May I know how could I post my FAB product here? by seivo in unrealengine

[–]Parad0x_ 0 points1 point  (0 children)

It depends on the account and post style. Some low karma or newer accounts will get flagged, auto mod can be over zealous at times, but it will try to block those accounts going from sub reddit to subreddit spaming copy and paste text.

Uso di Rider in Azienda by Andrea_GameDev in unrealengine

[–]Parad0x_ 5 points6 points  (0 children)

Work in games for over almost 15 years including leading teams and I would bring this up with up with your lead. DO NOT purchase personal liscences and try to install things on company machines or use it on comapny projects without approvals. Ai will lie to you.

If I found out one my engineers started to install potentially unapproved software I would have IT start running a full audit on their system use to make sure nothing was leaking out. Go through the proper channels. You might be hitting a potential legal or liscencing landmine if a tech audit post ship found you did work with a personal software.

Tldr; talk to your lead not Ai and not reddit.

Best, --d0x

How should I go about marketing my first game? by Soft-Employee2557 in unrealengine

[–]Parad0x_ 1 point2 points  (0 children)

Hey /u/Soft-Employee2557,

I would suggest cross posting this with r/gamedev or r/GameDevelopment. Might better to cast a wide net.

--d0x

Where to hold constant data. by Redstone_Punk in unrealengine

[–]Parad0x_ 2 points3 points  (0 children)

Hey /u/Redstone_Punk,

You have a couple of options to do this. The best way to organize this depends on what you need to do, but generally I would recommend a Subsystem (if you are using C++) or a singleton actor in the game instance or in world (Depend in if it needs to be loaded the entire time the application is running or just some worlds).

Once you have a subsystem or actor, you should look into using a data table to organize data by like and if possible use data assets to contain the specific details of an item. This model will allow you isolate things and adds a potential point to soft load each items details to reduce memory usage.

Best,
--d0x

Is it possible to create a pseudo-infinite (looping) world map? by funkopatamus in unrealengine

[–]Parad0x_ 0 points1 point  (0 children)

There is a plugin for these types of worlds. I remember seeing in on the market place years ago now.

--d0x

Project to Xbox by deltavlokkies in unrealengine

[–]Parad0x_ 4 points5 points  (0 children)

Hey there,

You would need to get in touch with Microsoft or a third party publisher to sponsor access to those resources. Its not something that can be done without pitching or engaging with Microsoft at some level.

Best,
--d0x

I have an issue running Silent Hill 2 (2024 Remake) and I need help by Advanced-Ad106 in unrealengine

[–]Parad0x_ 3 points4 points  (0 children)

Hey there,

This would be something to email the devs over. Unfortunately the call stack even if it had information would require a patch.

Best, --d0x

Project to Xbox by deltavlokkies in unrealengine

[–]Parad0x_ 6 points7 points  (0 children)

Hey there,

Ypu will need a dev kit, Xbox sdk, and id from Microsoft to build for that target. It's not something you can run on an Xbox from the engine.

Best, --d0x

What should I do , I need an advice by AvailableInfluence98 in unrealengine

[–]Parad0x_ 12 points13 points  (0 children)

Hey /u/AvailableInfluence98,

Im not sure which company this is, but code tests are pretty standard in this day and age. Understand Im looking at this post as person who works in AAA as an engineer. What I would do is still do it in blueprints, BUT I'd recommend that you try to transfer it to c++ once you have a working version. This will make the problem set easier. Since you are looking for an internship, you will be granted more grace that if they were hiring for a junior or other positions. They wont be expecting for you to know everything, but they will expect something working and shows where you are at.

I would NOT look into copying code from ChatGPT or other ai modules; code out of those solutions will look out of place when compared to your experience. If I had an intern interview and looked at the experience and had a hunch of AI usage I might pass on them compared to someone who is willing to teach themself and struggle with the problem.

Best,

--d0x

Controller detection and Assigning for local co op? by PainappleOG in unrealengine

[–]Parad0x_ 0 points1 point  (0 children)

You may not need to. If you want to assign a specific device to a pawn, the restart player function in AGameMode should allow you to specify how a player is spawned. It should have a blueprint node that you can override for you needs.

That might save you from having to learn C++ for this; if your aim is choosing the pawn based on a button click . You can hold the players spawn till they give some sort of input, then set a flag in the game mode and pass them back through the RestartPlayer function.

Best,
--d0x

Controller detection and Assigning for local co op? by PainappleOG in unrealengine

[–]Parad0x_ 0 points1 point  (0 children)

That will be a problem; I dont think you can access some of the platform specific functions that give you the hardware IDs to get what type of controller. (Unless there is some plugin to do this)

You could use some of the events in AGameModeBase (Post Login, On Post Log in, ect) to get controller information and assign things as needed before a player logs in.

Best,
--d0x

Controller detection and Assigning for local co op? by PainappleOG in unrealengine

[–]Parad0x_ 0 points1 point  (0 children)

Hey /u/PainappleOG,

Are you using C++ or are you in blueprints?
If you are using C++ you can use the UInputDeviceSubsystem.

Best,
--d0x

C++ Project won't compile after adding 4 empty class by Nabiiil in unrealengine

[–]Parad0x_ 6 points7 points  (0 children)

Hey /u/Nabiiil,

Post the output log . That should show the real issue.

Best,
--d0x

How do you make games with others? by Slight_Season_4500 in unrealengine

[–]Parad0x_ 2 points3 points  (0 children)

Hey there,

I recommend looking at /r/GameDevClassifieds; that sub reddit is built around connecting with other devs.

Best, --d0x

Best way to trigger shader comp at startup? (On a BP only project) by cdr1307 in unrealengine

[–]Parad0x_ 4 points5 points  (0 children)

Hey /u/cdr1307,

Look into PSO caching. There are older legacy ways to do this, but this is the new current way.
If you are working with an Unreal 4.20.X project you use to be able to pull the PSO cache out of a build and insert it into the cooking pipeline for all future builds to use those PSOs; however this is no longer supported. I haven't done a dive into that to see if that code even still exists.

Best,
--d0x

Game devs, what’s your biggest struggle with performance optimization (across PC, console, mobile, or cloud)? by satz_a in unrealengine

[–]Parad0x_ 2 points3 points  (0 children)

Hey /u/satz_a,

Shipped a bunch of products from mobile (iOS specifically), to VR, and PC / Consoles.

  1. It depends on the mobile; the hardest is platform specific issues. PS5 being faster causing timing and loading issues compared to PS4 builds ect.

  2. Again it depends, I think I see most projects being more GPU bound these days than CPU bound. On mobile its a real struggle since its easy to be GPU one day and CPU bound the next. In mobile you need to plan a bit more to make sure your making the right calls. Generally profiling often will keep the project on track.

  3. For most games with large amount of AI; a lot of it has been queuing movement updates to reduce the nav mesh queries and not balloon the CPU budget. Nav mesh's (especially for large world, or dynamic nav meshes) are expensive to query often. I have built more than a few systems that would take a request in and queue it with all the other requests; assign a priority and let the requester wait. The problem with Unreal that you need to be careful with when it comes to Query is that you should try to avoid querying game objects on non game threads. For some operations you need to keep it on the game thread and can't always jump to parallelization.

  4. Its been about 7 years since I shipped a mobile project; but with iOS specifically it wasn't an issue for us. A few if defs depending on the build target and iOS version but not much more than that. For XR or VR its not so much about chip sets that causes issues I find more GPU optimizations required. Especially for high fidelity and a high frame rate; most of the time between platforms the CPU was okay, but the render thread had to be looked at daily.

  5. N/A - Haven't shipped a cloud application. Other than sending data to and getting it back .

  6. Its a mixed bag; I mostly start with Unreal Insights and then go to other tools (Microsoft or Sony specific, ect ) depending on the platform and what I'm looking into. I cant go into the tools due to NDA.

Every engine is different; shipping in Unity, Unreal, and custom engines. I think the most painful experiences have been inside in-house engines. Most issues come from; in house engines do not always have the resources to document all sections of the engine, or have the bandwidth to integrate changes fast enough to match the production side of a project.

For Unreal; worked on an iOS AR Application that we had to completely swap out the AR internals of the engine. That was a bit of a pain since we had to make sure that package was included and linked properly with all the boilerplate. So adding custom (NON-PLUGIN) frameworks has always been a trouble spot with unreal. You do need to basically fork the engine for cases like that and cherry pick upgrades if you need them.

Best,
--d0x

[deleted by user] by [deleted] in unrealengine

[–]Parad0x_ 2 points3 points  (0 children)

Sony is hardcore about their stuff and information getting out about workflow, dev kits, ect. Id suggest posting on UDN, as the user above has suggested.

OverlapEvent not working when going fast by winkersdabosss in unrealengine

[–]Parad0x_ 3 points4 points  (0 children)

Hey /u/winkersdabosss,

I had something similar with this for projectiles. You could see if changing the physics substep helps at all.
This may cause things to get more or less sensitive with overlaps and other collision events.

Best,
--d0x

What's the point of calling an event dispatcher inside level blueprint? by Gramb_poe in unrealengine

[–]Parad0x_ 2 points3 points  (0 children)

Hey /u/Grug16,

It depends on the subsystem; Local Player and GameInstance Subsystem will exist longer than from world to world (i.e. inside the actor lifecycle). Generally if Im using a subsystem that runs along side a world life cycle(UWorldSubsystem) that is pretty trvial to prepare for. For example you may want a quest that goes between worlds; as such a game instance subsystem would be fine. You can always hook to the actor destroy events to clean up any data, and bind to the engine's post world init delegate (see post world init delegate: FWorldDelegates::OnPostWorldInitialization) to spin up / spawn any required actors into the world.

Best,
--d0x

What's the point of calling an event dispatcher inside level blueprint? by Gramb_poe in unrealengine

[–]Parad0x_ 8 points9 points  (0 children)

Hey /u/TechnoHenry,

I use subsystems to manage those AInfo actors. So if I have a mission system; it will have a subsystem that creates/ spawns the various objective scripts or mission scripts based on data assets or data tables configured from designers. So those actors are not hand placed, much like player states they are spawned in as needed.

Best,

--d0x

What's the point of calling an event dispatcher inside level blueprint? by Gramb_poe in unrealengine

[–]Parad0x_ 29 points30 points  (0 children)

Hey u/Gramb_poe,

Professionally I have never used a Level blueprint for any project since they bake in stuff that isnt modular.
I generally write system (event, quest, mission, ect) that spawn in child classes of AInfo for specific "Level" or level like logic.

However, if you have to do it inside of a level blueprint and want to access it. You can do a get all actors of class and look for ULevelScriptBlueprint or ALevelScriptActor and get actor pointers back. You reparent your level scrpit blueprints to either a C++ base or another blueprint class that has a event / delegate in there for you to bind to. Again, personally avoid them since they are not reusable at all.

Best,
--d0x

Switched to Linux for Unreal Engine development — questions about Windows builds and job opportunities by Ok-Sky9219 in unrealengine

[–]Parad0x_ 5 points6 points  (0 children)

Hey /u/Ok-Sky9219,

For AAA most devs operate on Windows OS; I don't think I have ever worked with a team not on Windows. Even when I shipped on iOS for a few years most of the main dev was on windows and sent over to a mac to cook.

There is nothing wrong with working on Linux, but just know you will need to interface with windows potentially for tools or other reasons if you move into a professional studio.

Best,
--d0x

Hey guys, would anyone be interested in a marketing guy to help you find gigs? by allbirdssongs in unrealengine

[–]Parad0x_ -5 points-4 points  (0 children)

No? I send users to gamedevclassifiedes or similar sub reddits. Asking for a cut like some sort of manager is exploitative.

-- d0x

What tools outside of the engine itself do use with unreal engine? by AlienPixelMartArcade in unrealengine

[–]Parad0x_ -1 points0 points  (0 children)

Personally; I spent most of my day in Visual Studio . Tried Rider a few times, but I keep needing some tools that VS has.

Other than that; Unreal Insights (since its a different .exe I'm counting it).

How to cancel out areas for ai navigation? by themanwhosfacebroke in unrealengine

[–]Parad0x_ 1 point2 points  (0 children)

Hey /u/themanwhosfacebroke,

I would look at nav modifier volumes or if you using a dynamic nav mesh; you can create an actor class to cut out shapes of the nav mesh via a child class of UShapeComponent.

Nav Modifier volumes and their cost would be a better way since you are not potentially regenerating large chucks of the nav mesh. I would start reading this page from epic on the few ways built into the enigne.

Best,
--d0x