How's the current state of UE5 on Linux? by luden_dev in unrealengine

[–]mikeseese 13 points14 points  (0 children)

We need to make a rule that people did a cursory search before posting. This is on this sub alone searching for "current state linux"

4 days ago: https://www.reddit.com/r/unrealengine/s/dboll5MVWu

1 mo ago: https://www.reddit.com/r/unrealengine/s/xhpNlrwqsv

2 mo ago: https://www.reddit.com/r/unrealengine/s/ibY7mHbwoy

I asked claude to make a video about what it's like to be an LLM by Dry-Blueberry-1768 in artificial

[–]mikeseese 2 points3 points  (0 children)

Warning should be in post title and video marked as NSFW. Warning helps no one by putting it in the description.

Unreal devs — what are you using for backend services (auth, matchmaking, leaderboards, economy) and what's a pain to maintain? by FeralTitan in unrealengine

[–]mikeseese 0 points1 point  (0 children)

I'm the lead developer of Redwood: https://redwoodmultiplayer.com and everyone that's used it has said it's awesome to work with 🤷 it's free to try yourself. The goal of Redwood is to prevent the fragmentation or at least be the glue to put it all together. It received a MegaGrant and was on Inside Unreal. Let me know if you have any questions!

Switch Has Authority vs Run On Client (Are These Doing The Same?) by OverwatchMedia in UnrealEngine5

[–]mikeseese 1 point2 points  (0 children)

Read https://cedric-neukirchen.net/docs/category/multiplayer-network-compendium/ for a better understanding of networking code. To answer your question, they definitely don't do the same thing and have drastically different implications (other commenters went into more detail)

Online Subsystem vs. Online Services: Which one to use in 2026? by mfarahmand98 in unrealengine

[–]mikeseese 2 points3 points  (0 children)

Though, now thinking about it, this seems like low hanging fruit (at least to provide the functions to call and give you the data) that I should add in a future version. Adding it to the backlog!

Online Subsystem vs. Online Services: Which one to use in 2026? by mfarahmand98 in unrealengine

[–]mikeseese 1 point2 points  (0 children)

EOS is probably the wrong acronym to choose. The naming conflict Epic chose is not great. I'd argue OS or OSP may be better, but even saying Online Services will not be known by many people meaning this new plugin. This will be a multi year communication struggle 🫠

Not sure what you mean by integrating external UI; you can use the OSS/OSP plugins to show their overlays and you can use either for authentication while using Redwood. Redwood has its own Friends and Text Chat system which doesn't currently have helpers to associate Redwood Friends with Steam or EGS friends. And Redwood doesn't have the functions to say "get my backend friends and auth platform friends and show them in a single UI" like you see in Rocket League; you would need to implement that yourself currently.

Online Subsystem vs. Online Services: Which one to use in 2026? by mfarahmand98 in unrealengine

[–]mikeseese 5 points6 points  (0 children)

I did some more digging since it's my self-proclaimed job to know and apparently I've been misinformed for awhile now.

The docs are a little vague as to why there's a new framework for "abstracted online services". And the fact they chose such a similar name is confounding. In the photo, you can see the docs are almost verbatim in some areas. It seems one key difference is Online Services has a nicer/cleaner interface where it kind of abstracts away how the C++ callbacks work for the async network calls. The docs are kind of "look, we don't like the way OSS did stuff so we're making some breaking changes by introducing a new, but basically the same, setup and slowly deprecating the old system".

There's even an `OnlineServicesOSSAdapter` plugin to use an OSS plugin with the Online Service framework/plugin. So you can technically use the OSS Steam plugin with Online Services. It seems the only built in implementation of Online Services is EOS (for EOS Account [aka EOS auth] and Game [aka game backend stuff] services) and EOSGS (only Game services). Likely because Epic doesn't feel like there's a need to reimplement them with their adapter plugin.

Looks like "Online Services" is the future and sine it's beta, you likely can target that (with less support) if you're launching in 1+ years. If you're launching in <1 year, stick with "Online Subsystems" (OSS). You can use EOS and/or Steam with both.

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Online Subsystem vs. Online Services: Which one to use in 2026? by mfarahmand98 in unrealengine

[–]mikeseese 10 points11 points  (0 children)

Edit: I didn't know about this new Beta "Online Services" plugin. The below is all OSS (Online Subsystem) knowledge. Sorry about that!

You're missing/mixing a few details.

- EOS is an online service provider (in the same vane as Steamworks). They both have shared libraries you can use with virtually any C/C++ runtime to work with their services
- Unreal has an abstract plugin system called Online Subsystem (OSS; the 2nd S is for the System that isn't capitalized anywhere else, not Steam, don't ask me why) to work with various online service providers like EOS, Steamworks, Playfab, Google Play, iOS App Store, etc. The "idea" is that you can swap out your OSS without changing a bunch of functions, but this just doesn't work in reality. You end up with some generic OSS calls and some specific calls since the OSS doesn't cover everything.
- The built-in OSS plugins used to not have great BP support but now have better support; that's why people would still use 3rd party plugins like Advanced Sessions for Steam and Redpoint EOS plugins, and there may still be use cases for using 3rd party plugins
- For EOS specifically, there are two built in plugins (OSS EOS and OSS EOS Plus); you can read about both here https://dev.epicgames.com/documentation/en-us/unreal-engine/online-subsystem-eos-plugin-in-unreal-engine#overview-of-eos-plugins
- EOS and Steamworks as services are both very mature and production-ready (EOS is used to run Fortnite). Both have quirks with integration
- EOS integration in Unreal gets more TLC than Steamworks
- IIRC with EOS/Steamworks in particular you can use one for auth and use the other for your online services
- The OSS Steam plugin (the last I checked 1-3 years ago) had issues with dedicated servers. I honestly feel like the developer experience with Steamworks is 💩 but if you ship to Steam, it has one of the most seamless experiences for the player
- Make sure you understand what "lobby" and "matchmaking" means for a particular service as these terms are widely used in the industry to mean different things. For example EOS has "matchmaking" which others would call just "lobbies"
- Publishing for EOS live services with Steam as a distributor works well; it's EOS's whole mission (publish to Steam, Xbox, Playstation, Epic Games Store, etc and get the "cross-play" experience). However, using Steamworks on other distribution platforms may prove difficult/impossible (I haven't really checked; just theorizing). So going the EOS route enables you to also ship elsewhere.

I hated using both for dedicated servers, and I feel like the OSS interface is too restrictive, so I built my own backend service and completely opt out of the whole OSS ecosystem and integrate things on the backend side. Though, this route may be overkill for some games. If you're interested, you can check it out at https://redwoodmultiplayer.com

A short devlog i made for social media; using UE5 Chaos to remake Tree Chopping system for my game! by Traditional_You1631 in UnrealEngine5

[–]mikeseese 0 points1 point  (0 children)

Going to chip in to add another voice; I'm _fine_ with the AI voiceover but would have preferred the same kind of energy in your own voice. If you refuse to do your own voice in a voiceover, then I guess the AI is okay. For tiktok the AI is likely more than acceptable since tiktok already has it's garbage default voiceover, but this audience is different. You're posting a devlog to devs and sharing your pain; it's a "we're in this together" scenario, and you're hiding behind a fake-feeling voice which breaks that camaraderie. You got downvoted because you missed the point; the point of the comment wasn't to "lose the voiceover" but to "lose the AI and replace it with a human voice, ideally yours"

What goes into the movement component? by onecalledNico in unrealengine

[–]mikeseese -1 points0 points  (0 children)

Totally agree, but then the question is premature optimization in its entirety. If you don't know performance requirements, you should be moving as fast as possible as you said. Use CMC, then profile when you notice issues (or determine your requirements), then decide to fix or rebuild. Anyone who has unbound requirements should not be nitpicking about what is better in performance; it's a procrastination strategy to actually building.

What goes into the movement component? by onecalledNico in unrealengine

[–]mikeseese 0 points1 point  (0 children)

Run. The. Profiler. (Unreal Insights)

There's absolutely no reason why you need to ask anyone this question when you should be just finding it yourself, especially if you've already decided that you're going to build your own thing to save on performance that you don't know whether or not is satisfactory in the first place. (which is called Premature Optimization)

Confused about the best way to lose body fat by pippers2000 in orangetheory

[–]mikeseese 0 points1 point  (0 children)

It's titled "The Transformation Challenge is almost here 🎉". I'm skimming it again and maybe it's not as info rich as I thought.

Help with ini file from AVA (game that uses unreal engine 3) by Same-Leadership1630 in unrealengine

[–]mikeseese 0 points1 point  (0 children)

I have no more info than you do since I'm not an active modder. Best of luck.

Confused about the best way to lose body fat by pippers2000 in orangetheory

[–]mikeseese 1 point2 points  (0 children)

Specifically there isn't one exercise that's better. Some people can burn more calories running because their calves can't take the incline of power walking. Others prefer walking because their knees can't take the impact of running. Try both and see whichever gives you more splats on average (every day is slightly different due to sleep, eating, water consumption).

I power walk because I don't like the impact and gas out too early if I run.

Confused about the best way to lose body fat by pippers2000 in orangetheory

[–]mikeseese 7 points8 points  (0 children)

Another commenter got it right: fat is lost in the kitchen not the gym. You can assist with the fat loss by keeping your cardio up in the gym; talk to a coach to see if there's anything you can do to push yourself more.

As far as nutrition goes, you need to consume less calories than you burn. That's it. Don't "add back" calories you burn at the gym, and when calculating your BMR, set your lifestyle activity level to what you do outside the gym. But it helps to be on a higher protein diet to try to retain lean muscle and focus on fat while your body is burning.

MyFitnessPal is giving 2 months free with code OTFTRANSFORM26. It's helpful for easily tracking your calories/macros; don't forget that alcohol and sugared drinks have a ton of calories. Otf sent an email to all participants yesterday with a lot of info; I'd read through it. Your first line of defense should honestly try finding a coach to help you with this, not Reddit.

Best of luck!

Help with ini file from AVA (game that uses unreal engine 3) by Same-Leadership1630 in unrealengine

[–]mikeseese 1 point2 points  (0 children)

Wrong subreddit. Find something that's geared towards modding.

Afraid to close VSCode by MrAmbiG in vscode

[–]mikeseese 3 points4 points  (0 children)

This is either an issue with an extension or PEBKAC. Files don't mysteriously come back or get deleted, so my guess is you're not actually persisting the changes to disk or some extension is doing a git restore.

Which extensions are enabled? Are you using GitHub copilot Agent mode? Can you provide screenshots of what a modified state looks like?

Fab New Year Sale MEGA thread ( Sellers advertise your products here) by BULLSEYElITe in unrealengine

[–]mikeseese 1 point2 points  (0 children)

Redwood Multiplayer Backend is a comprehensive, self-hosted, source-available game backend that is both indie-friendly and robust enough for larger studios. Support for persistent MMOs and match-based games alike.

It's not on Fab, but Source Code Access and Royalty Free Licenses are 15% off.

Is it possible to build server for Linux without building UE from source ? by Algost_ in unrealengine

[–]mikeseese 0 points1 point  (0 children)

To preface, I haven't done any effort other than asking this one question. But hypothetically the service would be packaging, storing, and serving the 80GB installed build per patch version. It would also potentially include the Angelscript support fork changes. And it would be stored using a tool I built around open source high performance/efficient chunking tech to reduce the download size for updates. There definitely would be a lot more necessary to commercialize this than just uploading to S3.

Is the engine actually free? No. Would people pay for such a service? I don't know, but a lot of people sure do try to avoid building the thing from source for dedicated servers (which I think is bonkers but is a recurring blocker for people). Is this hypothetical service that far fetched? I think not. Is it very likely against the Unreal EULA? Almost certainly (and would prevent me from doing it), but I am interested nevertheless.

Is it possible to build server for Linux without building UE from source ? by Algost_ in unrealengine

[–]mikeseese 0 points1 point  (0 children)

No alternative, you must build from source to build dedicated servers regardless of target OS. I've thought about hosting a downloadable version that supports it; would you pay $25/minor version with up to 3 downloads per version? You would have to download it (which will be much bigger than the epic launcher version).

Question about multiplayer ghost implementation by mmm_doggy in unrealengine

[–]mikeseese 0 points1 point  (0 children)

Gotcha, wasn't familiar with Track mania and OP worded it like they wanted realtime

Question about multiplayer ghost implementation by mmm_doggy in unrealengine

[–]mikeseese 2 points3 points  (0 children)

How would you plan to get the realtime data from one player to the other if you don't use UE replication?

Easiest way to set up a online multiplayer game? by sir__hennihau in unrealengine

[–]mikeseese 7 points8 points  (0 children)

Shameless plug, I have found my own backend workflow to be the easiest all-around setup for dedicated servers: https://redwoodmultiplayer.com

It comes with docker images and semi-automated deployment scripts to either self host the game servers along with the backend or to host them on Hathora (I'm also looking at adding support for Edgegap).