@TimSweeneyEpic I refuse to use Grok for anything, even if it actually is better. I do agree fable is a pain. It has a big over confidence issue and assumes the user is wrong. My current work flow is glm 5.2 and swapping fable or sol for the hard problems.
@nimlot26@UnrealEngine Not sure if this is a serious post or not but just in case. That’s a scratch pad, not a bp. Bp already has methods in the form of functions, local variables and param aliases, by right clicking and typing the param name.
@GhislainGir@theredpix Those were my thoughts exactly, but I didn’t see the point in saying anything. Its always the same argument with UE between its a shit engine and dev error. I’ll just hum in the background with my 60fps + on older generation cards with lumen on.
@TimSweeneyEpic@BenjiGameDev AI is fine if you have earned the right to use it. There is no reason for an experienced programmer not to use it as an autofill or framework to avoid coding things they have done thousands of times before. As long as it would have been solo no matter what it’s fine.
@ArsenalWade@kiaran_ritchie My blueprint code has never been messy. The messiness comes from the over use of events and not understanding how to organize or properly use functions.
@flassari I was just going through this and the fix surprised me. It was a large volume triggering overlap when streamed in and the other was high poly nanite meshes. I fixed it by removing them all from streaming and having them be loaded always. It had 0 effect on the performance or mem
@topcowmatt That is how I watched them and enjoyed them. I find most people these days try to find things they hate with movies, video games, etc. It is self defeating. The funny part is I’m a pessimist, but not with creative arts.
@GhislainGir I forget how I did it in the past, but basically I had set it up to be able to be passed in as an instance parameter as a converted percentage and then backed it off via a timer.
Kind of the same concept of filling up a mesh with water that always maintains the horizontal align
@bunhearts What I noticed when I was doing story boards is the more experience people had the less jobs they got unless they had a client that retained them.
I assume it is a cost factor, doesn’t make it okay, but if you are new and not as good, you can get paid way less.
@Variann1@Just_Caffrey@UnrealSensei A system that is now/will be in the engine, but also could have been done by making custom classes. Anytime I have had stuttering issues it’s because I did not understand something and was doing it wrong or trying to do something it wasn’t built for and had to make custom logic.
@Variann1@Just_Caffrey@UnrealSensei If your asset streaming is stuttering you’re doing it wrong. With proper instancing, pooling, optimization and texture caching it doesn’t happen.
@GameDevMicah@OverJumpRally@armoredrat Overdraw is another wonderful practice that everyone says is bad but isn’t necessarily. You can have a lot of overdraw whose processing never effects your gpu. You need to profile and not just assume. There are a few epic talks that cover it and make that statement.