WTF is wrong with the Unreal Engine editor on Linux (UE5.3.1, but I think I've seen the same issue on 5.1)?!
And this happens with many (all?) menus, not just the "Add" menu.
Sometimes it works as expected, often every second try, sometimes (like in the video) less often.
And sometimes, when trying to drag something (click, keep button pressed, move mouse), or try to use the menu that way the window gets resized and moved around o_O
Been playing around with some RC truck physics in Unreal with Chaos. It's gonna take some hackery to get them where I want them to be, but it's a good start I reckon. 🤔 #UE5
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?
For all of the better behavior I have using the Studio driver vs the Game-Read driver from #Nvidia, #UnrealEngine#UE5 occasionally just goes out to lunch and takes the keyboard with it if I let it sit for awhile. Windows must helpfully swap it out. Mouse is live. Can't close the window. If it's swapping, it would take at least 20 minutes to load it all back in. Had to restart the PC. Grumble, gripe.
I get so messed up trying to learn 3D art. I get torn between feeling under-inspired when putting prefabbed stuff together in UE5 & get bored, & feeling overwhelmed being completely incompetent with Blender. I have wanted so badly to do this for so long but get defeated quick. :/ #ue5#unreal#blender#3d#3dart
So I'm getting a Corsair Vengeance 7400 series with an Nvidia RTX 4090 GPU. It's got 64GB of DDR5 RAM and an Intel i9-12900K CPU because AMD should be ashamed of themselves for mating the most expensive CPUs with the most expensive motherboards. A similar, though faster compiling, Threadripper box would cost more than 2X what this one is costing me. The Corsair should dramatically outperform what I've been using. #UE5#GameDev#UnrealEngine
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
Do YOU want to write game dialogue for #UE5? Would you like to write the whole script in text like a movie script, that's easy to edit, and version control friendly? Want to perform camera cuts, sync with cutscenes, and animate characters?
This might be useful to someone; I was looking into cheap, deterministic but more uniform random number generators (but not perfectly uniform) and noticed that UE already has a "Halton()" function, which implements the Halton Sequence: https://en.wikipedia.org/wiki/Halton_sequence.
However it was only used internally for various things, and not really exposed to engine users in a useful way.
Any #unreal#ue#UE5 expert that know how to setup a custom collision shape by hand? I want to prevent my player from going on any water surface and beside capsule, box and sphere collider, I didn't find any lead for a more custom shape (beside creating a static mesh through blender). Thanks!
I’ve always felt we need 100s of levels to feel progress in games. But somehow #BaldursGate3 has manage to do this without 100s of ‘em. How do you think they did that? Is it #DnD magic at play? What do you think?#gamedev#ue5#unity3d#GodotEngine
How are people doing grass in game engines these days? Not long Zelda-style grass but lawns, sports fields and other short and neat grassy areas? I use #godotengine but I'm 99% sure any technique from #unity3d or #UE5 would probably transfer.
Explored the loading screen code in Lyra today, in order to figure out how to keep the loading screen up while I did some procgen work. It's pretty nice, certainly compared to the systems we've had before.
Here's my scrappy notes, might be of interest to someone #UE5#unrealengine
I converted a UE5 5.2.1 game to 5.3.1 yesterday. I should look at the release notes. It's running very well. Better, I think, but I'm being subjective, so I should see what changed.
I am trying to make different options for object inspection. Do not pay attention HUD, only the mechanics are of interest now. What else exists, remember? I want to reproduce as many as possible in order to choose for game
I make solar panels to charge energy batteries from starlight. One of the main mechanics in the Sci-Fi game is the use of batteries, of which there will be a lot. Find or craft and charge... for tools, transport, etc
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
I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.
Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.