#ue5 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #ue5, aggregated by home.social.
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When I worked with Unity, or in other words with C#, I immediately turned off checking for the presence of a tag in an object and wrote byte storage. Checking for a string or a byte is obvious. Now I'm in Unreal Engine. I thought about several options, but settled on this one. I know that UE has a gameplay tag system that caches something there, but I didn't want to change anything that was already in my project, other than checking bytes instead of a string
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I'm running 2 instances of the 8k map to see what the heck I put in a spot where it has foliage blocked and nothing there in the new map. The 2nd one is still loading.
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Okay, this week I got the day/night cycle dialed in with 2 competing systems - one that handles clouds, weather, and the sun, another which handles stars and nebula. The former has stars, which are terrible. No, really, they all flash at once. I had to figure out how to "win" the nighttime sky (distance and fade in/out). It also had a 2D moon which meant stars shown through the dark parts. So realistic, that.
I added 2 moons orbiting on the same plane, but at different speeds and distances. Cool to watch. I haven't seen them eclipse yet.
I deleted a small watering hole and added 2 lakes, which are swimmable, bringing the number of lakes to 4.
I modified some procedural foliage to thin it out. I think I like it. Without a map, you still can get lost in it, but moving around is easy.
It needs trails where there are no rails.
The air tram platform has an alarm now. I think I'll change it to a gnome saying something like, "Watch out! Zero days since our last industrial accident."
Should trails be safe (won't be attacked) or not so safe (encountering wandering bad guys will add to EPs)? 🤔
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Optimizations! Unreal Engine. Material Billboard Component - a very useful, better than using a StaticMesh Plane + material with AlignMeshToTheCamera. My example for you is the lighting zone for a flashlight
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I have to thin out a forest. A lot. I might have gone a bit overboard. Looks nice, in an impassible sort of way.
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I have swimming working now, and bodies of water which are swimmable. This calls for diving underwater quests.
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Autumn is coming soon, so the drops from the sky will give our brains more freshness. As is tradition from me to you, brain training with Unreal Engine, pour some coffee and start the game dev day. Generate drops and Normal map
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AMD FSR & Radeon Anti-Lag 2 plugins updated for #UnrealEngine 5.8!
🆙 FSR Upscaling 4.1.1, now with Radeon RX 7000 Series support.
🎞️ FSR Frame Generation 4.0.1.
⚡ Anti-Lag 2 also updated for UE 5.8.Upgrade your #UE5 project ⬇️
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I added the time, temperature, air pressure, wind speed and the vector for its direction to the main UI. Next task up is to convert the vector to either a character representation, e.g., ENE, or an arrow indicating the direction.
The landscape is looking pretty good. I added another lake. I still don't like the color of the water, but it's swimmable.
Remind me to hook in the code to let players climb ladders. I should let NPCs climb ladders, too.
In good weather it's bouncing around 70FPS. I haven't changed from a desert biome in a while b/c I added 2 moons and dialed in the day/night cycle, so I'm not sure if that holds when it's stormy.
It has a flash of stars when the sunrise/sunset starts and it fades out/in. I thought I coded that okay, but obviously not, lol. A bug to find.
The air/ground transports are working well, and their platforms are doing their things, moving away so the tram can maneuver, if needed, at the ends of their lines. The air tram makes a big swinging arc to reverse direction, so the platform slides away to make room, then returns when it is safe, with appropriate audio.
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Практический кейс: UE5 + C++ полная автоматизация. Как ИИ пишет весь код, дебажит и проверяет результат сам
Вступление: Unreal Engine 5 — это действительно сложно. 1. UE5 - это не веб-приложение. Это не CRUD-сервис. Это не фронтенд на React. 2. Миллионы строк кода на C++ в самой кодовой базе движка. 3. Редактор с ручным управлением : большинство действий в UE5 делается через GUI — клики, перетаскивания, настройка параметров вручную. 4. Сложная архитектура : модули, плагины, подсистемы, зависимости между которыми не очевидны. 5. Blueprints: визуальное программирование, которое не очевидно автоматизировать. 6. Высокий порог входа : чтобы писать под UE5, нужно знать C++, архитектуру движка, систему actors, blueprints, render-pipeline. 7. Это не тот проект , где «дал агенту задачу и он сделал». Это проект, где большинство «экспертов по внедрению AI» сказали бы: «Тут автоматизация невозможна. Слишком сложно. Слишком много ручного управления. Слишком много неявных знаний». И тем не менее. Сейчас на этом проекте AI пишет весь код на C++ сам, дебажит, перезапускает среду выполнения и сам проверяет результат, после чего дает добро проверить человеку. Вся разработка и внедрение фич — это постановка задачи по спеке и контроль в процессе. 98% времени — просто смотрим одним глазом в мониторы. 2% думаем и исправялем что пошло не так. Проблема: UE5 — редактор с ручным управлением Главная сложность UE5 для автоматизации — это не отсутствие API . Python в UE5 позволяет вызывать почти всё в редакторе программно. Проблема в другом: цепочки действий очень сложные . Одно действие в редакторе — это одна команда. Но реальная задача — это цепочка из десятков и сотен действий , которые должны быть выполнены в правильном порядке, с правильными параметрами, с обработкой ошибок на каждом шаге. Примеры сложных цепочек: 1. Написание блюпринтов в редакторе : создать граф нод, соединить их, настроить параметры, скомпилировать, проверить. Это неочевидный процесс, который требует понимания визуального программирования UE5. 2. Создание и настройка actors : создать actor, добавить компоненты, настроить свойства, привязать к уровню, проверить рендер. 3. Настройка материалов и шейдеров : создать материал, настроить параметры, подключить текстуры, применить к мешу, проверить визуально. 4. Работа с ландшафтом и освещением : создать ландшафт, настроить слои, расставить источники света, запечь освещение. Каждое из этих действий можно вызвать через Python или напрямую через C++ blueprinted. Но оркестрация цепочки — это нетривиальная задача. Нужны управлять последовательностью действий, обрабатывать ошибки, проверять промежуточные результаты.
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Wednesday, game dev, coffee, traditionally I wake up your brain with my example in Unreal Engine. I call it Radial Sine. This could be the basis for water droplets, for circles on a river, radio or energy waves, or something for a device.
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Another video about how the #HaloCampaignEvolved failed at the most important thing.
https://www.youtube.com/watch?v=PX5FKVcvv1Y
#Videogames #Gaming #Games #Microsoft #Halo #HaloCE #Remake #Retro #UnrealEngine #UnrealEngine5 #UE5 #FPS #Shooter #HaloStudios #TheActMan #YouTube #Video
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Tuesday game dev, wake up the brain, coffee, example with Unreal Engine and VectorToRadialValue node. Lets out rays of rage, or for those who are okay, rays of hope for the future
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Hello, Programs! You know I like to take simple and old things and turn them into something new. The power of the atom in the hands of people has also become a weapon, initially it was a force of deterrence, and today it is a sign of blackmail.
https://www.youtube.com/watch?v=e_xbg_fF_8M
#gamedev #UnrealEngine #UE5 #indiedev #vfx #scifi #radiation #shaders #programming
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«There is no way #ZhongKui is not using #AI»
...and there is no way I'm giving a shit either.
The game looks too awesome to be true. When it releases, it will be a GOTY contestant.
Who knows if they get their #TGA award in 2027 (no fucking way they release alongside #GTAVI this year)
#Videogames #Gaming #Games #ArtificialIntelligence #GenAI #BlackMythZhongKui #BlackMyth #GameScience #China #Western #Adventure #UnrealEngine5 #UE5 #UnrealEngine
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Last night I got two sky spheres to play together nicely. Now I have clouds, the sun and moon, minus the tacky stars, and plus the good stars, but I observed that the author used a texture for the moon, and it is transparent, so stars show through the moon. Uh... nice 2D trick, but no.
Moon out, I added a planet, which already rotates, and has an atmosphere. The next task is to get that moving across the sky, instead.
The sun is tied to a directional light, and is considerably brighter than the stars. The good stars' alpha fades to 0 in the daytime. There is no possible issue with any star showing through it, even as the stars fade. Its bloom alone is sufficient.
It's looking pretty sweet at night.
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Saturday, I'm stimulating your brain with Unreal Engine. I hope game dev karma will reward me. A simple idea is to pass the grid to a BumpOffset node, which will mystically distort (improve) the texture. I called it "illusion optical grid effect".
https://www.youtube.com/watch?v=WNjvttHpN7M
#gamedev #UnrealEngine #UE5 #shaders #programming #coding #gamedevelopment #indiedev
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I am trying to coax 2 sky spheres to better cooperate with each other. I can have clouds and stars, sunlight and moonlight, but no sun nor moon at the moment, lol. It looks gorgeous at night.
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Unreal Engine is my bubble of another reality, game dev honeycomb, another dome. I'm working on a material that creates a spiral electric arc, for example around a cable. The effect without Niagara. Nothing complicated, I have already demonstrated much of this in other materials
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Thursday, coffee, game dev. The night was scary, there were many explosions, that's the reality. If you've seen my previous posts with examples of spark effects in a game I'm working on, here's how you can do them in Unreal Engine
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Before optimizations, the RPG struggled to run at 30FPS in-game. Last night, optimizations done, the RPG was showing an in-editor in-game peak frame rate up to 80FPS, while most of the time hanging out at a 70's diner dancing to disco. This is an 8k map.
What do we do when the project is working well?
We save it!
Yes, we do.
It displays more distant detail with a greater loading distance than before, yet runs more than 2X as fast? No complaints!
I'm unsure about the wisdom of making the cell sizes and loading distances for both World Partition and HLODs identical, although that's what I did, so there may be more tweakage to come.
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I need more civilizations and more stuff for them to do. Now that the game runs at great frame rates (mostly), I'm beginning to feel creative again.
One spot, if I look in that direction, drops the frame rate significantly. I think there is a town on the other side of the hill where I observe this, so something in there is misbehaving.
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The flying tram has a bug I just discovered. It only has 2 stations right now. It leaves the first station correctly, and the 2nd. When it gets back to the 1st station, it takes an extended break.
The frame rate while riding on the flying tram was as high as 80FPS in the editor. I liked the World Partition landscape pops better b/c they happen farther from the camera now, and mostly don't impact navigation. It's nice to see where you're going, especially from the air.
The RPG is probably as optimized as it will be, unless the upcoming version 6 of Unreal Engine arrives with optimization magic.
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After following suggestions in 2 of Hamid Jalili's videos, the RPG's frame rate in the editor is mostly in the 60's now. 🥳
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Hello Earthling. Let's create a planet... This is the 200th video in my secret place of game dev examples. I hope there will be 1k earthlings there by the end of the year. Wow, sometimes I can't believe how time flies on this planet
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https://www.wacoca.com/games/1441783/ Unreal Engineの最新事情を学べる開発者向けイベント「Unreal Fest Tokyo 2026」が11月3〜4日に東京有明で開催決定 ##GAMING #Game #GameNews #games #GamingNews #HARDWARE:UnrealEngine #ue5 #UnrealEngine5 #UnrealTechnology #UnrealEngine5 #アンリアルエンジン #ゲーミング #ゲーム #ゲーム攻略 #ゲーム最新情報 #ジャンル:開発ツール #プラットフォーム:HARDWARE #掲載日:2026/08/1812:11 #編集部:小西利明 #記事種別:ニュース
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Monday. New game dev week, 2 more and it will be autumn. Time to fly! Traditionally, you and I train our brains with Unreal Engine, drink coffee, and continue working. Add time to pixel and pass through sine. I call it "Power Sine"
https://www.youtube.com/@alienmax-repository
#gamedev #UnrealEngine #UE5 #indiedev #shaders #programming #gamedevelopment
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I just had an idea for something to add to the RPG. Bwahahahaaaa.
Actually, it's kind of badass in the creepy category, and could drive gameplay.
The idea I haven't disclosed is brought to you by my laziness, for I have harnessed it productively to make things just work in the game so I don't have to.
Level unlocked: Programmer + Sysadmin MERGED!!
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Sunday, game dev, coffee, brain awakening with Unreal Engine. Simple version of breathing, see the code of Node Zooming in my previous post