Always funny to be a gamedev at famous historical sites and everyone is taking photos of the main focal points and you’re crouched down taking close-up photos of an old brick wall for texture sourcing.
Got some good ones at Oxford’s cathedral / grounds.
Master #Materials can save a project.
They can also create hidden technical debt.
Material instances are great for consistency and iteration, but too many static switches can create shader permutations, more compile cost, and worse batching.
Use switches carefully.
#UE5
I'm sure everyone has heard by now that Unreal 6 won't have a visual scripting system to replace Blueprint once it's deprecated and removed. Some people in my Discord mentioned how Godot handles their system so I created this ("Visual Verse").
It's still early, but covers the whole Verse library of functions and language features (core, Unreal and Fortnite) and supports reroutes, type based context filtering for the node palette.
Still more to do but the end goal is to have a visual scripting system AND solve the "no way to merge" issue of binary Blueprints.
I will eventually be putting this on Fab once UE6 drops with Verse support, possibly with a "Lite" version for free with some team-facing features stripped out.
#UnrealEngine #Verse
I tested Claude code + Unreal Engine 5.8 MCP plugin.
I conducted 5 tests where I had it create 5 separate blueprints to see if it actually lives up to the hype.
Each of these blueprints i’ve created before so we’re comparing my results vs the clanker
Video comes out tomorrow
It was very difficult to figure out, but it IS possible to get Verse running, and asset reflection into Verse/SceneGraph working on the UE6 branch.
Maybe I should make an article explaining how.
#UE6#UE6Research
The whole point of Unreal BPs, is accessibility.
I'm an artist first.
I learn visually.
Removing it, straight up means removing accessibility, and closing the door to many people that love working that way.
Lines of text is just so, so extremely unappealing to me.