I 've made 2738946294 posts about how we can improve and fix UEFN, but this is appreciation day. Building Domus Mortem with UEFN and seeing how many times I wanted to do this cool crazy thing and the engine ALLOWED me to do it, is incredible. I feel like I was released from creative prison and the sky is the limit.
Want to attach a device on a moving character? Check
Want to animate something but not have it show in the stage before the animation? Easy
Want to add sounds that mix together? Done
Want to blend a character’s animations so it doesn’t snap? 3 clicks
Does the game look wonderful when you build it? Lumen is absolutely eye candy.
Want to make a trigger that fires off a sfx? Event binding gotchu brother.
Want to make a growing root vfx? Niagara can do it.
The game is agile (not fully, but for the most part), good looking, and powerful; I am having so much fun building at the moment. Once the development is complete, I ll make a post mortem to showcase what worked and what was an obstacle.
My only struggle - don't read if you don't want constructive critisism
So far, only verse is being a pain, because I feel I need to learn a hard foreign language just so I can do a simple thing, I can’t wait for a simple interface for that thing (and trust me, I tried giving it many chances). Please gods of development, spare your peasants with some UI/UX blessings so we can use it
But back on topic, imagine how much more powerful UEFN will be in 4-5 months from now, when/if we get AI or player/camera controls. The sky is truly the limit.
My top things in UEFN atm:
- Event binding: Its so fast and helpful, even at its current form. I use it for everything.
- Devices: They are stable and all event sends work correctly, simple settings and tooltips that explain what the setting does (at least from what I am doing).
- Sequencer: This is an incredibly powerful tool that very rarely did not have something that I wanted to do. Not perfect, but so incredibly powerful. Cinematic Sequence device is my most used device because I use sequences for almost everything.
- Lumen: Such a source of inspiration and motivation to build something and get this incredible lighting allowing you to tell stories and visualize a space with such realistic and cool-looking visuals. I can’t get enough of the tool, it’s so incredible. Also after figuring out volumetric shadows, I was even more blown away by how good this looks.
- Audio player/Radio: Does everything I want it to do, love it. Please don’t raise the volume of audio in the future (everything plays at 1/3rd of the volume rn, leave it always be like that). Love the cues too because I can quickly add delays or play things one after the other without placing many devices.
- Memory: From what I ve seen so far, both memory for cooked assets and custom ones is great for the scope of my project and I haven’t run into any issues with limits so far. I am around 73% completion of the project, my memory is around 70/100k and the project size is at 21%, so everything is looking dandy.
- Verse: Even though I blame the heck out of it, it is powerful and stable. I am slowly delving into it with baby steps because it allows for even crazier things that I can do currently, so it’s my go-to when I want to cheat UGC with a little bit of game dev.
I am in love, and hopefully, after I publish my project if Discovery behaves and doesn’t shadowban randomly my game, I might keep working on projects like these. Alright, back to work then!