I LOVE UEFN

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 :synagogue:

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:

  1. Event binding: Its so fast and helpful, even at its current form. I use it for everything.
  2. 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).
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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!

I agree that you can do a lot of things and that the better is yet to come with studios starting to emerge.

As a dev, I’d not say that I’m happy with everything they provide, you can indeed do a lot of things, but you often got to work your way around. I don’t know about you but I’ve marked every workarounds I had to do to get things done and there are a lot.

But I guess it’s great to have good vibes aswell :sweat_smile:

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I’ve made over 500 posts about bugs and feedback, but sometimes it’s good to appreciate how much work has gone into the engine in such a short time. I am making a game and the engine provides most of what I want to do and allows me to make it look great, so I am happy

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Isn’t there only buggy MoveTo?

Regardless of how you move the character, you can attach other actors to them, or their limbs. That’s what I was referring to (like attaching a mutator zone to a creature, then moving it either with sequencer or verse)