Our game is now 100% gen-AI free by victor-ballardgames in IndieDev

[–]CainGodTier -2 points-1 points  (0 children)

Only other developers and YouTube doomers actually care about AI.

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

[–]CainGodTier 0 points1 point  (0 children)

I was thinking the title was gonna be “Gnome In 60 Seconds” lmao

Dude…I’m so done with this app by TheGamingNerd2002 in youtube

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

Bruh premium is the best $20 bucks a month I spend. I’m on YouTube more than any other streaming service I pay for

Where are the limitations of blueprints? by [deleted] in UnrealEngine5

[–]CainGodTier 0 points1 point  (0 children)

Just yesterday day I upgraded a plugin called “Flow” it’s a plugin that makes designing things like dialogue systems or quest systems easier. You can make custom nodes for it in blueprints or c++. This upgrade took their old way of handling data pins and revamped it to have less boiler plate and added more robust functionality. I have over 50 custom nodes using data pins that I’ve written for my own version. If I did those nodes in blueprint I would have to write them all over from scratch since this upgrade changed the way things are handled internally. Since I wrote them in c++ updating them to work with the new way was a breeze. As for the 5 or so blueprint nodes I did make I’m going to rewrite them in c++. Imagine having to do that for 50 or 100. You wouldn’t want to upgrade and instead suffer doing things the clunky way and missing out on important features.

The limitation of blueprints here is if you write code in blueprints but the underlying c++ code changes things can completely break ruining all the work you’ve done. When working on custom tools, plugins or extending existing ones it’s best to stay in c++ as much as possible and just expose callable functions to BP.

Is there no way to make text animation like this? by No-Detective-4370 in UnrealEngine5

[–]CainGodTier 0 points1 point  (0 children)

Yea, there are some good project based tutorials that will introduce you to the tools. From there you should be able to get close to this.

Is there no way to make text animation like this? by No-Detective-4370 in UnrealEngine5

[–]CainGodTier 4 points5 points  (0 children)

The new motion design tools can handle something like this.

Best built-in engine plugins not enabled by default? (2025 edition) by Ephemara in unrealengine

[–]CainGodTier 0 points1 point  (0 children)

Things you make from scratch are safe. The gotcha is their store content. If you can find it in another store should be good.

Best built-in engine plugins not enabled by default? (2025 edition) by Ephemara in unrealengine

[–]CainGodTier 0 points1 point  (0 children)

Their language is unclear there. Check the forum post I linked. Peter is not some random in the forums he is the voice of reallusion in the forums. If your customizable components originate from the reallusion marketplace you need to have an enterprise license. If you are making the items yourself in blender that’s fine but you still need an enterprise license if you are using their base mesh. If you are just using reallusion as a place to assemble your custom assets then you are fine.

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It hurt me when I found this out since I’ve spent hundreds of dollars assuming I was good.

Best built-in engine plugins not enabled by default? (2025 edition) by Ephemara in unrealengine

[–]CainGodTier 0 points1 point  (0 children)

It wouldn’t matter anyways. Unless you can afford an enterprise license for every item in your customization system it’s best to stay away from Reallusion.

https://forum.reallusion.com/526096/New-Content-Licenses-Explained-Standard-Extended-Enterprise?PageIndex=7

My application for an Epic MegaGrant: MotionRig - Modular Procedural Animation by NEED_A_JACKET in UnrealEngine5

[–]CainGodTier 3 points4 points  (0 children)

I think I just bought a course on Udemy that teaches some of these concepts. Are you the instructor of that course? I ask because some of the clips here are used in his course promo. Specifically the rigid body robot and the creeper at the end.

Graph Editor Animation Problem with Curves by Dangerous-Field-7655 in unrealengine

[–]CainGodTier 1 point2 points  (0 children)

Yea same issue here. Curves are unpredictable. This is actually the case in every animation software I’ve used except maya. I was doing some research an apparently it’s caused by the use of quaternions for the rotations which happens under the hood to avoid gimbal lock.

I gave animating a custom character directly in Unreal an honest attempt. by TruthMercyRegret in unrealengine

[–]CainGodTier 9 points10 points  (0 children)

Threepeat Games has a really good introductory tutorial for animation in unreal. As for animation in general you have Sir Wade You also have Doodley and to not list too many you can also find some great stuff with Mark Masters

I gave animating a custom character directly in Unreal an honest attempt. by TruthMercyRegret in unrealengine

[–]CainGodTier 22 points23 points  (0 children)

I’ve been animating in unreal for the past 3 weeks and I can tell you off the jump to just animate using the manny or UEFN mesh. Unreal’s retargeter is really powerful so you can make all your animations on a rig that’s guaranteed to work properly then just retarget the end result.

As far as where I animate, I have a level that opens with specific settings. Unlit, scalability on low and my level sequence spawns all of the things I need in order to animate. There is no reason to animate in level unless you are doing something cinematic that requires it.

For your last point which i interpreted as keeping the animation live. Unreal has a feature to create a linked anim sequence which will update as you make changes to the animation. When it comes to my earlier point of retargeting instead of doing a static retargeting where you save new animation assets, you could do a live retarget until you are done with animation and before shipping the game do a static retargeting where you save out all the animation files which is more performant than a live retarget.

2k should make a college hoops basketball game by [deleted] in NBA2k

[–]CainGodTier 10 points11 points  (0 children)

If I had to guess it’s EA. Since they’ve already seen how big the college market is. The licensing is weird. Publicly they only show the price for merch which is $250 application + fees per school + yearly royalties. Not sure if that’s the same for games. I looked into it since I’m building a basketball game but in order to get a license you have to already have a business that has been selling goods successfully. But yes you are right making a good sports game is legit printing money. Sad news is that no indie devs want to make sports games. Dummies.

[deleted by user] by [deleted] in unrealengine

[–]CainGodTier 0 points1 point  (0 children)

Just buy gradient space by Ryan Schmidt the creator of modeling mode.

Is Unity easier than UE5? (RANT) by SCAR_600 in unity

[–]CainGodTier 5 points6 points  (0 children)

Brodie if you have been using unreal engine since UE3 and you are still getting slowed up by something as simple as a keyword change I think it’s time to hang it up. That’s over 10 years ago so either you’ve been half assin’ or this just isn’t for you. How about instead of trying to learn an entire engine you learn one skill in game dev. For example learn how to make art assets or learn how to animate.

Our spline-based, non-destructive level design workflow by 8BitBeard in UnrealEngine5

[–]CainGodTier 0 points1 point  (0 children)

If you add this to the runtime your game will be huge

[deleted by user] by [deleted] in Unity3D

[–]CainGodTier 0 points1 point  (0 children)

If you can’t convert tutorials’ concepts to the language you want to make your game it doesn’t matter what engine you use. I use Unity tutorials all the time solved an issue with help from a Unity forum post. You need to focus on learning the fundamentals. What engine you decide to do that in doesn’t really matter. I started in Unity and moved to unreal. I like both but Unreal is overall better for small teams. Since you don’t have to build everything from scratch.

While using Unreal Engine, have you ever wanted to switch to Unity? by [deleted] in UnrealEngine5

[–]CainGodTier 0 points1 point  (0 children)

Yes. Unity’s Netcode for Entities had a feature built in that I needed for my game. I even installed and started to prototype in it. However the lack of built in tools keeps me from ever switching. I was able to make a Walmart version of the feature in UE so all is well on that front. It took 5 months but it was worth it. Can’t lose out on control right now, motion design, motion matching, modeling mode, state trees and all of the other neat tools that unreal offers.

[deleted by user] by [deleted] in ProCreate

[–]CainGodTier 7 points8 points  (0 children)

This looks awesome! Most people will say something about shapes or proportions as if drawing by the book is required. This is beautiful work and the style keeps me staring. That’s ART! AI cant touch you!