a loop even if it's not stopping.

Craigp,
@Craigp@mastodon.social avatar

Thought I found the issue, but I didn't. Sigh.

It's just... broken... on replays...

Craigp,
@Craigp@mastodon.social avatar

One of those days where I feel like I'm losing my mind. Why can't get I get this component to look at a world position in #unreal ?

I've tried the built-in lookats, I've tried making rotation from XZ, I've tried every axis...

It's just a fucking plane starting at 0 and going right one unit. It's not complicated.

Craigp,
@Craigp@mastodon.social avatar

Ahahah, the problem is scaling. Bah.

Craigp,
@Craigp@mastodon.social avatar

People: "You should use migrate to migrate assets in ! It can help you create clean projects and-"

Unreal: "I don't migrate custom collision/trace values. Because fuck you. I don't migrate build settings. Because fuck you. And also, I randomly crash during migrations. Because fuck you."

Have these people... never tried doing the things they say to do? Or is there some trick to migrate the PROJECT part?

Like, can I clone a project and just leave all the assets behind?

Craigp,
@Craigp@mastodon.social avatar

@shanecelis Nope, not nanite. HMMMM.

Craigp,
@Craigp@mastodon.social avatar

I FOUND IT.

HAHAHAHAHA

It looks like one of the quixel assets is 800 megs.

... sigh... it's not the textures, either. I think it might be the mesh.

... There's also some really big .shaderbytecode files. I don't know how to check which shaders are doing that, either.

DKesserich,
@DKesserich@mastodon.gamedev.place avatar

New on itch.io, my Advanced Eases Plugin for Unreal.

Adds a handful of new easing functions that do overshoots and bounces.

Name your own price, but, much like my Simple Day Night Plugin, it'd be nice if that price was more than zero.

https://dkesserich.itch.io/advanced-eases-plugin

Craigp,
@Craigp@mastodon.social avatar

Ugh, I finally decided to grab some assets from the shop (free ones) and I can't figure out how to put them in a project.

The only way it seems I can is to "create a project" based on those assets in the Epic Games Store Shopfront (unrealenginetab), then manually export every fuckin' asset to a format I can import somewhere else.

fractalus,
@fractalus@mastodon.social avatar

@Craigp Create the project, load it up, select all the assets you're interested in then right click -> migrate and pick your other project content folder

Craigp,
@Craigp@mastodon.social avatar

@fractalus So that is the only way, it's terrible.

Every time I update the engine, I have to spend hours upgrading the content library projects.

DKesserich,
@DKesserich@mastodon.gamedev.place avatar

Can anyone help me out with something? Config variables and CVars are not working the way that they should be in my project and it's making me crazy.

more info:
https://forums.unrealengine.com/t/confused-by-console-variables/1858012

#Unreal #GameDev #UE5

SirLich,
@SirLich@mastodon.gamedev.place avatar

@DKesserich You don't need a separate developer settings class. CVars can be set directly from .in. The syntax is a little funky, but you should be able to find some examples in the engine installation

DKesserich,
@DKesserich@mastodon.gamedev.place avatar

@SirLich yeah, I've tried without the settings class and the CVars still wouldn't load from ini. I've landed on manually setting their values after loading the config, but that's still not working consistently between the editor and a packaged build.

amster,

Modeling IKEA MALM nightstands in Unreal Engine because we can.

#unreal #InteriorDesign #IKEA #3D

docpop,
@docpop@mastodon.social avatar

@amster oh, that looks rad. Will you be applying a decal like this irl once you pick a design you like?

amster,

@docpop Even better: I commissioned a bunch of actual resin art for these drawer fronts. It will be so much cooler than this.

RinostarGames,
@RinostarGames@mastodon.gamedev.place avatar

Does anyone know how to make jumping spider enemies in Unreal Engine? We have cobbled something together but it doesn't work as well as we'd like and wondering if anyone knows of a tutorial or has any advice. Thanks in advance!

sinbad,
@sinbad@mastodon.gamedev.place avatar

Last chance to get my text-driven dialogue system for #unreal at the sale price! Go here if you want to slide heroically under the rapidly closing sale door: https://www.unrealengine.com/marketplace/en-US/product/suds-pro-dialogue-system

Thanks to everyone who helped make the showcase / sale period a success, I really appreciate it. And new customers seem very happy so that's nice. ☺ #ue5 #unrealengine

Example of SUDS Pro dialogue scripting

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

Well that's the, fourth?, complete source-control collapse I've navigated, so that's neat.

BTW, Perforce does NOT behave well when it runs out of space. It just stops. Literally. You can't even connect with the Administration interface to back out the changelist that ran you out of space. I fixed it with a reversion to backup + Reconcile Offline Work to pick up the lost work, and I think that's probably the cleanest option? Since you can likely assume the repo is corrupt if it train-wrecks into storage limits.

This will be of particular relevance to types, because yeeaaah sometimes a commit that you think is "well just a few asset packs and a small level chunk" randomly eats 8gb oops.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@sinbad @psychicparrot42 @glassbottommeg
and pure Git (without LFS) is getting better at it

johnaustin,

@psychicparrot42 @sinbad @glassbottommeg JJ is upcoming, supported by big companies, and seems to handle big files well.

jimmyb,
@jimmyb@selfhosted.cafe avatar

I remember spending many many hours with friends playing this!

🎮
https://mastodon.social/@256/112185650151712360

CWSmith,
@CWSmith@social.mechanizedarmadillo.com avatar

Looking at how I might go about installing 5 on Linux

Looks like I need a flatpak to make it easier, not a bad thing.

But I have Godot installed as well, plus RPG Maker in .

And I still don't know what I really want to do.



krazyjakee,
@krazyjakee@mastodon.gamedev.place avatar

@CWSmith do you know what genre you would most enjoy working with?

sinbad,
@sinbad@mastodon.gamedev.place avatar

spooky story time! I just figured out a bonkers problem which goes like this:

  1. A UPROPERTY which was initialised in a C++ constructor was becoming NULL by the time BeginPlay() was called
  2. It only happened in Blueprints that had been duplicated from other blueprints. Creating a identical blueprint from scratch was fine
  3. The blueprints had NO CODE in them

Wanna know why? The answer is actually quite simple, and maybe you already know. But it drove me insane for a good hour.

sinbad,
@sinbad@mastodon.gamedev.place avatar

It took me absolutely ages to find the magic combination that let me ask :unreal: to find a bunch of blueprint assets defined in the project which derive from a certain base class. So many dead ends. So many weird ass things that result from how the asset system works, combined with the way BPs generate wrapper classes.

You don't have to suffer this pain. Here's some utility functions that Just Work™ https://github.com/sinbad/StevesUEHelpers/blob/master/Source/StevesUEHelpers/Public/StevesAssetHelpers.h

If you'll excuse me, I'm going to lie down.

Craigp,
@Craigp@mastodon.social avatar

OK, so, my HLSL struct definition in works fine in the material custom HLSL node, but the Niagara custom HLSL node apparently... can't have functions in structs?

???

Craigp,
@Craigp@mastodon.social avatar

Dammit, somehow I managed to set all these struct properties up as Floats instead of floats.

Why does Unreal have Floats as well as floats and why does it think I want Floats instead of floats?

This is like how you type "int" to get an integer type and it resolves to "left". Brilliant little details.

Craigp,
@Craigp@mastodon.social avatar

If you're wondering how I could possibly make this mistake, here's the visual difference.

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