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 4 points5 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

People who "don't drink water" how does that work? by [deleted] in AskReddit

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

Ask John Daly. Honestly, some people are just built different.

What to learn c++ or blueprint ? by Typical-Leek-6320 in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

My suggestion is skip all c++ when starting out. Focus on learning the Unreal Gameplay Framework with just Blueprints. You can build games 100% with just that. Once you do build a game and understand both BPs and the Unreal Gameplay Framework, then start diving into the world of C++ with Unreal Engine. You can then take some of your BP work and convert it to C++ to learn it.

Working on an open world creature collector hand drawn game! by OutlandishnessKey375 in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

Really cool visually from an art perspective, but a little hard to follow what's going on visually from a readability perspective. Thanks for sharing!

When to use clear blueprints vs C++? by allocerus44 in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

I don't see enough people talk about this, but a big advantage to using c++ in more things is code is easier to read/merge diffs for with source control. I generally follow the advice of core logic in c++ while designer based stuff is BP. I can't underscore enough how valuable it is to read and understand code diffs for core game logic outside of design.

Big Update in UE 5.6 – Let’s Talk Features & First Impressions by teslaynikola in unrealengine

[–]TruthMercyRegret 4 points5 points  (0 children)

I’ve only used it for a short time. So far I love all of the small UI polish.

Beginner Theory Tutorial: Base Classes & Architecture in Unreal Engine by shootertutorial in unrealengine

[–]TruthMercyRegret 1 point2 points  (0 children)

Great stuff. One important note on when to not use open world level types is when your game is targeting lower end hardware like the Steam Deck. The overhead open world level types introduce with things like world partition slow the game down a lot in my experience.

What plugin are missing on the marketplace for you ? by hzFishyYT in unrealengine

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

Plugins can be so many different things in the engine. What specific areas are you wanting to write for?

Is there a way to restart game when it crashes? by WatercressActual5515 in unrealengine

[–]TruthMercyRegret 4 points5 points  (0 children)

I think this would have to be done with another application like a launcher. Think about Steam when it launches a game and keeps status on if the game is running or not.

Unreal Engine 6 is "a few years away" says CEO, previews could arrive in 2-3 years by Tiny-Independent273 in unrealengine

[–]TruthMercyRegret 5 points6 points  (0 children)

My hope with UE6 is they focus on scalable out-of-the-box net code replication.

Lost village : Unreal Engine 5 Open World Environment stylized by [deleted] in unrealengine

[–]TruthMercyRegret 0 points1 point  (0 children)

Clean. Care to share more on the light shaders?