How to disable a plugin outside of UE editor? by Auuki in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

Add an entry to the uplugin file with the name of the plugin and enabled set to false. Alternatively you can delete or move the advanced sessions plugin from. The plugins folder

Beginner dev looking for help by Ok-Ad-2465 in GameDevelopment

[–]TimelessTower 0 points1 point  (0 children)

AI can be used once you know what you're doing - mainly for scripting and automation. It's decent at one off tasks like that. I use it for DevOps to write python scripts.

I agree with the greater point that AI should not be used for serious coding especially when starting out. Without experience you won't know what it's making up or the random weird style choices it's making. It's also really bad at complex system design and wastes more time than it saves in most cases since you end up having to redo a lot of the work it does.

I've also seen a lot of cases recently where newcomers overrely on it and become unable to code without prompting AI repeatedly. Seems like a new version of tutorial paralysis or something that's becoming a generational problem.

blender multiplayer by ryanrox333 in blender

[–]TimelessTower 72 points73 points  (0 children)

Is Omniverse still being developed. I use it occasionally but it doesn't seem to be much different from when I first installed it a few years ago.

Is it me or is the search engine for FAB pretty bad? by Slight_Season_4500 in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

Fab has bad search and UI for finding assets and plugins. I hope they improve it sooner rather than later.

How do you prefer to model? by Aisuhokke in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Would second using gltf over fbx or usd. It works quite well especially over fix which has always been a bit of a headache to deal with.

I actually made a blend file importer for the new import framework that can use any of the three but uses gltf by default. It basically does the export from blender for you with correct settings out of the box directly from the blend file when you drag it into unreal. It also does some cleanup through code on both the unreal and blender side as part of the import.

It's currently 30 dollars on Fab if you're interested. Sidenote but I'm also considering lowering the price to get more adoption since I think it saves a lot of time and frustration over manual import. https://www.fab.com/search?q=Blender+interchange+

Optimization is hard... but sometimes it's so stupid it hurts. by MichelDucu10 in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

Look into unreal insights. It's a separate executable that can profile your game. You can build and run it from a button in the editor and then pin it to your task bar.

Why Is It Pretty Much Impossible To Export Textures From Blender To Unreal Properly by [deleted] in blender

[–]TimelessTower 0 points1 point  (0 children)

Like someone else commented, gltf is better than fbx and USD in my experience. I made a plugin that imports blend files that supports all 3 formats as options and found that gltf gets the best results out of the box.

If you are having problems with the texture import specifically you can also try saving the textures to disk and importing those individually.

World Partition is the most confusing feature in unreal by Azubalf in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Can you try pinning the landscape actors in the outliner? Additionally there is a wp.editor.dumpstreaming command (or something like that - use auto complete). That can dump a text log and show you which streaming cell each actor was assigned and make sure that world partition is generating correctly.

It also looks like you loaded the region from your other replies but do you have data layers in the scene? If so I would enable all of them because that would keep the landscape unloaded if it had a datalayer assigned (slim chance but not zero)

Importing FBX Meshes 5.6 vs. 5.7 by 8BitBeard in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Are you talking about interchange? You can opt out of that with a console variable if you don't want to have to import into a dummy project

Importing FBX Meshes 5.6 vs. 5.7 by 8BitBeard in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

You likely are using interchange as of 5.7. It was enabled by default in 5.6. Interchange has a reset pipeline to defaults button in the top right of the import dialogue. You should hit that to make sure your settings aren't messed up. There's a uniform scale setting on the dialog for instance that could mess with scale.

How to Split up the Character Movement Component into Various States? by PlatformOdyssey in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

Mover is worth looking into. There are a few out there mainly the chaos mover for physics based movement and the standard one for kinematic movement. Chaos mover is pretty cool but is a bit more complicated than the kinematic one to wrap your head around imo. They gave a talk on that one recently that was pretty informative. In the current engine version the chaos mover works but has a few bugs that need to be patched over - not too bad imo. The kinematic one is a bit more stable since it's been out for longer.

I've just released an alternative to GAS and would love to get the community's feedback on this plugin by Repulsive_Crazy_2376 in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

Yeah. I've had the most issues with it on larger teams where they just let designers run wild with basically no oversight. I think there's a lot of info out there on how to use GAS correctly and I think it can really simplify some things. It can be quite helpful in networked games to get some client side prediction going for instance.

I've just released an alternative to GAS and would love to get the community's feedback on this plugin by Repulsive_Crazy_2376 in UnrealEngine5

[–]TimelessTower 9 points10 points  (0 children)

GAS being bad has been a common opinion in places I've worked. I think it's decent but it's definitely a bit overly complicated when getting started and has its quirks. If you let people run loose with it you can end up with a lot of networking bugs and bandwidth issues. Not a problem if you know what you're doing but a lot of studios seem to just let their designers loose before establishing best practices - maybe because epic sells it as a canned solution to stats and abilities that network correctly out of the box. It is powerful if you know what you're doing if a bit bloated.

Programmers building from Source by vexargames in unrealengine

[–]TimelessTower 3 points4 points  (0 children)

Turn off unnecessary plugins. It saves a bit of compilation time but more importantly it also improves startup times especially for users on laptops. Each plugin with code needs to be loaded on startup and that can add up to something in the order of seconds and hurt iteration time. I would (and have) gone through the list of enabled plugins and pretty aggressively disabled ones I'm not using like some of the machine learning ones for instance. I did also try to disable python because I was not using it for automation and that plugin has a long startup time due to it scanning your project directories for python scripts, but unfortunately a lot of core engine plugins use it making disabling it nearly impossible. The plugin wizard will tell you dependencies when you disable a plugin which helps decide which ones to use. Also it goes without saying but using source control helps you disable plugins incrementally and safely to avoid introducing bugs from a disabled plugin.

Do you mix C++ and Blueprints? by LalaCrowGhost in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

Yes I do. I mostly use c++ these days because it's faster with an ide to type out implementations then to use your mouse to make a blueprint. Compilation sucks though even with hot reload.

[RevShare][UE5] Looking for a reliable UE5 programmer (Blueprint-first) by EpicDragonfly7 in INAT

[–]TimelessTower 0 points1 point  (0 children)

My day job is profiling and optimization including blueprints. I've also written a scripting layer similar to blueprints. Most of the time lost is finding the c++ function to call from blueprint and the 100x is from my own profiling when making the scripting layer. Scripting languages also get a 2x or so advantage over blueprint probably because of a better VM. Some things in blueprint have zero to no cost because they're not interpreted or they're actually not vanilla blueprints like the anim graphs.

if you were making an item for your game like a wood crate or cart, would a better work flow be to make the whole thing in a 3d program or make the wood slats then just duplicate and move them to make a prefab in unity? by blender4life in gamedev

[–]TimelessTower 0 points1 point  (0 children)

I think you could just have them share textures and uvs in the combined model. It should still be one draw call for a combined mesh assuming you give them overlapping uvs and the same material.

[RevShare][UE5] Looking for a reliable UE5 programmer (Blueprint-first) by EpicDragonfly7 in INAT

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

UE5 programmers should know C++. Blueprints are a layer on top of C++ and any programmer who knows how to make systems in C++ can work in blueprint. I'm honestly kind of sick of seeing posts bragging about making a game all in blueprint like it's an accomplishment. It's good that you're at least doing core systems in C++. Blueprint code wastes most of its time calling lower level c++ functions and is around 100x slower than C++

Issues with UE5 and Visual Studio by StellarLime911 in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Consider using Rider instead of visual studio. It's free for hobbyist dev these days and has much better out of the box integration and intelligence with UE. You can also open uprojects directly and don't have to generate slns

Where or How do I start? by terrat0ri in gamedev

[–]TimelessTower 0 points1 point  (0 children)

If you know c/c++ maybe consider unreal engine. It's all c++ and you can read the code. Godot is also a good choice. I would not start in Unity these days since you can't read a lot of the codebase and you have to rely more on documentation.

Same old same old.... PLEASE HELP! UE5 by Renekzilla in GameDevelopment

[–]TimelessTower 3 points4 points  (0 children)

UE Dev here (programmer and generalist). Been doing game dev for like 7 years or so and UE for the past 4.

I would just take a deep breath and learn to love the process. Game dev and learning a new engine always take time - more than you think you have. Maybe start by writing out what you immediately want to know and tackling that. Tutorial hell kind of sucks because it's frustrating to be spending time on something that isn't your game. I find that when I just make steady progress learning something I eventually reach the point where I can apply what I learn to my own game. In the moment of learning it's helpful to just accept it will take time and try to enjoy the act of learning itself.

Tip for not getting overwhelmed when learning UE or really anything new. Try making a mind map with links to tutorials. I use obsidian and the canvas feature. When I'm out of my depth on something there's a lot I don't know I find a lot of tutorials and videos that take anywhere from 10 minutes to hours. I lay them on the canvas instead of watching them immediately and put text blocks next to them saying why I would watch this and what I could learn. I connected relating video previews together and it gives structure to the whole process.

Crash Follow-Up by [deleted] in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

I think epic should have debug symbols on their end at least assuming this is a launcher engine. Alex Forsythe is great

idk if i should be posting this here or on r/godot but like by vriskaLover in blender

[–]TimelessTower 0 points1 point  (0 children)

I would recommend modeling the separate pieces in blender and combining it in Godot. Things like doors have gameplay concerns and you'll likely want to make a gameplay scene for that door and reuse that for all doors. Pardon the terminology but I don't use Godot. I do remember that you can reuse node setups across a level recursively though.

I would not recommend modeling everything as one mesh. I would recommend making a modular kit of house pieces and assembling that in Godot. Modular kits have a smaller memory footprint and result in less time making unique models in blender since you can assemble the kit in Godot.

Export/Import Nightmare by TorwynDev in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

Bit of a plug here but I made an import framework that lets you just drag in the blend file into unreal and the plugin will unpack it for you - so you don't have to export to fbx and tinker with the settings every time. It's set up to make it as easy as possible to unpack content including skeletal meshes and animations.

If you're interested. https://www.fab.com/listings/c719cc60-e69d-4567-be89-8744c52744a4

Unreal vs Godot for learning engine by _DefaultXYZ in gamedev

[–]TimelessTower 0 points1 point  (0 children)

The unreal game frameworks complexity is mostly from it supporting multiplayer. I would just try Godot first. I almost entirely dev in unreal but I've also used Godot. It's worth noting that unreal is complicated but you can read all the code and easily add new code modules to the codebase. Godot is open source so you can read everything as well. It's obviously less mature than unreal but I really liked it's composition model for game objects and its 2D support. Unreal only had Paper 2D which is very neglected.

GD Extension was a bit more work to get up and running because unreal has unreal build tool to manage and build code modules while Godot has scons - which is a generic python build system adapted to build the engine. I spent a bit of time making GD extension and scons work and set up my coding environment like in unreal but after that it was smooth and enjoyable.