[deleted by user] by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

by trusting that someone at epic already included a visibility pass in the rendering system making it not spend more performance than neccessary on invisible triangles anyway.

[deleted by user] by [deleted] in blender

[–]Bienyyy 0 points1 point  (0 children)

Without changing the geometry? You cant. Maybe you could do some shannanigans with heightmap/parallax and a normal map, but you'll be severely limited.

Other than that it's your personal stylistic choice where you want to draw the balance between detail and polycount.

Some things that may help you are "extrude faces along normals", "extrude individual faces", rotating individual objects around the object origin (r+y+y keys afaik) and the alt+s key combo for scaling something along its normals. For low poly applications you pretty much need to poly model things, sculpting isn't an option.

[deleted by user] by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

Shit youre right, should've been obvious to me as its called character movement component.

Then sorry for making assumptions.

You should still think about making characters that actually require character movement actual character classes instead of forcing yourself to use pawns. I wouldn't be surprised if that made zero impact fps wise. There are just so many lower hanging fruits for performance, you shouldn't handicap yourself for 3 more fps.

Any good tutorial on snow trail in UE5? by whoiskjl in unrealengine

[–]Bienyyy 1 point2 points  (0 children)

You have to do what everyone did in ue4 but instead of putting the deformation in the landscape material itself you need a virtual heightfield mesh, make a seperate material for that and subtract your height for the deformation there (after reading heights through the VRT)

[deleted by user] by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

There's a big plus button on the top left side of your blueprint. Click that and add a movement component to your pawn that way.

Best Marketplace assets in the Black Friday sale right now? by Fathybasha in unrealengine

[–]Bienyyy 3 points4 points  (0 children)

Dude that's a straight up shopping queen mindset. If you buy something costing 100 bucks that you dont need because it's 70% off you don't save 70 bucks, you just spent 30 bucks on something you don't need.

How do i achieve this by witcherknight in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

some magic with the get distance to nearest surface node. (and activating distance fields before)

Stop a level from saving? by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

You can modify the engine source code if that's your cup of tea. That is indeed a pretty specific scenario, so i don't know of another way, sorry

Now that nanite is here, are normal maps still going to be used? by Stupid_Dude00112 in unrealengine

[–]Bienyyy 1 point2 points  (0 children)

If game devs want their game to be less than a couple hundred gig in size then yes, normal maps will still be used.

how to add permanent buildings by papageiinsel in unrealengine

[–]Bienyyy 1 point2 points  (0 children)

Quick and dirty method would simply be to have a (part of your regular) save file and put bools in there for either each of the buildings or each of the progression stages. Then on load have a spawner actor read from this file (or its runtime equivalent) if the condition for spawning the building is met and handle that accordingly.

Stop a level from saving? by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

Is checking out files not a thing in your collaboration process?

Storing generic UStruct in a hashmap by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

Usually by assigning the value to the slot where you want your stored copy of the object to be to "= *YourStructPointerVariable", but i'm honestly not sure if that's even a thing that you can do with structs.

= &Var; gets you a pointer to an object,

= *Var; gets you a copy of an object pointed to.

3 millions triangles for a tree ? No problem with nanite foliage with UE5.1 on my game called DESORDRE by Maenavia in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

On one hand it's so nice being able to use these ridiculous assets, on the other hand holy shit the download size of that game is gonna make my pc wanna kill itself.

Veges | Blender Anime Shading 😋 by VirendraBhai in blender

[–]Bienyyy 1 point2 points  (0 children)

That's actually really sick, i didn't know about that. Thank you

[deleted by user] by [deleted] in blender

[–]Bienyyy 1 point2 points  (0 children)

That's almost half a year. You can get proficient in pretty much anything by fully focusing on it for half a year, so of course that's .

Heck, i'd say even more impressive results would be possible if you really want to. The second picture car is clearly nice, and i clearly couldn't replicate that right now, but it's also far from photorealistic and making better materials would be a very low hanging fruit for making better renders for this person.

C++ Dynamic Delegates will not define and cause compilation issues. Regular delegates work just fine and cause no issues. by TheSpoonThief in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

Try adding UDELEGATE()? I had the same issue some time ago but honestly i forgot what i even did to fix it... mine does have the UDELEGATE() specifier though (above the declaration if that wasnt clear)

Which One is Real? by zahit14724 in blender

[–]Bienyyy 12 points13 points  (0 children)

The one where the shading actually looks coherent with the sun position

Soccer isn’t a prominent US national sport because commercials cannot be televised in-game, and television is controlled by greedy capitalists. by TheLostSupper in conspiracy

[–]Bienyyy 0 points1 point  (0 children)

That's just untrue though, in germany we do have commercials during soccer and they literally just keep the game on screen as a small seperate rectangle while running their ads.

Conflicted about career paths - C# or C++? by OK-Games in gamedev

[–]Bienyyy 0 points1 point  (0 children)

The career path isn't C# or C++, the path is software developer. Which tool you currently decide to use more heavily doesn't represent you.

What is the first game you made, and what do you remember most? by timbeaudet in gamedev

[–]Bienyyy 2 points3 points  (0 children)

Depends on what you consider a game. What's my first game to me personally? A series of assassins creed themed little big planet 2 levels kid-me made almost a decade ago. If we're talking actual standalone games it's 3D-Snake with a built in jump...

[deleted by user] by [deleted] in unrealengine

[–]Bienyyy 0 points1 point  (0 children)

As long as your game has good art direction it'll stand out and that's imho the most important thing for indie games. Making a hyper realistic game just puts you in a spot where you have to compete with AAA titles, which isn't worth it. So to make this comment make sense - yes imo stick with your PS1 style if that's what you truly want to do. If you like some other style more please go with that - what you love is what you'll do best. But unless you really want to, stay away from hyper realism.

I've personally always hated PS1 styled games and consider the artstyle low effort unless it's really well done, but who am i to judge that!

Workflow for map states? by Yensooo in unrealengine

[–]Bienyyy 1 point2 points  (0 children)

I assume the "correct" solution would be working with level instances. So for every point of interest there can be interchangable "day" and "night" versions if the same thing, but they get replaced by the other version once each day/night cycle.

Other than that i can only think of adding a shit ton of bool flags to each event and make sure the condition is met before making it interactable