hey guy’s I was having a build error with ue5 is there a way that once you download the engine, could that be saved in a separate folder so that when you’re reinstalling it you don’t have to sit through a massive download again?
Also could you give a shout out to Brit Walton it was her birthday about two weeks ago and she lives in pokemon and fortnite lol she loves your game!
like have an uninstall and a download option in the launcher that way you only have to get the download once.
July 2, 2022 5:16 pm
Hey guys and gals! I was trying to do this, but it doesn’t work, I was thinking that if it did I could get a better performance by disabling the collision until a pirate sails into a collision sphere to enable the collision when he’s inside that trigger volume for different islands.
in the level blueprint to assist with level partition!
that way I don’t need huge landscapes and the level partition could handle smaller chunks of terrain, if the collision was in the character movement component that talked to the level blueprint. and also return the world transform of the character to manage the world location in a straight massive open world =)
I’m thinking since collision is heavy that’s the next bottle neck
tbh the enemys don’t need the collisions if there was a new movement mode, like the robotech planes when they transform into the little half way guardian mode that would still play the walking animations, but would use a floating movement mode where when the collision is activated it switches back to the gravity to fake the missing collision on the smallest part of the landscape actor possible
also it’s be awesome to have the ue4 terrain be converted to ue5 world partition on the update too!
Monday 7:00am
i found it so rediculous cuz you literally need to develop system for every feature and asset for your game if you wanna save them all
You sent
yeah true, but at the same time it let’s you make the game that you want to play, but I agree, somethings like save load game should be built into umg I’d think
my friend Ricky just released his first game, we were just talking about that
or at least a blueprint macro
or something =)
Monday 9:58am
also when you package your game why not include the unreal logo automatic, and do an is valid check to see if that logo is packaged, if it isn’t then shut down the engine for ppl that have removed that. Also I was thinking why not do a three pin is valid, that checks to see if a license key has been purchased, if it has cool the game installs, if not the install fails, and if the key has been used multiple times it deletes the file from the computer, with a check to a page that checks for the serial number on instal from a remote database that installs secretly to a game creators computer in a hidden read only folder so you can’t unhide it unless the encryption key’s match
=)
down with pirates!!!
and have that set up on engine install for all devs!!!
Monday 12:25pm
CEO test-drives Mojo Vision’s smart augmented reality contact lens
Forget your bulky AR headsets, smart contact lenses are coming to place augmented reality displays right there on your eyeball. Last week, Mojo Vision CEO Drew Perkins volunteered to test the first feature-complete prototype of his company’s design.
ar is dead before it started for the headsets, this company might be working on an ar contact lens!!! exciting stuff if it worked with Unreal!
Friday 12:40am
it’d be cool to figure out the exact size of landscape to make an 8k chunk down to a centimeter for world partition chunks!
Hyper-accurate positioning is rolling out worldwide
Upgrades to satellites in orbit and systems down below will bring centimeter-level accuracy to the masses.
“Yea I’m pretty much stuck on how to use one control from one rig to drive a control from another rig. There’s a way to do it but it’s super clunky”
maybe if it’s possible make the control or the skeleton public, if that’s even possible and inherit from a master skeleton?
Write to Greggory Devon Addison
would something like this work with meta human and meta mesh at all?
Friday 7:18am
also maybe include a way to lose arms and legs and tails wings or a head
or add multiples of each to the control rig to attach to the meta skeleton?
if there was a socket at each bone I think to make an arm fly off at the shoulder or an elbow and apply force to it could be done with a detach from actor, and then maybe turn on physics, or make that arm a pick up that the player can track down and recover?
Friday 4:34pm
hardly puts strain on my hardware, which i wish it actually would utilize
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ikr lol it needs to query windows for hardware and adjust dynamically to the users demands
replying to my friend about the animation editor
12:28 AM
a friend just sent me this video =/
There’s A God Awful Flaw With Unreal Engine
So I found a solution to combining 2 animation graphs in Unreal that is pretty simple and makes sense. But as soon as I close and re-open the project, Unreal…
I’m srry the guy was cursing
4:36 AM
also Google drive would be AWESOME LEVEL for source control, the git and perforce uses the number of users and that extra charge for indie teams is ridiculous with the file limits