Unreal Engine is broken, why do people use it and like it?

It still does. The use of the two plugins just removes the problem of dependencies and the limitations of migration pathways. We already been using a component as SOP called the movement component which is added to the character BP by default.

The “component” is still separate it’s just addressing the controller from directly with in the controller BP with out the requirement of casting.

It’s part of yet separate :smiley:

I mean really, not really.

Characters and the movement component have to also have the specific class.
The class definition itself takes care of the casting and instantiation.

You can replicate this by creating your own character class, and extending the character class.
You can extract the animinstance, and cast the animBP on begin play via c++.
You then Store the reference (the variable can be exposed to BP in the header file).

The result is a variable you can use as the “animation” in BP which is “apparently” without casting.
In reality the cast just happens via cpp which can easily solve soft references.

Not that that’s how the ladder thing does it too - but it’s how I’d do it… there’s only one main skeletal mesh. It’s easy enough to query the “parent” for it and figure out what the animation BP is.


I’m all for doing components and animations as you suggest - completely isolated, add it in, and it provides the functionality required.

There’s also a cost to components in terms of memory footprint.
I’m not sure how likely it is Epic will go this route.

However, creating a specific component with a low memory profile that directly does just this, is a superb idea.

They really should put their R&D onto it - IMHO fat chance.
They can’t even get .27 to run ok off the launcher :stuck_out_tongue:

Maybe we should just take this on as a community driven engine mod… something they will probably pipe back in with a pull eventually if they think it’s worth it…

Well yeah that’s because your a smart guy and know what your doing and and more to the point do not accept what is handed to you as being gospel.

The problem is not an implementation problem but a usability problem as to the needs of framework building tools such as the two plugins of note. I pick on animation blueprints as to me they represent a pathway to a better solution, and I hope in the form of the game play and features plugin, as a necessary ingredient. To me anyways blueprints is nothing more than a fancy notepad as a replacement of the old school scripting process in visual form so at it’s core it’s still represents a coding solution as compared to tools that lets you plug stuff in.

Do people still code in HTML or do they now use advanced tools and just work the project ?

In the end there will still be a need for casting it’s just not a requirement that the end user needs to know that they are casting :wink: For that matter they don’t even need to know what replication is in favour of the more direct logic of “It just works”

Daily. usually noteapd++, recently moved to Atom as it includes Less for css, which is quite helpful.
Using editors (WYSIWYG) only leads to bad HTML/injected trash into code. (LESS does this too, but to an extent that it is acceptable because of minification).
It’s not as bad as FrontPage mind you. But it’s still just bad.

Then again, I even do SVG on notepad because otherwise trash is injected and bloated into it. So I’m definitely not your average design whom you should probably ask.

UE4 BP is much like frontpage was to HTML.
It makes a mess and slows performance down.
It’s acceptable, because it’s QUICK and Visual.
But if you are trying to do things right it isn’t the correct tool to use. Just like you wouldn’t use a celeron to compute Pi digits in 2021.

I agree wholeheartedly that the whole animation system needs a revamp to be more modern. (And better docs as I asked already).
Even with those changes, I’m not sure it would matter much for usability until they resolve whatever the internal issue with rendering is.

Yeah and while they put so much effort into rendering, there is still no something like Unity’s scriptable render pipeline…

Code in HTML/JS directly is the proper way to do web front end today. The “advanced tools”, like Dreamweaer, are the obsolete ones.

The actual “advanced tools” that are useful for front end devs in past 15 years are browsers’ inspectors, debuggers, js libraries like Babel, and frameworks like vue and react.

In other words, the tools that help people code better. Not the tools that make people not to code.

You should make your own engine to be consistent with what you are saying
Not only the blueprints are the tool, all the Unreal is a tool where other people have created code so that you don’t have to do it and focus on the gameplay.
You have not written a single line of code so that when you click play, the scene will be rendered, the audio will sound or the characters will move.
Bluprints do not code for you more than c ++, in the end you only call c ++ things but with boxes and spaghetti. Who doesn’t like spaghetti with meatball?

If the tool actually worked that would be perfectly acceptable wouldn’t it?

9 out of 10 the problem is that the engine is a “tool” (disparaging connotation of negative intelligence)

The front page analogy is exactly the same.

BP allows you to move stuff around and connect “things”:
You don’t really know what these are (unless you look at the kismet cpp code) or what they do precisely. You have an idea driven by an often times horribly written description that doesn’t describe much.
It produces an end result that looks acceptable.

Front page was much the same:
Under the hood it added a TON of bad code, bloating, Javascript, odd things that I wouldn’t even know what to call.
But the end result looked acceptable, so… m$ made big bucks and Netscape was a thing.

Thankfully, the engine BP stuff isn’t so bad that it needs to be trashed like Internet Explorer…
I’d even go on record saying that for what it is, it’s pretty “on point”.

The problem becomes that you have people making games - in a market where we really don’t need more games - with 0 knowledge of how things should be. Or why something works a certain way.

This extends twofold to animation blueprints.
It’s like the team making them forgot their own specifications for the animation system.
“It works so whatever” is pretty much what you get in 99% of animation related engine examples / content.

Take Foot IK for instance.

Implementing it right in c++ from 0 with 0 knowledge takes what? A week or 2 of trial and error?
How much does the content example contribute to what you need to learn??? -1 WEEK.
Because you have to forget everything it showed you before you can do it right :stuck_out_tongue_winking_eye:

This is the point I was trying to make with the ladder climb component.

Took me about an hour to figure out how it was structured and make it work with G3 and tada I had a ladder climb that normally would take hours or days to write from scratch.

same, I wish I could just mix unreal engine and unity together to get the best game engine ever lol.

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Yeah I hate to necro this thread but I just have to rant/rave. I started building a game in Unity about 10 months ago. For context, I’m a professional software engineer with 10 years of experience, so no stranger to development tools.

8 months of constant crashes, poor workflows, incomplete tools, issues with authentication, and more, have been driving me insane. What’s worse is, a lot of times you’ll post about something on a forum and the response is “Yeah that’s just a bug in Unity”. And Unity doesn’t give you the source code, so you can’t even fix the problem in the Engine yourself.

I just picked up Unreal Engine about 2 months ago and I’ve almost matched where I was in Unity from scratch. UE5 is going to absolutely END Unity. There is 0 reason anyone should be using that absolute garbage.

Its actually amateur hour over there. For indie developers, UE5 offers WAY more tools to get you up and running. Its stable, you have good support, and if there’s a problem you can always go into the engine yourself and debug it.

  • Blueprints
  • Seamless game mode
  • event tree
  • built in networking
  • far superior UI framework

the list goes on and on and on. Not to mention its just so dang polished. The editor is just so smooth and fantastic looking! Unity wants me to pay like $50/mo just so my editor doesn’t look like absolute butt.

I know this thread was started a while ago but… yeah I honestly have no idea why anyone would use Unity. Unity’s only advantage is the amount of tutorials and user created content that exists because Unity has always been marketed as the “indie friendly” engine. That’s just not the case anymore.

So while the learning curve is higher on UE5 initially, its so dang worth it. There’s a reason AAA companies use UE and not Unity. As an aside, this is anecdotal feel free to believe me or not, I worked at a AAA game company who did use Unity for one of their games, and the general consensus was “never again”. They had to enter a special agreement with Unity to get source code access and they rewrote large parts of the engine just so it would work up to AAA standards.

Unity is great for prototyping and building small, unpolished games. But that’s where its usefulness ends without a great deal of pain and suffering to beat the engine into submission so it does what you want.

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Now jump to a real engine like CryEngine and be amazed at how s * i t this engine is :slight_smile:

Very similar if not identical to what happened when you jumped from unity to ue4.

And on the plus side, I seriously doubt epic will ever manage to compete with the raytracing system that crytek came up with.

Also, it takes about a year of engine usage before you realize the epic team cares even less about you then the unity team.

The same fetures you expect to work haven’t worked and have not been fixed since inception.

This is in spite of countless reports, and user feedback, which they keep completely disregarding.

You can pull the source and fix them yourself. Sure. So can you in all other decent engines though.

This is true with epic’s very own trash, as well as with every other engine out there.
There isnt any tool which will perform as it should out the door to provide a corss platform (or even just a windows) AAA experience.

If you have the budget - then you aren’t really an indy.
If you are a company, you lock down the best possible version of the engine - somethkng like ue4.18 - and you manually bring the code up to date by modifying injecting unto the parts that need help. Which in the case of unreal may take you something like a year of development alone.

If you don’t have the budget, then you just arent producing an AAA game anyway, so what’s the point of even brining this up? :person_shrugging:

This holds 100% true for unreal just as much, if not even more perhaps, since they keep chaning the goalposts on you with stupid exec decisions.
(Which is why you lock down a specific engine version, pull the source, build, and never upgrade once you really start a project…)

No real issues on my end - the screen goes black, the card fails, the engine/game picks right back up where it now is (cpu still computes) as soon as the card comes back.
It’s proper error handling vs unreal error handling.

In some rare cases - the ones where you usually see a bsod happening about 10 seconds later - then there is a silent crash - no error thrown, the editor completely exits.

Still. Get a new GFX. That’s the sane thing to do.
You are bound to have issues over any 3d program if its overheating to where you get the issue constantly.

Note that Nvidia drivers are still bad for multi-monitor setups that use mixed settings. And that almost all programs have a lot of difficulty not giving you black screen flickers when your main monitor has hdr on. Regardless of 30x serires model (seriously this is the same from 3060 to sli double 3090tis). Unfortunately doesn’t seem like something nvidia cares about.

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that’s godot