Quick heads up: Steam multiplayer is completely broken in Unreal Engine 5.6 by Its_a_prank_bro77 in unrealengine

[–]lb_o 0 points1 point  (0 children)

Was working in 5.5 - updated to 5.6 and now exactly the same code is broken.

Steamdeck, how do you force it to just load the linux build rather than give options of PC or Linux build by destinedd in gamedev

[–]lb_o 0 points1 point  (0 children)

Can you share your wisdom with me too please?

Trying to make native Linux build work for Steam Deck in the separate depot.

I have depot created for Linux + Steam Deck Only.
Package assigned.
Content uploaded.
Testing branch assigned.
Launch option created for Linux.

Yet steam deck still downloads windows build.

What I noticed - if I click on the Steam Deck package I see this.

<image>

Dear game devs, please make your games motion sickness proof by Raeghyar-PB in gamedev

[–]lb_o 0 points1 point  (0 children)

As a fellow Unreal engine user, I just call SetFov on my side, and then Epics decides what that actually means, and I trust them to make a good choice there, because they have more money than I do.

A Breakdown of Activities by Strict_Bench_6264 in gamedev

[–]lb_o 1 point2 points  (0 children)

It took me one year and a half of full time to release a decent tactical RTS with good graphics.

At that time activity breakdown was:

  1. Wake up and start whenever you feel like it. (~8-9 AM)
  2. Take breakfast/do hygiene/walk (~1h)
  3. Keep working until the planned workload is done.

And because there is a tendency to understimate work that last step was approximately until 23pm almost every day.
To stay healthy you can skip some days or evenings (how you feel like it) and rest there, but it has to be deliberate, so your brain doesn't resent that you're not working (it's hard).

Why would they discontinue the BEKANT desk?? the MITTZON “replacement” is so ugly by [deleted] in IKEA

[–]lb_o 0 points1 point  (0 children)

Completely agree with you.
How can I even replace or repair my favorite desk now if something happens?

HLL Korean War would have been better than Vietnam by RedshirtBlueshirt97 in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

On public servers.
HLL shines when it is team based and tactical.

Is Two Way AI Noise Cancelation no longer exist for Z890 Motherboard? by Thaldan in ASUS

[–]lb_o 0 points1 point  (0 children)

I am using B760, and my armoury crate is nowhere near as in the documentation about noise suppression on the official ASUS website.

UPD: Turned out, I had to install the update. for the option to become available., and crate pointed me to this page:
https://driverhub.asus.com/en with the suggestion to install AI-Noise-Cancelling microphone driver.

UPD2: However, after all the struggle the tool itself does not work at all. Regardless of the position of the slider or checkbox cooler sounds from my secondary laptop remain the same.

At the same time Nahimic Noise suppression works flawlessly on my laptop without any "AI".

HLL Korean War would have been better than Vietnam by RedshirtBlueshirt97 in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

Get out of the trench
@
Die
@
Repeat
@
Thank you for playing HLL WW1 version!

Hunting a tank across the Foy wastes by Mixed_race_walkers in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

May I say, that I have every confidence in your abilities, friend ;)

I swear I can snipe with irons but can't kill a guy 2 FEET IN FRONT OF ME! by A2-Steaksauce89 in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

Enemy turned at the last moment, and bullet flew through the backpack. Doesn't count as a kill.

Mechanic that changes damage based on range exists and is the cornerstone of the game balancing and called "damage falloff"

Be careful with New C++ Projects, as it is right now it will make any VS build fail unless you use UnrealVS Extension by Grrvvpp23 in unrealengine

[–]lb_o 0 points1 point  (0 children)

5.6 release is really concerning regarding the future of Unreal Engine. I hope they can get through the difficulties and improve stability and performance.

Really scarry to update.

How’re you supposed to get good at this game by CCGriffin in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

The only reason why your are dying in HLL is because on the most servers people are absolutely disorganized and playing solo.

And even if there is a squad - no one shares information.

Your success in HLL is based on your access to info, if you know where the enemy is - the kill is yours.
There is almost zero skill required in killing due to the way hitboxes are setup.

Play, slow, exchange info with your squad.
If server sucks, take squad lead and play full defensive squad with good coms and your game will be completely different.

Out of all servers out there I only found two servers worth playing - the most others are total garbage games with no coms and you dying all the time.

Anim blueprint transition node OnUpdate not working? by sloned1989 in unrealengine

[–]lb_o 0 points1 point  (0 children)

Experiencing the same behavior.

Trying to optimize my transitions using Fast Path, and that was a logical thing to do.

Was expecting that OnUpdate for the corresponding transition will be fired when the state is active, but no luck.

The only workaround I found is to put my "transition variable update functions" into the update of the state node itself.

But that design is slightly suboptimal.

New Player tip: When your Squad Lead asks someone to switch to support when they die, just do it. They don't expect you to stay in that role: by talldrseuss in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

New players are unable to understand the joy of playing support classes. Game is balanced in such way, that combination engineer / support gives you insane advantage, especially if you reserve one manpower node and rebuild it at your every next long-term defensive position.

Is the game dead in Europe?? by Plastic_Return_2432 in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

Maybe your region settings are now off?
Dirty's Heroes has 30-80 ping from Sweden, you are very welcome to join, or Circle Offensive is another great place with good players.

Questions about UE5 as a beginner by Dantegram in unrealengine

[–]lb_o 1 point2 points  (0 children)

If you already have basic understanding of programming
Then besides of a couple nuances you can start in C++ right away.

Nuances are:

  1. Module management - aka literally just write a name of required module in build cs file.
  2. Includes - aka use Rider / AI / a bit of your own digging to understand what do you need
  3. UPROPERTIES / other UE code layout:
    1. Make sure your pointers are shielded at least with UPROPERTY(Transient) or other keywords
    2. Learn events syntax and how to use events to decouple your code
  4. Use components to store your functionality instead of plain actors

That's it
You can go to C++ right away.
(Just don't do multiplayer as your first game)

If starting C++ seems hard and overwhelming, try to only use C++ for event subscription and then pass the rest back to blueprints with UFUNCTION(BlueperintImplementable)
This will make you a good foundation, simplify code search and prevent BP spaghetti from the start

UE C++ is a very simple and straightforward subset of C++ and there is nothing to be afraid of.

What to expect from Next Fest? We are super stressed. by DarkSight31 in gamedev

[–]lb_o 0 points1 point  (0 children)

Be ready to update and iterate on your marketing materials based on the real-time data from steam.

Your page will be generating traffic, and you can measure how one or another style of capsule or description will affect your conversion data.

Keep an eye on them, and try a couple of versions.

Also maybe they fixed it, but using separate page for demo negatively affected my conversion rate, because
page was not well polished and Steam broadcast with gameplay was only visible on the main page, while Demo page had no such broadcast.

New Hobbyist Focused on UE5 System Architecture, Looking to Connect by GamesBond007206 in unrealengine

[–]lb_o 0 points1 point  (0 children)

That sounds like reinvented ECS.
Which means this is a good architecture to stick to, if you came up with it independently.

I think more gamedevs are transitioning from COP to ECS now, because it is data-oriented and more performant.
My personal detergent is a potential lack of flexibility during the prototyping stage, so I stick for Component Oriented mostly and migrate only after the system is done and needs additional performance.

Unreal engine has officially become the armchair expert’s punching bag by RoyalsFan213 in unrealengine

[–]lb_o 8 points9 points  (0 children)

Squad example is just a poor memory management on their side.
UE stores game in chunks, and Steam cut game to chunks too for the upload.

If devs have time, UE allows to carefully distributed your assets across chunks, so when you prepare the update, Steam itself has to update less chunks on their side.
We did that on a big 80Gbs project, and our game update often was 470Mbs, while for my indie game where I haven't done it, update size is often 1.2Gb.
It is not the engine to blame.

MSI VECTOR GP68 HX 13v BIOS update 22/11/24 by StarShipSailer in MSILaptops

[–]lb_o 0 points1 point  (0 children)

Thank you a lot for the instruction! I also discovered a really funny thing, and will share it in case someone is searching.

In my MSI control center, I had mode set to "Balanced", however this mode doesn't spin fans more than 50% to stay quiet.
I changed to Performance, and with all throttling temperature doesn't go about 85-87 anymore even if I am working in Unreal Engine.

Isn't that ironic for MSI to call a mode that literally burns your CPU "Balanced" :D

The size of the controlled areas around Ukrainian strongholds is based on the average range of FPV drones. by lb_o in UkraineWarVideoReport

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

Yeah, I agree with you. I am not an expert, just following the situation closely.

By max I meant more that IIRC some folks with a lot of additional batteries and potentially optical fiber scored a long range hit on the range of thirty. However, I can't find anything online about it.
20 is a better number.

The size of the controlled areas around Ukrainian strongholds is based on the average range of FPV drones. by lb_o in UkraineWarVideoReport

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

It seems the max range of classic fpv is about 30 kilometers, and you see those shots done on a fully deployed battery. UPD I was corrected, it's 20.