The most IRRITATING of the #GPU GONE crashes in #UE5 are when double-clicking on a folder in the editor. Under no circumstances should an editor crash because you performed a rudimentary editor function, in this case opening an internal folder to view its contents in icon format. My hardware is better than that which #UnrealEngine claims their developers use. Really? To develop large #RPG games? I think not. You'd still be on 5.1, crashing your way through life. In-game? Bad. In-Editor? Awful!!!
It decided a barely mossy wall in a castle should be all repetitive moss pattern, no wall. The same mesh and material combo is used in other places correctly. The wall is on a spline that curves. Bug.
It gripes about not being able to build the landscape, but builds the landscape without an error, later to gripe again. I think it's a bug. I'll be trying another build soon.
Cheeeers :blobcheerbounce: Finally fixed a nasty bug that took me about a day..
The NPCs would stop the combo attack after receiving damage from the player but with an elegant workaround it's fixed
I'm kinda proud of the system setup.. All monsters are based on 1 main class, each single monster is just a child-class with the animations and mesh(3D model) and the settings for HP, damage, XP, animations etc!
Adding new monsters is just a few minutes work now
The Ultimate Unity Assets by Eldamar Studios Humble Bundle is now live. While for #Unity3d, these assets should also be usable in #UnrealEngine or #GodotEngine.
Just incase you need a sprite/paper2d/flipbook material (for Unreal) that always faces the camera without using tick to rotate the actor, here's the graph*! #gameDev#UnrealEngine
*If you're good at this stuff, you're also very welcome to help me solve the problem of the sprite leaning when you use this in VR and tilt your head 👍 🤓
Are you a #gamedev ? Tired of #unity3d and #unrealengine ? Want a cross-platform engine that lets you use editors like #darkradiant , #trenchbroom and #Blender ? An engine that lets you convert #quake1 maps for use in a modern engine that supports #dx12 and #vulkan ? RBDoom 1.5 is out now! Do it for the cacodemon :freebsd_logo:
I'm making progress on the RPG when I realize some changes I made got wiped out in an upgrade. First I tried one version back, which used a 4k by 4k map. Nope. Did it in the same version I'm working on. So I'm loading the 2nd 8k by 8k map to do some un-clobbering.
If this doesn't blow the GPU before it starts, the last change #UnrealEngine made across all versions must have been beneficial to what I'm trying to do, lol. Clearly that is "testing the limits of my graphics card."
First they deprecated the Input Action and I said nothing.
Then they deprecated the Input Axis and I said nothing.
Then they deprecated Skeletal Meshes and I said nothing.
No. Wait a minute. Yes I did. There's just no stopping people who like to compartmentalize in the interest of simplicity.
What once were simple text files are now data structures referring to other data structures referred to millions of times in-game, which I'm sure is super efficient! Yay? #UE5#UnrealEngine
I have an #UnrealEngine mystery: what could make it so that a client logged into a server doesn't get their rotation replicated up to the ListenServer?
Client can move around normally and see the rotation of the character the ListenServer is controlling, but viewed from the ListenServer, the client's character doesn't rotate. Move, yes, but no rotation.
It's acting like rotation is only replicated server->client, and that's perplexing. #GameDev
I can fix it by changing the character rot logic from being gated by "IsLocallyControlled" (which means it only runs on the client) to "LocalRole != SimulatedClient" (wherein the server's character will only update rot on the server, but the client's will do it on both)
But WHY. That shouldn't be necessary. The rotation being applied to the character should already be replicating up to server (and then back down as necessary if you have more clients etc). #UnrealEngine#GameDev
Oh, thank you, divine god of #UE5. Thou hast chosen to allow my game to enter thy holy editor. And I haven't died of old age yet? Your humble servant is not worthy.
Oh, blessed divine god of UE5, grant me the power to edit my own code in thy editor without the devil GPU CRASH fouling thy holy creation and my patience.