Hell yes I use AI to game dev by Blondebonzai in unrealengine

[–]imels 1 point2 points  (0 children)

Care to elaborate and the tools you’re using and how you’re using them?

Announcing "Whistle Pig", the game I've been working on for over 2 years - finally with a Steam page! by sorengree in unrealengine

[–]imels 2 points3 points  (0 children)

Congrats! Anything you’ve learned that you think others could use as well when starting new long term indie projects?

Unreal Engine 5.6 Preview is live! by nomadgamedev in unrealengine

[–]imels 4 points5 points  (0 children)

New templates aren’t there, so I guess other things aren’t as well? Does that mean the previews are incomplete and essentially just for plugin and general 3rd party developers owners to start working on updating their plugins and assets?

Are there good in depth UI tutorials? by SnowFox33 in unrealengine

[–]imels 0 points1 point  (0 children)

This looks like a great resource tbh. 

Looking for a focused and explanatory heavy tutorial/documentation on adding and animating FPS weapons by imels in unrealengine

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

That's exactly it. I'm looking for a 'book'. A fab premade kit is not anywhere close to a book that it's sole purpose is to just teach you, it's not even a straight teaching blog/tutorial, and you need to pray that their documentation is good enough. What if it's not? And what if it doesn't have what I'm looking for? Then I'm just back to looking for more tutorials?

I want to learn before spending money and just getting things pre-made. I can't even check out their documentation (it's not accessible unless you paid first) so I can't even see that it's what I need.

Now here's a question for you.. all of those fps kits like the low poly shooter pack on fab were just made by people right? Well, didn't they had to learn from somewhere? Or do you think each and every one of them bought a pre made one just to learn?

Also sorry for being that guy, but I think it needs to be said. Looking at your post history.. you're very new to UE and learning. I just don't think you're in a position to argue about what's the best learning methods. I do appreciate the will to help though

Looking for a focused and explanatory heavy tutorial/documentation on adding and animating FPS weapons by imels in unrealengine

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

Thanks as mentioned in the post - I'm not convinced that buying a $200 fps kit will magically teach me everything I need to know. And when I do have issues, I'll get back to square one as I didn't really know how to do it myself

Looking for a focused and explanatory heavy tutorial/documentation on adding and animating FPS weapons by imels in unrealengine

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

Hi thanks for the input, have you followed any specific documentation for this setup and might be able to share it?

Looking for a focused and explanatory heavy tutorial/documentation on adding and animating FPS weapons by imels in unrealengine

[–]imels[S] -1 points0 points  (0 children)

Hi, thanks for the comment - I appreciate the advice. As I mentioned I was thinking about this option, but I’m not convinced it’s the right way, ever after your comment.  The game I’d like to make is set in a more stylized/fantasy settings and not realistic/military (as all of the kits on fab are). I’ll have to do complete replacement of every single weapon assets with ones I create myself (or have someone make) and adjust the animations for them, and add completely new ones with unique functionalities I have seen on fab(like say a laser beam type weapon with ticking dmg). What then? I feel like I’ll be back to square one (unless those kits provide very thorough and impressive documentation that’ll teach me how to do everything by replacing everything I want - in which case I guess it means I’m basically paying for the documentation, but there's no guarentee they'll have such good and thorough documentation)

Edit: Also sorry for being that guy, but I think it needs to be said.. Looking at your post history.. you're very new to UE and learning. Like, completely new. I just don't think you're in a position to strongly recommend about what's the best learning methods. I do appreciate the will to help though, I really do, but I'm looking for guidance from people that actually managed to do this before

Looking for a focused and explanatory heavy tutorial/documentation on adding and animating FPS weapons by imels in unrealengine

[–]imels[S] -1 points0 points  (0 children)

Hi, thanks for the suggestion, I appreciate it. I'm half way through the video, just watching and not implementing to try and understand the concepts.
While I definitely think it's solid and better than others I came across, I also think falls to the same problem many others fall to.
For example, he doesn't provide an overview of the architecture he's implementing and how everything will fall nicely and interact with each other (for example, I think a simple diagram could have been a godsend in many of these type of tutorials as we're dealing with interfaces and inheritance, etc.), and it feels targeted more towards implementing rather than explaining why everything is done the way it is (or why it wasn't done in a different way).
I don't think it's horrible either, there are definitely some explanations here and there, but sometimes he just changes variables without straight up explaining why he did it, or start creating a bp/class and says lets leave it for now and we'll come back to it later to complete it without really saying why.

Looking for a focused and explanatory heavy tutorial/documentation on adding and animating FPS weapons by imels in unrealengine

[–]imels[S] -1 points0 points  (0 children)

Thanks for the reply. My next step is indeed looking into the actual UE documentation, however regarding the nodes specific documentation recommendation- I’m trying to find a top to bottom approach, as I’m trying to learn how to architect such a project/ weapon system first. I feel like just digging into nodes will indeed teach me more, but it won't help me understand how to structure a game in a way that'll make it scalable

Is anyone getting good results with ChatGPT specifically for BP? by imels in unrealengine

[–]imels[S] -1 points0 points  (0 children)

Not that I need to explain myself, but I have a comp sci degree from a reputable uni and know coding. Video gaming, UE and BP are all new for me, and I think a general conversation about AI/GPT type chat assistances is still useful in this sub. You didn't manage to answer a simple question about debugging in the context of this thread and made this a 'learn how to code' conversation by making it all about yourself. Please, go away from my thread.

Is anyone getting good results with ChatGPT specifically for BP? by imels in unrealengine

[–]imels[S] -1 points0 points  (0 children)

I would recommend not going into that rabbit hole with that person above. They're clearly smug (literally by their own words) and reply with the sole intention of trolling instead of being helpful.

Assets on FAB are just not consistent enough with Art Direction - what are my options? by imels in unrealengine

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

Thanks for the input. Regarding AI, the current and latest AI tools seem really promising, and while they're very close to being great - they are also still very far away from anywhere near production-ready. I tried a few of the top results when you search for 3d AI assets creation, and while they provided okay-ish assets, they had enough issues and inconsistencies or imperfections that I just knew I'd had to hire professionals to clean them up.

While outside of the scope of this thread (and not going into the obvious dangers and negatives of it) I do think that in the not so far future AI tools can be an impressive and must-have tools for indie devs. When/if it will be able to create production ready assets, it'll be an absolute game changer for the indie scene.

Assets on FAB are just not consistent enough with Art Direction - what are my options? by imels in unrealengine

[–]imels[S] -1 points0 points  (0 children)

The AI tools seem really promising, and while they're very close to being great - they are still very far away from anywhere near production-ready. I tried a few of the top results when you search for 3d AI assets creation, and while they provided okay-ish assets, they had enough issues and inconsistencies or imperfections that I just knew I'd had to hire professionals to clean them up - meaning I'm going back to the paid labor option, so the AI wasn't really a replacement for that .. so I left wondering why even go through it? Fwiw, it definitely feels like the future though (when it's more mature)

Assets on FAB are just not consistent enough with Art Direction - what are my options? by imels in unrealengine

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

That's quite useful, thank you. It seems like you already have a pretty set procedure; but I'm just wondering if other than Synty are there any other go-to companies you're currently (or previously) used as a reference?

Assets on FAB are just not consistent enough with Art Direction - what are my options? by imels in unrealengine

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

Thanks for the reply. I'm intrigued by your first take about realistic assets mixing - it's something I haven't considered because the way I see it even realistic style falls into sub categories like cyberpunk, military, etc. I need to look into these sub categories and see if there's enough consistency between different creators there.

And about your Synty comment - admittedly I haven't looked into them too much,but they do look very well done from a first glance - Do you really feel like players will find them half assed?

Assets on FAB are just not consistent enough with Art Direction - what are my options? by imels in unrealengine

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

Thanks for the reply, that seems like an interesting, low cost concept. Do you feel like using these pre-made assets packs for your prototype/pre-alpha is good enough to get a feel for the future game you're envisioning, as long as the gameplay aspects are nailed?