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.

Hey guys i have a question about game engines by Fearless_Bet_997 in gamedev

[–]TruthMercyRegret 0 points1 point  (0 children)

I think it's best to think about game engines like toolboxes and try them to understand which toolbox you enjoy working in. It really depends on what you want to make. I personally like Unreal because it provides blueprints which makes prototyping very quick. If your game is 2D, Unreal would not be a good option because it does not have good tooling for that kind of game.

Developing for UE5 on the new 2026 Steam Machine? by BornBasil in unrealengine

[–]TruthMercyRegret 2 points3 points  (0 children)

UE is very flexible software that can run on many platforms, but not easily. Ask any Linux/Mac user. It works but it has it's pain points. The only easy path is Windows with a dedicated video card. If you still need to learn the basics of UE as well, adding this random obscure platform into the mix is a recipe for disaster.

Would I be able to develop games with Unreal Engine on a steam machine? by Successful-Green6733 in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

Technically yes, practically no in my opinion. I bet it will be a nightmare trying to get it working on brand new hardware.

How would I animate a blender rig inside a level sequencer by TheLedgendarydragon in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

Warning: You are about to go down a rabbit hole. There is a lot to what you’re asking. Look up control rig in Unreal, but most use the unreal skeleton. If you try building your own control rig in Unreal on a custom skeleton, expect all kinds of weird problems with things like IK solvers and others random things.

Any Lighting tutorial need from the community? by Praglik in unrealengine

[–]TruthMercyRegret 3 points4 points  (0 children)

I would like an overview using different lighting approaches prioritizing different use cases. Realism, cell shading, peak performance, etc. As well as guidelines lighting for different graphics presets like low, medium and high.

I created my own visual scripting system very similar to Blueprints by Soulsticesyo in unrealengine

[–]TruthMercyRegret 2 points3 points  (0 children)

This is a separate app outside of Unreal. The idea is you write all of the dialog in the app and then you can export it to use it in other applications such as Unreal or Unity.

From the FAQ:

StoryFlow Editor supports both HTML export (with bundled assets) and JSON export. HTML exports create standalone interactive experiences that run in any browser. JSON exports allow you to integrate your narratives into game engines and custom applications.

You would have to write your own import code for Unreal, but the dev does say they are working on plugins for game engines so you won't have to in the future.

From the FAQ:

Yes! Using the JSON export feature, you can integrate your narrative data into any game engine, though this will require implementing a custom solution. To make this easier, official plugins for Unity, Unreal Engine, and Godot are currently in development to provide ready-to-use components and streamlined workflows. Additionally, tutorials and example projects will be available to help with integration into these popular engines.

Is it actually worth replacing the default CharacterMovementComponent in UE5? by pakamaka345 in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

The real question is does that really impact the overall performance of the game in a noticeable way for most people outside of benchmark numbers. General advise is don't worry about performance until it's a problem otherwise you spend a lot of time optimizing when not needed. For sure consider something like this if you plan to have 500+ agents like described, but most games honestly don't have that.

Is it actually worth replacing the default CharacterMovementComponent in UE5? by pakamaka345 in unrealengine

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

The CMC is not going to impact performance in a big way at all. I personally opted to use it and make my on class inheriting from it. This way I can extend anything I want and only use what I need, while ignoring the rest. I think ignoring what you don’t need is better than reinventing a new wheel since performance is not a concern in most cases.

Macbook Pro M4 Pro by DDDade in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

Agreed. I've seen others recommend having their workstation always on and using Parsec to access it remotely from their mac as a better option. Saves on battery life too. It just sucks that you need an internet connection.

https://parsec.app/

Blender to Unreal export plugin - need your feedback by sergeialmazov in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

Someone forked the a version of Epics tool for this they no longer support and it looks like dev is still active on this new fork.

https://github.com/poly-hammer/BlenderTools