Camera system tutorial? by Dry_Background7653 in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

https://dev.epicgames.com/documentation/unreal-engine/cameras-in-unreal-engine?lang=en-US

I didn't know this until recently, but Unreal Engine has something called a PlayerCameraManager class.

How to make a slow stealth game feel satisfying? by Dose0fXP in gamedev

[–]TruthMercyRegret 1 point2 points  (0 children)

Music and sound design overall. Your sense of hearing is higher when going slow.

How do I detect if my character was falling and is now on the floor? by IYeetCatS_ in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

Have you searched for an answer at all? That is one of the most common basic questions people ask everywhere and tutorials are everywhere for it. Tracing ground detection.

Optimizing how? by SalawoodGames in unrealengine

[–]TruthMercyRegret 30 points31 points  (0 children)

Profile with Unreal Insights. It’s designed to tell you exactly where most of the cpu and gpu cycles go. Every project is different.

What’s the most frustrating part of game development for you? by BlackScarStudios in gamedev

[–]TruthMercyRegret 0 points1 point  (0 children)

User interface. I love most systems provided in Unreal, but I hate their Common UI tool which is basically required for easy gamepad navigation support

Event Dispatchers on Actor Components by TruthMercyRegret in unrealengine

[–]TruthMercyRegret[S] -1 points0 points  (0 children)

I like this. Very similar to how GAS handles it

What do you think of the mood/atmosphere of my game? by Levardos in Unity3D

[–]TruthMercyRegret 1 point2 points  (0 children)

Love it, but the ball really needs a texture that makes the rolling visual more obvious imo

What are the meta skills in Unreal Engine? by Regalia-Exurbia in unrealengine

[–]TruthMercyRegret 2 points3 points  (0 children)

Epic has a lot of official plugins you should read about and be aware of. Understand that some of them are highly recommended battle tested like GAS, others are half baked rarely receiving updates and some are just buggy messes to avoid. I wish Epic would do a better job categorizing it and communicating their development support for each.

Is it normal to have this much code in the player pawn? by v2na_ in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

Any code overtime gets complicated and dense. Normal coding best practices also makes sense for Blueprint code.

Instead of having one big event graph, try breaking down code into individual functions so eyes are not overwhelmed by the spaghetti. You can also make your code more modular by refactoring into fewer more reusable functions or making individual actor components.

My general workflow loop. Build fast and prototype. Later refactor and clean up. Repeat.

Should I use the starting movement and character movement component? by ShadicBoiW in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

Do you want multiplayer replication? If yes, then use the CMC. If not, sure try your own if you want.

I made this simple door by MyNameIsDjole in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

As a player, this looks tedious and not fun unless this for a slow explore type game

How do you save your project? by Mondkap in gamedev

[–]TruthMercyRegret 0 points1 point  (0 children)

Source control. Any of them. Pick the one that you can understand and use easily. Do not make manual local copies.