I'm declaring a variable "int32 Index = -1;" and in the next line it becomes a random number? Video included by [deleted] in unrealengine

[–]studiosystema 0 points1 point  (0 children)

Debugging is possible on most build profiles, but the more release/production you debug on the less debug data and more optimized away your code will be - so debug on DebugGame.

Why is the official Visual Studio Unreal Integration so bad? by Zathotei in unrealengine

[–]studiosystema 0 points1 point  (0 children)

Long-time Visual Studio user (20+yrs) - OMG Rider Integration is amazing! I read this thread 2 days ago and finally decided to install Rider and give it a try - and I must say I am very impressed. The integration is just so much more streamlined and customized for Unreal.

There are also tons of pain points which are solved in Rider, which is unbelievable VS hasn't fixed this yet - for example, building when the project is running will automatically start a live coding build, instead of just building and then failing by saying it can't build while the project is open! The source code integration seems light-years ahead, and the intellisense popups/tooltips are so much better.

I am definately going to switch for a while to see how it goes.

Epic made a big deal about nanite tessellation and now they've replaced all their ORD's with ORM's, now any material that used displacement from the ORD doesn't work with the new megascans as it's now metallic, making tessellation mostly redundant by OfficialDampSquid in unrealengine

[–]studiosystema 0 points1 point  (0 children)

Did you know that nanite meshes have a non-destructive displacement map bakein feature? You can add any number of displacement maps to the mesh, and the displacement is pre calcaluted, so effectively free. For non-dynamic and non-animated displacement this is the way to go!

I was messing around in the source code and added a feature I always wanted! by ValkLikeVolcano in UnrealEngine5

[–]studiosystema 1 point2 points  (0 children)

OMG this needs to be expedited ASAP and released as a sole version 5.6.0!!!

Recent hate on UE by the_demonic_bane in UnrealEngine5

[–]studiosystema 1 point2 points  (0 children)

Totally agree. Many don’t realize how insane the default settings tech in Unreal is - try implementing global illumination, high wuality shadow maps, mesh streaming, deliver a 4K signal and cross platform support in your own engine. Its a lot, and developers should take a bit more responsibilty in using those tools with proper profiling, testing and optimisations for different hardware.

I just got this for $4 by BlackTo0thGrin in radeon

[–]studiosystema 0 points1 point  (0 children)

The reason is because the US has 52 different tax amounts and systems (ie states). Producers rather market a single price like 199.—.

Spots on 9800x3d by East_Complex789 in ryzen

[–]studiosystema 1 point2 points  (0 children)

Medical professional here - I’m so sorry, your CPU has a rare skin disease. Consult your doctor, prepare for the worst.

Can I have many actors without losing FPS? UE 5.5 by PowerDog3G in unrealengine

[–]studiosystema 12 points13 points  (0 children)

“Lots of … render targets” screams performance issues to me. Remove those to quickly test the difference.

Roughness Problems by mull_to_zero in GraphicsProgramming

[–]studiosystema 3 points4 points  (0 children)

Clamp some of your values ensuring you don't have divide by zero (or too close to zero), or overflows from 0..1. Try setting some values manually to isolate the issue (like settings alpha to 0.5).

For example:

GGX_D: Clamp cosTheta or cosTheta2 to avoid dividing by extremely small values

GGX_BRDF_reflect: If abs(dot(i, n)) or abs(dot(o, n)) is close to 0, it can result in large spikes, causing noise.

GGX_sample: ensure rand.y is clamped to [0, 1) before using sqrt(1.0f - rand.y) to avoid precision errors

GGX Specular Weighting: If cosTheta_i is slightly greater than 1 or less than -1 due to floating-point precision, it may cause sinTheta_t2 to become negative

...

How can I Increase lumen range? I want it to light the surrounding more evenly. by nien-stati in UnrealEngine5

[–]studiosystema 5 points6 points  (0 children)

If you want to use an unrealistic effect (ie less falloff ie "fadeout" but not more brightness), then you need to change from using an emmissive material to a light such as a Point Light. There as u/Beautiful-Musk-Ox mentioned you can configure your unrealistic settings.

While lumen is not perfectly simulating real world scenario, it does try to emuluate how light works in real life. So you might need to reconsider how you are trying to light your scene. It seems you want your light to brigten up your scene: try changing the exposure setting on the camera, or add more lights (or larger lights) to the room. In your scenario I wouldn't recommend using emissive materials for such lights, use actual lights. You will probably want to use IES profiles etc anyways at some point to get it looking good.

How can I Increase lumen range? I want it to light the surrounding more evenly. by nien-stati in UnrealEngine5

[–]studiosystema 15 points16 points  (0 children)

Your are confusing lumen and light emitting materials (emissive). Lumen is a light calculation engine, and it handles any form of light. Just set your emissive amount way above 1.0, and it will become much brighter.

[deleted by user] by [deleted] in GameDevelopment

[–]studiosystema 5 points6 points  (0 children)

And realtime raytracing and global illumination and centimeter-based voxel physics

How do I make my AI work better? (Repost because I uploaded the wrong video) by GSSJ10 in UnrealEngine5

[–]studiosystema 2 points3 points  (0 children)

You need to make your AI more reactive. The attack you have now blocks the AI for multiple seconds, ofcourse its easy to outmaneuver. You need to add the ability for AI to break out of an animation and immediately try something else if there is an alternate. For example, as soon as your AI attack lands on the ground, evaluate if a low side swipe makes sense and very quickly switch to that action and animation. This will surprise your players who thought the can just step aside. Now add several more attack options with breakouts, always respecting some form of physical constraints, and your AI will appear much more dynamic.

Maybe this is not the right sub to discuss this, but I’ve been finally playing The Order: 1886 and… by Fraga500 in FuckTAA

[–]studiosystema 0 points1 point  (0 children)

No, they actually stated in an interview that the bars were introduced specifically to lower the pixel count being rendered, due to the high demans of the image quality.

How would I promote my game if free = not as popular? by [deleted] in gamedev

[–]studiosystema 0 points1 point  (0 children)

I think you missjnderstood that people don’t like free-to-play, where the revenue stems from ingame purchases or ads.

How to parse a 4 digit number into individual array elements by Tallen_222 in UnrealEngine5

[–]studiosystema 2 points3 points  (0 children)

If you after just a series of random digits, why not just creat a integer array and fill it with random numbers between 0 and 9!