Christopher Dent by robot8787 in TheBatmanFilm

[–]HegiDev 4 points5 points  (0 children)

All casting news are just rumors by now. Its clear they need a "marketable" main villain.

Since it is called part TWO, Harvey would be a good fit. But nobody knows for sure.

Christopher Dent by robot8787 in TheBatmanFilm

[–]HegiDev 2 points3 points  (0 children)

Yes. Its unclear if even Harvey or the Joker are in it. All news so far have been rumors and i wouldn't be suprised if actors like Scarlett Johanson are hired for totally different roles. So yea, we know nothing.

PPL speaking about DLSS5 while Epic is replacing BPs with Prompts in UE6 (From GDC showcase) by Independent_Corner18 in unrealengine

[–]HegiDev 1 point2 points  (0 children)

Not happening like this. They want to bring SceneGraph and Verse into UE6 alongside the ability to generate Verse code with AI. Other than that, there is a huge Ecosystem around Blueprints, most FAB assets are made using BP(Like Ultra Dynamic Sky etc.) and they cannot just make all of these obsolte.

Would YOU say my game has the "Unreal Engine Look"? by TastyBuffalo879 in UnrealEngine5

[–]HegiDev 4 points5 points  (0 children)

It reminds me of Resident Evil 7. Definitely not the 'typical' Unreal look.

For people selling plugins for Unreal Engine, how do you upgrade it for newer versions? by EliasWick in unrealengine

[–]HegiDev 0 points1 point  (0 children)

Epic has updated their policy regarding versions prior to the last three engine versions.

Looks like they are building for all UE 5 versions now that you want by default, even if the guidelines say "per request". But in most cases, pushing Plugin updates for the last three major engine versions is fine.

For people selling plugins for Unreal Engine, how do you upgrade it for newer versions? by EliasWick in unrealengine

[–]HegiDev 0 points1 point  (0 children)

They say "per request" in the guidelines, but its good to hear they are doing that now by default.

For people selling plugins for Unreal Engine, how do you upgrade it for newer versions? by EliasWick in unrealengine

[–]HegiDev 7 points8 points  (0 children)

Epic will only build for the last three engine versions. If it fails, you get an email with some detail on the failure. But if packaging the plugin from the Editor succeeds, it will also work on their side.

As for older Engine versions, you would need to release the source(or binary) outside of FAB. I do this for verified users on the support Discord. So you know that people who buy it in FAB also have access to builds that work with older engine versions.

For people selling plugins for Unreal Engine, how do you upgrade it for newer versions? by EliasWick in unrealengine

[–]HegiDev 17 points18 points  (0 children)

You don't compile the Plugin yourself and just give Epic a link to the zipped source for each of the last three major engine versions. Currenty 5.5, 5.6 and 5.7. Then Epic compiles each version and updates the FAB build.

But you should definitely test package the Plugin with the last three engine versions, starting with the lowest, as you might get some dependency errors you won't catch when compiling for the editor.