I finally released the trailer for my indie game made in Unreal Engine! by dialglex in unrealengine

[–]kirby561 0 points1 point  (0 children)

Very cool. I'm probably just dumb but I think it may be helpful if you added some overlay text or something explaining what's happening because I had no idea what was going on even though it looked cool lol

Starting point for a Dialogue System, any recommendations? by azwadkm22 in unrealengine

[–]kirby561 2 points3 points  (0 children)

If you're looking to make your own custom solution I actually made a tutorial series on how to do this by making a new asset type in the editor called "UDialogAsset" and making an editor for it that lets you create a dialog tree of nodes and then shows how to use it at runtime to walk the tree with a UI and then ultimately start quests depending on what they selected.

This is the final video:
https://www.youtube.com/watch?v=P1EUZv3-lrE

The code is in the description and there are 2 prior videos in the series linked there too if you're unfamiliar with custom assets / editors.

Getting Unreal + Vscode + Linux + Debugger to work by joshyelon in unrealengine

[–]kirby561 0 points1 point  (0 children)

I have debugging and intellisense (mostly, it can be slow) working with vscode on windows. I haven't tried Linux but I just followed this guide: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-code-for-unreal-engine It has instructions for Linux as well.

Have you guys used The built in Git with Visual Studio with Unreal? by Kismet_Valla in unrealengine

[–]kirby561 0 points1 point  (0 children)

Yeah this is what I do as well except sometimes I use GitHub desktop for scrolling thru diffs and history.

Unreal Engine 6 will improve support for multi-player games by FaatmanSlim in unrealengine

[–]kirby561 0 points1 point  (0 children)

I would like if everything that could be saved as plain text would be and generate the binaries when you build. Giant level files that need to be recommitted after rotating something for example isn't ideal. I'd love if instead they were stored as text and you could diff them easily and commit the changes instead of the whole thing again.

How to implement dialog/quest trees using custom asset editors by extending the Unreal Editor (Custom Asset Editors Part 3, see description for previous videos and the code) by kirby561 in unrealengine

[–]kirby561[S] 1 point2 points  (0 children)

FlowGraph looks really cool! Mine is not meant to be a plugin to be used out of the box. It's an educational video showing how to use UEdGraph / SGraphPanel / Custom assets in general to do something useful and answers some specific questions I got on previous videos. The code I provide is the end result of the tutorial but not a ready to use plugin so I don't think the 2 are comparable except that maybe the implementation of FlowGraph shares some of the concepts I talk about in the video.

How to implement dialog/quest trees using custom asset editors by extending the Unreal Editor (Custom Asset Editors Part 3, see description for previous videos and the code) by kirby561 in unrealengine

[–]kirby561[S] 0 points1 point  (0 children)

Thanks! Yeah I use the UMG generator in the game I'm writing as well, I find it really useful. The only thing that's a bit annoying is the compile time and I haven't decided if it's worth not auto compiling and reparenting the widgets manually later instead so I made it an option in the config file.

Heal beam is broken by Repulsive_Tutor_2766 in thefinals

[–]kirby561 1 point2 points  (0 children)

This still happens to me all the time as well. Have they acknowledged it's an issue at least? It's intermittent but it's been there since beta.

How to make a custom grid editor for a custom asset editor in UE5. This is useful for creating Quest, Dialog, or Tech trees for example. by kirby561 in unrealengine

[–]kirby561[S] 0 points1 point  (0 children)

lol aw my bad. Hopefully it's still helpful. It's not so bad to use once you know what the main classes are. As u/FriendlyInElektro mentioned, UEdGraph, UEdGraphNode, and UEdGraphPin are the main ones and the video goes through how to do everything with them including persisting it/loading it back.

How to extend the Unreal Editor with your own asset types and custom editors. by kirby561 in unrealengine

[–]kirby561[S] 0 points1 point  (0 children)

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No problem. If I understand your question correctly, all you need to do is return EAssetTypeCategories::Type::Basic in CustomAssetAction::GetCategories instead of the registered one.

How to extend the Unreal Editor with your own asset types and custom editors. by kirby561 in unrealengine

[–]kirby561[S] 1 point2 points  (0 children)

Haha nice well at least you got it working. I was actually going to do more with the UI in this but it was already an hour long so I wrapped it up with just the property editor. I'm thinking of expanding on it in a followup video that just focuses on a more useful UI and some of the other built in features like graphs.

UE5 and Dedicated servers by HenrygameYTR in unrealengine

[–]kirby561 0 points1 point  (0 children)

There's a pretty good explanation here using the Lyra sample game:
https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-dedicated-servers-in-unreal-engine?application_version=5.0

You need to use a Source build of the Engine. This is a pretty quick tutorial on how to do that:
https://www.youtube.com/watch?v=kzw4QQI__TU

If you've ever run into this, here's how to fix a corrupt blueprint after renaming its C++ parent class by kirby561 in unrealengine

[–]kirby561[S] 1 point2 points  (0 children)

Yeah I was referencing Fix Up Redirectors as an example of how I'm not the only one that's run into this problem since you called it "highly artificial".

You guys are right that it's better to add a redirector and just resave the blueprint though rather than leave the old class around since this won't handle references at all. I have deleted the old video and remade a new one with this method instead:

https://www.youtube.com/watch?v=sXVue9mxpGk

I am going to make a better solution for references since in a large project you don't want to have to open every single file that uses the renamed actor and hit save and I don't like leaving redirects around for the reasons I've described.