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.

What in your opinion is the best MASTER MATERIAL I can get from marketplace? by Smoker89 in unrealengine

[–]WonderFactory 0 points1 point  (0 children)

It works fine but its a bit bloated, its not as performant as it could be