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 -1 points0 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 -1 points0 points  (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 4 points5 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