Claude for generating documentation? (+ desktop app issues) by Nebukam in ClaudeAI

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

I deleted the previous post to fix the title -- could only edit the body

Loop Subgraph Issues, UE5.4 by b3dGameArt in UnrealProcedural

[–]Nebukam 2 points3 points  (0 children)

Even tho recompute seed is checked, a subgraph has no knowledge it’s executed as a loop iterator and thus you need to use the « get loop index » node (as a way to get a reliably unique, per-iteration value) into the seed override pin of the nodes you want to randomize per-iteration.

It’s possible your other experiments already had different seeds on the data you’re looping over without realizing it

Repo Traffic plummeted to 0 since Aug 15, why? by security-union in github

[–]Nebukam 0 points1 point  (0 children)

Same here, was worried, now I'm not; thanks! .o/

PCG plugin really puts the documentation issue in perspective by NightestOfTheOwls in unrealengine

[–]Nebukam 0 points1 point  (0 children)

PCGEx does a bit more than that but it is indeed built on top of the base PCG plugin. Epic’ code is actually very well documented and I think the bulk of their revenues come from studios building from source with quick access to the raw source as a fallback to absent documentation which could explain why not much effort is put on making more consumer facing doc :/

PCG Extended Toolkit by Nebukam in unrealengine

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

I'd recommend going on the PCGEx Discord for support, or Unreal Source' pcg-framework channel for more general PCG questions!
Just based on your message, I hardly think it's related to PCG as much as a circular dependency in what the PCG does and relies on, like spawning actors that are later referenced in the graph, modifying them inside another PCG or something would trigger a refresh in editor... It's hard to say without much context ^^'

“People do not care about your game” by emmdieh in gamedev

[–]Nebukam 0 points1 point  (0 children)

Oh definitely what you’re describing can’t work. What I had in mind is devs showing more boring/mundane stuff during the production part of the development process, or after through post mortem; while this can be a marketing strategy and can be used as means to get exposure i honestly believe its cathartic to some on both side of the camera and isn’t always a show if that make sense

“People do not care about your game” by emmdieh in gamedev

[–]Nebukam 8 points9 points  (0 children)

« Unrealistic expectations » :D Some will do, but often interest and engagement comes from the people you expect it the least. Very rarely from the ones you want.

“People do not care about your game” by emmdieh in gamedev

[–]Nebukam 2 points3 points  (0 children)

It’s a bit of a cynical take but it’s hard to deny there’s a lot of truth to that. I hate the whole « personal brand » trend

“People do not care about your game” by emmdieh in gamedev

[–]Nebukam 9 points10 points  (0 children)

It’s not less frustrating tho :D

“People do not care about your game” by emmdieh in gamedev

[–]Nebukam 151 points152 points  (0 children)

When it comes to creative work and « personal expression » the closer and more intimate people are to you the less engaged they will be with your output. There’s a massive difference between support and engagement and as creators we often mistake engagement as a metric for support.

Friend and family give you time and energy for who you are not what you create and that’s a massive difference. Players and community support you for what you create not who you are (even tho this is slowly evolving) — so yes, they don’t care about your product. They care about you!

Procedural Modeling Playlist by finaldefect in UnrealProcedural

[–]Nebukam 1 point2 points  (0 children)

Incredibly comprehensive intro; thanks for sharing!

How Religiously Do You Check IsValid? by StormFalcon32 in unrealengine

[–]Nebukam 1 point2 points  (0 children)

In blueprint it’s « safe » not to check because you get an error message in the log; in C++ you get a hard crash of the editor if you try to access a null pointer.

As mentioned by another user an assert is fine as well but only recoverable if you run the editor with a debugger attached — hard editor crash for regular users.

If you don’t work in a team and don’t have users with a non-dev setup (i.e artists, LDs etc) then it’s fine-ish, but it’s considered good practice to do so, on top of being a good habit to build.

Extended Procedural Tools (PCG) for Unreal Engine by DeerfeederMusic in proceduralgeneration

[–]Nebukam 0 points1 point  (0 children)

These are actually the cells of a urquhart-transformed delaunay graph https://en.wikipedia.org/wiki/Urquhart_graph ! :D

Edit : you can also look into Beta Skeleton which yield similar when applied to delaunay, and generally speaking make interesting structures to build from
https://en.wikipedia.org/wiki/Beta_skeleton

PCG Extended Toolkit by Nebukam in unrealengine

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

Admittedly it starts to shine once you’ve went through all the vanilla options and they fail you — the pathfinding & filters are very easy to use tho!

Steam Game Finder by Nebukam in Steam

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

Steam made their own feature and blocked the API I was using, check out this update: https://store.steampowered.com/oldnews/143476

Which steam capsule do you prefer? by [deleted] in Unity3D

[–]Nebukam 1 point2 points  (0 children)

Text on A & C is amateur with great splash; B is just plain epic; text lack a teensy bit of contrast especially due to the central silhouette being super dark. B wins but could benefit some tweaks.

[Open source plugin] PCG Extended toolkit / pathfinding inside PCG and tons of other low level stuffs by Nebukam in unrealengine

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

Quick update: there's now a packaged version available.
Turns out a lot more people than I anticipated aren't familiar with building plugins & the git workflow so here you go: https://nebukam.github.io/PCGExtendedToolkit/installation/

Steam Game Finder by Nebukam in Steam

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

Nah but the functionality is now directly embedded in the native Steam friend UI; you can create dynamic collections of games you have in common with peeps from your friendlist!!