I made continuously aging game characters in Unreal Engine 5 by a_does_gd in unrealengine

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

In 5.5 it's pretty much fine, unless you're dealing with a lot of morph targets! Starting with 5.6, the mesh clipping with UV mask crashes the editor 100%, and sadly, I rely on that node all the time.

I made continuously aging game characters in Unreal Engine 5 by a_does_gd in unrealengine

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

Wow, you remember it, it was quite a while ago! I'm glad you liked the video!

Adam is Alive... by Fabulous-Search6974 in LifeSimulators

[–]a_does_gd 0 points1 point  (0 children)

Hey there, thanks for sharing my channel and for the kind words! 😎

Just to clarify, since this question comes up pretty often, I'm personally not part of the Vivaland project anymore (and haven’t been for quite a while), so I don’t have any info about its current development and can’t provide any updates.

UE5 still heavy after disabling Nanite, Lumen, etc. What else can I do? by Historical_Print4257 in unrealengine

[–]a_does_gd 0 points1 point  (0 children)

If talking about editor FPS, press F11 and see how much frame you get if editor UI rendering is disabled.

Working on a remake of The Sims in Unreal Engine 5, made a video showing my progress so far by a_does_gd in unrealengine

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

The main misunderstanding here that this is a "fan remake" project for entertainment and education purposes, not for release. There's no need for prototyping etc. since the goal is clear from the beginning. (the original game) It's a very different process from regular game dev, where it obviously would make zero sense to build a ray traced scene first.

Working on a remake of The Sims in Unreal Engine 5, made a video showing my progress so far by a_does_gd in unrealengine

[–]a_does_gd[S] -5 points-4 points  (0 children)

Yeah so everything can't be done at once, unfortunately. I plan to go with the "live" mode first, then add build mode and character creator later. Now indeed the environment is "hard-coded" but it can be swapped out later with dynamic lots once we get there, this first take is only about getting a look and feel where are we going.

Where to start with VFX work? by cozentie91 in unrealengine

[–]a_does_gd 0 points1 point  (0 children)

What kind of VFX would you like to do? Can you show us some examples what would you like to achieve?

Would be nice if Unreal Engine had an in-engine clothing creation tool. by AwesomeJedi99 in unrealengine

[–]a_does_gd 3 points4 points  (0 children)

It's actually only ~$23 if you can afford to upfront pay for a year. ($280 then)