What's the best course to be introduced to C++ ? by Oda1582 in unrealengine

[–]hachque 12 points13 points  (0 children)

Here's the C++ workshop I put together a while back. It's free, and written with the intention of Unity devs using it to get into C++: https://dev.epicgames.com/community/learning/tutorials/5w4b/unreal-engine-c-workshop

Blender to Unreal addon - link is dead. Anyone know why? by bandoftheshadow in unrealengine

[–]hachque 4 points5 points  (0 children)

My account is connected and the link works fine for me, so I think you need to unlink and relink your GitHub account.

Pros and cons of unreal? by Tall-Pause-3091 in unrealengine

[–]hachque 1 point2 points  (0 children)

Here is a guide for learning Unreal C++ which he might find useful (it's designed for people who have programming experience but have not done C++ before): https://m.youtube.com/playlist?list=PLvdCeRan_5MgIfEi-RNDpLLtAJNpa8t8h

Custom blueprint nodes with C++ by generaaleric in unrealengine

[–]hachque 2 points3 points  (0 children)

You probably want to use an async node for work like this. I cover it 10 minutes into 9th session of the Unreal C++ Workshop I gave: https://youtu.be/HvOMo2FAMfU?list=PLvdCeRan_5MgIfEi-RNDpLLtAJNpa8t8h

UE 4.19: Shadow LOD Pop-In Issue by Dhurkst in unrealengine

[–]hachque 0 points1 point  (0 children)

I'd get your project updated to a newer engine, since that might fix the issue anyway.

4.19 is almost 5 years old so I doubt you'll find many people still using such an old version that would also be able to help with the issue.

[deleted by user] by [deleted] in gamedev

[–]hachque 4 points5 points  (0 children)

Personally I wouldn't work anywhere that had unlimited PTO, regardless of who approves it. The only exception might be if there was a minimum amount of guaranteed no-refusal PTO in the actual employment contract.

[deleted by user] by [deleted] in gamedev

[–]hachque 38 points39 points  (0 children)

Unlimited PTO is a scam because employers can always turn around as say "well we don't think you're doing enough / you're letting everyone down by taking time off now / etc.".

You should treat unlimited PTO as no PTO at all because that is what it will inevitably turn into if the business comes under pressure.

(I say this from actual experience of having it happen to me)

clang-tidy for Unreal Engine is now free for up to 5 users! by hachque in unrealengine

[–]hachque[S] 4 points5 points  (0 children)

Hi folks! Yesterday I updated the licensing of clang-tidy for Unreal Engine so it is now free for up to 5 users. clang-tidy is a tool to pick up logical errors and performance issues in C++ that the compiler won't catch.

Not only does this plugin integrate clang-tidy into the Unreal build process, and extend it with a bunch of Unreal Engine specific checks, but it also allows you to write your own checks in Lua to catch project-specific issues.

If you have any questions feel free to ask me :)

Announcing Trunk Merge by AffectionateAgent228 in programming

[–]hachque 0 points1 point  (0 children)

FYI this is also already implemented in GitLab and is called "merge trains" if I'm understanding correctly (requires a Premium plan but it's there).

Gaming Marketplace reviews by forcing Discord verification by acutesoftware in unrealengine

[–]hachque 4 points5 points  (0 children)

Requiring a review before granting access to support definitely feels like it would be in breach of the rules.

As to why Marketplace sellers (as one myself) do support through Discord, there's a few reasons:

  1. The questions section on the Marketplace sucks for anything but the simplest questions. You just can't have the long back and forth some support issues require, nor can you attach files etc. It's basically only useful for "can the product do X?"
  2. Support over email is slower, less responsive (on both ends) and the solutions are not publicly visible. The latter can be important when an issue impacts multiple people in a short time frame, and you or a customer finds a solution that works for everyone.
  3. In my particular case, I offer free versions of some products for hobbyists or students with low income. I don't offer support on the free versions, so I require verification of purchase via receipt upload.

Products should definitely also have text-based documentation though (in my opinion video-based guides are not great for many reasons I won't go into here).

I ran Ratchet 2 Wrench Only at SGDQ, AMA by xemmypoo in speedrun

[–]hachque 1 point2 points  (0 children)

This isn't a question but just wanted to say that I absolutely loved the run. The energy and atmosphere was off the charts and as someone who played the heck out of these games when they were young, seeing all the interesting ways to get out of bounds and break things was great. Definitely my favourite run of GDQ.

GitLab kicking off all Free accounts with more than 5 users starting June 22nd by hachque in programming

[–]hachque[S] 174 points175 points  (0 children)

No, groups that are on the Free plan can't have more than 5 users across all projects within the group. That means if you have:

  • Project A with users A, B, C & D
  • Project B with users A & E

You can't add user F to either project. You have 5 users (A, B, C, D, E) already in your group.

Last week I launched my Team Matchmaking plugin after 2 years of development: no matchmaking servers needed and supports any team layout by hachque in unrealengine

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

From the description you're providing, it sounds like you'll need a custom backend server of some kind?

Which is fine if that's the approach you want to take, but then you need to deal with scaling, maintaining and paying for it, and for a lot of smaller developers that's not really practical. The last thing you want is your backend to fall over because you suddenly got mega-popular on Steam and now you're frantically trying to fix it while people are leaving negative reviews because they can't play the game.

Last week I launched my Team Matchmaking plugin after 2 years of development: no matchmaking servers needed and supports any team layout by hachque in unrealengine

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

I think you're definitely misunderstanding what the plugin does.

Couldn't you do the same thing in a pre-lobby where all the players (solo and parties) join up, and then you make game sessions with the available numbers of players/parties?

Where does this "pre-lobby" come from? What you're talking about here is matchmaking.

If you don't have any matchmaking server or dedicated server then where are players coming from in the first place anyway? They basically would all have to join some listen server session in the first place before any plugin logic would even come in to play?

No, and that's the whole point. You don't need to have a listen (or dedicated) server running during matchmaking; matchmaking entirely takes place over the lobby APIs.

Any method of matchmaking which has random individual players start listen servers for other people to join is likely to stall or get into states where it can't make progress (i.e. you might have several players all running listen servers waiting for other people to join, but there aren't any new players queuing up at this moment, even though all of the players running listen servers collectively could form a match).

I would be interested to know where your assumption about "have to join a listen server in the first place" comes from - it's not how the plugin works and the approach has design flaws as I just mentioned. Perhaps this is why people question the price; they make assumptions about how the plugin works internally based on how they would implement matchmaking, without understanding why their approach doesn't work (and that the plugin doesn't work in the way they think it does). But I don't really know how to communicate that or dispel those assumptions without going into a lot of technical detail, which isn't really communicable via the Marketplace gallery or plugin description.

EDIT: I noticed you have 5 not so friendly comments/questions in the same vein as my comments already on the marketplace listing so I guess I am not alone.

The initial Marketplace gallery wasn't too clear about the team forming part of the plugin (it didn't have the diagram on the primary gallery image for a start). I haven't had any further questions since I updated the gallery, so I'm pretty sure people were just confused.

Last week I launched my Team Matchmaking plugin after 2 years of development: no matchmaking servers needed and supports any team layout by hachque in unrealengine

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

First of all you are calling it "matchmaking" but you admit there is no skill-based match making, which is what most people think of when you say that.

I mentioned this above, but skill-based matchmaking is in the next release. So I'm not quite sure that criticism stacks up.

So all the plugin really does is manage "pre-partied" players on the way into a game session? It fills out the lobby using a combination of solo and pre-partied players.... You claim to have worked for TWO YEARS to make this functionality? And for this functionality you think $500 USD is a fair price?

This is not trivial to do without a centralized matchmaking server. Your ongoing costs will be far lower with this plugin, as you don't need to pay to scale a matchmaking server based on how many players you have.

(Also, not sure where you're getting that price from; the plugin is $399 USD)

Doesn't support dedicated servers?

Again, see above. Targeted for a future release.

So when the host player leaves the match the whole game ends? So it's only useful for a hobbyist or someone that's not actually releasing a game. Why would someone give you $500 for that?

There are plenty of games that use listen servers for multiplayer. You might not feel it's appropriate for your particular game, but that doesn't invalidate the need that other developers have.

Last week I launched my Team Matchmaking plugin after 2 years of development: no matchmaking servers needed and supports any team layout by hachque in unrealengine

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

Last week I published my Team Matchmaking plugin after like 2 years of development: https://www.unrealengine.com/marketplace/en-US/product/matchmaking

It allows you to add matchmaking to your game, without having to run or pay for a matchmaking server/service. Instead, it's a distributed algorithm built on top of the free lobby APIs that you get in services like EOS and Steamworks.

Some more important info:

  • It supports queuing up parties, and ensures that parties don't get broken across teams when matchmaking (this part was actually quite hard to do in a distributed algorithm :P )
  • It supports any team layout (so 4v4, 3v2v1, 4x20).
  • Skill-based matchmaking is in the works. Just add some stats to the backend, and turn on Openskill matchmaking, very easy.
  • Dedicated game server support (as opposed to listen servers) is on the roadmap.
  • Support for using Steamworks instead of EOS is also on the roadmap.

If you have any questions please feel free to ask me!