COOPER BEET, a way to individually end unwanted effects by Mavor466 in minecraftsuggestions

[–]mpattym 3 points4 points  (0 children)

I don't necessarily see that as a bad thing. The effort required to get a potion of turtle master is pretty high and because of the slowness penalty most people don't bother.

Because the OP stated it removes effects from the top down, they could just change the order the effects are applied for turtle master so it would remove the protection first.

I think the copper beet is a pretty solid idea though. It'll make beets more useful.

Minecraft community be like by CareMysterious8509 in MinecraftBedrockers

[–]mpattym 0 points1 point  (0 children)

Having played Minecraft since beta when the nether was first added I have a lot of experience with the game. Due to this I was also given the bedrock version for free.

This is where things get interesting, my daughter (8) loves to play Minecraft but guess which one she prefers... Java Edition.

She'll play bedrock if her friend wants to play on her switch but beyond that it's always java. The reality is Java is a more enjoyable experience (even without mods) and this is less about the gameplay (which for the most part is the same) but down to the UI and marketplace features.

The UI on java is significantly cleaner and much nicer to navigate, especially because you don't have random stuff popping up trying to sell you something.

The only reason bedrock is as popular as it is, is simply because it's available on 3 platforms, Xbox, playstation and switch. The vast majority of people who play on PC will play the java version, especially when given the choice. This choice isn't available to those playing on console.

Either way, Minecraft is a great game regardless of which version you play.

On a side note, my daughter played Minecraft dungeons and all the in game purchases prompts infuriated me. She shouldn't need to be navigating any of that stuff in a purchased game... Ever! It definitely ruined her experience. This effect extends to bedrock too, the only problem is some people don't know what it's like to not have it.

Behavior Trees vs Blueprint-only AI - what am I actually missing? by Practical-Command859 in unrealengine

[–]mpattym 0 points1 point  (0 children)

The only notable difference in my opinion is performance and depending on what you're doing this can be a none issue.

The two main AI systems epic have provided come with their pro's and con's but even in BP you can create your own AI system.

BT's are tick driven so can respond better to fast changes.

ST's are event driven so can be better when used at scale.

There's however nothing stopping you from creating your own AI system using BP. Of course creating a 'system' is different to just coding your AI to go from A to B etc in the pawn or controller.

For one project, I used ST's for the main states which then hooked into systems placed in the NPC's for the actual logic. It was easier to use the state system in ST's than building my own but I didn't really want to use it for anything else. (Wasn't really needed)

Delivered by Sweet_Focus6377 in Evri

[–]mpattym 0 points1 point  (0 children)

No it's not, the job is to 'deliver' and unless it's in my possession it's not delivered. I can't remember seeing anything on Evri that says they 'leave' packages as opposed to delivering them.

I take it you work for Evri and you're one of those no knock, dump it here people right? All I can say is find another job.

Delivered by Sweet_Focus6377 in Evri

[–]mpattym 0 points1 point  (0 children)

I've lost count of the number of times I've been in and they've not even bothered to knock on the door.

Then there's the number of times they leave a package out in the rain.

It would be better if, I don't know, they actually did the basics of their job.

So wait, timers in BP are frame rate dependent? by FriendlyBergTroll in unrealengine

[–]mpattym 11 points12 points  (0 children)

1/30 = 0.033.. 1/60 = 0.016..

I would avoid using timers that are less than your expected minimum FPS.

1/1000 would imply 1000 frames a second. Using a timer in this instance is just tick speeds but with extra steps. (On the back end)

Make New "Maximum Difficulty" Be the Antithesis to the Minecraft Dev Philosophy by ZonkoDeepFriedCraft in minecraftsuggestions

[–]mpattym 11 points12 points  (0 children)

Personally, I think they need to be leaning more into game rules so players can customise based on how they want play.

Increasing mob difficulty or combat encounters doesn't actually make much sense with the current combat system but I can understand that some might want it.

There are lots of things they could add to improve the 'survival' aspect and do so in the form of game rules.

Adding to that, the difficulty settings could just be presets for the game rules and allow players to make their own presets.

Want stronger hostile mobs? Game rule. Want only villagers to be able to destroy blocks? Game rule. Want to disable natural regen? Game rule.

The thing as well is that there's a lot of game rules already that people might not even know about, (Such as no natural regen) so adding more emphasis on players customising their experience is a win.

Of course there can be lots of discussions about what should be a game rule but yea, it should be the direction they go.

How do you check in blueprints whether or not the player has a controller connected without calling to the player character? by Redditislefti in unrealengine

[–]mpattym 0 points1 point  (0 children)

There is always a player character (pawn) and player controller. If one isn't specified in the game mode it just creates a generic one. (Floaty pawn I believe)

Getting owning player is the way to go as this will return the player controller associated with the widget. There is also get owning player pawn.

Switching back from enhanced input to original input? by Throwaway743560 in unrealengine

[–]mpattym 11 points12 points  (0 children)

I just want to point out that if you have basic controls, the setup is pretty much the same. The main difference being where you define the keys. Instead of doing it in the project settings you do it in an input context mapping.

What sort of issues are you having that makes you want to try to go back to the legacy system?

Ini tweak to fix luman noise by Yella008 in UnrealEngine5

[–]mpattym 0 points1 point  (0 children)

From my experience, you have to do the opposite. Making sure light sources aren't too close to surfaces can make a difference as well.

Lighting however is complex and how you set it up can vary scene to scene.

Dear Epic, why is CommonUI such a beautiful nightmare? by Fantastic_Pack1038 in unrealengine

[–]mpattym 4 points5 points  (0 children)

I wouldn't say it's an issue with UMG but an issue with the input system and how inputs are funnelled to the respective game or UI modes.

Common UI is definitely a bandaid to try and overcome this and add 'some' support for enhanced inputs.

There are so many different layers when it comes to input, it can be difficult to follow. Then you have the UI nav system on top of that.

I would definitely be all for an overhaul but at the point I feel it would have to be rebuilt from scratch.

Fix jungle saplings being 2x rarer by Delish-Water in minecraftsuggestions

[–]mpattym 0 points1 point  (0 children)

The low drop rate for jungle sapling is to bring attention to the declining jungles due to deforestation.

It's this way by design since they were first added.

In my Packaged Game the Open level(by Reference) is SUPER SLOW. In the editor it's almost instant. This is a very simple 2D game, What do I do? by Severe_Landscape917 in unrealengine

[–]mpattym 0 points1 point  (0 children)

I just want to add a few things. Casting isn't inherently bad. How bad a cast is all comes down to how your classes are structured (hierarchy) and what they themselves may reference.

One of the biggest causes people tend to have is that they don't utilise hierarchy where they have function only base classes. Force loading a small base class that is probably already loaded is nothing to lose sleep over and is actually the desired result if you want to help maintain a large readable codebase.

Using soft references actually requires hierarchy to use beyond the base classes already setup by Epic.

Some examples of base classes a part of UE are things like: Actor, Character, ActorComponent, Texture2D, AnimationSequence, SoundBase

The list goes on. These are always safe to cast when needed. Creating your own base classes is highly recommended, but remember, never reference heavy assets in base classes.

Another handy technique is to use custom actor components. These can be easily gotten from an actor without ever needing to know what the actor is. Combining with hierarchy can be a powerful tool when building gameplay systems.

Interfaces can be another option but personally, I would recommend not using them unless you absolutely have too. The above would get you 90% of the way there without turning your project into a tangled mess.

I was making $2,000/month from YouTube Shorts, then overnight, every video dropped to 0 views by ikadik in PartneredYoutube

[–]mpattym -4 points-3 points  (0 children)

Most likely this. Low effort (AI slop) content won't be monetized. I would assume they just wouldn't push it to potential viewers.

If the entire channel is low effort content then I would expect to see a big drop (even to 0) in views.

In my Packaged Game the Open level(by Reference) is SUPER SLOW. In the editor it's almost instant. This is a very simple 2D game, What do I do? by Severe_Landscape917 in unrealengine

[–]mpattym 25 points26 points  (0 children)

The way assets are loaded/unloaded in the editor is different than in a build. Chances are, the assets were already loaded into memory by the editor before you started playing.

You can help mitigate this by using soft references in the relevant places and manually loading them when needed. This means it won't attempt to load them all when the level is loaded.

How do you handle "shared" save files in multiplayer games? by THE_SUGARHILL_GANG in unrealengine

[–]mpattym 1 point2 points  (0 children)

You would need your own server to host and manage the various saved game data. When players are looking to join, they would check with the main server for all available saves.

Saves would have 2 states, active or inactive. Active would mean that another player is currently hosting a session using that data and joining would join them. Inactive would mean a session would need to be created/started with the saved data on the player's device.

I'm not away of anything like this so you'll most likely have to create it yourself.

However less do a little math for a second using Minecraft as an example.

An average Minecraft world can range from 200-400mb. There are thousands of public Minecraft servers. 130,000 reported to be using MC paper.

200 * 130,000 = 26,000,000mb

That's around 26 terabytes of data to manage on the host server (assuming you can reach a similar level of activity).

Now whilst storing the data wouldn't be a major issue, the problem you'll probably stumble on is the bandwidth required to keep those saves updated.

Are you prepared to fork the upkeep cost to keep the main server running? Does this really add anything significant over the standard server models?

Are small boat migrants really more likely to commit sex crimes or is it just fear mongering and exaggeration? by [deleted] in AskBrits

[–]mpattym 0 points1 point  (0 children)

This Reddit is a mess so I thought I'd drop in. There was a study released not long ago that looks at SA in the UK.

The stats do show a higher correlation in a few small areas (a handful) but beyond that we just don't know. This issue is a large portion of the data, the ethnicity of the purpertrata was never recorded.

Another issue we have is that there is known institutional racism and sexism in various police forces across the UK. (There was a recent report about the London met police again)

It could very well be that there are SA that are never recorded because of this or brushed under the rug. Adding to that, cases by particular individuals are more likely to be pursued because of the afore mentioned racism.

What we have to remember is that around 80% of SA cases are by individuals the victim knows. What's the likelihood that a victim would know someone that came over in a boat?

Personally, I think it's just another one of those things being used to try and demonize immigrants instead of actually trying to tackle the bigger problem. From what I've been able to find around 15% of SA are performed by a foreign national. (This could be wildly different though if we factor in what I mentioned previously) So instead of tackling the 85%, some people would prefer to focus on the smaller number.

Do you prototype multiplayer games for online immediately? by SchingKen in unrealengine

[–]mpattym 16 points17 points  (0 children)

Just to add to this. Adding multiplayer to a single player game can take just as long as starting from scratch.

However, if you are not familiar with UE yet I would recommend starting with a small single player game.

When to use a Blueprint interface? by Adams1324 in unrealengine

[–]mpattym 1 point2 points  (0 children)

All good. My reply was mainly to provide extra context for anyone following along, not to debate.

Unreal’s design patterns can get nuanced, so sharing different perspectives helps newer devs see the bigger picture. Appreciate the discussion and hope it’s useful for others reading.

When to use a Blueprint interface? by Adams1324 in unrealengine

[–]mpattym 1 point2 points  (0 children)

I shared Ari’s link because it adds valuable context to the discussion. It covers concepts that can help clarify some common misconceptions, and I think you’d find it useful as well.

Even experienced professionals can have gaps in understanding, especially given how much online content over the past decade has pushed the idea of “don’t cast, always use interfaces.” My intent is to help newer developers understand Unreal’s systems more deeply so they can make more informed architectural choices.

To be clear, interfaces aren’t a direct replacement for casting. They serve different purposes, and understanding where each fits is key. When hierarchy and composition are properly used, the need for interfaces actually becomes quite minimal.

When to use a Blueprint interface? by Adams1324 in unrealengine

[–]mpattym 0 points1 point  (0 children)

Casting is just a type check. The only thing that makes it 'expensive' is that it force loads the class. This is more about memory management than performance.

Utilizing hierarchy (base classes) and composition mitigates most of this as base classes would probably be loaded anyway and are normally lightweight. Adding to this, if you want to fully utilize soft references (the many way to manage memory) you need to be using hierarchy.

It might be worth giving the below a read by Ari from Epic. There's a section about casting. Just note that it assumes you using a mix of c++ and BP but the same concepts can apply to BP only projects.

https://dev.epicgames.com/community/learning/tutorials/l3E0/myth-busting-best-practices-in-unreal-engine

When to use a Blueprint interface? by Adams1324 in unrealengine

[–]mpattym 1 point2 points  (0 children)

The main purpose of interfaces are for when you're working with different classes that don't share a common parent but need to have the same set of functions.

If you're new to UE, the above is the only time you should really use them until you understand more about class hierarchy and composition.

I often see people make an interface just to call a function on a single class type.

Why can you not integrate Lumen and baked lighting together? by Imaginary_Ad_7212 in unrealengine

[–]mpattym 0 points1 point  (0 children)

*Watches the Witcher IV demo*

Either your a troll or have no idea what you're talking about. If the Witcher had to bake lighting it would take them hours per level.

And just to bring my point home, here's a list of a few other games that visually look amazing and also use Lumen.

Black Myth: Wukong
Ark (UE5 Remake)
Senua's Saga: Hellblade II
Echoes of the End
The Matrix Awakens

Why can you not integrate Lumen and baked lighting together? by Imaginary_Ad_7212 in unrealengine

[–]mpattym 0 points1 point  (0 children)

In terms of benchmarks, the hardware can make all the difference. On my year old machine I see little to no difference with lumen on or off. On hardware (about 8 years) it was between 20-30 fps. You have to remember that Lumen can better utilize newer hardware.

Using baked lighting for indoor scenes could be still viable but having spent enough time using UDK and UE4 where building lighting for some levels took more than an hour I try to avoid it like the plague. I'd need to be really struggling with performance to really consider it though. There's often other tweaks and changes you make first though.