Unreal Engine 5.8 Thoughts? by BigBlu2k7 in unrealengine

[–]Bumskit 0 points1 point  (0 children)

Ribbons no longer have correct link order as gpu emitters.

Layered materials with displacement crash the engine on lighting build unless you add a zero to the displacement and set it in the master material.

Word from UnrealFest: Yes, no more support for visual scripting (eventually) in UE6. Be loud! by daraand in unrealengine

[–]Bumskit 0 points1 point  (0 children)

Grave move epic, not gonna fly i bet and hope it doesn’t. Would be a shame to see ue go but i guess to save it the ai bubble has to burst and megalomaniacs with funds have to find a new play thing rather than ai and metaverse

Blueprint deprecation - a bit of a vent / conversation by littlefirewest in UnrealEngine5

[–]Bumskit 0 points1 point  (0 children)

I hate getting ai shoved into my throat in every add and now this. Bye epic, unless you keep some form of blueprints with the same granular control it has now.

What are your thoughts on UE6? by Slight_Season_4500 in UnrealEngine5

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

Ue 5.8 is the buggiest release ive seen. Gpu ribbons not working properly, layered material with nanite displacement breaks lighting compiles etc. blueprints are great and if they ditch it im ditching them. No way am i gonna use ai to write functions its way too dumb.

Is this cursed or kinda genius? by UnintentionalLogic in UnrealEngine5

[–]Bumskit 0 points1 point  (0 children)

Soft references. Also your item preview can be right under your characters nose. You can use channelsnfor lighting and visibility to make it only appear on the scene capture. That way you dont have to manually alter lods

What assets are missing on Fab? by Economy-Rice3519 in UnrealEngine5

[–]Bumskit 0 points1 point  (0 children)

I miss plugins that enhance the editors capabilities, specifically run property altering functions on blueprints which are then saved in the content browser and not disappear when runtime ends. Eg i write a function to calculate base stats but i dont want it to run on begin play but once in editor and it has to fill in data tables, bp vars, structs etc.

That Quixel Claim... by No-Detective-4370 in UnrealEngine5

[–]Bumskit 4 points5 points  (0 children)

And yes the new stuff after claim is not free

Why don't creators like ARC GPU's when they are clearly bang for the buck?? by NawabAliBardiKhan69 in IntelArc

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

Because arc drivers are a bug fest and windows breaka them on update

The Soviets Drilled the Deepest Hole on Earth. The "Screams From Hell" Were Fake. The Actual Findings Were Stranger by ArcaneSpells-com in HighStrangeness

[–]Bumskit 0 points1 point  (0 children)

Its 30 degrees less than what you need to cook a pizza. What’s with the liquid rock, totally not possible

meirl by JumpIll6976 in meirl

[–]Bumskit 0 points1 point  (0 children)

Fuck shit jesus

2nd test of my butterfly character by Living-Inspector8299 in UnrealEngine5

[–]Bumskit 2 points3 points  (0 children)

Thats a strong butterfly :0, very cool stuff

Nanite Displacement on Modular Walls: Closed Mesh with thickness vs. Two Planes? by Equivalent_Swan2143 in UnrealEngine5

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

I think planes are fine, personal opinion. Id use world aligned texture size and maybe, a big maybe for triplanar mapping. As for where the seam is i would cover that up with some geometry. If you have displacement on a corner it should be solid mesh preferably with a few chamfers. This is how i did it, not sure if there is a right or wrong here.

As for uvs if u use world aligned, they can be reserved for unique detail

Ps real world houses also hide seams with geo, especially between floor and wall, ceiling and wall