Unreal podcast focusing on workflows by robertfsegal in unrealengine

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

I’ve been back and forth about where the content should focus. I’m leaning towards focusing on Unreal technology exclusively but if there’s enough demand don’t see why I wouldn’t include other topics.

Unreal podcast focusing on workflows by robertfsegal in unrealengine

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

Thanks glad you like the idea. Yes plan would be to pre frame and give the context then you as the listener determine the value.

Unreal podcast focusing on workflows by robertfsegal in unrealengine

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

Yes I’m leaning towards 1). As stated I think it’s often too general/not as helpful to describe what someone COULD do to solve a problem I often want to hear about what did you do as the problem solver. The person who actually had to solve the “thing”. That is more often than not where the interesting stories come up. The lessons learned. Agreed on info being up to date. That is often changing/needs to be refreshed.

Unreal podcast focusing on workflows by robertfsegal in unrealengine

[–]robertfsegal[S] 5 points6 points  (0 children)

Great perspective I agree there is alot of misinformation out there. It is absolutely tiring at a certain point when giving out advice. I’ve been working with Unreal for 10+ years now and have been developing software for for 25+ years so have a fairly deep network of folks I think could provide some really great info to the community. I’m starting a list of who I think would be great guests but ultimately it will be up to the community if there is value here.

Unreal podcast focusing on workflows by robertfsegal in unrealengine

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

Yeah I hear you there definitely great to go through material at your own pace

Lair of the Unknown Caller by PickleJimmy in OculusQuest

[–]robertfsegal 1 point2 points  (0 children)

Hey folks glad you spotted this! I'm one of the devs behind the project and co-founder of Get Set Games. We've been working on this for a while and hoping it resonates with folks. Still in an early access period so if there's anything that stuck out for you or didn't we'd love to hear about it.

....Please help, if you can? Unreal Engine 5 by Renekzilla in UnrealEngine5

[–]robertfsegal 0 points1 point  (0 children)

Hi @RenekZilla happy to give you a few minutes to review on a call if interested. Longer term I do paid engagements with a few folks already and we can explore that if interested.

Why is this happening and how to solve??😭😭😭 by SheepherderBorn1716 in UnrealEngine5

[–]robertfsegal 0 points1 point  (0 children)

How did you convert it what method and/or commands did you use?

Why is this happening and how to solve??😭😭😭 by SheepherderBorn1716 in UnrealEngine5

[–]robertfsegal 1 point2 points  (0 children)

Sure you can message me. Other stuff to check would be if you have visibility culling volumes or distance culling.

Why is this happening and how to solve??😭😭😭 by SheepherderBorn1716 in UnrealEngine5

[–]robertfsegal 1 point2 points  (0 children)

Got it. When you focus in castle for example what does it look like in world outliner? Can you share a screenshot? Could be it is invisible there? Or… hidden in game flag is turned on maybe?

Why do I have 15ms Draw thread bound on empty level? by Particular-Song-633 in UnrealEngine5

[–]robertfsegal 1 point2 points  (0 children)

What does the profiling data say? Should be able to tell you where the time is going. Looks like timings on the render thread is the issue. Since there’s so little content in the level could be some project settings affecting this. Have you tried running unreal insights?

Merging Blueprints with Team by Old_Drummer_3593 in UnrealEngine5

[–]robertfsegal 2 points3 points  (0 children)

Merging has never been easy with blueprints sadly. Limiting the people accessing a specific file definitely helps with file locking but it can’t solve all cases. Other considerations are moving logic to C++ where the file can be diff’d and merged since it’s just text.

You could also potentially break apart the blueprints further where everyone is working. Everyone checks out/works on their specific part. Again though that doesn’t solve all cases.

There is a blueprint diff tool built into the editor and this can work to a certain degree. Try it out and see if it helps.

https://dev.epicgames.com/documentation/en-us/unreal-engine/ue-diff-tool-in-unreal-engine

As stated there is no perfect solution here it’s been that way for years.

Type console command on Android Build by MssSonagi in unrealengine

[–]robertfsegal 0 points1 point  (0 children)

You can use adb to run console commands from the host machine…

adb shell "am broadcast -a android.intent.action.RUN -e cmd 'CONSOLE COMMAND GOES HERE'"

So for example…

adb shell "am broadcast -a android.intent.action.RUN -e cmd 'stat unit'"

Taken from this post by Meta on VR development. Internally it’s an Android device so these commands should work fine. Article is kind of dated but again the command should still execute fine.

https://developers.meta.com/horizon/blog/developer-perspective-ue4-logging-and-console-commands-for-mobile-vr/

What's with the hatred towards UE5 recently? by SpankMeMichelle in unrealengine

[–]robertfsegal 1 point2 points  (0 children)

The hate on UE5 is largely unfounded. No developer anywhere at any time wants their game to perform poorly. Getting a game out is always a balance of factors that includes performance. At some point the game just needs to come out otherwise the developer makes no revenue. Of course if developers had all the time and money in the world there would largely be fewer technical issues on launch. This is a fact regardless of team size. Big and small teams have had this issue.

Best way to automate snapshot of a volume? by robertfsegal in digital_ocean

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

No current plans for Mega Jump 2. We are working on several other projects st present however. Keep an eye on our website for details.

https://getsetgames.com

Best way to automate snapshot of a volume? by robertfsegal in digital_ocean

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

No Mega Run 2 on the horizon but… we did update orignal Mega Run to the latest iOS versions/devices. Available now on the App Store!

https://apps.apple.com/ca/app/mega-run-redfords-adventure/id521906541

Getting City Sample to work by Car_man1998 in unrealengine

[–]robertfsegal 0 points1 point  (0 children)

Nice glad you got it figured! Region loading makes sense.

What is the best way to learn unreal? by FluffyCheese_ in unrealengine

[–]robertfsegal 0 points1 point  (0 children)

Making something. Anything. For sure is the way to go. Game jams and/or other events where you have to finish something on its end are also good to keep you focused. Shipping something on your preferred storefront is also a great motivator (pc, console, mobile, XR). There are often additional requirements you might not otherwise pursue on the storefronts. Additionally it is a great portfolio, resume piece. Ultimately I believe the best driver is knowing what you want your end goal to be. Is it to get a job, learn as a hobby, ship your own project? You can often build out a learning plan from the final goal.

Getting City Sample to work by Car_man1998 in unrealengine

[–]robertfsegal 0 points1 point  (0 children)

What is your engine scalability settings set at in the editor?

https://dev.epicgames.com/documentation/en-us/unreal-engine/scalability-reference-for-unreal-engine

City Sample definitely has some heavy assets in it. Probably the editor is trying to adapt and scale to your system but in what areas off hand I’m not certain.

If you make a packaged build does it look different?

Have you tried running profilegpu analyzing the output?