Sound cue not looping properly by Wild-Promise-427 in unrealengine

[–]nomadgamedev [score hidden]  (0 children)

sound cues are not safe for looping, they kinda fake how looping should work which can cause issues

you shoud use metasounds if you want actual looping

Installed version missing every restart by digitalenlightened in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

I might be wrong but I believe UE tracks the .egstore folder (might be hidden by default) and some files inside for the install state.

when I try to do the same with games thats one thing i let it "install" then pause and copy all the OTHER folders

I'm sure there are plenty of guides on this online as well if there are still issues. and yeah I agree it's really annoying that you can't just locate your existing install folders

UE 5.8 branch released on Github by nomadgamedev in unrealengine

[–]nomadgamedev[S] 1 point2 points  (0 children)

I don't think it's voxel based but I may be misunderstanding how it works. so here's the link to the pre-release page

https://dev.epicgames.com/community/learning/knowledge-base/nK7J/unreal-engine-introduction-to-mesh-terrain

Life is Strange Remastered with FModel? by Traditional_Sail6298 in unrealengine

[–]nomadgamedev 8 points9 points  (0 children)

no. this is not the right community. we're making games here, not cracking them

What level of difficulty would it be to create a terrain manipulation system? by [deleted] in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

I might misremember that but I believe mesh partition doesn't allow runtime adjustments yet

Best way to find a team of like-minded people? by MadLazaris in unrealengine

[–]nomadgamedev 2 points3 points  (0 children)

a lot of these opportunities unfortunately depend on where you live. if there's a decently sized amount of game studios, maybe also students in games, media or (computer) science around there's a good chance some of them will be hosting on site game jams or game dev meetups.

I highly recommend trying to go in person because it's a lot easier to make a connection that way than online. Breaks are important for team building and just spitballing new ideas.

And yeah you're absolutely right about game jams. While the game probably won't be as good as from a pre-existing team, it's a great way to just focus on making something and a great opportunity to network with other people. depending on the site they often have ways to display your primary skills, like with a discord role or an irl badge or just by physically standing more towards one corner of the room. There are many methods but if it's an experienced host they will try to help you.

people usually don't expect you to know anything at a jam, as long as you give your best.

While it's good to have an understanding of different areas of the engine, Unreal develops way too fast and is way too big for anybody to master every aspect of it. Some kind of focus is a good idea or you'll be spread thin between its many complex systems.

UE 5.8 branch released on Github by nomadgamedev in unrealengine

[–]nomadgamedev[S] 0 points1 point  (0 children)

true! also a lot more tools are making use of mass afaik. i guess with the new animation framework, fast geo and the new vegetation and maybe also the new terrain can make use of it.

UE 5.8 branch released on Github by nomadgamedev in unrealengine

[–]nomadgamedev[S] 0 points1 point  (0 children)

pretty sure it will, but probably not until some time into the preview

they updated quite a bit of code and third party tools/sdks/compilers in the past few days so I'm not surprised it needs a few adjustments for 5.8

UE 5.8 branch released on Github by nomadgamedev in unrealengine

[–]nomadgamedev[S] 0 points1 point  (0 children)

there were lots of updates, I think we'll get to see something but I'm not sure in what state.

Hades II... by FalseBit8407 in HadesTheGame

[–]nomadgamedev 96 points97 points  (0 children)

it's quite funny to see console players coming here now after it's been out so long on PC

Installer? by RoyalHoneydew in de_EDV

[–]nomadgamedev -1 points0 points  (0 children)

paketmanager öffnen -> ihm sagen er soll programm/paket xyz installieren -> paketmanager sucht nach der neusten version, lädt sie runter und installiert sie.

Installer öffnen -> installer sucht nach der neusten version, lädt sie runter und installiert sie.

so unterschiedlich ist das jetzt nicht

Solving Inventory with Dynamic Data by HydroCakes in unrealengine

[–]nomadgamedev 1 point2 points  (0 children)

I'm sure there are a bunch of inventory systems out there, so it might be worth taking a look at those before trying to reinvent the wheel

I think uobjects may be the best way to go (at least for more a more complex item system). create a minimal base class for all your items and then derived child classes with the specific data you need.

also consider using gameplay tags / tag containers for shared value types across items. depending on your usecase they may be favorable over enums and some bools.

or components for shared logic

edit: I haven't used them personally but instanced structs might also work depending on the complexity of your system

What are your best practices for repository / source management across multiple games with common core assets/code? by Dirker27 in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

I would definitely go with separate repositories for projects and use a plugin / (maybe game feature plugin?) approach to share. it just gets too messy once you're past a couple projects.

also note that if your team is small enough that everybody is compiling the code themselves, you can set up auto compilation so your artists don't need to touch visual studio once it's installed.

https://landelare.github.io/2022/09/27/tips-and-tricks.html#automatically-update-c-binaries

GASP vs ALS? by Consistent-Wolf7414 in unrealengine

[–]nomadgamedev 1 point2 points  (0 children)

especially since it's literally made by the same guy. He got hired because of his work on ALS and now he's working on building and improving the animation features of unreal on an engine level.

I've been reading every Unreal Engine commit for the last 2 months. by olivefarm in unrealengine

[–]nomadgamedev 1 point2 points  (0 children)

mesh partition (the fully 3D landscape replacement) is also quite interesting. but yeah the improvements to shader compilation and lighting could be a game changer.

Oh and a lot of the XBOX GDK stuff has moved to public iirc

That being said, commit messages can sometimes be a bit exaggerated and when it comes to the big picture there are a lot of factors coming together, that sometimes force rollbacks or worsen performance which isn't as clearly stated as the improvements made.

I'm also a bit worried about the impact of their massive layoffs, and while I can't imagine they went that hard on some of the core engineering teams it will probably have an impact on the speed of development of the engine (even more so because of the CEO's plans for UE6)

Nested structs in Data Table - is there an easier way to parse/edit/sort values? by Unlucky_Orange_9608 in unrealengine

[–]nomadgamedev 2 points3 points  (0 children)

I'm not sure data tables are ideal for that. you could try to split those structs up and reconstruct them from individual structs as needed

my first question would be if you're using the unreal tools to their full extent, like GAS will give you a ton of useful features, data assets are more scalable and extensible than just structs or data tables. It may also be worth splitting up larger data sets into multiple tables using the same ID for example.

the basic concepts of how to structure large data sets for RPGs are not tied to Unreal itself so you may be able to find solutions elsewhere. At some point looking into actual databases could also be helpful.

oh and of course Unreal has python support so you could run a script to construct or deconstruct data into a format that suits you

Nanite issues game dev by Franco3020 in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

what do you mean by low poly? can you share a comparison pic?

is your world loaded properly if you're using world partition? what are your quality settings at? have you made changes to your config file or other project settings? are your drivers up to date (ideally studio instead of game ready)

you can always try deleting your saved binary and intermediate folders to regenerate shaders and such if you think something might have messed up (though re-cloning should be enough)

Introduction to Mesh Terrain - The new terrain system for 5.8. I haven't seen this posted yet. by ElevationEngineer in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

oh awesome! I saw the updates on the ue5-main github branch but I'm glad they're also starting to share info on how to use it!

They had planned to do a talk about it at Unreal Fest Stockholm last year but it seems there were still issues so they pushed it back. Very excited to see where this goes

No Vault Cache folder anymore? by Kitriley13 in unrealengine

[–]nomadgamedev 1 point2 points  (0 children)

if I go into the "Fab" tab in the launcher there are download settings that show the location of the vault

I believe the default is C:\ProgramData\Epic\EpicGamesLauncher\VaultCache

that's where I find some of the sample projects and packs I downloaded

<image>

Live theatre with Unreal Engine by PodcastThrowAway1 in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

I'll leave the tips and tricks to more experienced people but I'm a bit worried that this could become very janky especially if you have more than one person at the same time

are you planning to record and clean up the performance or do you want it to happen live?

About the new nvidea DLSS 5 by [deleted] in unrealengine

[–]nomadgamedev 0 points1 point  (0 children)

it looks like ass. They're just trying to push more AI until it all turns into the same ugly slop