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@jswigart.bsky.social

20 year game developer. Game A.I. for a big chunk of it. A.I. dev on Mercenaries 2, Rage, DOOM(2016). Omni-bot for FPS games. Working for The Fun Pimps now, (7 days to die dev) as tech director on an unannounced Unreal 5 title in the works.

27 Followers  |  153 Following  |  12 Posts  |  Joined: 15.11.2024  |  1.4386

Latest posts by jswigart.bsky.social on Bluesky

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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I got a plaque instead

16.11.2024 05:40 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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a man pointing to a sign that says believe ALT: a man pointing to a sign that says believe
15.11.2024 08:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

What's your favorite first person, melee centric, game combat?

15.11.2024 07:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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a woman is standing in a doorway with her mouth open and the words gasps in spanish . ALT: a woman is standing in a doorway with her mouth open and the words gasps in spanish .
15.11.2024 07:39 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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