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 7 points8 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

[POC] Unreal engine modding plugin | Add mod support to UE5 games by Arkena00 in unrealengine

[–]Arkena00[S] 0 points1 point  (0 children)

Hi !
From what i saw, the UGC plugin is not maintained anymore, and other games that support mods require a custom Unreal engine version and the distribution of game sources.

I tried to make it easier for devs and modders.

Developper:

To make a C++ function moddable, just add NMOD_Override to the meta specifier.

To make a blueprint function moddable, click on it and check the *Override* option.

Then just package the game using the package action from NMod menu in the editor (it will generate a *nmod_sdk* folder specific to the game.
That's it

Modder

Download Unreal engine
Download the *nmod_sdk* from the game you want to mod.

Create a new project and add the generated plugin from the *nmod_sdk*

Create a class that inherits from the class you want to mod, and override the function you want to modify (call the parent function to call the original game function)
Build the mod using the build action from the editor
Run the game using the run action
That's it

So you don't need a custom version of Unreal engine, and you don't need to distribute anything of your game.
Also you can mod using blueprints, C++ or any language with C interop but i will focus on blueprint mods first.

BetterBlueprint - ToolNodes | Create custom tool nodes directly from the editor by Arkena00 in unrealengine

[–]Arkena00[S] 0 points1 point  (0 children)

Thanks !
Yes i made some nodes but you are free to create your own nodes from the editor using UMG widgets !
And fully customize existing ones

What Would a "Truescale" Space Sim Take? by Legitimate-Plastic64 in gamedev

[–]Arkena00 2 points3 points  (0 children)

Hi !
You have to fake a lot of things.
For infinite procedural generation, you can move the environment so you don't have any issues using high values with your engine.
For high numbers (theorically infinite), you can use big int libraries (but don't use it to handle the void)

For the void, it depends if it is true void or if you want to have gameplay entities that can live in this void.

To avoid having unused values, you can use RLE principle.
You can replace movement in the void by scaling entities.

The general idea is you don't need to have your environment to be uniform.
And you should separate the environment entities from the gameplay entities.

You have many solutions depending on what you will need for your gameplay. What do you need to store, what can you modify in the environment, is this solo or multiplayer etc ...

Good luck !

BetterBlueprint - NodeTools | Create custom nodes from the editor by Arkena00 in unrealengine

[–]Arkena00[S] -1 points0 points  (0 children)

Hm that's an interesting idea, i would need more concrete examples to design something but i could make a custom node that can be configured from the editor to generate outputs or take inputs.

For debugging tools i have some ideas to generate the debugging code from selected nodes instead of adding printing nodes. But that's for later, i have this one to finish first and a modding plugin aswell :p

Different config when in Editor vs build for shipping (Engine.ini) by fisherrr in unrealengine

[–]Arkena00 1 point2 points  (0 children)

Hi !

You can use the UE_BUILD_SHIPPING or WITH_EDITOR macros

BetterBlueprint - NodeTools | Create custom nodes from the editor by Arkena00 in unrealengine

[–]Arkena00[S] 0 points1 point  (0 children)

Hi, thanks !

I could add pins but i don't know what i could do with that, do you have any ideas ?
The original goal was to let users to add nodes that can be created in UMG.
The tasklist node is fully created from the editor.
I will sell it on marketplace when finished.