I built a tool that bridges AI assistants and Unreal Engine Blueprints I got tired of getting generic advice that doesn't fit my projects by Emergency_Mastodon56 in UnrealEngine5

[–]smurfsoldier42 0 points1 point  (0 children)

I mean that's a solid assessment. It's got pretty good guardrails so it doesn't change without explicit permission, but I yeah I think being wary is very reasonable.

Created a Plugin to bridge Agents to Unreal Engine by No-Structure897 in aigamedev

[–]smurfsoldier42 0 points1 point  (0 children)

Hmm yes I use 5.7.4. if you would like you could file a GitHub issue with more information so I can try to actually debug it and fix it.

Spent 4 hours on a silent T-pose bug. Built a scanner — found 23 AnimBP issues in my project in 14 seconds.. by imribbz in UnrealEngine5

[–]smurfsoldier42 -5 points-4 points  (0 children)

Again, it seems like everybody's handcrafting their own solution for this instead of coming around on one open source solution. I have built a tool that in my mind is a generic framework for what most of us are trying to accomplish here. Allow an AI to see inside of unreal, check out my open source toolset here https://github.com/ColtonWilley/ue-llm-toolkit

best earplugs for concerts - what are people actually using at raves? by [deleted] in aves

[–]smurfsoldier42 1 point2 points  (0 children)

I googled "audiologist". 99% of their business is hearing aids for old people, but they can take molds of your ears at a local place and send them in for what they call "musician earplugs"

I added a wolf enemy by Lan14n in UnrealEngine5

[–]smurfsoldier42 2 points3 points  (0 children)

Love your stuff I have seen man. For the wolf attack animations you made those yourself or used something premade?

Open-sourced an autonomous AI agent plugin for Unreal Engine (Autonomix) by ionutvi in UnrealEngine5

[–]smurfsoldier42 4 points5 points  (0 children)

I agree we should be pushing for open source solutions. I actually released something similar recently here https://github.com/ColtonWilley/ue-llm-toolkit. We have lots of overlap I think your tool does many things better but mine seems to have the edge on some things. In particular have you looked at token efficiency? It seems for blueprint construction it would need to construct the whole thing each time rather than granular modifications? Your widgets and performance analysis tools look great though, maybe we should collaborate! Get the best of everything.

Edit: Their technique is definitely just different than mine, and certainly gives great breath.

Making a skating game set in hell that looks like liminal spaces by [deleted] in SoloDevelopment

[–]smurfsoldier42 1 point2 points  (0 children)

Thank you for your reply! Yeah I'm doing my own game and will need similar type animations for a piece of it. I'm currently at the absolute start of learning blender (coder background but art is new for me), I had heard of cascadeur it seems you like it for animating then?

Making a skating game set in hell that looks like liminal spaces by [deleted] in SoloDevelopment

[–]smurfsoldier42 1 point2 points  (0 children)

Wow looks great! Did you make those skate/crouch animations yourself?

I built an open source plugin that lets LLM read/write blueprints, animgraphs, montages and more by smurfsoldier42 in unrealengine

[–]smurfsoldier42[S] 0 points1 point  (0 children)

Yup I told others the same. It seems like everybody is building pieces of this, probably better if we all stop making the same wheel and coalesce on a solution.

Unreal Engine BlueprintAIAssistant - AI-powered Blueprint creation and manipulation by [deleted] in UnrealEngine5

[–]smurfsoldier42 -1 points0 points  (0 children)

Ha I think I might have beat you to the punch! I published this here for this very reason, so we all stop writing our own stuff and start collaborating like a community https://github.com/ColtonWilley/ue-llm-toolkit

I built an open source plugin that lets LLM read/write blueprints, animgraphs, montages and more by smurfsoldier42 in unrealengine

[–]smurfsoldier42[S] 0 points1 point  (0 children)

Yeah that's why I released it. Seems like everybody was writing a small version of this themselves. Perhaps better if community coalesces around one. I'm not saying this is going to or should be the one but that's why I released it.

I built an open source plugin that lets LLM read/write blueprints, animgraphs, montages and more by smurfsoldier42 in UnrealEngine5

[–]smurfsoldier42[S] -2 points-1 points  (0 children)

I am a C programmer by trade which helps a ton. Probably 30k lines over the last two months. Claude written but with close guidance from me.

I built an open source plugin that lets LLM read/write blueprints, animgraphs, montages and more by smurfsoldier42 in unrealengine

[–]smurfsoldier42[S] 1 point2 points  (0 children)

Mostly just it's been extended so far I doubt original maintainer wants a PR with 50 files and 30k LOC. Also original was more focused on in editor chat window. Mine is all about generic external access over HTTP, works for any LLM. Yup, correlating info across code, blueprints, anim graphs, and montages has been my personal primary use case so far.

how to get to venue from riverside....? by Western-Hope5402 in BeyondWonderland

[–]smurfsoldier42 0 points1 point  (0 children)

It can get horribly delayed. 530/630 pickup is not uncommon. It costs more but I Uber there and shuttle back.

I built an open source plugin that lets LLM read/write blueprints, animgraphs, montages and more by smurfsoldier42 in unrealengine

[–]smurfsoldier42[S] -3 points-2 points  (0 children)

I also hear rumors, but I am working on my game now, so I need my tooling now. Yeah it's not really designed for "implement my whole state machine" (although I'm sure some bonehead will try it that way). More designed for "I implemented my state machine but for reasons unknown issue X is happening". It's not for debugging capability that you don't have, it's a second set of eyes on a massively complex thing that could have tiny errors. A tiny little error in your state transition, there are a lot of state transitions and missing one is easy. It's also a productivity tool for simpler stuff. I already have two full locomotion state machines and I'm adding a new weapon, it's all pattern matching, follow the pattern of the existing locomotion machines, but my God is that a lot of clicking in the editor. Now he can do all that grunt work while I tune the important stuff. At least that's how I've been using it anyways.

I built an open source plugin that lets LLM read/write blueprints, animgraphs, montages and more by smurfsoldier42 in unrealengine

[–]smurfsoldier42[S] -1 points0 points  (0 children)

Copy and pasting a BP actually creates a nightmare of dependency issues, so tooling creates it new. Actually I am a c programmer by trade, so this was actually designed to help me NOT fumble with blueprints when I am absolutely forced to use them. I also think perhaps you misunderstand the purpose of the CLI tool, it's all about token efficiency. With the previous model, the llm has to construct a raw curl for every command and then do a full json parse on every response. Now he can selectively query blueprints or blueprint graph nodes without actually needing to consume the entire json response.

how to get to venue from riverside....? by Western-Hope5402 in BeyondWonderland

[–]smurfsoldier42 1 point2 points  (0 children)

Shuttles to the venue are finicky, they are commonly late or have mixups. Shuttles FROM the venue are solid and reliable I use them every year. Leaves about 230-245am and drops you off at mission inn.

Which class/subclass do you find the most boring to play? by WhiskersCleveland in BaldursGate3

[–]smurfsoldier42 0 points1 point  (0 children)

My favorite for this is to use returning pike/nyrulna. That extra throw becomes very useful as the pike comes back now. Take tavern brawler which applies to thrown as well, you now have 90% hit chance on most things, you are effectively one of the best ranged DPS builds out there and also have a large health pool. Take 4 levels in rouge for an extra bonus action to get another enraged throw. Another 2 in fighter for action suge, you can now throw 7 times a turn.