#ue5 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #ue5, aggregated by home.social.
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Today, May 21, is Vyshyvanka Day in Ukraine. So in honor of that, I wanted to do something themed for your brain. You know me, this will be Unreal Engine material. I called it "Квіточка та її Віночок" (The flower and its corolla)
https://www.youtube.com/watch?v=pIpkvy8X9CI
#UnrealEngine #gamedev #UE5 #indiedev #shader #education #vfx
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Today, May 21, is Vyshyvanka Day in Ukraine. So in honor of that, I wanted to do something themed for your brain. You know me, this will be Unreal Engine material. I called it "Квіточка та її Віночок" (The flower and its corolla)
https://www.youtube.com/watch?v=pIpkvy8X9CI
#UnrealEngine #gamedev #UE5 #indiedev #shader #education #vfx
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Today, May 21, is Vyshyvanka Day in Ukraine. So in honor of that, I wanted to do something themed for your brain. You know me, this will be Unreal Engine material. I called it "Квіточка та її Віночок" (The flower and its corolla)
https://www.youtube.com/watch?v=pIpkvy8X9CI
#UnrealEngine #gamedev #UE5 #indiedev #shader #education #vfx
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Today, May 21, is Vyshyvanka Day in Ukraine. So in honor of that, I wanted to do something themed for your brain. You know me, this will be Unreal Engine material. I called it "Квіточка та її Віночок" (The flower and its corolla)
https://www.youtube.com/watch?v=pIpkvy8X9CI
#UnrealEngine #gamedev #UE5 #indiedev #shader #education #vfx
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Today, May 21, is Vyshyvanka Day in Ukraine. So in honor of that, I wanted to do something themed for your brain. You know me, this will be Unreal Engine material. I called it "Квіточка та її Віночок" (The flower and its corolla)
https://www.youtube.com/watch?v=pIpkvy8X9CI
#UnrealEngine #gamedev #UE5 #indiedev #shader #education #vfx
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Traditionally for you an example of Unreal Engine material. This time from my 11 year old son. I place some copies of his work in my secret place. Pac-Man always in our hearts!
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #gamedevelopment #education #shader #pacman
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Traditionally for you an example of Unreal Engine material. This time from my 11 year old son. I place some copies of his work in my secret place. Pac-Man always in our hearts!
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #gamedevelopment #education #shader #pacman
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Traditionally for you an example of Unreal Engine material. This time from my 11 year old son. I place some copies of his work in my secret place. Pac-Man always in our hearts!
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #gamedevelopment #education #shader #pacman
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Traditionally for you an example of Unreal Engine material. This time from my 11 year old son. I place some copies of his work in my secret place. Pac-Man always in our hearts!
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #gamedevelopment #education #shader #pacman
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Traditionally for you an example of Unreal Engine material. This time from my 11 year old son. I place some copies of his work in my secret place. Pac-Man always in our hearts!
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #gamedevelopment #education #shader #pacman
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I've nearly finished rolling my own limited functionality smart objects. I should be done soon. I've written a basic system. I need to remember to hook NPC deaths to get rid of their reservations cleanly. Will it work? 🤷♂️ Unreal's didn't serve my needs, being flaky and all, so what have I got to lose? This might even have lower overhead.
I set up a new state tree, cloning the old one, and have rewritten 5 functions. 2 to go.
Although I planned on keeping the old state tree around, I'm just keeping a copy for a bit. If this works, I won't be needing it.
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I've nearly finished rolling my own limited functionality smart objects. I should be done soon. I've written a basic system. I need to remember to hook NPC deaths to get rid of their reservations cleanly. Will it work? 🤷♂️ Unreal's didn't serve my needs, being flaky and all, so what have I got to lose? This might even have lower overhead.
I set up a new state tree, cloning the old one, and have rewritten 5 functions. 2 to go.
Although I planned on keeping the old state tree around, I'm just keeping a copy for a bit. If this works, I won't be needing it.
-
I've nearly finished rolling my own limited functionality smart objects. I should be done soon. I've written a basic system. I need to remember to hook NPC deaths to get rid of their reservations cleanly. Will it work? 🤷♂️ Unreal's didn't serve my needs, being flaky and all, so what have I got to lose? This might even have lower overhead.
I set up a new state tree, cloning the old one, and have rewritten 5 functions. 2 to go.
Although I planned on keeping the old state tree around, I'm just keeping a copy for a bit. If this works, I won't be needing it.
-
I've nearly finished rolling my own limited functionality smart objects. I should be done soon. I've written a basic system. I need to remember to hook NPC deaths to get rid of their reservations cleanly. Will it work? 🤷♂️ Unreal's didn't serve my needs, being flaky and all, so what have I got to lose? This might even have lower overhead.
I set up a new state tree, cloning the old one, and have rewritten 5 functions. 2 to go.
Although I planned on keeping the old state tree around, I'm just keeping a copy for a bit. If this works, I won't be needing it.
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I'm going to archive what I have and turn off the Smart Object plugins. I've chased too many bugs that end in the SmartObjectSubsystem, which is not thread-safe after years of development. I'll do what I want to in my own subsystem, thanks.
There remains the issue of whether or not State Trees are worth the effort. Maybe.
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I'm going to archive what I have and turn off the Smart Object plugins. I've chased too many bugs that end in the SmartObjectSubsystem, which is not thread-safe after years of development. I'll do what I want to in my own subsystem, thanks.
There remains the issue of whether or not State Trees are worth the effort. Maybe.
-
I'm going to archive what I have and turn off the Smart Object plugins. I've chased too many bugs that end in the SmartObjectSubsystem, which is not thread-safe after years of development. I'll do what I want to in my own subsystem, thanks.
There remains the issue of whether or not State Trees are worth the effort. Maybe.
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I'm going to archive what I have and turn off the Smart Object plugins. I've chased too many bugs that end in the SmartObjectSubsystem, which is not thread-safe after years of development. I'll do what I want to in my own subsystem, thanks.
There remains the issue of whether or not State Trees are worth the effort. Maybe.
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I am about to give up on Smart Objects ever working correctly, though Unreal Engine 5.7.4 seems stable. I'm using a 580 Nvidia driver, and I moved (to delete yet preserve) the old UnrealEngine .config settings, which seems to have helped. The Nvidia driver should probably be 595, but one victory at a time.
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I am about to give up on Smart Objects ever working correctly, though Unreal Engine 5.7.4 seems stable. I'm using a 580 Nvidia driver, and I moved (to delete yet preserve) the old UnrealEngine .config settings, which seems to have helped. The Nvidia driver should probably be 595, but one victory at a time.
-
I am about to give up on Smart Objects ever working correctly, though Unreal Engine 5.7.4 seems stable. I'm using a 580 Nvidia driver, and I moved (to delete yet preserve) the old UnrealEngine .config settings, which seems to have helped. The Nvidia driver should probably be 595, but one victory at a time.
-
I am about to give up on Smart Objects ever working correctly, though Unreal Engine 5.7.4 seems stable. I'm using a 580 Nvidia driver, and I moved (to delete yet preserve) the old UnrealEngine .config settings, which seems to have helped. The Nvidia driver should probably be 595, but one victory at a time.
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Why does Unreal Engine need 29GB of stuff in .config?
"First, we must configure the actual universe."
I'm not saying it might have spawned some problems, but there were 3 versions of UE it had configs for.
Let us start over with one version and see how it goes.
"Where did all of the storage space go?"
"I installed Unreal..."
"Say no more. I understand."
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Why does Unreal Engine need 29GB of stuff in .config?
"First, we must configure the actual universe."
I'm not saying it might have spawned some problems, but there were 3 versions of UE it had configs for.
Let us start over with one version and see how it goes.
"Where did all of the storage space go?"
"I installed Unreal..."
"Say no more. I understand."
-
Why does Unreal Engine need 29GB of stuff in .config?
"First, we must configure the actual universe."
I'm not saying it might have spawned some problems, but there were 3 versions of UE it had configs for.
Let us start over with one version and see how it goes.
"Where did all of the storage space go?"
"I installed Unreal..."
"Say no more. I understand."
-
Why does Unreal Engine need 29GB of stuff in .config?
"First, we must configure the actual universe."
I'm not saying it might have spawned some problems, but there were 3 versions of UE it had configs for.
Let us start over with one version and see how it goes.
"Where did all of the storage space go?"
"I installed Unreal..."
"Say no more. I understand."
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It doesn't appear that the Smart Object Subsystem was made any more thread-safe, though there were some fixes which might impact my code. There were also some fixes to state trees, including some which, no doubt, are biting me in 5.6.
Sigh.
I'm going to give Nvidia's 5.7.4 another try. There are some improvements and bug fixes in there, too. They fixed an issue causing crashes. Fingers crossed.
Unreal made Meta Human code functional in Linux for 5.7. I would like to be able to use that.
I've not had much success with 5.7 and Linux in the past. Hopeful, not optimistic.
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It doesn't appear that the Smart Object Subsystem was made any more thread-safe, though there were some fixes which might impact my code. There were also some fixes to state trees, including some which, no doubt, are biting me in 5.6.
Sigh.
I'm going to give Nvidia's 5.7.4 another try. There are some improvements and bug fixes in there, too. They fixed an issue causing crashes. Fingers crossed.
Unreal made Meta Human code functional in Linux for 5.7. I would like to be able to use that.
I've not had much success with 5.7 and Linux in the past. Hopeful, not optimistic.
-
It doesn't appear that the Smart Object Subsystem was made any more thread-safe, though there were some fixes which might impact my code. There were also some fixes to state trees, including some which, no doubt, are biting me in 5.6.
Sigh.
I'm going to give Nvidia's 5.7.4 another try. There are some improvements and bug fixes in there, too. They fixed an issue causing crashes. Fingers crossed.
Unreal made Meta Human code functional in Linux for 5.7. I would like to be able to use that.
I've not had much success with 5.7 and Linux in the past. Hopeful, not optimistic.
-
It doesn't appear that the Smart Object Subsystem was made any more thread-safe, though there were some fixes which might impact my code. There were also some fixes to state trees, including some which, no doubt, are biting me in 5.6.
Sigh.
I'm going to give Nvidia's 5.7.4 another try. There are some improvements and bug fixes in there, too. They fixed an issue causing crashes. Fingers crossed.
Unreal made Meta Human code functional in Linux for 5.7. I would like to be able to use that.
I've not had much success with 5.7 and Linux in the past. Hopeful, not optimistic.
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Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
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Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
-
Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
-
Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples