Earlier quoted context omitted.
Not sure why this is downvoted. > - Find and replace a variable > - Finding all references I think the basic search tools are pretty good. I can't say I expect find and replace to be super common. I would prefer to do such things one at a time. > - Change a variables type I would say you really shouldn't be doing this too often. It's compiling to statically typed code under the hood so this will frequently cause a lo…
Would you be down to chat a little about your Blueprint experience and take a look at a tool I've been working on? Check my homepage (on my profile) for contact info if so, I'd be very thankful :)
So You've Decided to Move from Unity to Unreal Engine
131–140 of 152 posts
Re: So You've Decided to Move from Unity to Unreal Engine
#132Earlier quoted context omitted.
What up with the gaming community? I get the the players being carried away or be from a special demographics but aren't the game professionals aware that they are doing business? Underpaid developers, death treats after some pricing changes. Wow.
"The gaming community" consists of an insanely large number of people. Some percentage of people on Earth are willing/crazy enough to use death threats to get their way. The gaming community is large enough that that percentage manifests itself in the form of death threats being used. The question isn't so much "what's up with the gaming community" as it is "what's up with this small percentage of humanity."
Re: So You've Decided to Move from Unity to Unreal Engine
#133Did Unity have the same reputation for shader cache compilation stutter on PC as UE4 games do?
Re: So You've Decided to Move from Unity to Unreal Engine
#134Earlier quoted context omitted.
How do people using Blueprints deal with: - Find and replace a variable - Change a variables type - Merging changes from multiple commits - Refactoring - Finding all references I'm a fan of visual coding and use it extensively in YWDHT but have found the above challenging. I'm curious how Blueprints solves these issues, especially for larger teams.
A colleague and myself were just discussing similar issues with SSIS packages compared to just running the queries in a stored procedure on the server.
Re: So You've Decided to Move from Unity to Unreal Engine
#135for really small teams, does godot make more sense? I've always heard Unreal is too much to chew on
Re: So You've Decided to Move from Unity to Unreal Engine
#136Or you can wait for Source 2 which is rumored to be dropping on September 23rd with CS:2
I'm not convinced Valve is all that interested in pushing Source 2 as an alternative to Unreal or Unity, and their organizational structure would probably make them a pain to work with.
Re: So You've Decided to Move from Unity to Unreal Engine
#137Earlier quoted context omitted.
"The gaming community" consists of an insanely large number of people. Some percentage of people on Earth are willing/crazy enough to use death threats to get their way. The gaming community is large enough that that percentage manifests itself in the form of death threats being used. The question isn't so much "what's up with the gaming community" as it is "what's up with this small percentage of humanity."
There is something interesting though that while the audience of superhero movies is super large and while there are a lot of overly toxic complaints and clearly a number of people who are super angry about various things, I haven't seen news reports of any offices at Warner Brothers or Disney being closed due to credible threats of violence.
Re: So You've Decided to Move from Unity to Unreal Engine
#138Earlier quoted context omitted.
Blueprints are not performant, they are potentially the slowest scripting language to ever be used in a significant way, worse than python even. If you don't believe this, try implementing some basic number crunching routines in pure blueprints and see how long they take to execute. Though if you're just using them to configure and glue together C++ classes, like most gameplay code is doing, then it's usually fine. R…
>I really wish Unreal Engine supported a proper scripting language so the choice isn't between noisy node graphs hidden in binary asset files and raw C++ code. People keep shooting themselves in the foot with both of these. That's apparently what UE's new Scheme based language, Verse[0], is aiming to do. But this is very new tech and currently used in the Fortnite editor part of UE. It's not quite something to use in…
Have they said explicitly that it has ambitions beyond fortnite?
Re: So You've Decided to Move from Unity to Unreal Engine
#139> It's free until you make a million bucks USD, and only after that is it 5% gross, and only in quarters where you made more than $10,000 USD. So most folks never end up paying anything. There are no subscription fees or anything. To clarify, if you make a million bucks, and then one dollar, you only owe them five cents. It sounds very fair to me, what are the general thoughts here?
What happens when your business has a portfolio of products/services over multiple departments, spanning various platforms, and only one consumer mobile app uses Unity for an augmented reality component that's not a core offering (premium feature)? Should Unity still be entitled to the same cut?
But to answer your question, they are royalties on top of that one mobile app, not your entire revenue. If you distribute it for free, you might pay no royalties; if it somehow is tightly related to your main revenue-generating product then you’d sign a custom licensing agreement with them.
Re: So You've Decided to Move from Unity to Unreal Engine
#140Earlier quoted context omitted.
I'm surprised they can sustain such low pricing
The arrival of Fortnite Money has meant that Epic can afford to spend a lot more and charge a lot less for everything they do. They opened a studio in Vancouver and started hiring whoever they wanted from other companies, e.g. The Coalition, with starting salaries that made jumping ship a no-brainer for the engineers they were picking up. For Unreal, I think it fundamentally comes down to: 1. We want to be the bigges…