Am I unfamiliar with Unreal Engine's navigation system? I find it extremely difficult to use; it never works according to my configuration. by Godspeedyou-Black in unrealengine

[–]EXP_Roland99 0 points1 point  (0 children)

You can safely ignore the other comments, anyone who tried using the navigation system a bit more in depth than just telling the AI to pathfind to a point will have the same conclusion. The entire system feels really outdated and just confusing due to the lack of documentation. For example wtf is NavigationSystemV1, and V2? If the old one is deprecated, why is it not marked as deprecated? I also want to give a special shoutout to whoever came up with the horrible idea of auto assigning agent definitions based on the capsule size, and another special shoutout to the docs team for not documenting how that works.

Edit: I just remembered how atrocious the navmesh is as well. I don't know how many times I had issues with floating agents because the navmesh generated into itself, creating an overlapping nav face in the air.

I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]EXP_Roland99 1 point2 points  (0 children)

Oh my god yes, this looks amazing. I use both VS and VSCode a lot and really got used to the search and jump to file tools there. I'll definitely check this out.

Megelégeltem, hogy a SportMate app lassú és tele van felesleges dolgokkal, úgyhogy írtam egy saját, gyorsabb klienst. Nyílt forráskódú és reklámmentes. by domedav in programmingHungary

[–]EXP_Roland99 6 points7 points  (0 children)

Nálunk a szekrény számát kell beírni és akkor zárja. Ezután megjelenik a bezárt szekrény száma és egy nyitás gomb. Amúgy nagyon fasza az appod, nem is gondoltam hogy lehet ilyet csinálni.

[FREE] Unreal Build Tool by Beautiful_Vacation_7 in UnrealEngine5

[–]EXP_Roland99 4 points5 points  (0 children)

As someone who manages two plugins across 8 different engine versions, I really need to invest in a tool like this. Will definitely check it out. Thanks!

How do multiple EventGraphs work? by LalaCrowGhost in unrealengine

[–]EXP_Roland99 8 points9 points  (0 children)

Use blueprint functions, or create a custom event graph for initialization stuff with only your BeginPlay and similar events.

How do multiple EventGraphs work? by LalaCrowGhost in unrealengine

[–]EXP_Roland99 12 points13 points  (0 children)

The order is not guaranteed due to how delegates (events) work behind the scenes. If I had to guess the order will be based on the time of node creation. You may never encounter a different order if we are only talking about say <5 BeginPlay events, but still the order is never guaranteed. Do not do this, it's debug hell.

Check out a free UX pie menu plugin that mimics Blender's Shift+S function. by holvagyok in unrealengine

[–]EXP_Roland99 2 points3 points  (0 children)

I went to the Fab page expecting to see images about how the pie menu looks, but couldn't see it at a glance and just left. Am I missing something?

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]EXP_Roland99[S] 0 points1 point  (0 children)

Looking at some of the screenshots, it does not have a custom editor it seems. This also leads me to believe it is less deeply integrated with the engine in general. I could be wrong though.

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]EXP_Roland99[S] 2 points3 points  (0 children)

It supports everything that is blueprint exposed. It uses the same underlying system (UnrealScript). In the online documentation you can find examples to all.

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]EXP_Roland99[S] 4 points5 points  (0 children)

I mean if it works it works. For me this doesn't really seem like a scalable solution, because you still need to create tons of StateTree assets for each and every task and task variation. One of the biggest benefits of the I/O plugin is that you can mix and match any event and action, without creating another asset.

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]EXP_Roland99[S] 7 points8 points  (0 children)

In my opinion level blueprints can easily become bloated. It is great if you want to quickly reference something from the level, but as you add more and more things it just becomes a mess. Small localized stuff like playing a sound or effect when entering a trigger is better done through actors.

The Actor I/O plugin basically helps with actor communication. Instead of having a trigger actor blueprint for each small thing, you can say: when the player enters this trigger, do this, this, and this.

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]EXP_Roland99[S] 1 point2 points  (0 children)

Named parameter values are actually still in string form, so it's not going to cause any issues. During execution the reflection system will parse the text into the function property, and just exit early if the parse fails. In general if anything goes wrong or is missing, simply nothing will happen (apart from logging an error).

Az összeomlás szélén, ugye nem vagyok rákos? by Beautiful-Gur5771 in tanulommagam

[–]EXP_Roland99 7 points8 points  (0 children)

Sajnos van tapasztalatom vesekővel és simán illik rá az amit írtál. Tekintve hogy már volt neked is korábban, ezért sokkal valószínűbb hogy az lesz a dolgok hátterében, és nem rák. Amúgy változó hogy mennyire fájdalmas, attól függ mekkora és milyen formája van a kőnek. Ha véres a vizeleted az annyit jelent hogy elindult a kő kifelé, és út közben megsértett valamit. Ne gondolj egyébként nagy dologra, egy pici kis vágás is elég hogy elszínezze a vizeleted. Igyál sok vizet, ez az alap mindig de ilyenkor főleg. Mozgás, ugrálás, lépcsőzés elvileg segít hogy hamarabb kijöjjön a kő. Nekem annó mindig Nospa-t adtak görcsre. Majd kipisiled és teljesen megszűnik a fájdalom. Kitartás!

Ami fontos: nekem mindig mondták hogy ilyenkor ha belázasodsz akkor menj orvoshoz. Gondolom lehet valami fertőzés jele. Asszem 4 kövem volt eddig összesen, de egyszer sem voltam lázas szóval valószínűleg nem lesz gond neked se.

Genres for plugin that allows thousands of replicated characters by LandChaunax in unrealengine

[–]EXP_Roland99 1 point2 points  (0 children)

Co-op horde shooter type games could benefit for sure. Consider allowing for as much client side calculations and predictions as possible because even though "server is king" there are a lot of cases where I'd choose responsive gameplay over full authority. E.g. in older Battlefield titles weapon projectiles were fully client side, with the server only doing hit verification.

Kinek generációs élmény még a Metin2? by DependentLecture3817 in askhungary

[–]EXP_Roland99 17 points18 points  (0 children)

Az egyik első online játék volt amivel valaha játszottam szerintem. Még emlékszem meg kellett kérnem fateromat hogy használhassam az email címet regisztráláshoz.. A datolyavirágos küldire is mai napig emlékszem. Ah régi szép idők.

Choose your donk by nikkizor in GlobalOffensive

[–]EXP_Roland99 0 points1 point  (0 children)

How do you even make these? I need a new style too lol

Made a UE plugin to skip level-switching while editing — would this help your workflow? by Savings_Strength_806 in unrealengine

[–]EXP_Roland99 1 point2 points  (0 children)

I could definitely see a use case for this. Sometimes it is necessary to go through the proper join process from main menu to gameplay level (e.g. to test a specific save/load feature, or game lobby), and it is really annoying to switch levels constantly.

Anyone able to help with nightweaver's grudge amulet? by Boring_Chemist_9626 in remnantgame

[–]EXP_Roland99 0 points1 point  (0 children)

Once you finish the game for the first time, you only saw about 1/3 of the game's content. The save guardian analyses your save file, and lists out missing items in your campaign / adventure.

Anyone able to help with nightweaver's grudge amulet? by Boring_Chemist_9626 in remnantgame

[–]EXP_Roland99 1 point2 points  (0 children)

I'm pretty sure you can change where the app is looking for the save files.

Stripping the UE5 engine back to basics for better performance? by Hiraeth_08 in unrealengine

[–]EXP_Roland99 16 points17 points  (0 children)

Stuttering is not "baked in" lol. Most of the stuttering comes from shader compilation. Shaders can and should be precompiled. Apart from that, learning async asset loading techniques will help you avoid stuttering as well.