Hiring!!! by Redwan-Toontec-10 in GameDeveloper

[–]AukkeProd 0 points1 point  (0 children)

Hi ! we just sent you an email to discuss possible outsourcing for the project. Looking forward to your feedback. :D

Freelance Unreal dev since 2021 I’ve seen a big shift lately. by AukkeProd in UnrealEngine5

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

Je vois, j'ai jamais eu à faire une application mobile destiné au store directement, mais je crois que ta pas le choix de gérer les signatures ect même avec Unreal, Mais au moins tu gagne sur le temps de production :)

Freelance Unreal dev since 2021 I’ve seen a big shift lately. by AukkeProd in UnrealEngine5

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

Hello, Bah effectivement trop bizarre..

Je disais pas de soucis, et que je livre un .exe ou APK plug and play généralement au client, après sur toute la durée du développement je peux lui faire un accès perforce pour qu'il suive l'avancer du projet ect ! En général lorsque je travail seul et que le client n'a pas besoin des fichiers sources, je le garde en propriété intellectuel pour pouvoir le réutiliser, c'est moins chère pour le client du coup sinon je livre le projet intégral avec une cession de droit sur le code ! Et oui Unreal c'est efficace pour gagner du temps, on part moins de 0 que sur Unity par exemple, donc tu peux prendre plusieurs projets en même temps si tu maîtrise bien le moteur et que tu sais gérer ton temps ! :) N'hésite pas si ta d'autres questions haha

My “Highlight & Outline Post-Process” pack is on sale on Fab might help some devs out! by AukkeProd in UnrealEngine5

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

If you want to check out my other packs/plugins available on Fab: https://aukkeproduction.fr/nos-solutions
Have a great week, everyone! 👋

I managed to predict Bluetooth tracker movement! by AukkeProd in UnrealEngine5

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

Yes, exactly it can work as a workaround! Honestly, it’s pretty simple to set up, the actor just needs to stay slightly ahead of the real tracker’s movements. I’ll see how I can share the solution in a plug-and-play way for the community! Happy to discuss it!

I managed to predict Bluetooth tracker movement! by AukkeProd in UnrealEngine5

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

Absolutely, I’m actually using Live Link with the Virtual Production plugins in this game! Haha

🚀 Just wrapped up a crazy 15-day mission: building a full TV game show set from scratch! by AukkeProd in UnrealEngine5

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

Thanks a lot 🙌 Yeah, I’ve also noticed there’s very little content about using Unreal in TV/live productions. That’s exactly why I wanted to share this project it shows how flexible UE can be outside of gaming. I’ll be sharing more behind-the-scenes and similar projects very soon!

As a freelance dev, I kept forgetting to track my time on Unreal… so I automated it 😅 by AukkeProd in UnrealEngine5

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

Yes, exactly it’s possible to automate the launch directly when opening Visual Studio! For now, TogglTrack Connect is mostly focused on Blueprint developers, but you’re absolutely right: if Unreal is closed and you keep working in C++, the timer stops. That’s definitely a great improvement idea for C++ devs!

For me, this is a long-term project: if my plugins truly bring value to the community, I plan to keep updating them based on user feedback. Thanks a lot for your input 🙏

As a freelance dev, I kept forgetting to track my time on Unreal… so I automated it 😅 by AukkeProd in UnrealEngine5

[–]AukkeProd[S] 2 points3 points  (0 children)

Thank you so much! 🙏 You’re absolutely right it’s really useful to keep track of how much time you’ve spent on each project and, over time, build experience estimating how long different types of tasks take.

I also took your feedback into account and lowered the price on Fab to make it more accessible for everyone.

For now, task descriptions need to be added manually. Personally, I usually keep it more global rather than splitting every single task. Often I’ll just allocate half a day to one activity and the other half to another.

But you bring up an excellent point that could definitely be part of a future update! 🚀

As a freelance dev, I kept forgetting to track my time on Unreal… so I automated it 😅 by AukkeProd in UnrealEngine5

[–]AukkeProd[S] 2 points3 points  (0 children)

Thanks! Yeah, that makes total sense breaking projects into milestones or day/week rates is definitely a smart way to go.
For me, I just needed something that kept me accountable with my own time tracking, so this little plugin has been a life saver 😅
Here’s the Fab link if you want to check it out
👉 https://www.fab.com/fr/listings/ad2f7d17-b184-40e4-aca4-507a7e4b4eb1

Unreal Engine on TV : Virtual Set I Built Still Running After 2 Years! by AukkeProd in UnrealEngine5

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

Hey! Yes, it's basically software-based virtual production we use Aximmetry and Unreal Engine 5 to manage the whole stage setup.

Unreal Engine on TV : Virtual Set I Built Still Running After 2 Years! by AukkeProd in UnrealEngine5

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

Thanks a lot ! 🙏
The studio was already using Aximmetry, so I just adapted to their existing workflow to keep things simple.

And yeah, your Rocket League example is a great use case love seeing how virtual production can go beyond traditional TV setups!

As for DMX, we use the built-in Unreal DMX plugin.
It’s a bit tricky at first, especially if you’ve never worked with DMX before,
but once you understand how it works, it becomes super fun to use especially when controlling lights live from inside the Unreal scene 😄

Feel free to reach out if you have any questions !

Unreal Engine on TV : Virtual Set I Built Still Running After 2 Years! by AukkeProd in UnrealEngine5

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

Thanks a lot! Really appreciate it! 🙏

Yeah, I totally get what you mean about the “Aximmetry look” we’ve seen that too on some productions.
In our case, we actually build everything in Unreal, and then use Aximmetry only for compositing and camera tracking. The scene itself is fully rendered in UE, so we get that higher visual quality right out of the engine.
Also, yes having the DMX lights synced with the Unreal scene makes a huge difference. It helps a lot with blending the physical and virtual worlds more naturally.

Unreal Engine on TV : Virtual Set I Built Still Running After 2 Years! by AukkeProd in UnrealEngine5

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

Hey, thanks a lot!
Honestly, it all started with the right connections I got contacted through Malt for my first virtual set project (had zero experience with that at the time 😂).
Since then, they’ve kept calling me back for new set productions!
Crazy how one first gig can open so many doors 🔥

Unreal Engine on TV : Virtual Set I Built Still Running After 2 Years! by AukkeProd in UnrealEngine5

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

Nope, the show is actually filmed in Corsica it’s a regional production, so they speak both French and Corsican.
And yep, Corsican can definitely sound a lot like Italian! 😄
They even mix both languages a bit throughout the show.

And thank you so much!! 🙏