#unrealengine
You can now create branching dialogues without writing any code!
Check out the completely free and open source #UltimateStarterKit plugin: https://github.com/hfjooste/UltimateStarterKit/releases/tag/3.0.0-beta8
#gamedev #indiegame #indiedev #madewithunreal #unrealengine #opensource #plugin #ue4 #ue5 #screenshotsaturday

The verdict is in. No, not that one. Or that one. Or that one. That other one hasn't even started yet. Use the #Nvidia Studio Driver, not the Game Ready Driver. It has some weirdness occasionally, but it doesn't crash like the Game Ready Driver does. I'm getting work done, and that's scaring me. All of the tweaks I did had vastly less effect than changing drivers did. #UE5 #UnrealEngine
I added more mages and warlocks to the foes battling each other on the plains I have to name. When the orc warriors attack, you can see them swinging hatchets from a distance. Now it's also blazing orbs and fireballs, too. #UnrealEngine #UE5
I've released v3 (Beta 8) for #UltimateStarterKit. It includes a few minor new dialogue features.
You can download it here for free! https://github.com/hfjooste/UltimateStarterKit/releases/tag/3.0.0-beta8
#gamedev #indiegame #indiedev #madewithunreal #unrealengine #opensource #plugin #ue4 #ue5 #screenshotsaturday
Where do you prefer to follow the development of an indie game you're interested in? (where development is too early for steam)
#indiegames #indiegame #gamedev #devlog #games #game #roguelike #roguelite #shooter #topdown #videogames #godot #godot4 #godotengine #unreal #unrealengine #unity
Realizing that a dev, whose blog and work in UE4/5 you've relied on for years, just isn't on the internet anymore- is kinda like that sense of someone walking over your grave.
Anyone know if Michael Allar ended up over here post-Twitter? Because woooooow their #UnrealEngine work/documentation/blogs are incredibly important hahhhhh
(this person: https://www.twitch.tv/awesomeallar/ https://github.com/Allar/ )
This is codes in the constructor.
bRunConstructionScriptOnDrag = false;
UBlueprint* Blueprint = Cast<UBlueprint>(GetClass()->ClassGeneratedBy);
if (Blueprint)
{
Blueprint->bRunConstructionScriptOnDrag = false;
}
Is this for the best? It make me feels not comfortable.
from : https://forums.unrealengine.com/t/how-to-set-run-construction-script-on-drag-in-c/61215

@bitinn This problem I wrote above was better case. When I'm digging about why some infomations are lost after packaging, and that was revealed it was about reconstruction procedure, that case was really hell. AActor::RerunConstructionScripts() made me sad very many times. #unrealengine
Let me tell you how we bring you the power (literally) to take your base building to the next level (also literally): Use power relays to construct multi-floor buildings. Read all about it on Steam:
๐๐ชถโฌ๏ธ
https://store.steampowered.com/news/app/1384060/view/3682302466057220645

- GetWorld()->WorldType == EWorldType::Type::Editor : Sometimes its value is "EditorPreview"
- virtual void PostEditMove(bool bFinished) : Within moving in the world, bFinished is false.
That's all. I want to more solid thing, but it seems all what I can use.
Ah. Difficult.
PostEditChangeProperty? It has same problem. PostRegisterAllComponents? Same.
The solutions I found until now are:
- virtual void PostActorCreated() : Maybe this is what I had to find first. It is called only once within spawning in the world.
- HasAllFlags(RF_Transient) : If actor is temporary within being drag and drop from the contents browser to the world, this value is true.
Construction script in the Unreal Endine is evil. It is called very many times. If there is some other actor reference to have to communicate in the construction script, there is a risk to lose information when it is packaged.
OnConstruction is free to lose in packaging. But it is called very many times, too. When I drag and drop it from contents browser to viewport of the world, it is called 4 times. I had to find something different.
After a little pause for the firesidejam, I'm back on my citybuilder !
There's now water, food and civilians, 5 types of buildings, range indicators with the effect the building has on tiles and a couple of quality of life features.

Today I've found myself an interesting bug to squish.
Sometimes, randomly, our road editor tooling manages to reference invalid objects.
But of course it doesn't crash outright, that would be too easy. It crashes later, when #UnrealEngine tries to show the referenced objects in the Details panel.
Soo, work today is going to be fun.
(Unironically, I love debugging challenging issues.)
I've released v3 (Beta 7) for #UltimateStarterKit. It now supports audio files for each dialogue entry!
Download it here: https://github.com/hfjooste/UltimateStarterKit/releases/tag/3.0.0-beta7
#gamedev #indiegame #indiedev #madewithunreal #unrealengine #opensource #plugin #ue4 #ue5

Have been working through my next project of my Unreal 5 with C++ course :ue:โ. Toon Tanks - it'll be a simple 3rd person shooter where you roll around as the tank and have to blow up enemy turrets, while dodging their shots.
This one's been pretty intense, teaching about forward declaration, and building the the entire pawn from code.
#unrealengine #gamedev

Memoria Project remakes Final Fantasy IX into Unreal Engine 5 gameplay demo
https://www.youtube.com/watch?v=BaMiPb6KiWo
#FinalFantasy #FinalFantasyIX #MemoriaProject #VideoGames #UnrealEngine #UE5
I solved this problem by moving the actor reference storage container variable to the custom AWorldSettings, from engine subsystem.
It would have been nice if it had been like this from the beginning. I did not know well about the AWorldSettings at past. AWorldSettings is the first actor in the array of actors in the ULevel.
- In a place related to the actor's regeneration phase, such as the actor's construction script or OnConstruction,
- if there is process to write reference of actor that placed in the world, to outside of map, such as the engine subsystem,
- the GC check will fail in the process of the opening the map and the editor will crash.
I solved the editor crash problem pretty easily, but I'm struggling with the slow work in the part where I write why the crash occurred. But I have to use this well and show it to my future self. Because he will surely make the same mistake again!
Pop-up content browser (via CTRL+B) in #unrealengine 5 is really nice, actually. It's like a small thing, but I really appreciate it.
I've released v3 (Beta 6) for #UltimateStarterKit. You can now add dialogues to your games without writing any code! More features coming soon.
Download it here: https://github.com/hfjooste/UltimateStarterKit/releases/tag/3.0.0-beta6
#gamedev #indiegame #indiedev #madewithunreal #unrealengine #opensource #plugin #ue4 #ue5

It's time for #UnrealEngine XMas in June!
Five assets free for the month assets given away on the asset marketplace. Yours to keep forever if "bought" before the first Tuesday in July.
We go hands-on with all 5.
https://gamefromscratch.com/unreal-engine-free-assets-for-june-2023/
We also showed a few shots of our protagonist.
It's been a lot of work to get the model close to the actor who played Cronach in the trailer, especially since we didn't have any scans of his face, or even good photos without facial hair.
(One day I might show a timelapse of the 12(ish) iterations we did. :))
#UnrealEngine #UnrealEngine5 #UE5 #SwordsAndSorcery
#swordandsorcery
#Conan
#celtic



Finally finished the 3rd project in my :ue:โ course!:ablobcatrainbow:โ
Lot's of learning about pointers in C++
The object manipulation (picking up, dropping), moving walls and object detection (pressure plates) were all coded in as C++ classes.
#unrealengine

Disappointing: Apple working with #Unity for 3D environments, not #UnrealEngine. Unreal's Lumen and Nanite technologies mean hyperrealistic environments don't require incredible processing power. #WWDC23
The game I've been working on for over 5 months now has been announced:
Kromlech - an early iron-age inspired swords and sorcery action adventure.
Main inspiration for combat is Severance/Blade of Darkess. It's running on UE5.
Here's some art I've done and you can watch our (live action!) trailer on YT and wishlist on Steam. :)
https://www.youtube.com/watch?v=vYF3AyuU8Ok
https://store.steampowered.com/app/2406680/Kromlech/
#SwordsAndSorcery
#swordandsorcery
#Conan
#celtic
#UE5
#UE
#unrealengine5
#unrealengine




Looking around briefly, the base model of the system UE expects developers to use is $2600 with only 16 cores, not 64. None of Amazon's suggestions are close.
If you're a disgruntled former #UnrealEngine developer with a rockin' system you'd rather not set eyes on again for the rest of your life, I'm here for you!
Well. Well, well, well. 32 cores and 64 threads vs my 6 cores and 12 threads. No wonder #UE5 HLOD builds were taking so long. I might not live long enough to see one finish. ๐ชฆ
If anyone has one of the above systems laying around collecting dust, in addition to the OLD RAM I offered, how about OLD CD ROM DRIVES!!! ๐ฟThis is an offer you can't pass up! Hopefully! Because you have a super PC laying around. Collecting dust. ๐ C'mon #UnrealEngine. What's this cost? Five grand? Ten?? I can't look. ๐ซฃ
Forget it. My MB is 5 years old. An antique.
#UnrealEngine added a line to #UE5 docs 4 devs. Suggested:
Power Supply: 1000W โข RAM: 128GB DDR4-3200 โข Processor: AMD Ryzen Threadripper Pro 3975WX Processor - 128MB Cache, 3.5 GHz base / 4.2 GHz turbo, 32 Cores / 64 Threads, 280w TDP โข OS Drive 1 TB M.2 NVMe3 x4 PCI-e SSD โข DATA Drive 4 TB Raid Array - 2 x 2TB NVMe3 x4 PCI-e SSD in Raid 0 โข GPU: Nvidia RTX 3080 - 10GB โข NIC 1GBPS on-board + Intel X550-T1 10G PCI-e Ethernet adapter โข TPM Compliant
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd

Based on the log file, #UnrealEngine (and the computer running it) went down at about 9:30pm. Oh, joy.
Swell. I fell asleep in the 8pm hour. Woke up at 1am to discover the Mac had rebooted. Uh-oh. 2 digital clocks in the kitchen hadn't glitched. The Linux box was off. Oh, no. What about the Windows box 7+ days into a 10-day build of HLODs for #UnrealEngine #UE5
Off.
It was powered down.
Oh, swell. Swell, swell, swell.
Drunk & power pole? Budget said nope right now and no UPS for arbitrary glitch? We report. You decide.
I'm in a surprisingly good mood. Compared with fascism, what, me worry?
Dialogue choices are now implemented. Just need to fix a few bugs and document everything before releasing this update!
#UltimateStarterKit #gamedev #indiegame #indiedev #madewithunreal #unrealengine #opensource #plugin #ue4 #ue5

We had a power glitch! Nervously I turned on the monitor for the Windows box.
Approaching 166 hours of building HLODs. Still running. Whew!
#UnrealEngine #UE5 5.2 with an 8K landscape is crashing, tedious hell to develop with, but pretty. Really, really pretty. In-game it's lovely when it all works. In-editor it's... a joy forever.
Some minor updates to my #gamedev #indiedev #unrealengine #ue5 experience
https://www.youtube.com/watch?v=_SKErlTmTfs
-First person camera no longer inherits camera roll while dancing making the experience less nauseous
-Implemented first version of "out of body" camera and camera transitions
-Strung all the dance animations together so you can maintain dancing state as long as you want
-Started rhythm game level
Still not her real body but it looks better than the buff dude I was using.
https://www.youtube.com/watch?v=gnh9nKtzOT0
#gamedev #dance #dancing #gaming #indiedev #unreal #unrealengine #unrealengine5 #dev #development
Also, unlike rendering, I rarely see people talk about setting up a ground truth value in physics then tune settings towards their needs.
Does PhysX rely on realistic physical properties (which Unreal use)? If not, do you just set a value that feels right?
the BlueSuburbia demo is now available on Steam!
๐โญ๐
"Forgotten dreamscapes and open worlds are yours to explore as you venture on your quest to find hope in the darkness."
๐
https://store.steampowered.com/app/2431510/BlueSuburbia/
Click "Download Demo" on the Steam page ๐
(๐ boosts appreciated ๐)
#IndieGame #IndieGames #Game #Games #VideoGame #VideoGames #IndieGameDev #GameDev #UnrealEngine #Steam #Gaming #game

"Was passiert, wenn man #ChatGPT, #Midjourney und die #UnrealEngine ein Getrรคnk entwickeln lรคsst?"
Nur nicht, dass es nachher heisst, ich hรคtte es euch verschwiegen: #ViviNova #KI #AI
https://corporate.migros.ch/de/medien/mitteilungen/show/news/medienmitteilungen/2023/vivi-nova~id=f2fd9a60-9233-44ff-99d4-d75a86ab0a12~.html
Self-updating UET now works #unrealengine #gamedev
Also, you can set a specific UET version to use for a plugin/project, and UET will download and re-exec as that version if needed (so you can make sure the whole team and all the build servers build with the exact same version)

@jonkight I've talked a little bit about this in the past here and there, but I have a full talk submitted for GCAP in October that will cover this stuff.
I do use K8s for CI, but with Windows HostProcess at the moment. Longer term I'm hoping the new #unrealengine tool I'm working on will make some of these scenarios easier (like "point at Kubernetes cluster and you're done").
Was trying to take some footage of multiplayer, and am now thoroughly sidetracked.
Turns out upgrading to Unreal 5.1 broke my system for mapping controllers to different players, so I need to fix that. Whoops!
Implemented an XGE shim so I can get better build progress / log output in UET #unrealengine #gamedev
Almost done with the porting for the game. A few bugs here and there, then we're back in business :D Exciting!
Meanwhile, here's a sneak peek / WIP of the tech demo being worked on (Godot 4). Tons of findings and things learned in the process. Things that will be of big benefit for the development of the game.
https://www.youtube.com/@projectphantomfury
#godot #gamedev #indiegame #techdemo #godotengine #godot4 #devlog #game #games #pcgaming #gamer #unity #unrealengine
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd

Was having some clipping issues, so I tried turning on Continuous Collision Detection for the ball.
Of course, I have CCD turned off in my project settings, so I didn't expect anything to change. But, umm, it worked?
What is the point of this setting then?


Ok #UnrealEngine folks, I have seen enough ways to pass variables from blueprint to animation blueprint, I gotta ask, which way is better? And Why? Please boost for visibility.
(Using #UE5 but I assume all of these are available in #UE4)
By the way, I'm a little self conscious of being too negative of #UnrealEngine . I don't want to give the wrong impressive.
Unreal is AMAZING. Wow. What incredible tech to put in our hands.
It's just whenever you find a part of it that's underdeveloped or buggy, you get this bewildering feeling, like "how could this be the way that it is?"
All game engines are like this as far as I've seen. Shippable code isn't pretty. And NOBODY has written a perfect FBX importer
Man kann jetzt die #GoogleEarth Daten in #UnrealEngine laden und darin herumfliegen: https://youtu.be/_cziz3qYT4Q
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd

Here's a little zombie shooter game I've been working on for the past few days
Guess I'm done with it now, learned all I wanted from it but it's nothing special and just like any other FPS
I wanted to learn how to create better main classes for equipables in first person, dropable items and even dispatchers :blobcheer:
The end result is still missing much like hit reactions and effects and suchs but it works lol

#Factorio in #UnrealEngine 5 looks kinda incredible. I love these sort of fan projects that keep games alive and expand them and even completely reimagine whatโs possible. I mean, look at Skyrim and its vast mod ecosystem 12 years after release.
This video going over layout techniques in UMG has been an amazing learning resource: https://www.youtube.com/watch?v=kTg2Le6QwrQ
Personally has helped me the most in wrapping my head around getting UI laid out in a way that supports a multitude of scenarios. I appreciated the web-centric approach
Messing around with some more gameplay features.. :blobwizard:
How about something like dis? Moving and throwing items around like a wizard but without a wand? :ed_grin:
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd
lol.. im having fun playing my own game :flan_laugh:
A little demo in cinematic quality! :blobcatgamer:
What about this? :blobcatgiggle: ๐ป
So far no monsters or NPC's but it does give a scary feeling right? :blobcatscared:
I thought this map may also be fun with a scary game?
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd
Witness some magic today... Exporting from #UnrealEngine to #Unity3d in seconds, with amazing results using the appropriately named Unreal to Unity plugin.
https://youtube.com/watch?v=N6zLAxOuZbk
There is another Humble of interest to #gamedev. This one is the Polygon Assets by Animpic bundle and its a huge (5000+) low polygon asset bundle across 25 different packs for #UnrealEngine and #unity3d
https://gamefromscratch.com/polygon-assets-by-animpic-humble-bundle/
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd
KitBash3D have just launched Cargo. It's a Quixel Bridge like interface to their large catalog of 3D models and textures, with plugins for #Unity3d, #UnrealEngine, #Blender3D, Max, Maya, Cinema4D and more.
https://gamefromscratch.com/kitbash3d-launch-new-cargo-application/
I put 3 simple things together and got this :flan_zombie:
Stylized sci-fi weapons + stylized eastern map + simple zombie AI and we got a dumb zombie scifi shooter game or something :blobcatgiggle:
Just messing around to test some stuff
Heya folks, I'm still #LookingForWork
I'm a disabled queer gamedev, I do First Person Animation, and I really like working with Animation Blueprints and Control Rig in Unreal (and with Unreal in general) and I've got over 3 years of experience in the industry.
Website: https://vivi.the.enbywit.ch
E-mail: vivi.the@enbywit.ch
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd
Merge, Kev, and I play a few rounds of Fortnite while my PC fights against me.
Merge and I then move over to Apex Legends to play some of the new modes.
MajorPlays: Battle Royale Royale (04/07/2023) https://majorlinux.com/majorplays-battle-royale-royale-04-07-2023/
#ApexLegends #EA #EpicGames #Fortnite #Gaming #Lumen #Nanite #PC #RespawnEntertainment #UnrealEngine #Twitch #YouTube #Streaming #BlackMastodon #Blerd
Not puuurfect by a long shot but the boss is a little scarier now since it can do actual damage now :blobcatroll:
Still gotta add some effects, more camera shake and maybe some lasers :flan_laugh: joking
#UE5 got updated to v5.2.
Here's a TL;DR:
- new Procedural Content Generation framework to dynamically generate geometry/assets/landscapes
- native Apple Silicon support
- new ML models to simulate real-time cloth-over-flesh animations
- some new kind of material shader mixer framework
Cheeeers :blobcheerbounce: Finally fixed a nasty bug that took me about a day..
The NPCs would stop the combo attack after receiving damage from the player but with an elegant workaround it's fixed
I'm kinda proud of the system setup.. All monsters are based on 1 main class, each single monster is just a child-class with the animations and mesh(3D model) and the settings for HP, damage, XP, animations etc!
Adding new monsters is just a few minutes work now
Here's an example of two basic NPC's performing 4 attacks (combo)
Not much special but bosses will be a load cooler!
Big guy now also can 'attack' or at least show it's muscle :blobcatgiggle:
Still gotta add the NPC combo attacks and apply damage to the player so it will be a bit more of a fair fight ๐
Let's do that now!
The car template in #UE5 is slick. Added a few asset pack props and it shapes up quick #GameDev #UnrealEngine
"let me look at one of these #UnrealEngine starter materials, seems simple enough, maybe I'll learn something..." ๐
I sat down thinking it would take another week to get AI going in #UnrealEngine, and I was half right?
First I spent another 4 days fixing increasingly tiny flaws in the networking because I hate leaving things unfinished, so then that was perfect, and
then I got AI working in 4 hours because excuse me what I just assign an AI controller and I'm done? What.
Has anyone used #UnrealEngine's Automation Driver to test the UI in their game?
https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/Automation/AutomationDriver/
Here's a fun glitch I came across when messing with splitscreen.
Both player 1 and 2's viewports are drawn on top of each other, it's interesting to see what gets shown and what doesn't!
I can fix it by changing the character rot logic from being gated by "IsLocallyControlled" (which means it only runs on the client) to "LocalRole != SimulatedClient" (wherein the server's character will only update rot on the server, but the client's will do it on both)
But WHY. That shouldn't be necessary. The rotation being applied to the character should already be replicating up to server (and then back down as necessary if you have more clients etc). #UnrealEngine #GameDev
I have an #UnrealEngine mystery: what could make it so that a client logged into a server doesn't get their rotation replicated up to the ListenServer?
Client can move around normally and see the rotation of the character the ListenServer is controlling, but viewed from the ListenServer, the client's character doesn't rotate. Move, yes, but no rotation.
It's acting like rotation is only replicated server->client, and that's perplexing. #GameDev
I went from knowing nothing about #UnrealEngine to our entire prototype being networked in, uh, a week?
This is WILD. I've never used an engine like this before.
So I'm digging into #UnrealEngine networking stuff and
OH MY GOD IT'S FULL OF STARS
I can't express how rad this is compared to other engines I've used. Networking is abstracted enough that you're not thinking about packets or protocols, you're just, designing things. It replicates what you tell it, you just design the flow, and it โจJust Works โจ and I've never, ever, had this experience before with networking code.
Also there's one-button testing! It just, spawns the game in fake-network mode, with multiple windows, from the in-editor play button! With network traffic emulation! AND IT'S GOOD EMULATION OF ACTUAL BEHAVIOR UNDER LOAD! AAAAAAA
My blog/Patreon thing this month is on how health and damage systems work in Unreal: https://www.patreon.com/posts/81667122 with a bonus on how I do sword-swing traces: https://www.patreon.com/posts/82004308
Those are exclusive to my backers for the month, but check out last month's, which is public!
That one was on how you handle looping animation states that have play-once in/out anims, like a bird that folds/unfolds their wings as necessary when flying and landing. https://www.patreon.com/posts/79805028
Okay, #UnrealEngine question:
Is the best practice for whiteboxing levels really dragging in box geometry and scaling? I'm finding this really tedious, and stuff just never lines up just right.
This can't be the process, is it?
I've noticed quite a few games, like Grounded and Minecraft Legends, that seem to use Windows' text-to-speech API to read on-screen text.
If you're interested in adding it to your #UnrealEngine game, I made a plugin that simplifies the process.
https://github.com/BraceYourselfGames/UE-BYGTextToSpeech
It's here! My Unreal Engine Learning Theater talk from #GDC23, The Future of Materials in Unreal Engine is now up on YouTube!
y'all i got the dialogue (story) into the opening scene and โจ IT IS SO BEAUTIFUL!! ๐
i am proud of this work. lol screenshots don't do it justice... but look!
it switches between Bitsy and navigating the 3D environment. text is delivered in pieces... it's effective!
#IndieGameDev #IndieDev #GameDev #UnrealEngine #UnrealDev #IndieGame #IndieGames
Fresh Game Development Tooling Tutorials ๐ฎ
๐น๏ธ Learn how to use Rider with #Unity and #UnrealEngine
๐ฆ Explore RiderFlow to design and manage scenes
Finally got my March (I know I know) Patreon post done! It's on WING FLAPPING: https://www.patreon.com/posts/looping-with-non-79805028
Or like, any animation that has some kind of unfurling / non-looping intro animation, then you want to animate it doing a looping anim for (some gameplay-determined length of time), and then play a furling / non-looping animation to settle back into an idle state.
Each month's Patreon post stays subscriber-only for that month, but here's last months too which is now free! It was on the many ways of making in-Unreal tools! https://www.patreon.com/posts/78474192
Huh, turns out the "animate stuff in #UnrealEngine" they added in #UE5 is pretty killer?
Just sketchin out combat movements for #IndieDev here, reeaallly shouldn't be caring about the details, but also flippy feets #gamedev
There was never a better time to switch to Godot than now! :godot: ๐
https://news.itsfoss.com/godot-4-0-release/
#GodotEngine #Godot4 #GameDev #Unity #Unity3D #Unreal #UnrealEngine #OpenSource
today i finished assembling the last secret cave.
a poem is going to be hidden here... it looks beautiful and i love how the light turned out.
#ScreenshotSaturday #UnrealDev #UnrealEngine #IndieGameDev #IndieDev #IndieGame #UE5
I wish #unrealengine had a single fundamental building block that allowed arbitrary nesting. There's actors, and actors can have components, but that's only two levels? What are components made of? Not other components.
The new MassEntity stuff is promising but it feels like a lot of hidden machinery moving underneath and around your code.
I miss the consistency and *feeling* of conceptual simplicity in the component model of React and friends. A single model that scales to fit most tasks.
My #unrealengine C++ workshop is now online!
Delivered at @TechnicallyGames, this workshop has over 5 hours of video content to get you started with working in Unreal Engine C++, and with no prior C++ knowledge assumed.
https://www.youtube.com/playlist?list=PLvdCeRan_5MgIfEi-RNDpLLtAJNpa8t8h