I switched engines, but was it worth it?

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Nathan Rohner

Nathan Rohner

Күн бұрын

Пікірлер: 153
@Chesemiser
@Chesemiser Жыл бұрын
Oh that's what the sudden boost in people on the Discord is about, glad to see we are growing and glad you are figuring out your new framework and that you seem so enthudiastic about the project still, seems to me that your spirits have been raised and I'm glad for that.
@skywardstudiosofficial
@skywardstudiosofficial Жыл бұрын
4:05 - Little helpful tip. If you click on an object in your level and click the [End] key on your keyboard, it will snap the object to the floor. A lot easier then attempting to line it up manually.
@NathanRohner
@NathanRohner Жыл бұрын
That's a great tip!
@rohallav
@rohallav Жыл бұрын
10x editor is a good fit for unreal engine (there's a plugin to integrate), most performant editor out there and the first month of use is free and it's updated constantly the creator is really active in solving bugs and issues.
@NathanRohner
@NathanRohner Жыл бұрын
Thanks, I'll take a look!
@DirkTeucher
@DirkTeucher Жыл бұрын
4:36 - I'm sure you know this already but just in case no one else does - 1) You can right click on the parts of your mug and convert to a blueprint. This will feel more familiar to groupings in unity. 2) Or select all objects then "tools -> merge actors 3) Or select and click "actors -> convert to static mesh" 4) Or use modelling tools to do a union to combine meshes together or boolean them or any number of "blender like" operations
@NathanRohner
@NathanRohner Жыл бұрын
Thankyou! So much useful information in this 🥳
@DirkTeucher
@DirkTeucher Жыл бұрын
@@NathanRohner You are most welcome. Thank you for the cheat sheet tip at 2:46 ... i checked that out and learned some new things too. Appreciate it.
@alex.gladilin
@alex.gladilin Жыл бұрын
5) Just use "Combine mesh" when you importing the asset :)
@TheKwiji
@TheKwiji Жыл бұрын
Physics Collision Sound is great for adding sound to physics easily!
@NathanRohner
@NathanRohner Жыл бұрын
I will keep that in mind 🤔
@broderickcooper1369
@broderickcooper1369 Жыл бұрын
As myself a amateur at coding and games and stuff welcome to unreal glad to have you!!! Hope we both have fun making our worlds!!!
@NathanRohner
@NathanRohner Жыл бұрын
Let's make some awesome stuff!
@marcusunivers
@marcusunivers Жыл бұрын
7:22 I use the filters in the content window in Unreal in combination of folderstructure. I create for each Model a folder with all the assets like Materials, Skeleton ... etc. But these folder are subfolders in a bigger one. When I always wanna see all Models for placing them in a scene I go into the root folder and turn static mesh in the filters on. So only the static meshes are shown. ;)
@NathanRohner
@NathanRohner Жыл бұрын
This is a really clever way of doing it, thank you for sharing!
@asddasasdful
@asddasasdful Жыл бұрын
Or download one of the bigger unreal example projects, they just released that Cropout example project, that should have plenty of naming conventions and folder structures as an example. Even most AAA studio projects aren't as properly setup as Epic usually do theirs. @@NathanRohner
@alyasVictorio
@alyasVictorio Жыл бұрын
What's even cooler about Unreal Engine is its new features from version 5 (Nanite and Lumen as well as Hair) all the way to 5.3 (Nanite now enable to all models including landscapes, plus here comes its 5.3 revolutionary features: Sparse Volume, Volumentric Fog, Cloth Editor, Cinematic Camera Editor, and Skeletal Editor)
@TorQueMoD
@TorQueMoD Жыл бұрын
Also, when importing a mesh, open up the Advanced rollout beneath the Mesh category at the top (by clicking the Down arrow icon) and there's an option called Combine Meshes that is off by default. Turning this on will fix the issue where your cup and handle are imported separately. Keep in mind, it's better for draw calls to import objects with different textures as separate pieces and then combine them into a blueprint where you join them back together. If a single mesh has multiple textures/materials, then it has to render multiple times per draw call. IE 3 separate textures means 3 draw calls. So only use the Combine Meshes flag if all parts of the mesh share the same texture.
@Vilde321
@Vilde321 9 ай бұрын
If your PC runs too hot with Unreal, might be good idea to do what I had to, and try console command "t.maxfps 60" to limit the viewport fps. It made a massive difference for me! Still unsure where to change the fps of viewport permanently, as this has to be done after every launch of UE... Hope to hear if this had any effect! Good luck
@LyriaStudio
@LyriaStudio Жыл бұрын
You can combine models which has many part when you import (Tick Combine Meshes when import).
@NathanRohner
@NathanRohner Жыл бұрын
😎👍
@Impaczus43
@Impaczus43 Жыл бұрын
For the folder structure, in my own project where I work alone, I usually just dump all the meshes, blueprints, materials, and textures of an asset into one folder. But when working with a team, in one asset there will be a folder for the materials, another folder for the textures, meshes, etc.
@NathanRohner
@NathanRohner Жыл бұрын
Interesting, would you also organize assets you've bought / starter kits into those specific folders or create a sub folder just for those particular assets?
@TintoGamesCo
@TintoGamesCo Жыл бұрын
We also made the change! It's been a process cause we work in 2D, but we're powering through. These videos are gonna save us!
@basedchad1076
@basedchad1076 Жыл бұрын
1:48 There Actually is a way to branch the code off into 2 separate paths, by using the node called 'sequence'. It really helps with keeping code organised.
@NathanRohner
@NathanRohner Жыл бұрын
THANKYOU!
@RobTheAlchemist
@RobTheAlchemist Жыл бұрын
Ive yet to have issues with unreal i absolutely love it. one thing that has helped me stay organized is to name your files based on file type (T_Texture, M_Material, MI_MaterialInstance)
@cheesepop7175
@cheesepop7175 Жыл бұрын
unity: **adds a runtime fee** unity devs: years of academy training wasted!
@amirhosseinmaghsoodi388
@amirhosseinmaghsoodi388 Жыл бұрын
Thanks for the update. I'm sure you'll do fine with C++. I don't know about unreal but the hardest thing about learning c/c++ was the software part rather than writing the script itself.
@NathanRohner
@NathanRohner Жыл бұрын
Thanks for the tips!
@deepelements
@deepelements Жыл бұрын
I used Unity as an artist for over 10 years and once I started using Unreal I never looked back it's fucking amazing and I've used just about every engine out there. I even learned C++ which is powerful as fuck.
@Paltse
@Paltse Жыл бұрын
For some strange reason you are my spirit animal. I have todelve into your lore more so that I will remember how and why I stumbled upon you.
@TorinX99
@TorinX99 Жыл бұрын
In terms of folders, try to avoid going too many folder layers deep (subfolders) there is a character limit for file pathways.
@alexanderalikin1210
@alexanderalikin1210 Жыл бұрын
Welcome to Unreal dawg
@garffild
@garffild Жыл бұрын
What I also noticed after moving to UE from Unity - my assets are huge! I can't use GIT to just commit and push them. What tools to share projects and do some version control you use?
@zekenebel
@zekenebel 9 ай бұрын
5 months late but just use LFS , takes 5 seconds to setup
@garffild
@garffild 9 ай бұрын
@@zekenebel thank you for the response. How do you deal with a merge conflicts or reviewing the changes in PRs? I can‘t imagine, how to do it with binary files.
@zekenebel
@zekenebel 9 ай бұрын
@@garffild honestly when it comes to asset work. Merge conflicts are so uncommon. Unless you have more than 1 person working on the same asset externally which i would advise against. Your imports are not going to be clashing. You don’t store any prefabs or unity specific things inside of the LFS. You just store the imported files inside of the LFS. Due to the fact usually only 1 person is working on 1 asset unless u have a team of like 100 people. You won’t run into these issues.
@garffild
@garffild 9 ай бұрын
@@zekenebelOh, you're talkig about Unity? I meant in Unreal Engine.
@zekenebel
@zekenebel 9 ай бұрын
@@garffild it won’t make a difference what engine ur using, it’s just files
@Alimem54
@Alimem54 Жыл бұрын
I didn't know about UEcast, this is exactly what i need thanks mate.
@NathanRohner
@NathanRohner Жыл бұрын
Glad to have helped 👍
@johnrex7108
@johnrex7108 Жыл бұрын
Started using UE5 myself after the whole Unity debacle, and I look forward to seeing more videos about how it's going for you. That cheat sheet thing you got there looks damned interesting, too. I think I'll get one of those myself.
@KeysOfPerfection
@KeysOfPerfection Жыл бұрын
To save on performance change the "scalability settings". Matt Aspland has a short KZbin video on this called "How To Change The Engine Scalability Settings To Make Unreal Engine 5 Run Smoother And Faster". Another tip is to change the lighting settings from "lit" to something less performance heavy. Play with the settings to find something you can and like to work with.
@alexanderalikin1210
@alexanderalikin1210 Жыл бұрын
There’s a tick box to import an fbx as a single mesh instead of bunch of separate meshes, and I believe it’s checked by default (might be wrong though)
@abel099
@abel099 Жыл бұрын
This video is about to go viral
@NathanRohner
@NathanRohner Жыл бұрын
Gosh really? You think so?
@trueh
@trueh Жыл бұрын
I always tell programmers to don't use Blueprints. Blueprints are OK for high-level logic and designers. For serious development C++ is the way to go.
@urlich.n
@urlich.n Жыл бұрын
I don't think you can generalize that. You should use the one that best achieves your goal. If the project is convincing, users are not interested in the architecture behind it.
@trueh
@trueh Жыл бұрын
@@urlich.n Yes, you're right. I have to explain that the environment in which I'm working is too demanding to rely on Blueprints only. For simpler things you can use them without making everything look like a mess or ruining performance.
@urlich.n
@urlich.n Жыл бұрын
@@trueh I agree with you on that point too. If the project becomes too big or complex, you should make sure it is well structured anyway. With visual scripting, the whole thing can quickly balloon into a house of cards that is unstable and difficult to expand.
@KeysOfPerfection
@KeysOfPerfection Жыл бұрын
Useful tip: You can snap "floating" objects in the level editor to the floor by selecting the object and hitting the "End" key on your keyboard.
@NathanRohner
@NathanRohner Жыл бұрын
Champion 🏆
@blablabla1196
@blablabla1196 Жыл бұрын
What are your computer specs? I find working with Unreal is so taxing compared to Unity. But don’t have the money to go get a new comp.
@MrE-
@MrE- Жыл бұрын
RE: @10:00 - NPC's can have both a state machine and a behaviour tree, the behaviour tree can use 'Do Once' nodes in a decorator task and play a montage or animation that isn't in the state machine, FYI (If i understood you correctly). Been a long time since I used Unity but you reminded me I'm so glad I don't have to work with (HD) render pipelines etc
@NathanRohner
@NathanRohner Жыл бұрын
Yeah, since there was neither a state machine or behaviour tree in Unity I had to make something! In Unreal behaviour trees will do me just fine for my use case 😁
@MrE-
@MrE- Жыл бұрын
@@NathanRohner I have just gone through a bunch of tutorials and added AI to my game dev world, I wanted to run different behaviour trees based on if a child but I had issues with that, so had to make separate character and tree (same skeleton), it's all fun and games haha! Goodluck dude I'm subbed and will keep an eye on progress. If you make an array for that system you did in Unity then make sure to add an Index lol so you know what's what in the array
@standalonecpx
@standalonecpx Жыл бұрын
Hey Nathan, nice seeing you at the Unreal engine C++ event.
@NathanRohner
@NathanRohner Жыл бұрын
Likewise 😁
@Ab19647
@Ab19647 Жыл бұрын
Crap! I missed it :(
@digitalboyx4012
@digitalboyx4012 Жыл бұрын
Blender works really well with Unreal Engine. CTL-J in blender before exporting will allow you to import the model without having to click combine meshes. In the export settings, if you change the axis to positive Z up and positive X forward then you can uncheck the convert scene and it will work perfectly since it uses the same metric units. Every material used in Blender comes in Unreal as different elements as well being able to hold multiple materials to one mesh in unreal
@thomasphillips885
@thomasphillips885 Жыл бұрын
8:30 water cooling your PC will make your room hotter. It more efficiently removes the heat from the CPU and sends it to the radiator, where the heat gets dispersed into your room Water cooling never makes the room cooler.
@meskhi5132
@meskhi5132 Жыл бұрын
Good job, you work great :)
@NathanRohner
@NathanRohner Жыл бұрын
Thank you! Cheers!
@ASTERisk44946
@ASTERisk44946 Жыл бұрын
It was the worst idea unless your the luckiest person ever or have a true unreal engine stable build version made from source imo unreal is the most buggy and exhaustive engine I've ever used , game engines are supposed to make games easier to make , but they often make the process just easy but more confusing
@ceanyflamingo5127
@ceanyflamingo5127 Жыл бұрын
Personally I think one of the most usefull plugins is Quixel Bridge, really nice thing that helps get materials
@Lanicorec
@Lanicorec Жыл бұрын
everything i import i put in folder with new forlder and then all folders get subfolders mesh and skeletons stay together materials go in new folder its much easyer to find when you need
@Jemmeh
@Jemmeh Жыл бұрын
Appreciate the video! The background music is a tad loud and it's hard to hear you though
@connor43057
@connor43057 Жыл бұрын
Did my guy just describe DirectX 12 as an optional post-processing effect tick box!?!?
@thelionszen3352
@thelionszen3352 Жыл бұрын
definitely go with water-cooled but there's also a way to make unreal go into like a lowspec mode I cant remember where the video is though.
@NathanRohner
@NathanRohner Жыл бұрын
If you find it let me know!
@thelionszen3352
@thelionszen3352 Жыл бұрын
@@NathanRohner kzbin.info/www/bejne/jH64lHaKja9pn8Usi=-p4KWDWaoNSZRTiE
@thelionszen3352
@thelionszen3352 Жыл бұрын
@@NathanRohner also kzbin.info/www/bejne/m6TVn4R4ppxop8ksi=xqarQ8l4lF_1kDsY
@grant_vine
@grant_vine Жыл бұрын
As someone who has built you own state machine, your thoughts on UE behaviours and why it’s better/simpler than trying to build it yourself?
@NathanRohner
@NathanRohner Жыл бұрын
Time and Scope: I'd much rather work on other parts of my game that are unique to its design or give me more time to polish. I also had to rewrite my state machine several times for new systems (like a partner system for having NPCs group together at one time table), with unreal I still need to implement things like a partner system but the ground work is already there for me. Also writing it all out in C# isn't as intuitive as having a flowchart that goes through each step.
@joantonio6331
@joantonio6331 Жыл бұрын
In unreal, there is no blueprint or C++, it is either 100% blueprint or mix blueprint and C++. I prefere doing the more complex task with C++ because it is way faster and more performant, I only use blueprint to put everything together. For having lots of NPC's doing random things, you can use state tree coupled with smart object (mostly for pedestrians in an open world game)
@WebbstreMain
@WebbstreMain Жыл бұрын
Please keep making videos about this. I'm on the same journey, but slower. My big annoyance right now is figuring out how to make the UVs generate on my materials automatically.
@NathanRohner
@NathanRohner Жыл бұрын
Thank you for the kind words, I'll definitely try to keep consistent devlogs on the project 😁
@TheMikirog
@TheMikirog Жыл бұрын
That's kind of vague, since UVs are part of a model itself. Modifying existing UV maps inside the model or by material through animation or scaling is far more common. But maybe you just want to apply your material onto anything and have it just work, regardless of that model's UV? In that case, check out world aligned textures. Great for random rocks and stuff. Otherwise if you need a UV map on a model, check out the Modeling mode that allows you to generate UV maps for a model.
@WebbstreMain
@WebbstreMain Жыл бұрын
@@TheMikirog That might be what I want! I'm used to textures that applied themselves to anything in Unity, and I can scale parts of the object and not worry, but in Unreal it's different
@WebbstreMain
@WebbstreMain Жыл бұрын
@@TheMikirog That worked! Thank you!
@arioamin
@arioamin Жыл бұрын
Think of the blackboard as a property interface that your behaviour tree can access and which the behaviour tree can use to bind properties to tasks and/or decorators and/or services
@ReddRubble
@ReddRubble Жыл бұрын
BIG PROPS to you!!!!
@NathanRohner
@NathanRohner Жыл бұрын
Thankyou!
@simpson6700
@simpson6700 Жыл бұрын
not sure if i understood you correctly, water cooling doesn't reduce your room temps, it just brings the heat of your pc to your room more quickly, heat is heat and the amount of heat your pc generates is the same, regardless of cooling solution.
@rarehyperion
@rarehyperion Жыл бұрын
I've been using unreal engine a lot and in my opinion it is actually easier to do things and just better, I love it
@NathanRohner
@NathanRohner Жыл бұрын
Yes, mostly... other things I don't know if I'm still learning the engine or if it's just difficult to do 😅
@davidlane8584
@davidlane8584 Жыл бұрын
Rider is for C#, for C++ you'll want CLion
@pewpew518
@pewpew518 Жыл бұрын
Im working in unreal right now on a parkour character controller as im watching this video. I have a 4090 and i dont really have any heat problems. May be its because im working in c++ so i have rider open a lot more than unreal editor or I'm in Canada. Here something you can try. In unreal DLSS works in editor. Its very easy to set up, just copy paste. There should be plenty of tutorials out there. You can also cap you editor FPS. I have mine capped at 75. I believe there a setting for this in either editor preferences or project settings. In unreal workflow are pretty much defined for you. You would be surprised how much time you spend in unity to do the stuff that comes standard in unreal. Take Ik rigging package for example. Its so hard to get it set up and half the time you dont even know where to parent stuff. in unreal you have Full body IK. One node and done. you can also async update you animation logic with one check mark called threadsafe update.
@NathanRohner
@NathanRohner Жыл бұрын
Interesting, I have a 2080 Super but I think it's the CPU that is chugging more than the GPU. I don't really want to upgrade yet but I'll certainly take on your suggestions for the project!
@Ab19647
@Ab19647 Жыл бұрын
Have fun at PAX
@NathanRohner
@NathanRohner Жыл бұрын
I am!
@vogonp4287
@vogonp4287 Жыл бұрын
I currently use Godot, because it runs on my laptop. I tried Unreal, but it wouldn't run too well. Both are great engines though. I have a feeling they will both be way more popular within the indie scene.
@NathanRohner
@NathanRohner Жыл бұрын
Godot is amazing, it will be interesting to get all the data in a few years to see how much of an impact all of this has had on the industry.
@DragakuRandom
@DragakuRandom Жыл бұрын
Have you tried decreasing the graphics quality in the editor to get it to run better? I used to run it on a laptop just fine, but had to decrease the render quality in the editor itself. But if Godot works for your project, that is the better choice anyway.
@vogonp4287
@vogonp4287 Жыл бұрын
@@DragakuRandom Yeah. I have. It's an older laptop, with integrated graphics, so not running too well makes sense. I am making a 2d project regardless, so Godot is easier for what I am doing.
@michaelgdupreez
@michaelgdupreez Жыл бұрын
It took me a while to figure out, but I kept getting extremely low FPS on my PC and I couldn't understand why. I managed to stumble across an article that pointed me towards the Geforce experience application, and disabling Whisper Mode and Battery Boost increased my FPS to and over that 100FPS mark. I just thought I'd put this here in the hope it helps others
@markcooke4866
@markcooke4866 Жыл бұрын
UE4 killed the fans on my gaming laptop. Now using a desktop with lots of memory - seems like Unreal can't get enough.
@strigzzz
@strigzzz Жыл бұрын
I think there's an option when importing objects to import as a grouped object instead of a bunch of parts
@NathanRohner
@NathanRohner Жыл бұрын
There is, thankfully 🤩
@TorinX99
@TorinX99 Жыл бұрын
Combine the 3D model into a single mesh, you can apply different materials to each h mesh that makes up the model.
@MrQuaidReactor
@MrQuaidReactor Жыл бұрын
It's def a different work flow, honestly I like the UE work flow compared to Unity. I do like Unitys prefab model better. Unreal is also super fast with spawning things, I feel it does it better than Unity did. UE is a beast, take a look at the right in the editor, Settings and Engine Scalabilty, you can lower that while you work which may help your PC's heat. You may know about it, but I didn't until recently and it helped me. C++ is a bit harder than C# but not crazy hard, especially if you know C#. UI, def was one of the hardest things for me to grasp from Unity. Having Nanite really helps for those 4k quicksal assets, I hated having to create LODs.
@frinky
@frinky Жыл бұрын
C++ is unreal is scary at first, but its closer to C# then actual C++, few quirks to learn, but once you do, it's great also, blueprints is fine 90% of the time, C++ is mainly useful for things that are perf heavy. The best thing todo is to combine both C++ and blueprints, because you can expose all your C++ to blueprints
@jean-michelgilbert8136
@jean-michelgilbert8136 Жыл бұрын
Please don't propagate myths like this. Unreal's codebase is perfectly normal C++ except that it's polluted with UOBJECT annotations to help their custom code generation tool. Another critique of it I have is that it leans way too much in OOP philosophy which leads to very slow code. À contrario, Unity's ECS (DOTS I believe) was a way more modern and way performant way to structure code. Unreal's AActor is like Unity's GameObject = slooooooow. It's totally possible to plug an ECS framework in Unreal but you have to do the work.
@odo432
@odo432 Жыл бұрын
Yeah, but try deleting a C++ file. I don't understand why they make it so stupidly complicated.
@chaninja001
@chaninja001 Жыл бұрын
You can press Ctrl + R to toggle realtime viewport which can save graphics card from heating up a lot
@NathanRohner
@NathanRohner Жыл бұрын
Thankyou!
@ASTERisk44946
@ASTERisk44946 Жыл бұрын
I'd be watching out for more programs that are untiutive and actually somewhat easy to use , for example Dreams by media molecule , Core by manicure games Ue4 and also My recent favorite I'd called unbound there working with clayxels technology which recently paired with unity
@Greenman4890
@Greenman4890 Жыл бұрын
limit your fps, set viewport to not realtime and set shading to unlit to help the uh heat issue, it helped me lol
@NathanRohner
@NathanRohner Жыл бұрын
Done 🫡
@first_m3m3
@first_m3m3 Жыл бұрын
I'm learning Unreal and aiming to become a pro at using AI in it! Maybe we will meet on the Melbourne convencion.
@NathanRohner
@NathanRohner Жыл бұрын
Maybe!
@quebirt
@quebirt Жыл бұрын
This is very interesting. I really want to follow your "journey." The most interesting thing to me is that you feel like you should make everything "good" to begin with. A lot of us will disagree that you HAVE to, but I bet you end up a better developer for it, and I really want to see if that is true. What I mean is that A LOT of us do plenty of quick and dirty and tune later work, but I think there is likely a lot of merit to doing it "right" the first time. Please follow up. Also, you will likely need to get in to some CPP, depending on what you do, but you can absolutely do 99% of everything in blueprints. In fact, I'm pretty honest with myself, so I'm fully aware that the blueprint system likely generates much better code than I would right, so I only use CPP when blueprints won't do what I want. Ohhh. And yeah the behavior tree is just one of the many polished, tried, tested, and tuned systems that exist for us. Sorry. I'm a fanboy.
@NathanRohner
@NathanRohner Жыл бұрын
Not saying it's going to be perfect and maybe it's just early days? But for some reason Unreal has me just more organized and I'll take advantage of that while I can!
@quebirt
@quebirt Жыл бұрын
@@NathanRohner Please keep us updated. One of the best things that came from this mess is that I finally get to see a lot of people actually giving UE a chance. Not surpisingly, it's mostly positive for the people who can get around their Unity-derived expectations not being the way things are done in UE. The only people I'm seeing who aren't having a positive experience are those who just don't like blueprints or CPP, or people who are working in 2d. Most of the people who don't like blueprints or CPP are giving very little effort to learning either/or before they decide they don't like it. Now, on the 2d front, yeah, unfortunately UE isn't great for 2d. Godot is though :)
@WuCSquad
@WuCSquad Жыл бұрын
It's weird but I've also experienced this "do it good and proper" mindset these last weeks; and I switched to Godot. Maybe it's a thing when learning a new language/engine which forces you to rethink your established workflow.
@michaelperrigo
@michaelperrigo Жыл бұрын
You're model is only imported in pieces because is your format and because you likely didn't combine the mesh before export
@BabyGreedTheHedgehog_MegaLifeF
@BabyGreedTheHedgehog_MegaLifeF Жыл бұрын
cool Did you know I've been in Unreal since Obama and everything was going good. How long could you stay in Unreal?
@NathanRohner
@NathanRohner 11 ай бұрын
Doesn't really matter does it? I'd much prefer being versed in several engines than just the one, gonna try making something in Godot next and then S&Box when that's available to use!
@DragonFang253D
@DragonFang253D Жыл бұрын
Yes. Unreal is worth it.
@NathanRohner
@NathanRohner Жыл бұрын
Totally!
@st.altair4936
@st.altair4936 Жыл бұрын
We'll know if it was worth it the next time unity pulls something like this again lol
@joantonio6331
@joantonio6331 Жыл бұрын
You can use mixer with unreal instead of substance
@bradjones7491
@bradjones7491 Жыл бұрын
Sounds like you were not working properly with unity, honestly it doesn't matter what engine you use you should always start with logic charts, A lot of devs skip the logic charts because they think they can just implement it and fix it faster than using logic charts from the start, but you will never think of all of the potential things that can go wrong with a system, or alternative pathways to the solution that may be more performant if you always default to the same solutions. If you are using a lot of IF/Then statements then you should maybe look into how those could be compressed, perhaps an enum switch statement combination could save hundreds of lines of code and headache.
@GiulianoVenturo
@GiulianoVenturo Жыл бұрын
first tuesday of each month unreal kinda give away like 400 dollars in the asset store for free. You get really cool stuff
@zblurth
@zblurth Жыл бұрын
so quickly water-cooling your pc will not make the room temperature drop as your CPU is still using the same power to render the same number or frame (or whatever) water-cooling just take heat of the silicon and put it in your room more effectively, and modern hardware will use as much power as the thermal solution can remove, meaning you may end up with and even hotter room under full load scenario You should try to do some research on undervolting so you hardware can produce the same performance but at a lower voltage and so lower heat generation, it is not a lot but we take everything we can
@WEEDH3X
@WEEDH3X Жыл бұрын
i been using Unreal for a year now and i still hate Blueprints, it's not bad really i just dont like it and i hate the limitation of it in term of organization, complexity etc. i'm doing a rogue like RPG online game, so you can imagine the complexity of it, my code is 95% C++ and 5% blueprints and i'm doing just fine, i love the C++, unreal is built on c++ so its logical to continue to develop with c++ that was my initial thought coming to unreal and i was right and im happy with it. i see you doing some mistakes on the video and i think the more experience u ll be with it the the less of those mistake will occur and the better u will find it
@erikm9768
@erikm9768 Жыл бұрын
Unreal was great until i realized i had to write BP...
@HalValla01
@HalValla01 Жыл бұрын
Yes. Yes it was
@kiernanmurphy8238
@kiernanmurphy8238 Жыл бұрын
Hi Nathan!
@NathanRohner
@NathanRohner Жыл бұрын
Hi.
@moltencube5960
@moltencube5960 Жыл бұрын
Ive been working with Unreal for awhile now. I first started with Unity but couldn't get the hang of C#, so I decided to switch. And although there was a steep curve, im glad I stared using UE when I did. There's nothing more magical than seeing someone start their journey in the engine. Even if you switch back to Unity to finish the project, Im glad you were able to try Unreal. 😊
@NathanRohner
@NathanRohner Жыл бұрын
Hope you stay along for the journey!
@ASTERisk44946
@ASTERisk44946 Жыл бұрын
Plus unity now having things like nanotech makes the unreal nanotechnology look semi OK and tbh anyone who worked in engines like iw5 and iw9 will know that infinity ward had all the features of ue5 10-11yrs ago 😂
@ASTERisk44946
@ASTERisk44946 Жыл бұрын
In essence ue5 is super fucking old tech it's just free right now which makes it seem the best , don't feel to good there already dealing with revenue troubles on all sides except game dev it's just a matter of time before they start making game dev subscription based to lol
@odo432
@odo432 Жыл бұрын
As far as I know, nanotech isn't a Unity technology. It's been developed by some third party developer. And there hasn't been an update (that I'm aware of) since 2021. Also, if I'm not mistaken, Infinity Ward is a proprietary engine not available for public use. Your comparisons are really poor. The technology available in Unreal is far ahead of Unity (and I'm a Unity user) so if you think Unreal is outdated and Unity is several years behind then that's not a good look for Unity.
@FrosenHell
@FrosenHell 6 ай бұрын
yes fuck unity
@erikm9768
@erikm9768 Жыл бұрын
Why bother, you are the only loser here, Unity already backed down on their changes, fired John Riccitiello, apologized in some way. Every company will make mistakes, its not worth just throwing all your knowledge in Unity overboard and just starting from scratch over. At least not for me. What if Unreal and Godot makes a mistake next, where will you go? (yes I know Godot is open source but it could get bought up or something)
@odo432
@odo432 Жыл бұрын
Unity's error was making the same mistake twice. That's what lost them a lot of trust. As for John Riccitiello, he's probably just the fall guy. The decisions made in Unity were done by the shareholders so getting rid of John likely won't have any effect. And he's received an enormous paycheck on his way out. The current interim CEO was the guy who pushed for the acquisition of IronSource which is part of the wider problem at Unity.
@LudvikKoutnyArt
@LudvikKoutnyArt Жыл бұрын
Game development is very visual discipline. So it's quite frustrating to watch through 17 minutes of talking head. If you make videos about gamedev, showing actual screen caps of you working in the engine and other tools would be much better in terms of communicating your points. At the very least half of the video should be something like that. Video is ultimately a format made out of sound and moving pictures, and the visual portion has much higher bandwidth than the audio portion when it comes to communicating ideas. Especially when it comes about communicating ideas regarding gamedev tools. If you leave most of this information bandwidth on the table by having 16 out of the 17 minutes being just the same talking head, it may as well just be a podcast... :/
@NoNickname904
@NoNickname904 Жыл бұрын
That's easy, no. Unity is demonstrably better than Unreal.
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