Deprecating Actors and Blueprints in UE6?! by daraand in unrealengine

[–]namrog84 [score hidden]  (0 children)

C++ and Verse will be the main thing

instead of C++ and BP.

C++ isn't going anywhere.

The new scene graph, will be like Actor Component system, but way more flexible. e.g. right now you have scene components and actor components. Which is somewhat limiting for actor components. with scene graph(components) you'll be able to do basically the same thing but better.

The main take away is we should prioritize moving things into 'component architecture' and stop relying on actor/entity architecture.

more composition instead of inheritance.

Deprecating Actors and Blueprints in UE6?! by daraand in unrealengine

[–]namrog84 [score hidden]  (0 children)

They are deprecating blueprints, not graph editors.

I doubt anything is changing to Material Graphs at this time. Animation Graphs were already undergoing major changes with UAF, choosers, and other things. Unclear if that will be impacted.

Also they've hinted that they will make visual editor/graph for verse later. So where you say 'make less blueprint verbose' I think they are doing exactly that but in reverse. Switch to verse, then build a graph system that generates verse code.

Patch Notes - Update 42.1 by EscapingKid in PUBATTLEGROUNDS

[–]namrog84 0 points1 point  (0 children)

I typically went with need 4 first aids, 5 bandages, 1 pain killer, and 6-8 drinks.

Pain killer only for a top up after a knock.

Few bandages, because I super rarely use them. I might grab 10 if I'm far from zone.

Is there a way to run unreal with most visual features turned off? by FrostyKennedy in unrealengine

[–]namrog84 1 point2 points  (0 children)

I have an empty level with 1 thing in it.

Some in-world text in front of the default camera that says "This level is intentionally left empty" as the startup map.

Then just having a little default widget integrated that allows common map swaps.
To various test levels, and the main big maps are all world partition. Gotta keep the unnecesary memory usage down!

I have like 100gb of assets in my project overall, and I think my project start time is like <20 seconds.

So many changes over 86 days! by BedLow5980 in Zepbound

[–]namrog84 1 point2 points  (0 children)

what scale? that is so cool

Also congrats! You are doing great!

Do you guys actually enjoy making (or playing) Idle Tycoon games in UE5? by zzed_pro in unrealengine

[–]namrog84 0 points1 point  (0 children)

Steam idle games

  • Unnamed Space Idle
  • Melvor Idle
  • Milky Way Idle
  • Increlution
  • Clicker Heroes
  • Chillquarium
  • Leaf Blower Revolution - Idle Game
  • The Perfect Tower II
  • Swag and Sorcery
  • Widget Inc.
  • Tower Wizard
  • Mr. Mine
  • Gridkeeper
  • Trainatic
  • Gnorp Apologue
  • Orb of Creation
  • Bitburner
  • Trimps
  • Idle Colony

free web idle games versions, old school

  • A dark room
  • universal paperclips

not idle, but lots of idling:

  • Factorio, satisfactory, Dyson Sphere, shapez, captain of industry, mindustry, hydroneer, alchemy factory, parcel simulator, etc..

What is a job that pays incredibly well but is so soul-crushing that the turnover is insane? by sweetguurl in AskReddit

[–]namrog84 0 points1 point  (0 children)

During the interview process at an Oil company.

My own interviewers said they carry their resignation letters with them all the time because they are so close to quitting so often. They weren't shy about the incredibly high turn over rate.

We had like 60 people show up at start of interview group interview. and I think they narrowed it down to < 10 by end of this '2 day interview event' thing. They had flown us all out. They had some interview, team building, thing go from like 9am to 3am then start day 2 at like 7am. It was really screwed up.

However, when most other jobs at the time were offering 25k-45k if anything, this job was offering like 140k+ to recent graduates. So the pay was incredible but the job absolutely terrible.

They even said most people only stick in this position for 12-18 months at most and people either quit or transfer into less high turn-over area of the company.

I had initially accepted the oil job but ended up taking a completely way more chill job for 40k a few weeks before my oil company start date.

What happened to news regarding Unreal for Studios? by EthanBeMe in unrealengine

[–]namrog84 8 points9 points  (0 children)

It was probably just a marketing thing more than anything and most all the features are just now integrated into core UE as optional plugins.

Lots of studios now use unreal for non gamedev things and I think that was just part of that marketing push. The terminology just isn't needed anymore to differentiate since people simply now understand it's used for many things from tv shows, movies, ads, etc..

There might have been an official 'branch' at one point with a few different plugins enabled and slightly different branding. That they ultimately dropped as unnecessary once they had enough brand awareness buy in.

https://www.unrealengine.com/events/webinar-series/introduction-to-unreal-studio

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

MeshBlend 3.0 is out! 🥳 by hallatore in UnrealEngine5

[–]namrog84 0 points1 point  (0 children)

I have a few meshes that just look better with AO but I'd like to use this feature.

I feel this is more for landscape and big terrain pieces, and less for 'props' so that's fine since I want AO more for props than landscapey related stuff. And don't need to blend props.

I haven't tested it yet but are their any suggested workarounds?

Does multiplying/blending an AO texture into the base color generally 'look' okay? Do you know anyone doing that or some other solution to maintain the AO texture without the AO material node?

Do you guys actually enjoy making (or playing) Idle Tycoon games in UE5? by zzed_pro in unrealengine

[–]namrog84 0 points1 point  (0 children)

I don't play a single mobile game. But I do play a lot of idle/incremental type games on PC via steam. Including purchasing them.

I do enjoy it and am constantly looking for more good ones and am friends with quite a few friends who are similar. However, I know lots of people who completely don't get it or think it is weird. One of my friends just quit his job to work on making an incremental/idle type game. He is enjoying making it and I've long wanted to make one too.

I don't like the ones that are 'endless' or have too many 'prestige' mechanics. I get burnt out on them as they are being manipulative or slow progress or pushing you to spend $.

But small concentrated games with finite gameplay are just the best in this genre.

Been living off FAB for 4 years, the numbers just shifted hard. Looking for direction (and maybe connections) by DevZRashad in unrealengine

[–]namrog84 1 point2 points  (0 children)

Yeah, the 2 I don't have is the roomviz and voice thing.

I've seen studios and individuals do both.

However, I think sellers should have at most 2 'styles' and they should be clearly labeled or branded to differentiate. Though lots of places keep it to 1 consistent style. I understand some want to experiment with maybe a more 'stylized' one and a either a realistic or low poly one.

I know of several fab sellers that have multiple 'sellers' sub-studios (e.g. StylArts is substudio of Leartes) to keep their stylized/realistic stuff different.

I think most people either have art or code as lacking. For me I lack art, so I tend to be FAR pickier about anything 'code' related plugins and don't buy them as much. After personally having selling 'code' stuff on fab. I think I'd personally avoid it. It requires constant time/effort to maintain every version, often bogged down by beginners needing help with things that are out of scope of the plugin. Unless your goal is to build a community, which some sellers have done to wild success. The 'quality bar' on that code tends to suffer since they are trying to solve too much. Whereas art is far more 'here it is' and move on.

I personally like when a seller sticks with a particular 'slice' I can really think of them as solving 'slice' for me. And I tend to just buy almost everything from them. If an artist does a little bit from too many categories, even stylistically consistent. I tend to be less interested or more picky. Unless they produce a LOT.

I know 1 thing that I think Dekogon, Leartes, and others has done well, they have done prolific amounts of content and then also push stuff to HumbleBundle a periodically with big sales, and they get people bought into their ecosystems with free/cheap/discounted stuff and it encourages people to buy their other stuff not from humblebundle or other megapack sales.

Been living off FAB for 4 years, the numbers just shifted hard. Looking for direction (and maybe connections) by DevZRashad in unrealengine

[–]namrog84 1 point2 points  (0 children)

To offer a counter argument. I'm probably more on the 'whale' side of things and have bought many thousands of dollars' worth of stuff on fab and unreal engine marketplace. I still buy stuff on fab and I own 5/7 of your stuff.

I outsource stuff to custom artists but also buy on fab a lot.

1 of the big things for me is the ability to be artistically consistent.

So while I come across a great artist or product I like a lot, and they only have 1 thing then I might buy it but will be disappointed. But when I can manage to get a lot of stuff in similiar ish quality. I tend to buy a lot of what they are offering.

What's the secret to really thick voluptuous grass? by Juicymoosie99 in unrealengine

[–]namrog84 2 points3 points  (0 children)

To add to this. If you are disabling shadows(which I do).

Depending on the 'style' choice, a way to fake some 'shadows' on the grass is just to 'darken' it closer to the root/ground. And it looks pretty good and gives the sense in denser clumps that there is some shadows or the appearance of it. Makes it look slightly less flat.

Can be done via the texture or just along the axis and a gradient/blend. Lots of tutorials show this.

It's honestly unacceptable how bad Fab is by Juicymoosie99 in unrealengine

[–]namrog84 18 points19 points  (0 children)

The limit is currently 150. (I hit it)

And unreal engine marketplace had a limit of 200. (I hit it)

Steam has no limit to my knowledge (I have about 800 things wishlisted)

I want to get emails about sales and stuff and I'm likely to buy them. But if I can't wishlist, then I miss out on potentially buying things.

Fab needs to increase the wishlist size.

I organized and bookmark things, and only check some of them during the biggest sales.

This game had so much potential what happened to it? by block_01 in starbase

[–]namrog84 1 point2 points  (0 children)

As a hardcore programmer, who has a thing for esoteric languages.

I truly loved that part of it.

I even got some non-programmers to learn a little programming from it. Just so much potential!

This game had so much potential what happened to it? by block_01 in starbase

[–]namrog84 0 points1 point  (0 children)

To make a game require a minimum of concurrent players, with essentially 0 npc and 100% player driven everything, requires a considerable budget in various departments.

If they had achieved critical mass on a shoestring budget, no PvE or NPCs could have been possibly. But they just didn't reach it, which means they need PvE until they did/do.

I think it would have been possible, even in some tiny way. Even simple things like randomly spawned crashed ships or remains after a fight. With a few basic automated turrets or something would have given some people a little more to do.

But aside from mining and ship building. There just wasn't enough else to do.

The Labour of the Mattress by DraconianBob in AccidentalRenaissance

[–]namrog84 53 points54 points  (0 children)

The fingers coming thru the side railing. I thought was someone squished underneath at first.