#unreal-engine-4 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #unreal-engine-4, aggregated by home.social.
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This doesn't make me want to play #Borderlands4, but rather not buy a gaming handled at all.
https://www.youtube.com/watch?v=LJ9X4JxMaBw
I'll rather get an iPhone and Apple Arcade.
#Videogames #Gaming #Games #Borderlands #UnrealEngine4 #UnrealEngine #GearboxSoftware #Gearbox #TakeTwo #2KGames #MSIClaw #AMD #Z2Extreme #XboxAllyX #XboxAlly #SteamDeck
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Are there any resources out there on modding Unreal Engine 4 games?
I know it’s relatively easy to decrypt the asset files and stuff, and maybe even to decompile the game, but then how would I get the edited stuff back into the game (and in a distributable way)?
Should I expect the game to be able to load the edited asset file without encryption alongside to the encrypted ones, since I probably wouldn’t be able to encrypt it with the same key as them, or nah?
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Backported latest BlueprintAssist from UE 5.5 to UE 4.25 for giggles and shits as a test case for my VersionMacros project. Wasn't too bad. Automatic TObjectPtr conversions save the day! https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UnrealEngine4 #unrealengine5 #UE4 #UE5 #UnrealDev #GameDev #IndieGameDev
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I've made some updates to this https://github.com/sbseltzer/VersionMacros
Now auto-backports TObjectPtr to raw pointers in UE4 builds. Also allows you to define the fake macro replacements in an actual header file instead of the sketchy prebuild configuration.
#UnrealEngine #UnrealEngine4 #UnrealEngine5 #UE4 #UE5 #GameDev #IndieGameDev
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Hey #UnrealEngine code plugin devs, I'm releasing the code I use for my plugins to make #UE4 & #UE5 support a lot easier.
https://github.com/sbseltzer/VersionMacros
Includes better macros for checking engine version and automatic prebuild scripts to work around the preprocessor limitations in UnrealHeaderTool, allowing you to `#if` out blocks of code that contain Unreal "magic macros". This allows you to maintain backwards compatibility without forsaking modern Unreal features. Includes installation instructions and examples of using it.
Feedback is appreciated! I'd also appreciate Linux users to verify it works for them.
#GameDev #UnrealEngine4 #UnrealEngine5 #UnrealDev #IndieGameDev #IndieDev #Programming #CPP
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Need for Speed Mobile Is Coming to iOS and iPad Later This Year
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Mechwarrior: Kampfkolosse des 31. Jahrhunderts - von Timeras
Wenn ihr auf Action, Explosionen, tonnenschwere Kampf“roboter“ und eine offene Spielwelt steht, in der ihr entscheidet, wohin die Reise geht, dann seid ihr bei Mechwarrior genau richtig.
https://www.videospielgeschichten.de/mechwarrior-kampfkolosse-des-31-jahrhunderts/
#BattleTech #Mechwarrior #Mercenaries #PiranhaGames #Simulation #UnrealEngine4
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#UnrealTips: Toggle Node Purity! Gets and Casts have both pure and impure forms. Right click the node and you'll see an option for it.
Stop using IsValid where possible. Convert get nodes to impure get nodes if you need to branch on their validity.
Need to check if something can be casted as a bool? Or maybe you don't care if the cast fails? Convert it to a pure cast node!
Performance Note: Impure nodes get re-evaluated for each exec node input pin that depends upon them, so if the outputs of the pure node are relatively expensive (such as casting or non-trivial functions) and getting reused a lot in the same execution chain, consider using a macro to explicitly cache it (I've added an image), or just stick with the impure cast.
I'm not saying you should always change node purity, but doing so can make your graphs a lot more readable!
(and don't forget to boost if you want others to see this!)
#GameDev #UnrealDev #Blueprint #UE #UnrealEngine #UE4 #UE5 #UnrealEngine4 #UnrealEngine5
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When you think you start have some idea about how materials works in unreal engine... Bam! Substrate Materials! 🙃 #UnrealEngine5 #Indiedev
Found this little video with the basics:
https://www.youtube.com/watch?v=fKIfWF2mXxY#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Did more level design to get some fun and take some nice screenshots 😲
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Doing some donuts around a new prop like a master. Look that donuts! 😎
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Now with proper wheels
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Did some visuals tweaks to give a more "sunny" feeling and increasing the overall detail.
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Added a bit more stuff to the level 🙃
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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And last one for now.
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Project has been ported finally to Unreal Engine 5.2, testing the new driving system in a new location and with a new car, doings donuts and other stuff.
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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#ROTU :Next-Gen Virtual Production Showcase
Video Featuring: Neville Page, Ian Hunter, Leonidas Jaramillo, Robert Rogriguez, and A.J. Wedding #virtualproduction #vfx #vr #unrealengine5 #epicgames #realtime #videogames #unrealengine4 #ue5 https://youtu.be/e5RcOJSwuRU -
Will be possible create an AA solution in a Post-Process Material? Maybe even a TAA? Any idea?
#UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev
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Sherlock Holmes The Awakened desvela su tráiler de lanzamiento
https://powerups.es/sherlock-holmes-the-awakened-desvela-su-trailer-de-lanzamiento/
#Noticias #Cthulhu #Frogwares #H.P.Lovecraft #SherlockHolmesTheAwakened #UnrealEngine4
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In case somebody is interested, on udemy you can get courses for new students by 14.95. offer ends today.
I found the one i wanted at 77% discount:
https://www.udemy.com/course/pro-unreal-engine-game-coding/It comes with the source game code: GRIP - Combat Racing. This one: https://store.steampowered.com/app/396900/GRIP_Combat_Racing/
I hope it gives to me the idea that how they managed the anatialias/ ghosting and blur working all together.
#UnrealEngine #UnrealEngine5 #UnrealEngine4 #ue5 #Gamedev #Indiedev
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Siempre ha sido una saga con muchos altibajos, incluso se pensaba que Sword and Fairy 6 iba a ser el último por sus críticas tan pésimas. Usando Unity 3D, desarrollaron un juego con gráficos obsoletos y una optimización bastante pésima (una recepción similar a cuando salió #TalesofZestiria y #TalesofBerseria). Asímismo, Softstar decidió colaborar con #EpicGames, un estudio donde la mayoría de sus acciones residen en China.
Así fue como nació The Legend of Sword and Fairy 7, usando #UnrealEngine4 y en colaboración con Epic Games, crearon el primer título de la franquicia en tener una localización internacional para todas las plataformas, un gran avance en gráficos, un combate de acción (abandonando el combate por turnos después de 20 años), y seguramente el título que la mayoría conozcan. Pero claro, ¿De qué trata este RPG? ¿En qué orden lo juego? ¿Son realmente malos?
Bueno, analicemos un poco la saga y descubramos el universo de Sword and Fairy.
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Question to #UnrealEngine devs.
Are you using DFAO in your games?
In that case, how you remove the ghosting created on moving objects?
Using "r.AOUseHistory=0" the Help says:
"Whether to apply a temporal filter to the distance field AO, which reduces flickering but also adds trails when occluders are moving."
With 0, removes ghosting, but adds some shadow flickering. With 1 removes shadow flickering but adds ghosting 😩
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Is there any way to config a timeline based on various hashtags?
Like a timeline that shows all posts that contains at least one of this tags: #UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5
So you not need to go over each tag and you can see all in one. Any idea if possible? If not, will be possible implement something like that?
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I'm now thinking of doing a basic and PRO version. $5-$10 for maybe 10 very useful nodes as a basic version, then $50 for a PRO version with dozens of extra nodes that give extended access to animation data and a bunch of convenience features like name dropdowns using custom K2 nodes. Does that seem reasonable?
https://peoplemaking.games/@sbseltzer/109779532395286506
#gamedev #unrealengine #unrealengine4 #unrealengine5 #ue4 #ue5 #gamedeveloper #IndieGameDev #unrealplugin
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I would definitely pay money to NOT have to deal with this hell every time I want to update my plugin... https://peoplemaking.games/@sbseltzer/109774007009538094
#gamedev #unrealengine #unrealengine4 #unrealengine5 #ue4 #ue5 #gamedeveloper #IndieGameDev #unrealplugin -
Just realized the plugin development automation tools I make for packaging the plugin for multiple engine versions on the marketplace could be made into an Unreal commandlet and I could then sell THAT on the marketplace for plugin developers lol #gamedev #unrealengine #unrealengine4 #unrealengine5 #ue4 #ue5 #gamedeveloper #IndieGameDev #unrealplugin
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So for example, you need to manually specify a unique link to a unique zip file containing a plugin package for each version of the engine you support, even if the only difference is 1 line in your .uplugin file. Major pain. I'll want to make a script for this if no one has made one yet. #gamedev #unrealengine #unrealengine4 #unrealengine5 #ue4 #ue5 #gamedeveloper #IndieGameDev #unrealplugin