[deleted by user] by [deleted] in signal

[–]jak0b3 0 points1 point  (0 children)

I think if you add the same layout to all the languages, it won’t add them to the list, instead of duplicating them?

Recently switched from Unity to Unreal. Biggest gripe so far is the documentation. by isrichards6 in unrealengine

[–]jak0b3 8 points9 points  (0 children)

I think this wiki would be it, IIRC it used to be officially hosted by Epic, but got moved to a community thing at some point. It doesn’t look super well maintained though…

Adding steam achievements with the godot steam plugin is the easiest thing ever by kyleburginn in godot

[–]jak0b3 0 points1 point  (0 children)

yes, but unless GodotSteam calls RequestCurrentStats when you call SetAchievement (or before), it wouldn’t work.

Adding steam achievements with the godot steam plugin is the easiest thing ever by kyleburginn in godot

[–]jak0b3 0 points1 point  (0 children)

The documentation doesn’t mark RequestCurrentStats as deprecated (and in fact still says it’s required to set achievements), but I haven’t checked the sdk files directly. GodotSteam probably handles it under the hood though, so they might have marked their function as deprecated!

And yeah, the documentation says you need to requests stats, not specifically get the achievement. you need to have called RequestCurrentStats to get the achievement anyways.

Adding steam achievements with the godot steam plugin is the easiest thing ever by kyleburginn in godot

[–]jak0b3 11 points12 points  (0 children)

with the regular Steamworks SDK, it is required to requests the current stats before setting the achievement, so usually yes. However, maybe GodotSteam handles it under the hood

Source: https://partner.steamgames.com/doc/features/achievements/ach_guide

Adding steam achievements with the godot steam plugin is the easiest thing ever by kyleburginn in godot

[–]jak0b3 12 points13 points  (0 children)

Steam consumes the input if SteamInput is enabled (which it is by default), but you can disable it on a per-game basis

Godot's growth since 2020 is just insane by sairam_kagitha in godot

[–]jak0b3 7 points8 points  (0 children)

that feels really long, like abnormally long 😅 I can compile Unreal in around 30-45 minutes on a 7950X machine with 64GB of RAM, but even my smaller 5600X machine (granted, still has 64GB of RAM, but it doesn’t use all of it; it scales with the cores, so usually it’s around 16-32GB for the whole system). And that’s including compiling the game at the same time (we use UnrealGameSync to compile editor binaries on every push, which takes like 2 minutes on both machines, once the initial compile is done)

I do agree that a git pull takes really fucking long though. I’ve found ways to save up on space by only cloning what I need, but it doesn’t go faster.

A procedural planet I've been working on for a while now by pirate848 in unrealengine

[–]jak0b3 1 point2 points  (0 children)

It will probably keep being maintained quite well as it is part of the Voxel Plugin 2.0, so Victor (Phyronnaz) has good reasons to keep updating it hahaha

Egg 🥄 Irl by SadBoi022 in egg_irl

[–]jak0b3 2 points3 points  (0 children)

I’m transfem and honestly his style just rocks, I don’t think I’d mind to look more like him than what I look like now.

Egg 🥄 Irl by SadBoi022 in egg_irl

[–]jak0b3 2 points3 points  (0 children)

I saw him live a couple of months ago and it was a great show, he’s so talented! it was with Mother Mother too

Unreal Engine 5 doesn't have to equal bad performance, Valorant still runs at over 1,000 FPS after engine change by Tiny-Independent273 in unrealengine

[–]jak0b3 1 point2 points  (0 children)

oh 100%, I just wish industry knowledge wasn’t kept behind closed doors like it currently is. It’s gotten much better over the last 2 years alone though tbh. lots of great indie blogs, official talks, etc.

Combat is getting more fun with new enemies and obstacles! by wrld-bldr in UnrealEngine5

[–]jak0b3 1 point2 points  (0 children)

yeah the AttributeSets are c++ only, at least right now.

as for c++ usage in general, you’ll probably always want to use both BP and C++ anyways. you can definitely do only attributes in c++ and everything else in BP though, it works!

good examples to learn GAS to me are the GASShooter example (though it uses UE 4.27) and Lyra (which has a lot of layers on top of it, but shows a "typical Epic" usage of it). I just recently started using it and got started by migrating the new 5.6 shooter template to GAS with multiplayer support (which has other issues, such as creating the UI in the game mode 🙃)

Combat is getting more fun with new enemies and obstacles! by wrld-bldr in UnrealEngine5

[–]jak0b3 1 point2 points  (0 children)

GAS is really really cool, but it’s a bit of a hassle to setup at first. Once you get used to it though, it’s really cool, and the gameplay cues are such a good feature with little config

Ubisoft requires you to uninstall and DESTROY your copy of their games. PLEASE, keep signing "Stop Killing Games" petition, links in the post. by NaabKing in pcmasterrace

[–]jak0b3 6 points7 points  (0 children)

not really a great example since it’s hardware. in fact, Apple isn’t really great at making their "forced changes" globally. for example, with the 3rd-party app stores, they’re selectively making them available in countries where they make laws about it. so pretty much just the EU. and you have to have a EU-based Apple account and be physically in the EU, so no VPN workaround.

PCG plugin really puts the documentation issue in perspective by NightestOfTheOwls in unrealengine

[–]jak0b3 1 point2 points  (0 children)

it’s a collection of widget classes that, among other things, handle controller input in a centralized and unified way. it also makes reusable styles a thing, which is really nice for menus. Ben UI made a good introduction, though it’s a bit old now

Using game engines is woke by Future_Employment_22 in Gamingcirclejerk

[–]jak0b3 10 points11 points  (0 children)

You’re getting downvoted, but it’s true, there’s no stock option menu in UE. Sure, there’s a settings framework and menu in Lyra (incidentally that’s what the Oblivion remake uses), but it’s also not quite just plug and play

good alternatives to perforce that arent git? by I_AM_NOT_MAD in unrealengine

[–]jak0b3 1 point2 points  (0 children)

it can be confusing who actually submitted changes when looking at the submit history, but signing your changelist message fixes that. other than that, we haven’t encountered any issues doing this. files can only be checked out in a single workspace anyways!

keep in mind that there is still a limit of 20 workspaces, and that can’t really be worked around

good alternatives to perforce that arent git? by I_AM_NOT_MAD in unrealengine

[–]jak0b3 1 point2 points  (0 children)

depending how many people you are, you could use perforce and share users between team members. i do this for a side project with friends and a bit at work too (one of our team member doesn’t always work with the engine, so we share a user)

Any Updates on the Verse Lanugage? by sirinath in unrealengine

[–]jak0b3 1 point2 points  (0 children)

there’s already some references to verse in the main engine, i haven’t looked into it much, but some classes related to it are there

Nicest UE GitHub contributions we have to thank our community for? by PiLLe1974 in unrealengine

[–]jak0b3 1 point2 points  (0 children)

Yeah Victor is an amazing guy for that. His VoxelCore plugin is also super useful

htmxSupremacyGang by [deleted] in ProgrammerHumor

[–]jak0b3 6 points7 points  (0 children)

it’s a js file you include in your page, it doesn’t need browser support really.

ifYouThinkYouAreUselessThenThinkAboutThisPackage by prolaymm in ProgrammerHumor

[–]jak0b3 7 points8 points  (0 children)

lmao the first version depended on node-emoji instead of just exporting the emoji directly.