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#UE5

18 posts16 participants1 post today

Did a crazy test to avoid textures XD
Nanite Barrel (300k) + Vertex paint Baked Textured.

I did other test with 1m tris, that preserves better details but on zoom-out clusters merge faster and too much popping. 300k seems a good trade of.

Does anyone knowledgeable in Unreal Anim Node code know if it's possible to cache transforms in an anim node?

It seems that using member variables of an anim node class for caching between frames is illegal (they can get wiped unpredictably.) Is this true?

I'm not sure if it's legal to set a variable on the AnimInstance via the AnimInstanceProxy.

Is there a good practice way to do this?

My needs are that it *must* be all within 1 anim node. Can't use multiple nodes in a graph.

From some of the materials I made before, I transferred them to materials for the widget. To make the material affect a group of elements, I used a Retainer Box. Retainer Panels flatten all child widgets into a single texture before rendering them

I would love to get Oblivion, but I've heard the PS5 version performs poorly because of UE5.

It's always the same. Every console generation features a Unreal Engine version that excites developers but results in a poor console experience.

Maybe the fix it on PS6 for $10 🙈
#oblivion #unrealengine #ue5 #ps5 #xbox #videogames

youtube.com/watch?v=Sd6QqAamxEE

Did I post this? I will again. If you're making props for architectural visualizations, it would be ever so nice if their collision meshes roughly approximated the objects.

And glass rooms should have functional doors. I have to roll my own. This is just mean.

I'm working on getting HOA meetings into Unreal Engine. I'm just doing it in 3rd person game mode. I'm not streaming video - everyone gets a character of their choice. But instead of everyone getting a game client, I'm considering using Pixel Streaming 2 so a browser should suffice. First pass is with clients.

Streaming video from multiple people's video cameras P2P into the game looks possible, although more of a project. There are bandwidth and resolution issues to deal with.

Baby steps. If I get this all working, maybe I'll play with it.

Unreal Engine 5.4.4 being great, live coding compiler is 50% faster, overall perfomance ingame maybe a bit less but nothing to worry, just the bug on log compiler pops that never disappear but not much problem.

5.5 pass, perfomance drops a lot, and open some BP slower.