Doomed_Daniel, to gamedev
@Doomed_Daniel@mastodon.gamedev.place avatar

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

glassbottommeg, to gamedev
@glassbottommeg@peoplemaking.games avatar

When it turns out that the two most important classes you ever took were, in fact, Linear Algebra and Art (for design layout)

<future me, stepping out of the time machine in kid me's HS Programming Class> "Trust me kid, where we're going, we won't even need the keyboard"

psychicparrot42, to unrealengine
@psychicparrot42@mastodon.gamedev.place avatar

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. 🤔

A small blue remote control monster truck drives around a test course, doing a few jumps and going over some bumps. The course is very basic and only intended to test the suspension and car physics code.

sinbad, to unrealengine
@sinbad@mastodon.gamedev.place avatar

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?

wirepair, to gamedev
@wirepair@mastodon.social avatar

Jesus A++ presentation on this mocap animation package set from the unreal store: https://www.youtube.com/watch?v=jw_KS8AVZPU

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Today I tried what Geometry Script is in Unreal Engine 5. Cool features, but I won't use it for the game. Maybe only as tools for level design

#gamedev #ScreenshotSaturday #UnrealEngine #ue5 #indiedev #IndieGameDev #games

video/mp4

stevesplace, to Nvidia
@stevesplace@mastodon.social avatar

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.

stevesplace, to unrealengine
@stevesplace@mastodon.social avatar

Oh, this is going well. It's now 3GB over GPU memory with about 400 mesh distance fields to generate.

Ocean, dear ocean. Art thou worth this? Canst we not blip GPU bits without thee?

"Indeed you can," the ocean rumbled and hissed with great sadness. "But if you do, I shall be gone forever."

Dude, that's the point.

Ed note: If answering yourself is bad, how about answering a fake ocean? And it's back down to a svelte 2.7GB over again.

EposVox, to unrealengine
@EposVox@glitch.lgbt avatar

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. :/

stevesplace, to unrealengine
@stevesplace@mastodon.social avatar

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.

maxim, to scifi
@maxim@mastodon.gamedev.place avatar

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

video/mp4

darkstar, to unrealengine
@darkstar@mastodon.gamedev.place avatar

I was pretty tired of working on the crystal mines, so I went back to work on some unfinished rooms in the marble rosarium.

You can access these rooms only after you find a way to walk on thorns.

video/mp4

sinbad, to unrealengine
@sinbad@mastodon.gamedev.place avatar

Do YOU want to write game dialogue for ? 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?

Announcing the SUDS Pro Dialogue System that does all of this and more, now available on the Marketplace: https://unrealengine.com/marketplace/en-US/product/suds-pro-dialogue-system

I've put a lot of work into this and it's finally here. Boosts appreciated! 🙂

sinbad, to unrealengine
@sinbad@mastodon.gamedev.place avatar

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.

So, I made a random stream util which makes it easy to use: https://github.com/sinbad/StevesUEHelpers/blob/master/Source/StevesUEHelpers/Public/StevesBalancedRandomStream.h

levrault, to Unreal French
@levrault@mastodon.gamedev.place avatar

Any 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!

sinbad, to unrealengine
@sinbad@mastodon.gamedev.place avatar

Remember folks, friends don't let friends cast to interfaces and call them directly! Use Implements<> and Execute_Foo instead.

I still see recent blog posts / snippets suggesting people do it the wrong way. 😬

My blog from UE4 days explains why: https://www.stevestreeting.com/2020/11/02/ue4-c-interfaces-hints-n-tips/

Norrox, to DnD Swedish

I’ve always felt we need 100s of levels to feel progress in games. But somehow has manage to do this without 100s of ‘em. How do you think they did that? Is it magic at play? What do you think?

upmultimedia, to godot
@upmultimedia@mastodon.gamedev.place avatar

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 but I'm 99% sure any technique from or would probably transfer.

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

I keep playing with Unreal Engine: cubemaps + simple material + plane = three-dimensional for something...

I don't know, it can be used, maybe for mysterious paintings on the wall

video/mp4

sinbad, to unrealengine
@sinbad@mastodon.gamedev.place avatar

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

stevesplace, to unrealengine
@stevesplace@mastodon.social avatar

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.

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#ScreenshotSaturday #gamedev #UnrealEngine5 #gamedesign #gaming #videogames #ue5 #indiedev #indiegames

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

video/mp4

maxim, to unrealengine
@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

video/mp4

dergell, to gamedev
@dergell@mastodon.gamedev.place avatar

Sometimes I may overengineer stuff?

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.

Here's more info from someone who basically had the same idea:
https://forums.unrealengine.com/t/problem-with-creating-a-generic-server-call-system/34974

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