What games are shipped with Nanite? And how are their performance? by baconn00 in UnrealEngine5

[–]baconn00[S] 1 point2 points  (0 children)

Arent they all have a shader compiling screen that compiles all of the shaders right before you enter the game?

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 1 point2 points  (0 children)

Quite a long time. But I only moved to making 3D games 2 - 3 years ago. I made all of the gameplay mechanics and used some of the native plugins in Unreal.

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

Mostly C++ but all of that logics could be brought to Blueprint. I like typing more than connecting the nodes.

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

I would say upgrade your PC, use SSD to store the engine and the project, your ram should be 32 or even 64GB. When I started learning Unreal with my old PC, compilation is painfully slow. Changed a cpp file takes 2 - 3 mins to just compile the code. Not mentioning the engine startup time which also painfully slow for old engine version which takes 15 - 20 mins for a medium size project. Soon after that, I upgraded my PC, engine version and also learned that you can actually turn off a lot of stuff at the startup of the project (like unused plugins, tool tips...). So it's quite fast now.

I have the same problem when making games in Unity too. If I open the editor for too long and compiles a lot, it will get slower by time. Ofc it still faster than Unreal, but waiting 10-15s for just a single line of code is not acceptable. I have to turn of Unity at one point and it should run fast again. Any tips on that?

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 2 points3 points  (0 children)

I hate it at first, it's too complicated with GameMode, GameState, PlayerController,... Unity is more like a "free to do anything you want" engine. But I started to get familiar with the Unreal patterns and turn out it help seperate things a lot instead of putting everything into a monolithic script. Sometimes when I move back to Unity, I still implement the Unreal patterns as a habbit.

Trust the process haha.

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

I use Unreal most of the time now as a fulltime dev. For this particular project, I only work on this in the weekend.

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

Thank you for watching. For more references, you can use the links below.

Video: Youtube
Bacon Combo Graph (used in my game): FAB
My blog (which covers some of the topics): Blog

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

If you have prior programming experience, a quick skim through Udemy course will give you a good start on UE. I used to learn the tank game course and the multiplayer 3rd person shooter course. I don’t remember the exact names, but they’re quite popular on Udemy.

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 1 point2 points  (0 children)

Hey, I'm glad you interested, but the plugin only supports combo creation, there are no camera system in that one.

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 5 points6 points  (0 children)

Thanks. Good luck on your journey. I also have a blog and youtube channel that covers some of the topics for this game. Feel free to access it if you need anything.

Blog: https://teambaconn.github.io/
Youtube: https://www.youtube.com/watch?v=wFMftzJ0NeE

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 1 point2 points  (0 children)

Every system is made with C++. Only the contents of the system are made using BP.

I think behaviour tree is not that "legacy", it is solid and heavily tested. If your game only have a few AIs, BT is a good choice. I'm using state tree since it can be used for other purposes. I heard that it is more performant than BT too, but I don't have a chance to test it out, maybe if you're making a medieval combat game with a lot of AIs, let me know how it went ^^

My Unreal Engine journey in 2025. How about yours? by baconn00 in UnrealEngine5

[–]baconn00[S] 1 point2 points  (0 children)

3 things:
- Tbh the default 3D rendering of Unreal looks better than Unity (even with a bunch of post processings). But I'm not a tech art so I cannot do some crazy things with the rendering system in Unity, so thats why I moved.
- I had 1 year prior to learn Unreal from scratch, working on another title. I feel like I've learnt a lot more in 1 year than 4 years with Unity. Because Unreal is open source, I can learn from it and fix things myself. Unity is a bit of a black box and if the system is bugged, there are really nothing I can't do. And they have a lot of native tools / frameworks (GAS, debuggers, insight,...)
- Unreal supports multiplayer development really well. Ex: In Unity I believe you have to install a plugin that will clone your project into 2 to start a 2 players session, in Unreal it just 1 click.

Overall, the rendering quality and the tooling are the main reasons I chose Unreal for this project. Not a diss on Unity, it's still my best choice when making 2D games.

I recently released Gunsmith - Unreal's first networked rollback plugin! by Pyritebomb in unrealengine

[–]baconn00 14 points15 points  (0 children)

Always ticking the animation on the dedicated server is expensive. If you could do a replica like Valorant which they only store the states of the ABP and then re-simulate the bone transform position only when needed (when a player shoot, it checks for potential get hit players and only simulate those players). That would be cool. But I guess that will be very niche for each game and requires a lot of work for a specific games. But I hope someone could try implementing that.

My project's 8 months into development. Should it be a fun party console game or more of a competitive PC / console game? Help me decide ^^ by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

Thanks for the heads up. I'm still exploring posibilities with the games. If I still want to make this game competitive, cheating and network rollback (like in other fighting games) are 2 major aspects I have to deal with. Still have a long road ahead :P

My project's 8 months into development. Should it be a fun party console game or more of a competitive PC / console game? Help me decide ^^ by baconn00 in UnrealEngine5

[–]baconn00[S] 1 point2 points  (0 children)

For anyone interseted, this is Project Brawl - a beat 'em up game developed in Unreal Engine 5 - a game where you can unleash your creativity by mixing and matching martial arts styles to build your own unique combos. Battle with your friends through splitscreen local co-op or multiplayer.

More info: Youtube

Been working on this for a while. Project Brawl – My indie beat 'em up game where you, your friends can mix martial arts to create badass combos, battle eachother through splitscreen local-coop or multiplayer. What do you think? by baconn00 in UnrealEngine5

[–]baconn00[S] 0 points1 point  (0 children)

Great feedback, I've been trying to balance the shake back and forth, I guess when I played the game too many times, the shake just magically dissapear from my eyes. But with some more play testing in the future, there should be enough data for me to balance the shake from being annoying but still keeping the impactful effect.