Charlie Bennett
@CBennettDesign
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Technical Designer @ Riot Games - Prev @WG_SYD @Behaviour , Burger Lover, Mech Fanatic. Making - https://t.co/7wMwuwPJWF
Joined December 2016
Building continues, past few months have been background work for a dedicated server experience, version upgrade to 5.6 and just enjoying exploring some more experimental UE features.
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It's as criminal as you'd imagine but it's just such a simple mitigation for less clickin
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Peak developer workflow, I know this values usually 0,1 or 3 so CallInEditor functions means a bunch less clicking and typing.
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Anyone in Unreal land aware of a bug where renaming a standard variable can impact your local variables? #ue5 If I change this variable my local input variables are also impacted if they share a name.
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A good reason to make your own Schema is, you get to avoid all the boilerplate of parameters and can make a base class that has access to your Comp/Struct/Obj/etc so data is more easily modified and stored.
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Unreal Engine StateTree PSA - If you're in 5.6 or earlier and will be making your own Schemas (for reasons like managing context data). Be sure to cherry-pick this bad boy. #UE5 #StateTree
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We've recently updated our 'Your First Hour In Unreal' guide in partnership with Tinkr Academy! The update brings it in line with Unreal Engine 5.7, so it's the perfect time to get started: https://t.co/JazrMe888D
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There's a nice bunch of Mover related bindings already baked in. Just the discovery is a bit tough.
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There's alot of 'hidden' value I'm stumbling on depending on the variable type, eg. I found the basics that I want within a Vector Binding menu, rather than the context dropdowns of the AnimGraph I'd expect.
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I'm guessing it leads to less boiler plate in the Graph but am wary how often this will be updating
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The new UAF binding for variables is slick once you get used to it but super confusing to find, you select the arrows to define a 'type', then can click on that type to change it.
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Got a simple 300 Units running UAF / Mover going at about 105fps static, 75fps with constant single input vector. Gonna add some complexity to the UAF Graph for basic motion / montages before looking at blending MassAI StateTrees to drive the Navigation/Behaviour. #UE5
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How's your work with Mover going? I guess you could say it's falling apart...
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Diggin into UAF and damn it's only an Idle for now but it's looking real viable to make some swarms. Got about 460 of the most basic Pawns running an Idle, now to see what adding Mover and some locomotion anims will push it down to, 460 pawns at 100ish FPS is a huge start!
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For most people this is likely too visual but I'm in the camp of if you're gonna have devs staring at tools for hours of a day, an hour to add some Background Borders / theme-ing is worth the work.
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Turns out there's a hidden MaxIteration rate of 5 by default which ST can transition through over the course of 1-Tick, so had to piggyback Epic's FRecordedStateTreeTransitionResult but with that you can have displayed trees (with emojis) and track runtime overrides and nesting.
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New #UE5 Game Animation Sample is awesome but also scary. So I started digging and made a minimal replicated bp-only mover character. Anybody interested?
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