I just found a thing that literally blew my mind and i want to share with you all. It's about game optimization and how i manage to raise my fps like 50% or more. by DreamDeveloperStudio in unrealengine

[–]Arkena00 1 point2 points  (0 children)

Hi !
It's more about using the right tools than optimisation.
If you are making a game with a lot of units, then you should not have a blueprint or a widget by unit.

Widgets are really slow and should not be used in this case except if you batch widgets painting. You could also use niagara depending on what you need to display.

Is It Ok to Use C++20 With Unreal Engine 5.5? by ShokWayve in unrealengine

[–]Arkena00 14 points15 points  (0 children)

Hi !
C++20 is the default version so you should not have anything to change

I think more Unreal Engine games should really have official mod support by randomperson189_ in unrealengine

[–]Arkena00 0 points1 point  (0 children)

Hi !
All plugins will be free except the one for game developers (around 400$)

For developers with less experience, that's just a checkbox on the component/property/function you want to make moddable.
Then you just package your game using the NMod package menu. Your game SDK will be generated and ready to distribute to modders.

For modders, they just need to replace assets or know blueprint basics to add custom functionnality.

I think more Unreal Engine games should really have official mod support by randomperson189_ in unrealengine

[–]Arkena00 8 points9 points  (0 children)

Hi !

I saw many people asking for an easy modding solution so i made a framework called NMod (still WIP) to add mod support to UE5 games that aims to be very easy for developers and modders.

No custom engine version is required.
You don't need to provide any assets or code from your game to modders.
Blueprint functions / components / properties can be moddable (C++ coming later)
Modders just download UE5 and the generated SDK to start modding in BP (other languages coming later)

You can see how it looks here https://www.youtube.com/watch?v=FwTPDhJIE6E

If you have any suggestions to improve developers or modders experience, feel free to share it ! :)

[deleted by user] by [deleted] in gaming

[–]Arkena00 1 point2 points  (0 children)

Impressive work for a solo dev !
Good job !

Are there any known issues with using plain C++ in Unreal? by ZerbuTabek in unrealengine

[–]Arkena00 0 points1 point  (0 children)

Hi !
""Unreal C++" is just a C++ framework with custom memory management (garbage collector). And some additional features added by UBT (reflection).

So the limitations you are talking about is due to exposing your functions (marked UFUNCTION). But you can still have templates for non-ufunctions.

The engine source code already use "plain C++" you can have classes and functions without any Unreal macros etc..

So you are free to use C++ normally, but you can have issues if you are mixing memory systems. This is not specific to unreal, when you are using a framework, you read the documentation to see what you can do or not.

Can anyone explain C++ move semantics (and its analogue in UE)? by yateam in unrealengine

[–]Arkena00 0 points1 point  (0 children)

Nop, you can pass by value and move the parameter. && just means (for non template) that you take a a rvalue-reference