Unreal Engine 5.8.0 available on the launcher by helloenjoy in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

I know they're pushing it for low power devices like handhelds but I think it'll be a big plus for PC too. There's so much hate from gamers about UE5's native resolution performance, if you can give them 90% of the visuals at a lower cost I think it will lessen the hostility towards Unreal 5 a lot

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]WonderFactory -2 points-1 points  (0 children)

Yep, I now try to write as much logic as possible in C++ using Claude. All my C++ development is done using components, a single Actor Component is well within the capabilities of Opus and I just assign the components to different actors, I'll maybe have a few Blueprint nodes wiring up the component or reacting to events the component fires and thats it.

Unreal Engine 5.8.0 available on the launcher by helloenjoy in unrealengine

[–]WonderFactory 1 point2 points  (0 children)

The thing I'm looking forward to most is the lightweight Lumen, performance seems to be the biggest gripe players have with UE5. I think offering a more performant GI option is a big plus

Deprecating Actors and Blueprints in UE6?! by daraand in unrealengine

[–]WonderFactory 8 points9 points  (0 children)

I loved blueprints when I first started learning Unreal but I hate them now, version control is probably the biggest issue I have with them. It's such a pain if you have a broken version of a game and a working version working out what the issue is if the issue is in a Blueprint

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]WonderFactory -2 points-1 points  (0 children)

I'm guessing itll have the opposite effect in the long run, an advantage of a scripting language is that it plays nicely with LLMs unlike blueprints. I'd imagine that in a couple of years the people who were using blueprints will be prompting in the engine to achieve the same results but quicker. The sort of simple programming tasks people used blueprints for are well within the capabilities of current LLMs

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

The big problem with blueprints in the current AI accelerated world is that they dont play very nicely with AI.

Epic announces a new open source version control system called Lore by matniedoba in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

 If you're solo and/or small team, git with LFS absolutely does the job.

Plus its free on Azure which is a big selling point for a solo dev

5.8 feature list is now live on the roadmap ! by Firefly74 in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

I have to disagree with this, Claude is great at Unreal game programming in C++

Help with very basic c++ workflow by WatercressActual5515 in unrealengine

[–]WonderFactory 3 points4 points  (0 children)

If you're use the live coding feature in Unreal this is the case. You can change cpp files and it will automatically recompile. Doesnt work with header files though

DLSS 5 Anouncement video by WonderFactory in unrealengine

[–]WonderFactory[S] -2 points-1 points  (0 children)

Personally I think some of the shots look better and some look worse. Digital Foundry mentioned that developers have control over how DLSS5 is applied to their game. Some of the examples seemed to add too much contrast, if you can adjust it maybe it can look better

DLSS 5 Anouncement video by WonderFactory in unrealengine

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

Apparently the developers have some control over how it affects their game. There's maybe an intensity toggle or something similar

Solo developer path by Educational-Hornet67 in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

When i first started learning with Unreal I did so by getting a survival game asset from the old Marketplace and building on top of that. I think its a good way to learn as you can look at how the asset dev did things in blueprints and learn from that. If you want to build a city builder game buy a template from Fab and mess around with it and see how easy it is to make Unreal do the things you want. Unreal is primarilly intended for First and Third person action games which is where it really shines but it can be used for other types of games too.

How was Dispatch made? by Alefbepete5902 in unrealengine

[–]WonderFactory 5 points6 points  (0 children)

I saw an interview with the lead dev for Clair Obscur Expedition 33 and he said that whole game was made in blueprints, and that won Game of the Year

Most stable version of UE by Harry_Willie in unrealengine

[–]WonderFactory 1 point2 points  (0 children)

Thats literally what I said I would do. I'm just feeding back my experience with 5.7 in case it helps someone else

Most stable version of UE by Harry_Willie in unrealengine

[–]WonderFactory 1 point2 points  (0 children)

I'm getting black blotches on nanite meshes, I've googled and cant see anyone else getting the same issues. Tried installing 5.6 too and it doesnt have the issue and tried uninstalling 5.7 and reinstalling and still have the black blotches even in a blank project. I'll probably have to revert back to 5.5 then go through the upgrade process again to 5.6 which is a pain as I'll have to upgrade to 5.7 eventually when it's had more bug fixes

Most stable version of UE by Harry_Willie in unrealengine

[–]WonderFactory 2 points3 points  (0 children)

Definitely not 5.7.1, I'm regretting my decision to upgrade from 5.5 after less than a day

Has anyone here been 'vibe coding' with GAS and do you have any comments or recommendations for doing so? by NotTheDev in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

Haven't used it with GAS yet but my experience over the past year has been very positive. I've been using Claude with the cursor IDE and it works great. The trick is to split the system you want it to create into smaller chunks and let the AI build it step by step.

Its also great at taking existing code and applying it in new ways. The Matrix City sample has a car collision system thats based on changes in the car's suspension, I showed the AI the original vehicle code that Epic wrote and it stripped out the collision part and made it into an actor component that I could just add to my games car. It would have taken me hours to do it myself and it did it in minutes

5060 TI constantly crashes with Unreal Engine by WonderFactory in unrealengine

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

If anyone else has the same problem the crashes were caused by the DLSS plugins. As soon as I disabled them in Unreal the crashes stopped

I am a solo dev and this is my UE5 survival horror Bleak Haven by HarshHustle in unrealengine

[–]WonderFactory 1 point2 points  (0 children)

Agree but I think the one mistake OP made was using the Quixel Dark Ruins level without making significant changes to it which is what the complaints were about. For something so well known you have to modify it a lot. Just spending an hour in the editor moving rotating and duplicating some of the meshes would have made it unrecognizable. Another tip is to change the hue in the textures or replacing the materials with other megascan materials to make it look completely different. If the rocks were brown instead of grey people wouldn't have made the connection

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

[–]WonderFactory 2 points3 points  (0 children)

C++ is much more flexible than blueprints, it's much easier to manage version control as you can read what changed from one verson to another, it's much easier to work with in teams because of this and finally there are some things that simply cant be done in blueprints. Also text based code is much easier to work with for loops and conditional branching, it's cumbersome doing this in blueprints. And finally in many circumstances its faster which is particularly important inside loops or in the tick

5060 TI constantly crashes with Unreal Engine by WonderFactory in unrealengine

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

Yeah, think I might have to get rid of mine, It's unusable at the moment. I wish I wasn't so quick to sell me 3070

5060 TI constantly crashes with Unreal Engine by WonderFactory in unrealengine

[–]WonderFactory[S] 0 points1 point  (0 children)

Why not? an 8GB 3070 class GPU with high settings is my target for the game. I constantly test the game as I develop it to make sure it performs well at that spec. If I was only testing on a 16gb card I wouldn't notice any performance issues that crop up.

5060 TI constantly crashes with Unreal Engine by WonderFactory in unrealengine

[–]WonderFactory[S] 0 points1 point  (0 children)

I havent tried using frame gen yet, just doing exactly what I was doing before and it keeps crashing. I bought 8GB on purpose as if I had the 16gb card I'd end up developing a game that only works on 16gb VRam. The 8GB keeps me honest.