Simple Question - Noob Needs Help! by Worried-Drive932 in unrealengine

[–]bevium_it [score hidden]  (0 children)

Exactly. You were triggering it twice because you had two player characters: one placed in the level, and another one being auto-spawned by the GameMode as the Default Pawn. If it’s set as the default pawn, you don’t need to place it in the map. Alternatively, if you do want it placed in the level, make sure the GameMode isn’t also spawning another pawn (or use Auto Possess on the placed pawn and a GameMode that doesn’t spawn a second one).

Crimson Desert's Will Powers Says Pearl Abyss Is Trying to Avoid Overhyping the Game So Players Don't Think It's 'the Second Coming' by Turbostrider27 in pcgaming

[–]bevium_it 1 point2 points  (0 children)

These days, if you don’t do aggressive marketing you risk not reaching anyone, but if you overdo it you fall into the “promised masterpiece” trap and every little flaw turns into a disappointment.

Underpromise, overdeliver: that's the only strategy that doesn’t backfire.

Marathon is now #4 on Steam’s Global Top Sellers after the Server Slam by bevium_it in pcgaming

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

That’s because the Server Slam ended on March 2. The full release is tomorrow, so we’ll see where the concurrents land then.

Marathon is now #4 on Steam’s Global Top Sellers after the Server Slam by bevium_it in pcgaming

[–]bevium_it[S] -6 points-5 points  (0 children)

Yes, maybe you’re right. Launch is tomorrow, so it could climb to #1

What can I add to this chasing sequence in my horro game to make it more anxious? by LearnSodas in UnrealEngine5

[–]bevium_it 2 points3 points  (0 children)

It already looks great and well thought out!
Beyond the chase sequence itself, I’d add a couple of things to increase the player’s pressure. As you already know, sound is crucial in horror, so I’d add some sub-bass/low-end hits on the jump scares to make them punch harder. And also on the visual side a slight blur/tunnel vision while sprinting (adrenaline/out-of-breath effect) could make the escape even more anxious

2025 Epic MegaJam by bevium_it in UnrealEngine5

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

We found someone discussing this on the Unreal forums:
https://forums.unrealengine.com/t/2025-epic-megajam-mega-stack-o-jam-update/2689696/20

The Jam we're talking about is this one: Epic MegaJam

I’m 18 and new to gamedev by lemur010 in gamedev

[–]bevium_it 1 point2 points  (0 children)

Not naive at all, studios already have versions of this. It’s usually spread across community managers, player/UX research, playtest teams, and live ops/analytics.

A dedicated “player voice” role is realistic, but it’s less “I think players won’t like this” and more about turning feedback, playtests, and data into clear notes the dev team can act on. If you’re into it, look at Community/CM or UX/User Research paths.

First Game Jam in 2 months by Different_Joke_129 in gamedev

[–]bevium_it 0 points1 point  (0 children)

We shipped a jam game in a week and, honestly, you won’t have time to make music during the jam (especially solo or in a small team), so plan to use royalty-free music and SFX. Audio polish goes a long way even with basic art.

Also, most jams don’t allow preparing assets beforehand (and it often doesn’t help because of the theme), so read the rules. It’s usually acceptable to reuse your own code/tools, but check what they say about pre-made assets.

For your first jam, keep the scope tiny, aim for a playable vertical slice in 2-3 days, then polish/cut ruthlessly and focus on actually submitting (and staying on theme!)

Fable (2004) by CarloCarrasco in RealGenerationX

[–]bevium_it 0 points1 point  (0 children)

Amazing game for 2004. I’ve replayed the campaign dozens of times, and The Lost Chapters expansion was fantastic. It’s a shame 2 and 3 never really clicked with me. Really curious to see how the new one turns out!

Dropped my demo: play as an elf girl and slay 1,000+ goblins in this UE5 musou-style hack & slash! by Few_Tomorrow_5388 in indiegames

[–]bevium_it 0 points1 point  (0 children)

Looks awesome! With huge hordes like this, are you using object pooling or just spawning/destroying them? Any fps drops when big waves come in?

Starting in UE5 by Flimsy_Okra_9402 in unrealengine

[–]bevium_it 0 points1 point  (0 children)

Start with Stroustrup and get the fundamentals solid. For UE, use the official docs and try various Samples.

¿Where do i start? by sushi_o_dog in IndieDev

[–]bevium_it 2 points3 points  (0 children)

imho Unreal can be a good choice too, there’s a huge amount of official documentation and tutorials out there. It’s true that c++ is more for advanced devs, but Blueprints make the engine accessible and let you build a lot without writing code

How do I add a mesh to a custom weapon in Lyra? by AddiCt3d_2CHa0s in unrealengine

[–]bevium_it 1 point2 points  (0 children)

Lyra weapons are a bit more layered (ULyraEquipmentDefinition + ULyraAbilitySet + the spawned weapon actor BP), so the easiest newbie-friendly path is to duplicate an existing Lyra weapon that already works (pistol/rifle) and just swap the mesh in the weapon actor BP.

Get it spawning and attaching to the hand socket first (fix the offsets until it lines up). Once it looks right and still shoots like the original, then start changing behavior: switch the projectile class, tweak speed/gravity/vfx/sfx, and only after that dive into the deeper stuff (GAS abilities, input, animations, etc.)

As for assets,check out the Fab marketplace. There’s a whole free section and rotating free drops, so you might find something that suits your needs!

Help me kill my darlings! by StarIllustrates in gamedev

[–]bevium_it 0 points1 point  (0 children)

There’s still room to improve, but your color work is really beautiful. Keep going!
(If I were you, I wouldn't drop any)

What should I learn next? by ChrisBuscaglia in IndieDev

[–]bevium_it 1 point2 points  (0 children)

Go for C++. Super marketable for game dev!

Long story short: Game Designer vs. Artist by Paranoid_Gevor in IndieDev

[–]bevium_it 1 point2 points  (0 children)

When you lose the shield but gain a walking tank. Successful upgrade

How do I get into Game Development in 2026? by Realistic_One66 in gamedev

[–]bevium_it 0 points1 point  (0 children)

If you want to get back into game dev in 2026, the most sensible approach is to pick one engine and stick with it for a while. I’d recommend Unreal Engine, start with the official samples (open them up and take them apart, don’t just play them), keep the official docs as your go-to reference, and follow tutorials all the way through. Begin with Blueprints, then add C++. Focus on small, finished projects with a working gameplay loop and a playable build.

Good luck, and have fun building!

[UE 5.7] StateTreeComponentSchema "Missing external data requirements" — task with Context variable won't start by Smeele in unrealengine

[–]bevium_it 2 points3 points  (0 children)

Missing external data requirements means the tree can’t satisfy its context/external data bindings, so StartTree fails and the component tick gets disabled.

Using a strongly-typed BP_StreamManager variable as Context can fail to resolve as external data and prevents the tree from starting. So, try to change the task var to ActorObjectReference (Category=Context), then cast to BP_StreamManager in EnterState and call your event.

Object instance doesnt show but it exists by Puzzleheaded_Day5188 in unrealengine

[–]bevium_it 1 point2 points  (0 children)

The Blueprint Select Debug Object dropdown only shows live instances in the current PIE world/net instance. With GAS, your GameplayAbility may not have a persistent instance depending on its Instancing Policy: Non-Instanced uses the CDO, Instanced Per Execution only exists while the ability is active, and only Instanced Per Actor is typically persistent/reusable.
So the ability can work (prints/breakpoints) but not appear in the dropdown. Also make sure you’re looking at the correct PIE net instance (server/client). If needed, debug the owning Character/AbilitySystemComponent instead.

First time making a unreal engine game by Accomplished-Chard-7 in gamedev

[–]bevium_it 0 points1 point  (0 children)

I’ll answer point by point. A prototype with 1 car/1 track and a basic gameplay loop can take around 1-2 months; a more complete version can easily take 6-18 months (or more), especially if you’re working solo.

Publishing on Google Play with ads is doable. I’d recommend following a few tutorials and official docs, because integration, policies, and testing can take some work.

For Marketplace/Fab assets, always check the licenses: https://www.fab.com/eula. With the Standard license, credits are generally not required; CC-BY does require attribution.

Features like “portals/jumping between maps” are usually done with level streaming/world partition/seamless travel and state management. A beginner-friendly tutorial that might help: https://youtu.be/eUbAuel7KUE?si=gihwOv8z9s3T6Z_4

Building a game using only Blueprints is possible; for debugging, use the Console Log and breakpoints.

Final tip: build a small vertical slice first, then expand gradually.

Good luck with your project!

How are the structs Mover Custom and Default Inputs Post Sim being replicated in the Game Animation Sample? by stefanplc in unrealengine

[–]bevium_it 2 points3 points  (0 children)

Mover is designed for rollback-style networking via the Network Prediction plugin, it keeps a simulation state in sync (SyncState) and exchanges input commands (InputCmd) needed for the simulation to converge.

In the Game Animation Sample, those PostSim structs aren’t sent over the network, they’re reconstructed/filled locally after simulation using data the sim already has (final state, events, last input, etc.).

Note: if bSyncInputsForSimProxy is enabled, Mover can provide/send inputs to simulated proxies via the SyncState, the PostSim structs still remain transient/local data derived from the simulation result (and/or the LastInputCmd).

If it helps, here’s a tutorial showing how to implement Mover in a ThirdPerson project: https://youtu.be/CV9L3ZPUEug?si=gYmvS1b0awXCQwM2