Do all the things like ++ or -- rants, post your own rants, comment on others' rants and build your customized dev avatarSign Up
From the creators of devRant, Pipeless lets you power real-time personalized recommendations and activity feeds using a simple APILearn More
Search - "unreal engine"
Almost every really successfully project...is open source.
- The Chromium Engine
- All the Apache Stuff
- Unreal Engine(WAS closed source)
and so many more
Open Source is the best way to build known, stable and useful software30
Had a video game thought a few years ago. Wrote it down. Created a board game of it last year. Tweaked it. This year I am diving into Unreal Engine 4, Maya and C++ to make it come to life...8
No... No... No!
The game engine is not in charge of code optimisation, if your program runs like ass; it is 99% going to be your fault...
Sick of seeing people judge engines because of the poorly optimised things made in them by half assed developers... Why do the good things never get any attention where the shit gets all of it... Why?!
(Just had someone crack the shits at me because I'm not using a 'real' engine and am not a a 'real' developer because I'm not using unreal... So I'm in a fan-fucking-tastic mood after that :-D)2
Oh god, my first proper rant...
Ok, I am finally fucking sick of all these people shit talking game engines because some people make shitty games with them.
What does it matter what game engine someone uses, unreal engine, game maker, unity, it doesn't matter what you use.
If you think an engine is shit, make your own engine from scratch with all your code, Jesus Christ people -.-10
This is the day guys.
Finally decided to move entirely to Linux.
Just swaped my old dual-booted Ubuntu/Windows HDD with an SSD and installed the lastest version of Ubuntu and all the software I needed.
I fucking love this feeling 😄😄11
Finally getting some upgrades for our office workstations!!
My work-pc still rocks 3rd gen core i7 with -40% performance loss because of spectre/meltdown patches and 1600 mhz ram. Its been a huge pain in the ass. Building unreal engine from source literally takes a day, while on my home Ryzen 5 it takes an our.
Ryzen 7/9 babyyy!!!
(I might even be able to talk them into a threadripper, wish me luck 😀)4
My manager just left the company to become a independent game developer. His game is also available in steam as early access.
He just became extra cool to me.
And he is using unreal engine for it.
That made him extra cooler to me 😁3
Game is underway in unreal engine!
Been doing the art for a ridiculously long time, got help from many people! All sorts of suggestions, and great ones too! I've used paint dot net because it is reliable, Im not a great digital artist but can do a decent job!
So what's happening now is that I'm working on the maps and going to start on the character design tonight.
I have less than a month to get a huge portion done but I hope I execute it at an international standard! :D
Here's a preview of the basic part7
My dadddddddy, he got me a computer when i was 6/7 and i used to go on it everyday (mostly ms paint drawing the most bullshit stuff 😂 and pirating games like gta vice city 😍) and then when i turned 10 he told me about programming and he introduced me to scratch loved tht shit😍 so i started teaching my self VB.net , the regular beginner copy paste and then when i was 12 i finally learnt c# and i downloaded unity, unreal engine and cry engine and tons of others but stuck with unity and now im just waiting for school to finish so i can start to do programming with out being interrupted by homework🙄18
After searching internet for a good way of moving object in CardboardVR i said fuck that.
Learnt Ray and little C# (I know microsoft stuff but well i cant use Unreal :( )
I created my fucking own move system when user is holding the button.
Woooow they didnt lie Unity is really easy to learn.
While yeah sure i would be more happy to use Unreal Engine but my GPU compiles the Shaders completely wrong and they are purple in Unreal so i cant use Unreal.10
Definitely Godot Engine. One of the greatest and easiest Game Engines I have ever used! Lots of great features and there are getting more and more!
The inbuilt programming language GDScript is really awesome too! It's a custom language built extra for the Engine, which makes it super easy to use and integrate! The syntax is a bit like python but better.
Because it's not as old as unity or unreal engine, it's not as feature rich. But I think that's okay. It allows you to get used to the current existing features, and then heading on to the new ones.
What I really enjoy is that, just as in this community, you can just talk with the creators of the engine. Asking questions, suggesting features and discussing things! They'll answer nearly everything!
Not to mention the graphics! They are really good and are nearly able to compete against Unity!
There's also a visual language you can use. Just like Unreal Engine Blueprints! Never tried it tho...
The scenes system is very easy to understand. You basically have a lot of "components" which you can use in each of your scenes. This also allows for making simple extensions!
All in all, a great engine! If you are a game developer I can definitely recommend trying it out!2
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
My Unreal project right now:
And people ask me why I like Lisp. A Vector is a Vector goddamit! Half my project is now just parsing the same variable to the different functions. sigh....I hate this.6
Installing Unreal plugins from github be like:
clone, try to build
me: can you tell me why?
me: With the powers of MS VS I command you, tell me why the fuck you aren't building!?!
unreal: yeah I need that dependency in this plugin fo rmotion tracking
me: we don't do motion tracking *comment it out*
unreal: there I build it.
... I feel like I was a Karen, went to talk to the manager (VS) who gave me a proper explanation to why the employee had to behave this way.2
Roblox has come a long way. Been working on what started as a small project and now its been about 2 years and its finally coming together! As roblox still has ways to go to make it easier on developers. I cant wait to move to unreal engine and make somthing great!22
Unreal Engine SDLC:
1. Start Epic
3. Start Unity
5. Open Project
7. Wait more
8. a bit longer...
9. (it usually crashes here, or freezes, in which case go to 1)
10. Game opened, make modifications in C++ codes
11. Wait VS to load
12. Wait VS to parse all the file in solution
13. Make changes
15. Run from Unreal
16. (sometimes, go to 9)
17. Goto 9
19. Goto 9
20. Congrats on finishing the game, and losing your patience8
I get it, Unreal Engine's Blueprints are for quick mock ups, but man, that shit is really complicated, more than coding the same thing on C++.
God, I'm frustrated with that, then the "boss" decided to do an "online survival medieval rpg" game, seriously?
Don't you think that it will fail? LIKE THE THOUSANDS BEFORE?
At least I'm getting experience ¯\_(ツ)_/¯1
So I was trying to start learning Unreal engine. Created two classes, added 3 lines to one.
The engine crashed and now also crashes when I try to open the project. Learning is on track!1
I feel like Unreal Engine for Linux is obsessed with compiling stuff:
Want to get Unreal Engine? Here's the source code, go compile it yourself.
Installed that, let's launch it. Compiles more stuff.
Now you're on the project selection screen, good job! Imma compile these shaders though.
Want to make a project with C++? That means I'll have to compile some more stuff...
If only my CPU wasn't a potato it wouldn't be so bad.1
Unreal Engine adventures:
me: So ok, I need a map from int to String
Unreal: ya but it's called TMap, FCompactPoseBoneIndex and FName.
me: ..uhhh ok whatever
me: ok for debugging, please print this
Unreal: FName is not a string
me: k. Fname.toString().
Unreal: ya but it aint a TChar array now
IT'S A FKING STRING JUST PRINT IT. And the other guy is still an int with extra steps! Come the fuck on now....
I mean, honestly, a logging function that cannot print a fking FString? sigh...
Man, I miss python and blender...8
Fuck this shit.
IDK how this even makes fucking sense.
I apply for a job im fully qualified for.
I get a no
I misread a job offer. I read it as C++ programmer. They wanted C++ unreal engine programmer.
So i applied.
Not being even qualified for the job. I was thinking i was but when i read the UE part im not.
I got an offer.
WHAT THE ABSOLUTE FLYING FUCKING HELL PEOPLE ?
HOW DOES THIS MAKE SENSE.
Ofc i refused the offer as i know nothing of UE and they wanted a small project to show skills but they were very much interested.
Can anyone explain how this makes even sense ?5
Unreal just changed their licensing model, it's now free up until a gross revenue of $1mil, after that it's the usual 5%.
BOI I'M FUCKING PUMPED.12
Oh my FUCKING GOD i HATE VISUAL STUDIO CODE, I just wanted to FUCKING OPEN A C++ CLASS IN VISUAL STUDIO 2019 FROM UNREAL ENGINE but for some FUCKING REASON my SCRIPT EDITOR WAS SET TO FUCKING VS CODE, and now 80% of my FUCKING CPU is being FUCKING USED AND I CAN'T FUCKING CLOSE IT AND ITS FUCKING FROZEN SO I CAN'T EVEN EDIT THE CLASS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA anyways thankyou for coming to my ted-talk9
Unreal Engine fun continues...
so I need to set limits to rotations within a skeletal mesh. So in other programms, like blender, you can specify a limit per axis, setting max and min angle. Makes sense, right?
1. Let's call rotations sometimes xyz, sometimes roll pitch yaw, and sometimes swing1 swing2 and twist so that nobody knows what it is anymore.
2. IK node 1: limits? what are limits?
3. IK node 2: ok, you can set angular limits but they are all symmetrical to god knows what and to all axis apperently.
4. Physics: yeah you can define joint constraints but we give you only symmetrical constraints also
WHY. Were does this make any sense? One node is not like the other, and they talk rotations but use 100 different terms for them, since, hey, why the f not. And let's limit everything symmetricly so you can only set one value or have to fiddle with offsets to achive the range of movement you want.
I mean, one could just stick to xyz (or even roll/pitch/yaw, whatever) and min/max but hey, that's one extra field and then it would be easy to use. Who would want that? ....10
Exported my first cutscene into a video from Unreal Engine, I'm unrealistically happy :D
It's just following a course, doing pretty much the same things and it's not nearly perfect, but it's still a nice apartment display with a good amount of details so I'm still proud of myself :)2
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
while bottle.contents > 0.0 and time.datetime():
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.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
For you game Devs out there,
There should be a UE 4.20 this year... Gives a whole new meaning to baked lighting 🌿💡4
1. Be better dev/human
2. Do all personal projects TDD
3. Finish that unreal engine course that i bought last year january
Convo with me an my friend today (i purposefully left out my opinions and reactions):
Friend: i want to learn c#
Me: sounds good, but I'd go java if i were you
F: yeah but i want to do unity
M: sounds good, but I'd go with unreal engine if I were you
F: what language is unreal engine?
M: C++, but if you want to make apps, go with unity
F: yeah I want to make an android app
M: sounds good, but I'd try out renderscript if I were you
F: yeah I've used that before
M: oh really? What does it do?
F: I don't know
M: its for gpgpu because android game devs needed better performance
F: yeah I've used that
M: what does gpgpu stand for?
F: umm… i know what gpu stands for
M: okay dude, you didn't use it
F: yes I did, I made a cypher
M: dude, you didn't use it
F: yes I did!
M: what does gpgpu stand for?
*five minutes later*
M: *checks phone*
M: *sees text from friend*
Text from friend: dude it was general purpose gpu1
I want to get into game dev, but don't know which engine to choose, Unreal or Unity. Both would be free, because Unreal is free for students. I already know C++, but I think it depends more on the API than the language itself. Maybe I would like to create games for Android too.
Which one would you recommend? Any experience?6
the fking piece of technology which is unreal engine... you spend a lot of time on rigging and preparing a beautiful skeleton in blender, you are finally done, and you want to export it as fbx. But nooooo here are like 100 hoops you have to jump through and another more 100 blender settings to set so that the mighty unreal "might" accept your humble offering of an fbx and break it 10 times in the process....
this is rediculous.
The error messages are useless. "mimimi you have multiple roots" "mimimi same named objects". Ya sure, and when I use the older fbx 6.1 library for the export suddently these are fine? hmmmmmmm
Worst documentation? Unreal Engine 4's documentation on editor customization (custom panels/windows and whatnot). It might have improved in the last two years, but the last time I made a custom editor there was almost zero documentation on the matter and on their Slate UI framework. The little documentation that existed was very vague and had awful examples.
I don't remember very well, but I think it took me close to two weeks to get something very basic working. I had to read a LOT of C++ code filled with generics and macros to figure everything out, but after I did I enjoyed a lot working with that stuff.
I just don't know how I was able to do that, working with UE4 was a pain the butt every. single. day. Runtime error on the gameplay code? Too bad, the whole editor will crash and then take ~40s to reopen. It was crash after crash, ~1min of compilation time for any little change to the code, so so so so much frustration.
I do miss a those times a bit though, because even though it was hard, it felt good to feel competent, to know something complex reasonably well to the point I could help people on forums. Today I always feel I don't know enough about the languages/frameworks I use. It's kinda depressing, it takes a huge toll on my self confidence. But whatever, let's keep going, one day I'll get there :)
Unreal Engine + third party library adventures part2:
now we gotta parse everything from unreal formats, to the library formats, than back to unreal again... sigh. Why can't it just use normal data formats like everybody else? I mean, come on, strings, ints, vectors etc. they all have standart libraries. why does unreal need to make their own shiet out of it. Just why...2
You know what I really like? When apps override the scrolling behaviour...
Yes, I really want you to disable my scrolling settings and enforce your own goddamn scrolling logic, it's so great to have shit I'm used to being forcibly removed from me.
Biggest surprise is the latest place I've seen this is Unreal Engine :O Scrolling the news in the launcher is slow as fuck.2
How often do we come across IT managers who don't plan their work properly?
I teach software development and programming at a vocational school. Our IT manager said that we got a certain budget influx and that he can procure new computers for our teaching facilities. I happily agreed and hinted that i would really like some new hardware with proper graphics cards so i could do a few small projects with Unreal engine, Unity3d or use adobe products without hardware lag. The new computers arrived about a week ago and then the "fun" started.
He had ordered some PCs with proper graphics cards and processing power and talked about putting them to up in my classroom, so wheres the "fun" i meantioned? He only ordered half a classroom worth of them - i guess the budget didn't allow for more. A week later i was supposed to move to a new room and was waiting for my new computers to be installed and yet the IT manager said that my computers would be moved along with me. I was appalled - what had happened to the new PCs he promised?
Turns out he had put em up in another building without notice, a teacher there wanted to do an extracurricular movie making activity (that included a bit of video editing at some point). That classroom is always in use so me getting more than 1-2 hours a week in there is nigh impossible.
In the end i got no new computers, hardware or software.... he didnt even bother to switch out the 2 "temporary" laptops i had in my classroom since 2 years ago due to a small shortage back then and even these have an old image that didnt include a third of the software i normally use.
PS. He had about another 2-3 classrooms worth of new PCs but those were promised to the other IT teachers back then....2
You know apple has its dick deep inside your ass when you buy a Macbook pro with no discrete gpu for game development(unreal engine) and then shell out $1500 for a fried cpu.18
What is something I can complete in a week (let's say 30-40 hours) as a newbie (I made an android app, played around with engines like unity and unreal here and there, tried some c#, and I always mess around with the linux command line, my RPi, etc etc)? I'll start working in a dual-studying job ('applied CS') in 2 weeks so I'll have enough learning-without-doing to do. I just want to learn something by doing something useful (e.g. a small android app that I can put ads in or sell, or maybe provide something for free that people like. I don't want to write my own engine( that'd take very long anyways) or make a compiler because I feel that'd be kind of useless and even though it'd probably be fun, I would lack initiative.5
We have 100% access to Unreal Engine 4 Code, but it is not Open Source. so is it legal if we fork it, heavily modify it and re-brand it ?6
Unreal engine adventures part 3:
Code compiles. Everything is fine. Close engine and open it up again since I'm coding a anim graph node and it does not update it unless you restart it.
Why the f. Like even if one node is buggy than glag it red and stop execution of it. Why does the entire engine decide not to start instead? That's utter bullshit! And all this because of an array out of bounds? Really? And this thing is supposed to be professional? Come on...6
when Unreal Engine became free to use my Uni refused to install it repeatedly claiming that "no one wants to use it" although basically every student asked for it. I learned Unity instead. Dont get me wrong, Unity is great, but I still havent really got the hang of Unreal and I just cant find the time to dive in.
This is especially frustrating when I see alot of Unreal jobs in my viscinity.8
The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3
when you are so used to Unreal Engine crashing while trying to debug your code that you're actually suprised when it doesn't x'D
ya I'm pretty sure I'm not debugging it in the most efficient way, but oh well. Progress I guess.
Just realised I had been gifted a tonne of Udemy courses covering Unity 2D and 3D, Unreal Engine, android studio etc...
Well... Know what I'll be doing over a few weeks!2
Quite a few years ago (late 90s, early 00s maybe) I remember watching a TV show where they demonstrated what virtual reality might be like. It was all rough polygons, no lighting or texturing etc.
I'd heard about the Oculus Rift and considered trying it. I get motion sickness sometimes from certain 3D games (Deus Ex, Portal, sometimes even Minecraft) so was hesitant. Last week, decided to just get one and see how it went.
Didn't expect it to be as good as it is - compared to what was envisaged ~20 years ago. No motion sickness. Not only was the graphics detail amazing but the responsiveness is insane. In another 20 years time what will there be?
Anyway on dev topic: Now it makes me want to play with a 3D/VR engine. Considering Unreal Engine but not really sure where to start learning. Maybe a book? Though reviews tend to say they go out of date quick, I do prefer a physical book for learning tech stuff.1
I just played a few old maps I and a few steam friends made and it brought back the feelings. I had to open a few maps in hammer (Level editor) and see myself around.
I completely forgot the controls in hammer and had difficulties to recall how to import assets from a custom map. Everything was clunky.
It kind of makes me sad when I look back. I wish I could still map - but the school will start tomorrow and I guess I have no time for that. The same thing happened with playing the piano. Once I reached a certain skill level, I stopped although I loved it. I stopped progressing.
Unreal engine isn't fully my thing, I feel uncomfortable working in it, though I still want to make games. I found myself not opening it for a month or so.1
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.
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
Soo, i just downloaded unreal engine, let's connect it to clion and write / learn some cpp i guess5
unreal engine is soooo much fun! You set a reference pose for vr motion controllers and expect them to have positions relative to it, and also expect them to be right in front of you. Well, no, they go completly wonkers and get beautiful positon values of 23874 2387236 2032938 which is way out of the world. IN WHAT FKING UNIVERSE DOES THIS MAKE ANY SENCE?!
Just because I parented them to a a scene object way within my character?! WHAT THE FK I followed the nice tutorials. What is this BS and why is it so fked up!!!4
I am .NET dev for a while now and web development was mostly my area of expertise. Lately, i got a bit bored with all this and as a passionate gamer, i wanted to try out game development in unreal engine. Naturally i had big plans and went for big PC game but soon realized what enormous task that is. That's why I decided to test myself with mobile games first. Here is the link to my first game created :) https://play.google.com/store/apps/...
If anyone is interested in checking this out i would like to hear your comments and remarks.1
when you think you're done coding and can finally start writing...
So you guys have seen my Unreal Engine adventures. I have to use a plugin for it, on top of everything, to extract some data. I've been using this plugin since ages on another pc, but now I had to set it up from scratch since this is a new project, new models, etc.
There is a new version. If I use the new one, it will break the chain which is to follow.
The old version is so legacy that the guy who wrote it does not remember how to set it up.
After hours, and tons of hacks and outcommenting stuff (there is physics involved with which I do nothing), it finally starts doing something. Finally!
Although I'm slowly loosing my sanity in the process....
Even if it now records the data, I cannot say if this is good enough or if the poses are all wonky now.
And that is my masters thesis. Submission deadline is on monday. Ha.
Ironically, since the start of this thesis, I felt like this will either make me or break me. ;D So much fun... FK2
The question about which I am curious is that why the Godot Engine is so fast even in low end pc for making games rather than unity and unreal engines?5
Having a hard time finding work. Jack of all trades, master of none. Went to college for a while, but never finished a degree. Mostly self taught and can easily learn on the fly.
Can program, 3d design and model, ins and outs of unreal engine 4, web stuff, can do IT work, knows VR standards and tricks, powerful desktop and powerful laptop, plenty of uhd cameras, knows Android and ios, etc.
Where do I look? What can I apply for? Can I make money on my own? Can I provide a service? How do I sell that?
Unreal Engine 4 Documentation sucks. Before my exposure to Unreal Engine 4, I have experienced different API reference/documentation in my life. Every one of them was elaborate- every parameter and return value was described (sometimes with example code), even though I didn't understand everything. But the UE4 C++ API reference is the worst fucking thing out there. Code excerpt is a luxury, even the parameters of complicated functions are not detailed. Look at the image, how the fuck am I going to understand what these parameters do! I checked it on the visual studio; some of the parameters have default values, which were not mentioned in the reference either. Looks like, they want to make money by selling their books and courses. I hate my fucking life! I hate this world!6
Anyone with game development experience? I'm thinking of doing a game development side project soon. Not expecting the best results, but games like cuphead, hollow knight and salt & sanctuary inspire me (2D platformers).
Will PyGame or LibGDX suit me fine or should I use a bigger engine like Unity or Unreal?8
Unreal engine on Linux is pain to fucking build.
I have issue building it because i have clang 10 and last supported one is 8. Well even arch cant fucking build it. I think i might just create a VM and share the source to it and build it in there and grab the executable10
Every time I check my old codes i start insulting my self..... How the fuck was i that stupid..... Still Stupid tho but i m progressing :D
I m learning to code by myself without any instructor :').... I wanna use unreal engine but i forgot how to code with cpp since i m only using C# now.. made winform apps and installing xamarin to learn about cross platform devloppment :)
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
There is a deal on udemy for black Friday, all courses are 9.99€ in case anyone cares, I know it's really popular among devs.
I got one for unreal engine and one for python machine learning - they are well taught so far.5
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..
Solution: pass down the rotation value to the animation blueprint, rotate rootbone.
SUCK IT <.< See? it's not that hard, nor awkward. ffs.2
Just started with Unreal Engine 4, very basic stuff.
Any tips / tricks / suggestions / DOs and DONTs?2
Well here's a story for you. I can't work on my game till the developer of a package I use updates his package. I can't research how to add the newer features I want to add till I know what the base code is gunna look like. I can't work on my second game idea because unreal engine has a major bug since version 4.15 that is crippling the performance of what I want to do. I can't work any assets for that game till I know what performance is gunna be like after the fix is implemented. It's now version 4.17 almost 4.18 and it might get pushed till version 4.19. I need to work on something like right now because my game studio is otherwise just sitting. It is a VR / AR only studio and there is no real direction to move in at the moment till somebody other than me gets their collective shit together.
I need something fairly "quick" but still fun to play to work on so I can sell sell sell. No idea wtf it's gunna be though. The steam market place is so full of garbage that I really don't want to contribute to that with more garbage. I also don't know anyone I can collaborate with to make something interesting.
WHAT DO I DO?1
Hey Game developers,
I'm making a roulette game for a client. He wants that the motion of ball in wheel should look completely random but it should fall into desired number i.e. the outcome of roulette wheel should be predetermined, not random. Any idea how do I do that?6
Unreal Engine 4 has the worst for sure. And i mean official docs as well as forums.
Answers to most questions tend to kind of boil down to "it's easy!".
As in, that's the only thing the answer will tell you. that it's easy to do. And by that implication, they don't actually need to tell you how to do it.
Or something like "it's easy, just turn this setting on/off".
Nobody will tell you, though, which tab in what window opened by which tiny button in a property grid in a window opened by which dropdown submenu under which button in what toolwindow to find that option.
Second place in the list of worst is shaders: ShaderLab/HLSL. Because they at least don't pretend that it's easy and that they're giving you answers, they usually just don't exist.
As a frontend developer, I started learn unreal engine 4 in my spare time instead of build next js framework. I found C++ is very difficult in unreal project, even with the experience of building deep neural network for robot soccer back in university🤔11
I find it odd that I've gone from primarily doing c++ and c# in Unity in the first year to doing blueprints in unreal in the second year. I have nothing too much against blueprints (except for the crappy, broken engine it's a part of but that's for another rant), but blueprints to me seems like the dummies guide book you read before going to the challenging stuff later on when it comes to programing. I just find it a bit backwards they'd introduce that after the challenging stuff.1
When you used a whole Day to make a Ball kill a player, and All you had to do, was to allow collision while simulating physics.. Damn i stared myself blind on that shit!3
I almost never enter a commit message for my private git repos. Sometimes I even forget what I did to some of the files (Unreal Engine files are mostly binary except the config and c++ files, so not that easy to check for changes). That combined with my bad attitude to change some stuff here, then fix a minor bug there and then start something completely unrelated leads me just saying fuck it and commiting without message.1
Hi, I'm a full stack developer. I want, with a friend of mine, to develop a multi platform mobile game. It will have online matches, a scoreboard, a shop. Something like "clash of clans" or any other online game.
I read about unity, phaser, unreal engine and many others technologies I have never used ... But I don't know which one to choose and start learning. Do you have any advice? Any articles, guide about game dev? Someone who was in my situation has suggestions, or just tell his story?1
Got to find more clients who want games developed or VR applications or just Unreal engine in general applications.
This question might make you lose a brain cell because of stupidity in the question. Read with caution
Is there a way to compile a game for Windows from Linux in Unreal engine? I did google some posts but the answer was either use a Virtual machine which will not be done or use the the theoretical method of using mingw but the forum posts state that it will be tricky business or use a windows machine. I have dual booted windows with linux on my machine.
However since the machine has a 512 gb ssd most of the storage space is devoted to unreal engine which takes 47 gigs in itself and have a lot of programs installed I have a usable 20 gigs left out of 145 gig partition. Windows has around 318 gigs of storage to it but I have 100 gigs free at most. So after installing the windows sdk, visual studio with extensions, unreal engine and some other stuff I don't have much space left for myself. I need that much space since I install a lot of games to my ssd. So now I cant load my bigger projects for playing on my windows. I could use my hdd which is mostly used for backups and 100+ gig stuff. Though the hdd's are of course far slower than ssd's which shouldn't be a problem however last time I used visual studio it ate more than 2 gigs of ram for a solution meaning that the compiler has very low memory for itself to actually compile so for any large files the hdd has more of a bottleneck.
Oh and I can't upgrade my ssd's or ram because I don't have enough money.
Thanks for the answers in advance5
Being undecided, my first attempt to make a website was first made with django, then pylons, then pyramid (I know, pyramid is the "newer version" of pylons, but they are different enough to be considered different things in my opinion), my first real attempt at making a game was first made with pygame + cython, then cocos2d-x + cython, the cocos2d, then oxygine, now trying to learn unreal engine