@_benui heavily depends on the scale of the project. Getting it running on the Switch should be done in a week. After that most of the work will be used for optimizing. 3 months could work, but would recommend also planning with an Technical Artist for a few weeks.
@stevestreeting The UImportSubsystem has an OnAssetPostImport delegate. With that you can do clever stuff as changing settings of new or re=imported textures. Ben ui's validator Plugin has a nice code example for that. https://t.co/O8mGM3x9SH
@direGoldfish use "obj refs name=<AssetName> shortest" in the console, it will print a reference hirachy into the log file, the last line is normally what you are interessted in.
@stevestreeting the important part is the "-game"
this allows you to launch the game using uncooked content
With that you can also use multiple instances of your game and debug them, which is good for multiplayer.
Also useful are: -nosteam -log
@stevestreeting I use this bat file:
start %ENGINE_PATH%\UE4Editor-Win64-DebugGame.exe %PROJECT_PATH%\Project.uproject -game
after the game started I attach the debugger.
Make sure to build the game with DebugGameEditor before
I wrote two unreal tutorials about sending desktop notifications and creating a custom crash reporter. You can check them out here.
https://t.co/JcbpCOViZo
https://t.co/2Z77Oa8B3k
#UE4