If you use ALevelInstance, with DesiredRuntimeBehavior set to "Standalone" (or LevelInstanceRuntimeBehavior::LevelStreaming in C++), the level will have it's own independent data layer manager, so you can configure each instance of a given level instance independently.
10.02.2025 18:02 β π 1 π 0 π¬ 0 π 0
You can send "big data" in Unreal without starving out other network traffic by using ReplicateSubobjects.
Fragment your data into subobjects, and interleave them into normal replication by only sending 1 subobject per frame(the first that returns true from Channel->ReplicateSubobject)
20.11.2024 15:15 β π 0 π 0 π¬ 0 π 0
If you use ALevelInstance actors in Unreal, they 'broke' their default operation in 5.5 by defaulting bIsEditorOnlyActor=true on the actor, so if you see them missing at runtime, you need to manually disable this.
They have backed out this change in main
19.11.2024 15:17 β π 0 π 0 π¬ 0 π 0
Anyone else running into USDCore crashes during client/server cook under 5.5 engine?
Had to disable it and the plugins that depend on it(Fab, MeshPainting, GLTFExporter, InterchangeTests, InterchangeEditor, Interchange)
It's a new plugin to 5.5
18.11.2024 16:12 β π 0 π 0 π¬ 0 π 0
I got a plaque instead
16.11.2024 05:40 β π 0 π 0 π¬ 0 π 0
What's your favorite first person, melee centric, game combat?
15.11.2024 07:58 β π 0 π 0 π¬ 0 π 0
Sync Animation System Tech Overview
Introduction 1 Choosing a Sync and Target 2 How to Play a Sync Interaction 3 Using Sequencer 4 Import Transform Tracks 6 Previewing the Sequence 7 Playing the Sequence 8 Additional Runtime Considerati...
Just to post something of substance, earlier in the year I did a technical writeup of a sync animation implementation I wrote for Unreal for someone on reddit. I wrote the glory kill system for DOOM(2016), and on my new project, we wanted something similar.
docs.google.com/document/d/1...
15.11.2024 07:52 β π 0 π 0 π¬ 0 π 0
Looks like Epic is planning on deprecating non instanced gameplay abilities in GAS, starting in 5.5
Good riddance I say
15.11.2024 07:36 β π 0 π 0 π¬ 0 π 0
Started upgrading our Unreal Engine version to 5.5. Normally I would wait until a couple point releases to avoid any stability surprises, but this time there are too many new shinys to wait on.
15.11.2024 07:19 β π 0 π 0 π¬ 0 π 0
Gonna try to brain dump into the ether a bit about game dev from my day to day experiences. Maybe make some like-minded developer connections.
15.11.2024 07:16 β π 2 π 0 π¬ 0 π 0
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