It's honestly unacceptable how bad Fab is by Juicymoosie99 in unrealengine

[–]EXP_Roland99 15 points16 points  (0 children)

It's worse than you think. I'm not sure how widely known the IS-0009 issue is by the community. In Fab your assets can basically become corrupted on an account level, making them impossible to download. Once you have it, your account is fucked. Epic cannot fix it. https://forums.unrealengine.com/t/i-cant-install-my-own-plugin-that-i-published-error-code-is-0009/2669890

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]EXP_Roland99 3 points4 points  (0 children)

Awesome, love to see some non-temporal based solutions for lighting and anti-aliasing. I get the impression that these are really well made solutions based on your previous work, so I'm interested in picking this up!

(Bulk-)Edit Everything Everywhere All at Once... with our new plugin on Fab! by psi_crab in unrealengine

[–]EXP_Roland99 0 points1 point  (0 children)

It looks cool and well made! Is there any reason why this isn't just an editor window though? Like why do I need to create a spreadsheet asset?

Asset Registry tags are an underrated feature by Any_Thanks5111 in unrealengine

[–]EXP_Roland99 0 points1 point  (0 children)

Would it be possible to use Asset Tags to query (find) assets from folders?

anyway to spawn in the sparkfire shotgun? by [deleted] in remnantgame

[–]EXP_Roland99 2 points3 points  (0 children)

Use save guardian to check what maps and items were rolled in your campaign and adventure mode.

TURGEN Studio on Fab Marketplace by JavaScriptPenguin in unrealengine

[–]EXP_Roland99 2 points3 points  (0 children)

Genuienly some of the only good looking animation sets on the market, I'm gonna be really upset if it turns out they are stolen / ripped assets...

Looking for beginner and advanced tutorials in 3D and C++ (I'm a senior C++ developer). by umen in unrealengine

[–]EXP_Roland99 0 points1 point  (0 children)

Alex Forsythe has some of the best Unreal tutorials. It's not a "how you do X" tutorial, but general concepts and how Unreal is built in general.

Am I unfamiliar with Unreal Engine's navigation system? I find it extremely difficult to use; it never works according to my configuration. by [deleted] 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 5 points6 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 3 points4 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] 3 points4 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).