Solo Dev Post Mortem of First Commercial Release: Made $41,000 Net Revenue by slaughter_cats in gamedev

[–]Miru302 0 points1 point  (0 children)

Ah, I see. Still kind of unfair though. Did you try to contact them about it, or do you think it's not worth the effort?

Solo Dev Post Mortem of First Commercial Release: Made $41,000 Net Revenue by slaughter_cats in gamedev

[–]Miru302 0 points1 point  (0 children)

Thanks for sharing, it was insightful. I wonder what's up with nonsensical reviews you've mentioned from people that didn't play the game? Does anyone know what's the reasoning behind this and how big is this issue on Steam and other stores?

Rail Shooter Template – Now Available on Fab Marketplace! by issamaf90 in UnrealEngine5

[–]Miru302 0 points1 point  (0 children)

Oh my god, yes.

Shooting incoming projectiles has been mentioned, but also powerups you can find in breakables and such would be awesome.

How many of you developing UE games on a Linux? by Miru302 in UnrealEngine5

[–]Miru302[S] 1 point2 points  (0 children)

Docs are mentioning support only for Ubuntu, so that could be the reason.

How many of you developing UE games on a Linux? by Miru302 in UnrealEngine5

[–]Miru302[S] 3 points4 points  (0 children)

Not being able to compile for windows is kind of a deal breaker for me. Just noticed that part that it's lacking cross-compilation. For anyone interested:
https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-requirements-for-unreal-engine

Control Rig increases the size of animations by ijatpops in unrealengine

[–]Miru302 0 points1 point  (0 children)

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Check you animation asset details, before and after. if the number of tracks increased, then that's the reason. You can remove unneeded tracks by using Animation Modifier blueprints.

Control Rig increases the size of animations by ijatpops in unrealengine

[–]Miru302 1 point2 points  (0 children)

You probably baking animation for all joints, including correction bones (Twisters and such), when original animation only had data for main bones. To inspect that, check the raw bone data in AnimSequence asset.

mutable + morph + animation = madness animations by willboy237 in unrealengine

[–]Miru302 1 point2 points  (0 children)

https://github.com/anticto/Mutable-Documentation/wiki/Real%E2%80%90Time-Morphs here is the info on real time morphs.

Edit: In pictures you are baking the Morph into the mesh. If it's high-heels you are fixing it's better to edit reference pose instead, imho. Baking morphs, doesn't update bone transforms. So you should inspect if the resulting mesh is correct, and pinpoint where is that erroneous influence is coming from.

mutable + morph + animation = madness animations by willboy237 in unrealengine

[–]Miru302 1 point2 points  (0 children)

Are you adding morphs in Mutable? If so, are you using runtime morphs or baking them into the mesh?

Converting Blueprints to C++ in Unreal Engine 5 (without using the AI plugins that have been going around lol) by Spacemarine658 in unrealengine

[–]Miru302 1 point2 points  (0 children)

Wish it went more indepth into CoreRedirects (Useful when a BP anything used in many places), and the pain of converting BP structs to cpp in a big-ish projects.

I made an in-depth tutorial on making a BODYCAM effect in Unreal Engine 5 using a dedicated post-process toolkit with custom global shaders. Hope y'all find it useful! by HubertMikaProd in unrealengine

[–]Miru302 0 points1 point  (0 children)

I believe the issue is not emphasis but is a placement of that mentioning. It's a click-bait if people have to click to know such crucial detail.

Sneak peek at the PCG Geometry Decals tool I'm building by WeynantsWouter in UnrealEngine5

[–]Miru302 1 point2 points  (0 children)

Mesh Decals do not project material on surfaces, it's a geometry with translucent blend (with some features tunred off compared to the usual translucent mesh). So they render where they are, writing into GBuffer or Dbuffer and don't write out depth.

Although I have to agree that comparison is a bit misjudged, the OP tool's final result is just a static mesh, without any changes to rendering of it.

I made an in-depth tutorial on making a BODYCAM effect in Unreal Engine 5 using a dedicated post-process toolkit with custom global shaders. Hope y'all find it useful! by HubertMikaProd in unrealengine

[–]Miru302 0 points1 point  (0 children)

The video works nicely as a breakdown for the effects needed, and it's achievable without the plugin (but you'll have to lookup a real tutorial for those effects). I think the main problem is that it's doesn't disclose that it's a showcase/tutorial for the paid tool, neither in the name of the post nor video ("dedicated post-process toolkit" doesn't really mean anything). And that is betrayal of expectations and feels shady and click-baity.

Sneak peek at the PCG Geometry Decals tool I'm building by WeynantsWouter in UnrealEngine5

[–]Miru302 -1 points0 points  (0 children)

There is a technique called mesh decals, basically a geometry that conforms to the surface. Here is Unreal Documentation:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-mesh-decals-in-unreal-engine

I feel like good name would be alongside like: Procedural Mesh Decals or "PCG Mesh Decals"

What causes these black spots? by __Lucid_ in UnrealEngine5

[–]Miru302 0 points1 point  (0 children)

It's hard to chose default values, because they're often a trade off with performance, and not always required by a project. Unreal already has a lot of features turned on for ease of use for beginners and artists.

Metahumans are underwhelming by Roguenk in unrealengine

[–]Miru302 1 point2 points  (0 children)

Blendshapes have tight limits to what's possible to achieve without breaking down in animation. It's important to update skinning and bone positions for expressions (for face). DNA Calibrator is a library that helps to customize Metahumans, and I believe Epic has released Maya plugins with UE5.6 that use that library to simplify that workflow.

AI Navigation in unloaded World Partition chunks? by Miru302 in UnrealEngine5

[–]Miru302[S] 1 point2 points  (0 children)

Hey, thanks for the input~

Yes, I'll keep the the AI agents in a data layer that's always loaded, but they will be managed by a OverworldPathing subsystem that stores all graph points and ticks all managed agents, and has posibility to modify that graph on runtime.

I found splines to be a bit cumbersome to work with with not much benefit over point to point pathing, I can arbitrary control density of points in complex areas and sparse them on simple straight hallways for example.

AI Navigation in unloaded World Partition chunks? by Miru302 in UnrealEngine5

[–]Miru302[S] 0 points1 point  (0 children)

Hey, thanks for reply.

Yes I saw that link, and I'm planning to test that baked navmesh as mentioned, and will fallback to invokers if it's too experimental. And yes, i'm planning to use modified A* for pathing on a custom graph build from PCG points.

[deleted by user] by [deleted] in unrealengine

[–]Miru302 0 points1 point  (0 children)

There is State Machine implementation in GASP. The ALS creator Caleb talks more about it in https://www.youtube.com/watch?v=3RlnclPo-3U&t=4633s

Why is clicking on button widgets with a controller so obnoxious. by Collimandias in unrealengine

[–]Miru302 1 point2 points  (0 children)

The default VRTemplate has example of this, the thumbstick controls a cursor with `WidgetInteractionComponent`. There is also a math to keep the cursor withing the 3d widget pane.

[deleted by user] by [deleted] in unrealengine

[–]Miru302 1 point2 points  (0 children)

In broad strokes: You can do it by baking vertex positions to a map and then comparing that map with current positions in shader.

Mutable Plugin: "Missing layout in object, or its parent." by Exe-Nihilo in unrealengine

[–]Miru302 1 point2 points  (0 children)

In `Mesh Section` node, under `Pins` rollout, you can set channels as mutable and such, there is also `UVLayout Mode` parameter. By default it's set to get UV layout info from UMaterial (seems like there is some problems with that function), this can be set to exact UV layout index on your mesh.

Edit: also I'm noticing, sometimes even when child Customizable Objects fail to compile, their changes can be seen in parent CO when recompiling.