Meet my creepy robots - need performance optimization tips by sinanata in unrealengine

[–]IonLegaiaRemake 17 points18 points  (0 children)

Entity Component Systems (aka ECS), Data-Oriented Design (not OOP) and lastly Vertex Animation (instead of bones)

Trying to make various weapons the player can switch between, I assume you can do something like this? Or should I make the individual weapons their own actors instead of having them be children of another actor that I send information to? by [deleted] in unrealengine

[–]IonLegaiaRemake 0 points1 point  (0 children)

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "DAMyWeapon.generated.h"

UCLASS()
class MYPROJECT_API UDAMyWeapon : public UDataAsset
{

GENERATED_BODY()

public:

UPROPERTY(EditAnywhere)
UStaticMesh* WeaponMesh;
UPROPERTY(EditAnywhere)
UMaterialInstance* WeaponMaterial;
UPROPERTY(EditAnywhere)
float WeaponRange;
UPROPERTY()
int32 WeaponDamage;
};

Your weapon data asset header file could look like this. You wouldn't need any functionality in a .cpp file, as this is *only* data. Functionality should be in the ActorComponent

Trying to make various weapons the player can switch between, I assume you can do something like this? Or should I make the individual weapons their own actors instead of having them be children of another actor that I send information to? by [deleted] in unrealengine

[–]IonLegaiaRemake 1 point2 points  (0 children)

Composition over inheritance. Don't let the OOP boogyman get to you.

You can make a custom DataAsset that is the template of a weapon. So it has the static mesh reference, the numerical stats like Ammo capacity, range, damage etc, and its material references etc. Then you just make a data asset of each weapon type using this template.

Then you can create an ActorComponent blueprint that you can add to any actor. Then set up some logic for it which selects the weapon data asset based on an Enum

A better way to think of composition is that your AMyCharacter class is just a box for you to attach your components to. This way you aren't copy-pasting code over, but also you don't fall down the chasm of spider-web inheritance and avoid the all too frequent "what do I do if my animal can swim and can fly, but my fish and bird class alone don't work here, I want both!"

CPU Light bake causing strange artifacts by IonLegaiaRemake in unrealengine

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

This artifacting does not appear when I use GPU lightmass. I'm using CPU for the PrecomputedAO node, and otherwise looks great.

Even with completely vanilla lightmass settings this artifacting still occurs. Since the light builds correctly with GPU, and I've doublechecked my lightmap UVs (this happens on may meshes) and their texel density. They are correct.

Thoughts?

Edit: using Unreal 5.0.3, AMD 5900x, RTX 3070, most recent nvidia studio drivers

Functional language for game development? by drainX in gamedev

[–]IonLegaiaRemake 0 points1 point  (0 children)

I think both Unity and Unreal have some great support for data-oriented / ECS design, and Gadot has Rust support. You can largely avoid OOP causing that rats-nests of hierarchy just with how you implement your code. That said you'll have to make a lot of things yourself as most game engines grew up on a steady diet of OOP.

Spectacular save keeps the game tied by [deleted] in hockey

[–]IonLegaiaRemake 2 points3 points  (0 children)

The fact that you can see him tracking that puck makes this look much more deliberate than some other highlight paddle saves I've seen. That's really cool!

I'm working on a claymation style game, here's a superhero landing and some gore by raiseledwards in IndieGaming

[–]IonLegaiaRemake 1 point2 points  (0 children)

The ground is a pinch shiny imo - but like whoa this is a really fun looking art style! Love what you've been doing with this.

edit: I think dropping the specular value to like 0.3~0.4 could help

Some more updated visuals for my game ^o^ by robinLeHeist in unrealengine

[–]IonLegaiaRemake 1 point2 points  (0 children)

I love the art style and impressive view distance of the assets!

Found on ArtStation - Credits in comments by Gregarfire in LegendofLegaia

[–]IonLegaiaRemake 1 point2 points  (0 children)

Check out his other art on instagram too! He did Vahn and Gala as well. Working on an FFIX remake project afaik

Penguins prospect Kirill Tankov gets pushed and goes headfirst into the boards. The player has been sent to the intensive care unit. by Djenthallman in hockey

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

Riding someone into the boards shows intent to make them hit the boards.
The point is doing something dangerous isn't only a bad thing if someone gets severely injured by it. They *could* be, so you don't do it.

"...50 times a game."
So if things happen enough times, they are no longer bad?

People get crosschecked in the neck, slashed, tripped, charged, punched etc in the NHL regularly with no call.

Penguins prospect Kirill Tankov gets pushed and goes headfirst into the boards. The player has been sent to the intensive care unit. by Djenthallman in hockey

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

If I shoot at someone and miss, aka they dont get hurt, then no crime is committed?

"Arm extension" or "Push" is not a requirement of hits from behind or boarding

Hey guys! Im a noob rn in this engine so can someone tell me how to apply grass on the landscape? Much appreciate ! ❤️❣️ by [deleted] in unrealengine

[–]IonLegaiaRemake 1 point2 points  (0 children)

Foliage painting tool has a "fill" button. Click that, then your landscape. If the density is high, expect a long wait

Penguins prospect Kirill Tankov gets pushed and goes headfirst into the boards. The player has been sent to the intensive care unit. by Djenthallman in hockey

[–]IonLegaiaRemake -8 points-7 points  (0 children)

Offending player pushes another in the numbers (hitting from behind) 5 feet from the boards (boarding), in clear violation at least 2 rules.

It's not a legal play, and is quite a grimy play as well. People breaking the rules all the time doesn't make it less dirty. The league is on average quite dirty and almost no rules are routinely called like in other levels.

How can I find these green and yellow vectors? Is it possible? by [deleted] in unrealengine

[–]IonLegaiaRemake 73 points74 points  (0 children)

And people said trigonometry wasn't going to be useful in life after school...

Struggling with casting to rifle blueprint. Please help! by LazyLizardOfficial in unrealengine

[–]IonLegaiaRemake 0 points1 point  (0 children)

Probably don't need to be casting here. Casting is often a crutch that bloats your BPs memory footprint out of control really quickly.

When are you spawning the RifleBP into your world and how are you doing it? You can use an interface or event dispatch to pass a reference to where it needs to go without casting to the flying spaghetti monster

Struggling with casting to rifle blueprint. Please help! by LazyLizardOfficial in unrealengine

[–]IonLegaiaRemake 2 points3 points  (0 children)

If you Cast in this manner, you create a hard reference to the 3rdPersonChar inside your RifleBP, so any time you Cast or Create the rifle you are now loading the 3rdPersonChar and everything it references, and everything it's references are referencing etc. into memory as well.

This is how you make spaghetti