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Search - "blueprint"
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There’s a fundamental difference between development and other jobs.
Doctor: Hey! My left arm is hurting and has been swollen for a while, I think it might be sprained. *pays $100*
Taxi Driver: Hey! Can you ride me over to this exact address? Thanks. *pays $20 + tip*
Construction Worker: I’m going to need this exact item in the blueprint built here with these materials. *pays $1000*
Mechanic: This part of my car isn’t working correct and it displays this exact warning. *pays $100*
Developer: Yo I need a cool free website that looks pretty awesome with like rainbows and stuff by tomorrow.18 -
Let's build a house with no blueprint, no idea how it should look but have daily meetings about the bathroom... #Scrum3
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Tools are just tools,
Build a house with a blueprint,
But don't use one tool to build a house.
Sincerely yours,
CompanyWhoUsesJavascriptForEverything9 -
I have been creating mods for Skyrim and Fallout for a few years now. One day another modder wanted to make his own game using Unreal Engine 4. I wanted to learn UE4 anyway and the other members have made many mods before, so I joined in.
Well, it turned out I was the only one with a professional programming background (this is where I should have run). The others were all modders who somehow got their shit working. "It works, so it's good enough right?" On top of that UE4 has a visual scripting system called Blueprint. Instead of writing code you connect function blocks with execution lines. Needles to say that spaghetti code gets a whole new meening.
There was no issue board, no concept, no plan what the game should look like. Everyone was just doing whatever he wants and adding tons of gameplay mechanics. Gameplay mechanics that I had to redo because they where not reusable, not maintainable or/and poorly performing.
Coming from a modding background, they wanted to make the game moddable. This was the #1 priority. The game can only load "cooked" assets when it got packaged. So to make modding possible, we needed to include the unpacked project files in the download. This made the download size grow to 20+ GB. 20 GB for a fucking sidescroller. Now, 1 year after release we have one mod online: Our own test mod.
Well we "finished" the game eventually and it got released on Steam. A 20 GB sidescroller for $6.99. It's more like a $2.99 game in my opinion. But instead of lowering the price they increased it to $9.99, because we have spent so much time creating the game. Since that we selled less than 5 more copies. And now they want to make it work on mobile. Guess who will definetly NOT help them.
I have spent ~6 month of my freetime for this project, my rev share is < 100€ and they got me a lot of headaches with all their dumb decisions. Lesson learned. But hey, I am pretty good with UE4 now.4 -
Underrated pleasure... Listening to Hans Zimmer (preferably the Batman v Superman soundtrack) and coding. Even a Hello World code will seem like a blueprint to world war33
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TL;DR:
What do you think about visual scripting.
Pretty much anyone here knows Scratch. And most devs make fun of it (while most also know it's a real programming environment), yet what do you guys think about BLUEPRINTS or Visual Scripting?
Starting to learn Unreal, I have two choices. C++ or Blueprints. While some argue that Blueprints can't achieve and replace C++ in Unreal, I saw others ignoring the fact and making awesome stuff you didn't think was possible. I saw how powerful even this node-based programming environment is and started learning it. What do you think?
(Image from Masterclass, not by me)7 -
I am an Indie game developer. I've been working solo for two or three years now and teaching myself. I can work in 3D modeling applications as well as program in c++ and do blueprint in unreal engine. I know most of the pipeline and the suite.
I'd like to transition to doing game Dev full time or at the very least do programming as my job. I have no degree.
I'm looking for contracts or whatever I can get and I'd like to get suggestions on how I should go about quitting my shity night shift job at a factory and finally work in tech.
I've got a couple contracts going on right now that I am not sure if they are going to last. I would like to know how I should go about finding more and or what things I should do in order to get residual income so I can focus on my own projects.
I have several of my own games in the works and I'm developing some tools for the marketplace. Advice?28 -
Hello guys im observing since some time your rants.
Here are people which are quite experienced.
I want to start as Freelancer in Germany, mostly for Web development.
All of my Customers are looking for a neat looking, responsive and fast Website.
What should I use and what Templates/framework I could take as a blueprint for the future websites.
Any suggest are welcome!8 -
there are a lot of ad for web based start-up to be teams claims they have everything in place only missing a dev, what the F r they thinking without dev involved in early stages means to build a building by copy paste blueprint from Google2
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Finally back at the HQ and away from Offsite Hell after 18 months!!!!!!!!!!!! Real internet! Coffee on tap! Community of practice meetings! COOODDDEEEE!!!! Also back to devrant. Goodbye Indian devs from hell, j/k they still suck life out of my day with their deprecated ways.
Side note:
Switched to Unreal Engine from Unity recently and my god it is amazing! I definitely prefer being able to use C# with unity vs c++ with unreal but the blueprint system is a great visual programming system.
Unit testing is my new side chick. She wants me to leave my wife; I'm considering it.
Unrelated: Read Dead Redemption 2 is amazing.1 -
First off i'll try and describe my game in as little words as possible, think your typical survival game but crossed-over with a town management/village management game and in VR.
So this is a little old since i posted it on twitter a couple weeks back but I made some progress on a game i'm working on.
https://twitter.com/Arcticfoenix/...
Sorry that it's a link to twitter for those that do not like twitter, i can give you a run-down of what it shows and ill figure out a way of linking the videos somehow.
I decided that I should show some progress on the game I started working on before I joined the company that I'm with now, my only issue is the amount of free time I don't have to work on it.
First video shows resource gathering, we (as in me and my brother) wanted to go with more realistic tree chopping something you would see in the forest or stranded deep, you chop a tree at the base and it will fall down, where you then can chop it into logs and planks.
The next video shows the blueprint system which is how you will craft your items like the forge, crafting table, etc. By picking the blueprint from within your book (which doubles for your UI/Menu/way to exit the game) and placing it on the ground. You then take a hammer and hit it in place to confirm the placement - I definitely want to be able to have the object be rotatable and such which i'll do in the future.
Last one shows tool dismantling system, where you can take tools/weapon apart when put on a crafting table, the idea behind this is so you can change up parts of your tool/weapon brcause individual bita will degrade and visually show wear, axe head will show chips that will get bigger and eventually break, which will leave you with just a handle. You can also jusy generally improve one piece of your weapon/tool.
Last thing that I left out as an actual video was that the map generation is all procedurally generated, all thanks to Sebastian Lague's tutorial, I managed to finish it and will definitely be exploring ways to create awesome maps to play on.
Everything is mostly from when I worked on this game in december with a few things that I did recently when I get the chance I will do lots of overhauling and work to making a demo version of the game! -
trying to rotate the character in Unreal Engine based on player input. It rotates around some sort of super weird point, so it looks like it's driving "backwards" while rotating, instead of rotating around the center of the mesh... sigh..
...
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Solution: pass down the rotation value to the animation blueprint, rotate rootbone.
SUCK IT <.< See? it's not that hard, nor awkward. ffs.2 -
when you've been struggling for years to learn how to program to make games but find out everything you've learned is a drag and drop feature
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Is it good time to switch to CSS Grid Layout frameworks such as Blueprint CSS? How is good/bad as compared to Flexbox?6
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tl;dr
that moment was a full semester
full
I was an Electrical Engineering major taking a Data Structures class and for the first time, I understood the title computer SCIENCE. In EE, you just blueprint all day long, but you never build anything. In CS you build and blueprint at the same time.1 -
I really value the skills, experience and time of my brothers and sisters here at Devrant. So I ask questions sparingly.
What is a really good website sketch/blueprint software that I can use to collaborate with non-techie humans.
Thank you for your time.
Have a great day fellow devranters.3 -
At the end of the avenue, lived its creator. Well, used to leave. The weird half-house is hoarded, and his skeleton is there somewhere.
When flying above, I noticed a small enclave with fancy but small buildings. I put on my cloak and landed.
“What is it? It’s easier to answer what it is not”.
The hatch opened. I went in, about 30 meters. The hatch closed behind me. The tube-powered holographic screen lit up. “I think the secrets of the universe is more important than knowing today's weather”, she said, smiling.
I put on a blueprint of their superbug. Incurable, it had molecular ammo on it.
“Thanks”, I said, leaving. “Forgive my autistic antics. As for my cat, well, they copy their owners’ behavior, don’t they?”
And I took off.
I finally got some tattoos. I don’t know why, but all of them were about menstruation.
“I don’t want to let _him_ into our tattoo life club!”, my cousin said.
I then connected our M1A1 Abrams to a military tablet I stole from the avenue creator. “What’s that?”, my uncle said. “It’s the fourth time already that I get us new fiber optic cable. Think about my father! He’s dying!”
I hug my cousin. She was already dead.
This is why I’m stuck here. In the middle of nowhere, in a rusted trailer, naked, eating uncooked human meat from a dog bowl.7 -
Rant!
Beginner tutorials are great.
Personal project UE4 (Unreal Engine Game Dev)
I'm having this bug where I dynamically draw every tick into a Uncanvas. (C++) First I call .ClearChildern and after I create UserWidgets by calling blueprint to fill text.
Text is Invisible when drawn in native tick
I works. If I don't do it in the NativeTick
Search Online: "UE4 UMG text dissappears"
Result: How to create a Button in UMG
Me: No I'm creating a complex UI system
Search Online: UE4 Issue with UMG Text disappears when drawn in native tick
Result: How to create textfield UMG with blueprints
Me: No I have a weird bug and trying to figure out why that is!
50 Searches later
have seen 50 tutorials on how to do the basics.
My problem with certain applications that there are so many tutorials out there that Sirius shit is hidden behind a cloud of beginners content.2 -
Even though we have this document we called "Blueprint" to close the deal with the client, they still changing a lot of logic in the end.
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I was building Alexa Skill. I choose Lambda and then Create Function.
Now in the blueprint section the amazon-skill... Is not available. It is under "repository" (the third option).
I'm a newbie, after click and choosing alexa-skill from the repo, I don't know how to configure it to add my facts to it.
Can someone help?3 -
The timelines at my workplace are too short that it's impossible to actually build anything or observe procedures like testing, software techniques for maintaining oop code, telemetry and other things I may have learnt along the way
So application templates are the order of the day. They pull solutions off the shelf, edit the interface, hand over to clients at an alarming rate (sometimes, within a matter of days!). So yesterday, the cto asked for ways I can recommend that the team is made more efficient. He takes what I say very seriously, owing to Suphle's appendix chapter as well as the issues its blueprint set out to solve
Like I said, those do not apply here. I mean, the developers I've met are making do and winging it. I'm the one struggling to adapt to rummaging through templates and customise shit
Maybe I'm over thinking it cuz there's no sense in fixing something that's not broken. So far, only flaw I've observed (because the product designer has complained to me bitterly that the devs hardly ever translates his prototypes verbatim), is the need for a dedicated mobile developer (not that multifunctional, confused portfolio called "fullstack). But I didn't raise this since the time frames hardly even afford time for writing apis or writing mobile code. You'd be surprised to realise that everything a client can possibly ask for is already somewhere, built at a higher standard than you can replicate
My question now is, what other positive novelty can I bring aboard? How can this process be further optimised? If it can't, what suggestions outside regular software development or this work flow can I bring to the table?
Personally, I'm considering asking him to tell me bottlenecks if he has identified any. But it's very likely that he would already have begun working towards it if he knew them. I suspect he needs someone outside the system to see what is lacking or a new addition that could even be a distant, outlandish branch of the tech market, but drive the company towards more profit1