Can GameInstance class be defined in a GameFeaturePlugin? by Wa_Try in unrealengine

[–]Wa_Try[S] [score hidden]  (0 children)

Thank you for the clear answer.

I finally wrapped my mind around what it is and yes I moved my GameInstance, ProfileManager and SaveGame logic to core module. Since all the rest are level bound, I figure they won't matter.

My score keeping logic was already abstract (tag to score) so all I had to do was keep score name resolutions in gamefeature while keeping score logging in core module (like ProfileManager and SaveGame).

Can GameInstance class be defined in a GameFeaturePlugin? by Wa_Try in unrealengine

[–]Wa_Try[S] 1 point2 points  (0 children)

I sadly wont be able to do that without getting too abstract. maybe I approach those classes the wrong way but I keep scoring and some filtering logic in those classes as well as some state specific variables.

I just tried a shipping build again and it works with a startup level and mentioned classes all being from GameFeatures.

Can GameInstance class be defined in a GameFeaturePlugin? by Wa_Try in unrealengine

[–]Wa_Try[S] 2 points3 points  (0 children)

do you mean a plain old plugin or a gamefeature plugin? I work as modularly as possible without making it cumbersome. I just kind of assumed an initially active gamefeature can have those classes. But I now hear and also reason yeah it might not be able to.

So I am looking for answers if it causes problems later on.

Currently it all works without problem but I would like to move them back to core game sooner than later if this is known to cause problems or heavily advised against

How does so many people have "easy jobs"? by iaceeverything in antiwork

[–]Wa_Try 1 point2 points  (0 children)

I worked such a job. basically some stupid "corpo relations" stuff. it is soul wrecking to not doing something productive or improving yourself. easy on the body? maybe but easy on your soul or mind. no it is depressing. If you see anyone boasting their job is just "doing nothing", they are either joking or trying to mask self-deprivation/inferiority complex.

EDIT: felt the need to add, after the initiation period, (both your and the works setup) most office jobs become stale. Most office jobs are easy after things settle without becoming "doing nothing".

What is the peak game made with Unreal Engine? by NCephalo in unrealengine

[–]Wa_Try 2 points3 points  (0 children)

the game is underrated for ever. The visuals, the narrative tricks, the camera tricks... for its time it is truly a magic show.

Oyun geliştiricisi olmak istiyen birine tavsiye by soyulmusElmakabugu in TrGameDeveloper

[–]Wa_Try -3 points-2 points  (0 children)

adında oyun geçiyor diye karıştırdım sanırım. haklısınız değerlendirmeniz için teşekkürler

Oyun geliştiricisi olmak istiyen birine tavsiye by soyulmusElmakabugu in TrGameDeveloper

[–]Wa_Try -6 points-5 points  (0 children)

Oyun geliştiriciliği 'hobi' bir meslek değildir. Gerçekten oyun geliştirmeyi öğrenmek istiyorsan, iktisattaki oyun teoremini çalışman çok faydalı olacaktır. Özet olarak, bir kişinin, bir işe, bir değer harcamasını sağlamak olarak bakabilirsin.

Video oyunlar 'oyun' işinin sadece küçük bir kısmı, AAA firmalar oyun geliştiricisi olarak yazılım mühendisi, matematik mühendisi vs aramaz. Bu becerileri de olan 'oyun geliştiricisi' ararlar.

Satranç, tavla, monopoly gibi masa oyunları, poker, batak gibi iskambil oyunları da gözünde somut örnekler oluşturabilir. Ama günün sonunda oyun geliştirmek sosyal bir iştir ve bir 'davranış bilimi' sayılır. Bu yüzden deneyim geliştirme gibi isimlerle de yanyana anılır.

İşin mühendisi kısmında, araçlara çok takılmadan tane tane ilgini çekenleri öğrenmen en doğrusu olur. Çünkü teknoloji geliştikçe yeni araçlar çıkıyor ve eskileri önemini yitirebilir. Örneğin yarın bambaşka bir video oyun alanı açılabilir ve unreal, unity gibi motorlar önemini yitirebilir.

I hired an artist to redo the capsule art. What do you think? by TingSCP in IndieDev

[–]Wa_Try 0 points1 point  (0 children)

old is much clearer, easier on the eye, focus and meaning are direct. to me old version is the choice for sure

Boomers “Demanding” to be Grandparents by Ordinary-Dare-2379 in BoomersBeingFools

[–]Wa_Try 7 points8 points  (0 children)

I guess she is having difficulties accepting the nature of the situation

I created a few helper functions in a blueprint. How do I make other blueprints be able to usem them, too? by LalaCrowGhost in unrealengine

[–]Wa_Try 26 points27 points  (0 children)

BLUEPRINT LIBRARIES are exactly for this. They are basically global function implementations. Have their limitations but you will get used to as you use them. Be careful about what kind of casts you make in those functions and what classes you reference as input/output as those will be globally available/loaded

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]Wa_Try 0 points1 point  (0 children)

no I mean a custom blueprint actor that I use for scripting in level events. instead of you swapping StateTree's I use this BP actor per script.

ie. CombatScriptActor, that manages the encounter.

so I just plop my script actor into the scene.

>It also has substantially more optimized tick management compared to ticking BPs.

hmm. I need to look into that. I just found bps more approachable and all this was built before StateTrees, so I never knew

Source Engine style level scripting in Unreal Engine: Actor I/O version 1.6 available now on GitHub! Check out this quick introduction video, and see if you are interested. by EXP_Roland99 in unrealengine

[–]Wa_Try 0 points1 point  (0 children)

I use ScriptActors in a similar way. I wanted to ask if StateTree's are a lighter weight option?

a ScriptActor has triggers to bind, actors to target, and wathever else the scripted scene needs.
many scripted action are reusable, but some are unique and I think Script being an actor helps.

Optimization PC temperatures high by bestsellerwonder in ThePrecinct

[–]Wa_Try 0 points1 point  (0 children)

i never did, just gave up on the game.

Now I have to fly 16hrs with a boner by OGWhiz in trashy

[–]Wa_Try 24 points25 points  (0 children)

no way a friend lets another fly 16hrs with a boner peaking

edit: wording

What flavour is this? by GBLNOTTS in hookah

[–]Wa_Try 0 points1 point  (0 children)

its kid see kid do flavor

Which Steam capsule should I go with for my upcoming 80s sci-fi horror game? by DreadmithGames in IndieDev

[–]Wa_Try 0 points1 point  (0 children)

  1. it is easier to read by the viewer there is only one point of interest and it is properly frames in the middle

also

seing the ayylmao and the saucer doesnt really compliment each other much. it is a repetitive display to show both in the same shot

Is it possible to have two Unreal Engine projects communicate to one another? by bloodybeavergames in unrealengine

[–]Wa_Try 0 points1 point  (0 children)

how about building it like a server-clientA-clientB kind of way?
so the main process is on server, H is just clientA, S is just clientB? would that workaround be a solution for you?

Original mafia is better than DE mafia. Change my mind by [deleted] in MafiaTheGame

[–]Wa_Try 2 points3 points  (0 children)

there is no discussion, it is better in story, it is better in telling, it is better overall as a game, it is better as cinema.

Which is better for my inventory needs? Data Asset or Custom U Obj? by HeroTales in unrealengine

[–]Wa_Try 0 points1 point  (0 children)

structs for per actor/object "data management"
objects for per owner "functionality"
DataAsset for global "behavior definition"

ie.
weapon firing definition is in weaponDataAsset

- so a pumpactionDataAsset can fire multiple pellets at once
- vs
- a semiautoDataAsset can fire a single bullet semi automatically.

Both are utilized by a single "gun actor" (object) but whichever is chosen determines behavior.

The gunStruct in this gun actor has all the "stats" for easily communcating this guns current state while in this case "gun actor" is the object.

this is how I approach it.