#Returnal is, simply put, a damn masterpiece. And it's not for its great gfx powered by #UE4, nor for the superb soundtrack. No, it's cos of the various gameplay mechanics you make acquaintance with little by little, as you die and live again, from the beginning. All of them force you to make decisions that will deeply affect your fate. Somehow this punishing, fast paced #thirdperson#bullethell#metroidvania#roguelike mongrel manages to keep you glued to the screen till the very end. #gaming
I found this slide deck which is a great resource on getting started with #UE5's RDG, for those of us used to #UE4's RHICommandList way of doing rendering.
🚀 I've got these #SciFi models ready and am considering turning them into a cohesive #AssetPack. They're optimized, but will need some more polish. Thoughts? Would you be interested in using such assets for your projects? 🌌
I forgot how bad the interface was in 4.X for some things. One of those things just happened. It was bad. #UE4
Deleting stuff to start cleanly with Easy Multi Save which I discovered was not all that easy to set up correctly with spawned items all over the place. Oh whee.
"I have returned you to your initial state. Are you not pleased, master? It was easy. It was multi. I called save."
"That was 16 hours & 450 battles ago! Parts of it are broken!"
PSA: #UnrealEngine users, please know the wonders of TInlineComponentArray and the TInlineAllocator template. Life changing stuff right here. Stop using TArray GetComponents and other small temporary containers on the heap. Please. Put an end to needless memory fragmentation. Be enlightened by the efficiency of stack memory. There's still time for you to see the light. Image text in following posts... #GameDev#UnrealDev#UnrealTips#UE4Study#UE5Study#UE4#UE5#UE#CPP#Programming
Don't forget to boost to help a fellow dev!
Edit: Made a correction to first example - according to my IDE it resolves to a move constructor, not a copy constructor. It's still the worst of these options, but not as egregious as I initially thought.
I changed from the #Nvidia Game-Ready Driver to their Studio Driver. Now #UE5 is more like #UE4 when developing; feels lighter, not rebuilding shaders all the time. The Unreal Editor is not throwing any memory errors. It also displays some interesting light show graphics when updating landscape changes in Landscape mode. So far, I like it a lot better. The other may be blazing in-game, but I'm mostly in-editor, lol.
I doubt the existence of a technical lead at #UnrealEngine working on #UE5.
In addition to every other POS bug and misconfiguration by default, it repeatedly tries to delete part of what is called DerivedDataCache. Intended to speed things up, it instead runs repeatedly, hogging the CPU until it decides it really had nothing to do and prints an entry in the log file.
Have to stop that crap.
Hadn't noticed before I erroneously sent it to build HLODs, still-broken, introduced in #UE4.
I made SkateBIRD (and a bunch of other stuff) in #unity3d, and now I'm an #unrealdev using #ue4 / #UE5 to make even FANCIER bird related entertainments.
(and mastodon.gamedev.place, my previous instance, is fine! it just got HUGE, so figured I wanted to try a smaller place)