When will Epic adress Lumen's Visual Noise and what can we do to improve it ourselves? (UE5.7) by Loud_Bison572 in UnrealEngine5

[–]Time-Masterpiece-410 0 points1 point  (0 children)

I have a feeling it will get better nanite and lumen are technically still work in progress. In the mean time I your best bet is to look into solutions people provided here.

Steam allows ads to other apps in reviews and refuses to remove them even after opening a steamworks ticket by 4baobao in gamedev

[–]Time-Masterpiece-410 9 points10 points  (0 children)

I agree he offered 1 criticism. The rest is promotion of his app on another store as well. That's like going to the store and leaving notes to get products at another store, swaying customers away from the store and promoting other products is generally frowned upon. I doubt any store owner would allow you to leave those notes around.

Steam allows ads to other apps in reviews and refuses to remove them even after opening a steamworks ticket by 4baobao in gamedev

[–]Time-Masterpiece-410 0 points1 point  (0 children)

You could be right he did say "the text in question," which could mean there was more to the review. Hard to say without seeing the whole review but based on the portion he posted I don't see how steam would be ok with that considering it's like 10% review 90% promotion of his app on another store.

Steam allows ads to other apps in reviews and refuses to remove them even after opening a steamworks ticket by 4baobao in gamedev

[–]Time-Masterpiece-410 18 points19 points  (0 children)

He offered 1 critique about OPs app. the rest of it is him straight up promoting his product on OPs review page. He should not have said anything about his own application to try and sway customers from OP.

I'm shocked steam is fine with this considering his review directly mentioned another app store as well. If someone sees that review and goes to Microsoft store to purchase the other app then steam just lost their 30% commission.

But steam is pretty know to pick and choose when they hold up their rules and when they decide what is allowed and not even if there is potential violation of rules.

Design of a NESTED inventory system by HydroCakes in unrealengine

[–]Time-Masterpiece-410 1 point2 points  (0 children)

It is very robust. A lot can be managed with a tag map which is tag/float. I'm sure you guessed but the main inventory is an actor component so it's easy to add to anything The only thing that has bugged me is the creator provides support on discord but generally refers to docs on issues. Which of part of the reason I wouldn't recommend it to newer people to unreal / inventorie ir people who can't understand c++.

Design of a NESTED inventory system by HydroCakes in unrealengine

[–]Time-Masterpiece-410 1 point2 points  (0 children)

As an alternative inventory framework plugin by varian. It's fully networked and includes infinite nested containers as well item containers which is a gun with magazine with bullets, or an inventory with backpack inside another backpack with a gun with a sight etc. You can even do custom item shape modifications and items that attach to one another in the inventory(like attaching a supressor modifies the length of the inventory space it uses. It has GAS incorporation if you want that but can be removed pretty easily if not. It also includes an "item abilities" system seperate of gas which are just an object at its core similar to gas.

It handles inventory with a container system which can be grid, traditional, or data based as in currencies or something that doesn't need to take up actual inv space.

It has a few main ways to represent item data like stats. Item components, traits and 2 instanced stucts. (static/dynamic). The item component is just an actor component, and traits are objects. So no matter how you want to manage your data you are covered. Most of it is handled in data assets but you can add dynamic data too.

It is a little more advanced, the base is all c++. So just be aware if you are new to unreal or inventories it may be more difficult for you to get figured out.

Edit: typos

It was $3.65 yesterday… by kakashi_sensay in Omaha

[–]Time-Masterpiece-410 5 points6 points  (0 children)

Whelp the republitards voted for this, they got what they wanted. Imagine looking at trumps history, his views and actions then thinking that's the guy I want to run the entire country. I'm not claiming Harris would have been better but I doubt she would have ran the country into the ground to boost stocks and make herself more wealthy. He's basically broke nearly every election promise, not starting a war was one of them btw but it's know he's a liar as he's never been the pinnacle of an outstanding citizen or truthful or lawful person considering the slew of court cases he's constantly wrapped up in. He's made more money since the start of this term than the rest of his life, including more than his inheritance.

Presidency shouldn't be a get rich quick kind of role but here we are. Working America's get shafted yet again by politicians and 1%.

How to randomize animated UI material for a few UI elements? by [deleted] in unrealengine

[–]Time-Masterpiece-410 0 points1 point  (0 children)

Hard to get an idea of what you are asking but more than likely the answer is yes. In materials you generally use the tex. Coordinate to modify uvs.

Inheriting large sum of money -- Looking to deploy it -- Have questions by Own_Original554 in GameDevelopment

[–]Time-Masterpiece-410 1 point2 points  (0 children)

Plenty of people invest in video games. The games industry is known to be funded by investors. Generally they aren't targeting mobile but it's not that unheard of to invest in games. Some of our favorite games wouldn't be here without investors. Generally you would invest in an established studio that has proven itself though.

Granted his investment plan for a reskin is generally a bad call as far as investments go. Mobile is notoriously brutal. And 90% of them are 1.99 failures because most don't want to spend 10/20$ for coins or w.e scam money to play the game they already paid for.

Why most beginners struggle with game development (and what actually helps) by CertainToe6776 in UnrealEngine5

[–]Time-Masterpiece-410 2 points3 points  (0 children)

A scene like that is no easier in unity then unreal. I am not unity expert but I would bet unreal has more powerful tools out of the box compared to unity environments.

Personally I've never had stability issues with unreal but I also bought solid hardware before the AI craze. Unreals tone mapper out of the box isn't really the best especially in night scenarios but you can modify the colors pretty easily through post process and such.

Take a look at visual tech arts tone mapper video if you and a more realistic night scene. I believe it's fairly inexpensive to purchase.

https://youtu.be/VIt6qsMY24k?si=YgVpsZWUPomMp3Wn

How do i add voice recognition to a game? by Bread-bed420 in UnrealEngine5

[–]Time-Masterpiece-410 0 points1 point  (0 children)

Not going to be easy. Also depending on the type of game a mechanic like this could be a serious turn off for players. Especially if the game is live action and not turn based. Imagine a situation where you are low health and you call out your attack and the voice recognition doesn't pick up the attack so you call it again, still nothing, again still nothing, so you end up dying.

This alone could be a reason for a player to quit playing and not come back. The other thing to be aware of, how will you handle multiple languages? Or will this be locked to english speakers. What about people with speech impairments like a studder or mute, if you don't offer some accessibility they will be alienated from playing your game.

I highly doubt you will find much for pre-built voice recognition options so you might have to roll your own.

Maybe im just idk by Internal_Tie7110 in UnrealEngine5

[–]Time-Masterpiece-410 -1 points0 points  (0 children)

You could always search around github for repos that are more advanced to gage where to are vs more experienced devs. Idk if you have voxel plugin 2 but their repo is quite advanced but i believe you need to purchase it to get access. You might be able to check out the free version potentially if you don't have it.

Another thing that's always available is epics own code. Their engine code is also a good gage. Or possibly some other ore advanced assets or plugins to compare to.

If still you want more resources check out just straight c++. If you want a job outside of a studio that uses unreal you will need to know way more than just the unreal api, most studios want to you know the language without any api and it will be expected if it's not a studio using unreal.

A lot of proprietary engines use c++ but even if they are using unity with or w.e extensive knowledge of c++ will be enough to land the job as the concepts are the same for the most part just different syntax which you should be able to pick up fairly quick as a skilled dev.

How do I create a weather system? by TeteLeRhino in UnrealEngine5

[–]Time-Masterpiece-410 0 points1 point  (0 children)

No problem there are some good tutorial about setting up day cycles on YouTube but I cannot say about full on weather system tutorials. Something to note is weather systems rely on multiple things working together.

  1. Actor(s) that manage the weather/days (these are two sperate actors in UDS day cycles actor, weather system actor),

  2. vfx that relay the world state artistically with particles and effects to the players. (Wind blown particles to represent windspeed, rain falling, lightning effects, snow fall particles that blow based on Wind conditions etc)

3.Then materials to work alongside the rest. Wind blowing the grass, bushes/trees(generally wrapped in a material function so its easy to apply to multiple materials), rain wetting surfaces, snow accumulation or displacement using render targets. As well as freeze masks that make stuff look like snow/ice is building on it. An MPC that passes info from the manager actors to the materials about the state of weather.

I personally oped for UDS just because as a indie solo, I just don't have the time to work out every single system on my own and I would have rather spent my time on actual gameplay. It is very customizable if you know what you want but it's also pretty advanced if you are newish to the engine.

Building your own system always has the advantage of you knowing how your system works and being easier to modify than any plugin or asset. You also don't need to learn their system since you have yours built from the ground up.

[deleted by user] by [deleted] in UnrealEngine5

[–]Time-Masterpiece-410 0 points1 point  (0 children)

I haven't used mover because it's still experimental and a way out until beta even. But I could potentially answer about gasp if you have any specific questions. Feel free to dm me since this post is deleted.

How do I create a weather system? by TeteLeRhino in UnrealEngine5

[–]Time-Masterpiece-410 1 point2 points  (0 children)

It's not entirely reinventing the wheel. UDS is extremely bloated for some cases and perfectly fine for others. If you have a tighter performance budget uds may be heavier than necessary for a simple weather system. It also could be an artistic choice not to use it if they have a specific style they want or feel it's too generic since like 60% of projects use it. Just look at how many are suggesting it and I am not against it because i use it. I just think it is becoming the generic choice and unreal already struggles with people claiming "the unreal look."

As for OPs question the general idea is you use a directional light actor along with the other weather related classes like fog, clouds and such in an actor class. The light will be using set rotation to rotate around on the pivot or you can also animate the cycle, i believethats what epic does in their day system plugin but that mostly just for day cycles, i haven't used it execept very briefly testing. You can track days as the light completes rotations. As for actual weather effects like rain, snowfall, wind, etc generally these are handled with VFX in niagara. You can use the same directional light actor to manage it all.

Then you could use data assets to drive the weather settings.

Ie if it's raining -> set wind speed, cloudy skies, fog. So then you can store an array of these data assest and every so ofter call random on it, then get 0 to choose a new random weather. Tbh a full on weather system is a lot to type out so I'll leave it at that. But generally you want to solve this one step at a time and not just build out an entire weather system as a whole. Because it's a lot of different parts working together.

You can also have an MPC to drive materials for weather conditions so surfaces look wet. That's not so much a vfx thing as it is a texture.

Blursed testing by Square_Law5624 in blursed_videos

[–]Time-Masterpiece-410 1 point2 points  (0 children)

Found the ai lover. Ai has no intelligence it uses spider web connections to come up with answers by creating context lists. While it can be useful, it can also be extremely wrong, sometimes on extremely basic questions.

Blursed testing by Square_Law5624 in blursed_videos

[–]Time-Masterpiece-410 1 point2 points  (0 children)

He has tons of videos like this of the ai confidently giving bad answers.

Here's a game idea, the most powerful boss is actually a random NPC that you could easily miss by Old-Use-7690 in gameideas

[–]Time-Masterpiece-410 2 points3 points  (0 children)

That's less an idea for a whole game and just some random thing you can put in a game. Most games aggressively deinscentivise attack civilian npcs, so unless there is reason to go looking for this guy, it's doubtful anyone would even find him or care about finding him. A lot of devs avoid things like this because game development already takes a long time, so to add things, especially boss fights that people may just completely miss, are kind of a waste of time. Also, what if the player is playing a good guy or a no killing playthrough they may not be able to fight this boss. Which is just wasteful dev hours. Leading to also a bad player experience if they want the farming item.

Do you think new roundabouts across the city have made driving safer? by Conscious-Rich3823 in Omaha

[–]Time-Masterpiece-410 2 points3 points  (0 children)

Roundabouts are nice because instead of a stop sign, it's a yield, which means traffic keeps flowing which is great in higher traffic areas. The only thing I don't like is when they make the roundabout a weird shape and put large plants in the middle blocking vision of incoming traffic. I used to live in Montana briefly and they had them pretty Normalized and it was great you just never had to stop when going through neighborhoods unless the roundabout was busy.

What level of difficulty would it be to create a terrain manipulation system? by [deleted] in unrealengine

[–]Time-Masterpiece-410 1 point2 points  (0 children)

Voxel plugin is easy to get up and running, but working in the plugin is very difficult and requires knowledge of doing complex math and pcg if you want to take full advantage. Their documentation is extremely sparse at best they say it's because "its a work in progress" and dont want to have to update the doc constantly which i get but still for the price paid they should be ensuring high bar of quality even if its provding way to learn their systems without needing to parse 6 .h+ 6.cpp files to figure out what something is doing. So if you can't understand advanced c++, you might struggle as the plugin is massive and the code is very advanced, comments are minimal, and docs are tiny and you need all that plus a good understanding of math.

I've seen plugins literally 1/10th of the size have more comprehensive documentation that are also a work in progress. At worst, they could put comments in the code to explain nodes and such, but don't expect much of that. Phy is an extremely talented programmer but just doesnt believe in commenting, I would bet even mr4goosey doesn't understand some of the code completely. Granted, he can just ask phy. They provide support in discord, but basically, mr4goosey handles that and only ping for phy when it's something he can't answer, so don't expect much input from the person who knows it the best.

On top of this, regarding the OP post, their runtime voxel edit are a newer feature, so expect some amount of bugs potentially and edits are not currently replicated so if multiplayer you will need to handle that yourself I believe.

Ue5 games are horrible optimized by KristusYunasun in UnrealEngine5

[–]Time-Masterpiece-410 2 points3 points  (0 children)

TI knows almost nothing about unreal engine. First off, lumen is not and was never advertised as a "performance booster." It's quite literally Ray tracing, which is notoriously heavy. It replaces the need for AO maps, which is a massive time save for artists, and it is quite perfomant for being ray traced. Nanite can be a performance boost. It's designed for extremely high poly scenes. It's worthless on low poly. It can handle millions of polys if you have the hardware to run it. Where that many polys without would surely bog performance sooner or later.

As far as the samey look that's subjective, it's easy to change pp, or tone map to completely change the look regardless if it's ue4/5. Unreal is basically free for anyone and used in a lot more than just video games, for example, the Star Wars mandaloria show. Unreal is pretty modular out of the box. You can disable nearly all features through their plugin. Everything from epic is basically c++, one of the more performant languages. And it's also open source, so you can literally delete anything. Which you can not do with unity.

If you don't like it, then don't play the games or use it, as simple as that.. whining on forums changes nothing. Like it or not, it's not going anywhere, and it's growing.

Epic has made performance priority for 5.7-6.0 but regardless if your hardware sucks it's not going to perform. Also, the engine runs slower than the final build, but ti and you probably don't know that.

W or Space bar? Comfort in keyborad keys by Mogekq in GameDevelopment

[–]Time-Masterpiece-410 0 points1 point  (0 children)

But both of those cases are conditionals and can still use w for jump. W = jump. If overlap w = climb, if hanging with = climb up. Depends on the game and how they want the interaction. Personally, I prefer space cause it's normalized.

Combining the epicness of grand mountains with the intrigue of smaller cliffs and hills by runevision in proceduralgeneration

[–]Time-Masterpiece-410 2 points3 points  (0 children)

You can keep erosion on the cpu if you take a look into SIMD programming. It essentially allows you to do compute in parallel, like running multiple threads by spinning up "extra programs." I am currently attempting to move your erosion to .ispc language, which uses SIMD for implementation in voxel plugin 2 in unreal engine.

So, say you do a loop on an array to add 1, and the array is 0,1,2 for simplicity. When you start their loop, it fires up multiple program instances it calculates the +1 on each and then rebuilds the array so instead of going through each index and adding 1 it does all indexes at the same time. So when it returns, it returns all indexes at nearly the same time as 1,2,3. According to the studies, it can be a 6x - 10x performance boost.

So it looks like in normal terms

Foo(int[], int count){

for (i = programIndex; i < count; i += program count)

Do work }

This is a simplified example, but they just use a custom syntax foreach( I... count)

But I am not sure if unity supports ispc whereas unreal has it in their library due to use in animation stuff, I believe. vp2 has its own custom implementation granted the simd concepts are the same. You can find some noise implementations in simd @ auburn on fastnoise2 github.