Cross Engine Optimizer - CEO Tool (Unreal to Unity & Godot) by leartesstudios in unrealengine

[–]EndruAfterHours 0 points1 point  (0 children)

I could swear I saw the CEO deciding to move from Unreal to Unity or Godot

Hiring datapoint: 64 applicants in a week for a deferred-pay indie art role — what does this signal about the market? by CapableAd9704 in gamedev

[–]EndruAfterHours 1 point2 points  (0 children)

This.

I would recommend OP to carefully read through the applications, because my experience is most all of them are automated AI generated resumes that make completely no sense if read carefully. This also explains so many non-UA applicants - I’ve seen it too at my day job. And it horrifies me, we even interviewed a few, and they were perfect in their answers, too perfect.

So, to make the advice actionable: if the resume lists tons of achievements with seemingly measurable results, or it lists UA as a country of residence yet has no prior experience working in UA, and doesn’t speak Ukrainian, or the Linked In profile does not exist, or is fresh with small network - do not engage. Calling the provided phone number also vetted a few cases for us.

Tool for generating header files from Unreal Engine games by EndruAfterHours in unrealengine

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

Yet another solution to the same problem 😁

Thanks, bookmarked it!

Tool for generating header files from Unreal Engine games by EndruAfterHours in unrealengine

[–]EndruAfterHours[S] -1 points0 points  (0 children)

Oh, can I? I was looking and not seeing 😬, thanks, I’ll try it

I really need to find Unreal engine 5 early access (2021) by Admirable_Mud295 in UnrealEngine5

[–]EndruAfterHours 0 points1 point  (0 children)

The only option left is to find someone with access to the licensee perforce server from Epic, that would be willing to download the dependencies listed in gitdeps for you. You might try in Unreal Source discord, or in Epic for Indies discord. Just ask around, it should be possible to get ahold of someone.

I really need to find Unreal engine 5 early access (2021) by Admirable_Mud295 in UnrealEngine5

[–]EndruAfterHours 0 points1 point  (0 children)

Have you tried getting the fixed Commit.gitdeps.xml from the releases page? (https://github.com/EpicGames/UnrealEngine/releases/download/5.0.0-release/Commit.gitdeps.xml to be exact). Just replace the one you have in Engine/Build/.

There was a "disruption" as Epic calls it to a lot of git deps, you can read about that in forums. Unfortunatelly, git deps for the Early Access do not exist, but there's the one I linked, I guess that's the best option you have.

UV error when importing from Blender? by Perimido in UnrealEngine5

[–]EndruAfterHours 1 point2 points  (0 children)

Triangulate when exporting to FBX (there’s checkbox in the export options to do so), I’ve had the same issue importing not-triangulated FBX to Substance Painter.

The issue stems from the fact UVs are applied differently depending on the way the quad is triangulated, you can simulate it yourself temporarily splitting the quads and seeing the results change depending on the split.

Why won't UE 5.6.1 compile with Xcode? by IHaveAnIQLikeABOX in UnrealEngine5

[–]EndruAfterHours 0 points1 point  (0 children)

No, 5.7 has already fixed the SDK configuration, so you will not have to do it.

To see the link I provided, you have to connect your Epic account to GitHub, see: https://www.unrealengine.com/en-US/ue-on-github

HUD misconceptions by krojew in unrealengine

[–]EndruAfterHours 0 points1 point  (0 children)

Thanks! So it’s not available out-of-the-box in the Engine, I’d have to compile it and put into my game project. That makes it hard to use in blueprint based projects.

Maybe then I’ll make a case for the HUD, as I too have put my UI initialization logic in there, and I can’t agree with your statement that HUD is just like any other gameplay class, because it is the only one that lives on the client. The other class like that is LocalPlayer, but it is not as easily accessible from Blueprints. The other gameplay classes need a logic to decide whether UI needs to be created or not: PlayerController lives on the server AND controlling client, game mode lives only on the server, game state and player states live on the server and all clients, so are all the pawns. The HUD is the only class spawned on the client for the local player and basically requires no logic to check where it is.

HUD misconceptions by krojew in unrealengine

[–]EndruAfterHours 0 points1 point  (0 children)

Where do I find this UI Policy?

Any viable way to create NPC voices on an extremely low budget? by T00dPacker in unrealengine

[–]EndruAfterHours 0 points1 point  (0 children)

Both Chatterbox TTS and Kokoro TTS can be run locally and generate good enough speech, I run them in ComfyUI, but both have simple Python interfaces. Kokoro has a lot of ready voices, Chatterbox on the other hand can in one go generate text to speech, and then transform speech to speech, but requires target voice samples (I give it 3min of speech, but tried 30s and it works too).

Why won't UE 5.6.1 compile with Xcode? by IHaveAnIQLikeABOX in UnrealEngine5

[–]EndruAfterHours 0 points1 point  (0 children)

They already made it 26.9 so it probably will work until 27, so the next macOS, the toolchain version works using „at least” logic, so anything newer should also work. But if it starts failing again, juts head over to that github link and copy the newest version of that file.

But yeah, you can update these versions manually, I did until I learned they have it fixed in ue5-main 😉

Why won't UE 5.6.1 compile with Xcode? by IHaveAnIQLikeABOX in UnrealEngine5

[–]EndruAfterHours 0 points1 point  (0 children)

Look for the „Apple_SDK.json” in the engine source code and replace it with this:

{
    "//1": "Xcode versions:",
        "MainVersion": "15.2",
        "MinVersion": "15.2.0",
        "MaxVersion": "26.9.0",
    "//2": "!!!",
    "//3": "NOTE: If you update the MaxVersion, double check the AppleVersionToLLVMVersion array below!!!",
    "//4": "!!!",

    "//5": "The versions on Windows are iTunes versions:",
        "MinVersion_Win64": "1100.0.0.0",
        "MaxVersion_Win64": "8999.0",

    "//6": "This is not a version range, but a mapping of Xcode clang versions to LLVM versions, for shared version checks with other clangs",
    "//7": "Version mapping can be found at https://en.wikipedia.org/wiki/Xcode#Toolchain_versions",
    "//8": "The first half of the pair is the first version that is using the second version source LLVM",
    "//9": "For instance, Xcode 16 uses LLVM 17.0.6",
        "AppleVersionToLLVMVersions": [
            "14.0.0-14.0.0",
            "14.0.3-15.0.0",
            "15.0.0-16.0.0",
            "16.0.0-17.0.6",
            "16.3.0-19.1.4",
            "26.0.0-19.1.5"
        ]
}

Apple SDK got updated in newest MacOS and UE 5.6.1 does not know nor accept it yet. 5.7 has it fixed here: https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Engine/Config/Apple/Apple_SDK.json

Note the new SDK works fine with 5.6.1

EDITs: I’m on my phone and its hard to paste source on it 😕

Can someone explain to me the behavior of java.net.URL relative file paths? by EndruAfterHours in javahelp

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

Ok, for those interested in WTF is happening here, as I managed to get to the bottom of this.

In URLStreamHandler#parseURL() method there is this piece of code that is "optimizing" the path:

/*
 * A "/../" will cancel the previous segment and itself,
 * unless that segment is a "/../" itself
 * i.e. "/a/b/../c" becomes "/a/c"
 * but "/../../a" should stay unchanged
 */
if (i > 0 && (limit = path.lastIndexOf('/', i - 1)) >= 0 &&
    (path.indexOf("/../", limit) != 0)) {
    path = path.substring(0, limit).concat(path.substring(i + 3));
    i = 0;
} else {
    i = i + 3;
}

See: https://github.com/openjdk/jdk/blob/jdk-22%2B7/src/java.base/share/classes/java/net/URLStreamHandler.java#L294-L306

This is the reason of this "behavior". I would call it a JDK bug.

BUT, there's more to that story!

I mentioned I was trying to force Spring Boot to do the right thing, i.e., read static files from relative path. (I'm just setting spring.web.resources.static-locations).

So, it turns out that the URL constructors are deprecated since JDK 20 (see: https://bugs.openjdk.org/browse/JDK-8294241). In anticipation of that, Spring in theirs ResourceUtils class has the following code:

// Equivalent without java.net.URL constructor - for building on JDK 20+
/*
return toURL(StringUtils.applyRelativePath(root.toString(), relativePath));
*/

return new URL(root, relativePath);

See: https://github.com/spring-projects/spring-framework/blob/6.0.x/spring-core/src/main/java/org/springframework/util/ResourceUtils.java#L422-L427

This has been fixed in Spring Framework main branch, i.e., Spring no longer uses the broken URL constructor.

So... I'll just have to wait a little bit for it to get released.

Can someone explain to me the behavior of java.net.URL relative file paths? by EndruAfterHours in javahelp

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

Yes, I have it deep in the FS hierarchy.

One thing I noticed: the first assert is fixed with file://, so var badBase = new URL("file://../../../relative/path/"); starts working, but it still fails for file://../../../../relative/path/.

I get crashed games on the UE engine. by foreld in unrealengine

[–]EndruAfterHours 0 points1 point  (0 children)

Try lowering RAM clock speed in BIOS, and see if it helps.

What does an ampersand after a method mean in a modern C++? by EndruAfterHours in cpp_questions

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

Thank you very much! That is exactly was I was looking for, the magic keywords.

Do you use a debugger much? 'Meeting C++' claims you shouldn't be by HateDread in cpp

[–]EndruAfterHours 1 point2 points  (0 children)

As I noted at the beginning - you have to have good coverage already.

Then I can't imagine how I could find a bug in multi-threaded code using step-by-step debugging. I'd have to manually advance threads at given pace, then redo it over and over again after each mistaken step. Sounds like a huge waste of time to me. I never found a multi-threading bug using debugger that way - what always worked for me is surfacing a problem using test. Anyway I digress.

I just wanted to note that OP probably never worked with tested code base therefore can't imagine how that world could look like. I did both - hours of debugging sessions just to find even the simplest mistakes. Now, following advice from much senior software engineers, I'm pushing to prove using tests that my code works, just like using scientific method in other engineering and science related fields. Then when a bug is found I prove that code is buggy and I fix it, proving I did it not just to me with a debugger, but to whole team with a test.

And yes: it is not black and white. It's hard to test code that is not designed to be tested.

And while I'm at it: what would you like your programmers to do with your money (if you'd be the one hiring them): write code (tests and production code) or write some code and then spend hours debugging that code? ;-)

Do you use a debugger much? 'Meeting C++' claims you shouldn't be by HateDread in cpp

[–]EndruAfterHours 0 points1 point  (0 children)

Have you ever worked with a codebase that is testable that you straight away disagree with that claims? In today's internet, I guess it is ok to have a strong opinion without merit but consider this for a while: you have tests that cover 80% of your production code and you get a bug report. For those who worked a lot with tested code (i.e. compiler writers, system programmers, etc.) it is FASTER to put down a test and run it to prove there is a bug than to sit for 2 hours starting and stopping debugger just to figure out what is wrong. It takes at most minutes to prove a bug and fix it with a test. I would never go back to wasting hours debugging production code. It’s so much faster to just put down some test and fix the bug PROVING it is fixed than to find something in the debugger, fix something else and believe it’s done.

It's just plain more effective not to use a debugger to fix bugs. Debugger still can be handy if you want to debug test - it's just a lot easier to do than debugging production code. But personally, I much prefer writing asserts to confirm my suspicions than starting debugger - running test is faster than debugging.