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🧵 Untitled Thread

Anonymous No. 885312

Is there any reason not to learn Unreal for game making?

Anonymous No. 885318

huge download and installation base compared to something like godot

Anonymous No. 885319

>>885318
>Oh no... one time installation... so huge...
I can't tell if Godot shilling is a meme and I'm not in on the joke, or if they're seriously just stupid.

Anonymous No. 885321

>>885319
>one time installation
tell me you're poor without telling me you're poor

Anonymous No. 885322

>>885312
What kind of games do you want to make?

Anonymous No. 885329

>>885312
Want your game to have experimental or unusual gameplay? Literally choose anything but UE.
Want your game to look good? UE is your best option.

Anonymous No. 885332

I used Unity and Godot. I settled down with unreal an year ago and haven't regret it.
>Blueprint programming
>Elite technology, great visuals
>Easy to learn and use, great tutorials and documentation
Sometimes I just do random scenery for fun and take cinematic screenshots from it. I never get bored at the visuals

Anonymous No. 885334

>>885332
>>Blueprint programming
ngmi

Anonymous No. 885335

>>885332
>blueprint "programming"
Blueprints are for quick and dirty prototyping, don't use blueprints in your finished project.

Anonymous No. 885336

>>885335
Should I use nativizer to convert BP to c++ instead
I only know BP

Anonymous No. 885337

>>885336
Learn C++. If you already know BP you have a headstart since you can "rebuild" your BP with C++ and learn about classes and shit without also having to think too much about how you're going achieve a certain thing (since it already works as a BP)

Anonymous No. 885341

>>885337
use c# in unity instead. Its much faster and evolved

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Anonymous No. 885344

I recently made the switch from Unity to Unreal and it was the best decision I've made this year. The learning curve is way more dificult but in the end it's worth it + if you already know Unity, most of the concepts are the same with different names.
I must say that I was filtered during a long time cause of Blueprints and that I'm a programer so it was easier for me to learn C++. But everything makes sense with Unreal at some point.

UNRELATED: I'm searching for whatever shows some advanced used of Blueprints, Data transfer and class customization specifically aimed at Animation BPs and general Animation stuff. Can aynone help with this, I searched but couldn't find anything interesting.

Anonymous No. 885350

>unreal
blueprint playmobil scripting or bust, you CAN make nodes in c++ but anything beyond that is diving deep into millions of lines of undocumented spaghetti code dating back to 1992, if you don't have AAA experience you have no hope
>godot
open source jankscript running at 2% native performance, lacking documentation and features
>unity
high performance mono core, every engine component is extensible and that extensibility is extremely well documented, anything is possible with minimal learning curve, clean high level code, well designed API and on top of that you have all the C# resources from microsoft which are even better

there's no comparison to anything else for a solo programmer. unreal has a great artist toolset but it is designed for large teams where each member will specialize in a different toolchain, unity's continuous mistake is chasing that with increasingly black box tools that are only a shadow of unreals equivalent anyway while crippling their true strength which is the simple well documented extensible API

I do wish it had some better features out of the gate but anything that you want to have you can realistically make by yourself or with a small team, whereas with unreal and other larger engines it has a huge featureset but if it isn't directly supported you're fucked

I know this is an artist board and artists will favor out of the box demo graphics and nice GUI tools, and they will have the technical ignorance to fall for grifts like nanite, but it's not a good engine for a small indie dev.

Anonymous No. 885351

>>885350
>they will have the technical ignorance to fall for grifts like nanite
Wdym

Anonymous No. 885370

>>885334
It might not be as fast as raw C++ but it gets the job done.

Anonymous No. 885499

>>885350
have you made and sold a game?

Anonymous No. 885504

>>885312
We use both Unity and Unreal (arch and product viz industry).
Im not an expert in gamedev but Unity has HDRP now with nearly the same graphic capabilities as UE4.
C# is way better than learning this shitty blueprint system, I really fucking hated it when I used it before
UE5 is amazing but it needs a year or two to function properly

Anonymous No. 885513

>>885351
he's just a retard who got filtered
>>885312
no reason. it's free and the megascans library is killer. start learning ue4 now so the jump to ue5 is easier

Anonymous No. 885521

>>885513
megascans wont help your gameplay.

Anonymous No. 885548

>>885521
that's why you block everything out and prototype before you insert assets

Anonymous No. 885555

>>885548
what?

Anonymous No. 885561

>>885504
>UE5 is amazing but it needs a year or two to function properly
That's what I thought when UE4 came out as half-assed bloatware but it only got worse

Anonymous No. 885563

>>885555
WTF are you doing in a thread about a game engine when you don't even know the most simple development concepts?

Anonymous No. 885564

>>885563
He pointed out that megascans won't help gameplay since they're static and altering them in a fundamental way is more time consuming than just modeling them outright. If a scanned asset hinders gameplay you can't do anything about it except moving or deleting the asset.
Seems to me like you're one of those "devs" who think slapping hundreds of scanned assets and some basic bitch atmosphere into a level will make you a "game dev".

Anonymous No. 885574

>>885564
are you dumb or just confused?

Anonymous No. 885576

>>885574
There is no need to be upset.

Anonymous No. 885577

>>885574
lol wait, are you arguing that megascans are superior to just blocks when blocking out shit? Are you retarded?

Anonymous No. 885580

>>885576
>>885577
I was posting as response to the clueless guy >>885555 asking why he is so clueless.
How you could construe this as an argument against blocking and prototyping is absolutely beyond me....you guys must be either really confused or dumb as hell.
WTF is it? I am inclined to believe the former, but please go on, convince me otherwise.

Anonymous No. 885581

>>885580
OK so you're genuinely retarded.

Anonymous No. 885605

>>885344
Bump

Anonymous No. 885619

Megascans are only great for textures, there's like millions of textures, decals, etc. you can pick out from. Just create your own optimized foliage in SpeedTree and use megascan textures on them. Actual full megascan assets are too heavy for anything other than cinematography

Anonymous No. 885664

>>885561
Lol true

Anonymous No. 885683

>>885555
>>885564
You don't know the process of game dev. You block out and prototype with simple assets/programmer art first before you replace those assets with the ones of Quixel.

They are not hard to modify since you can export those assets out of unreal.

Anonymous No. 885720

>>885318
third world problem for a third world program user

Anonymous No. 885743

>>885683
oh, so you really are a moron.
Blocking out has nothing to do with using or not using megascan assets, it's part of the level design workflow regardless.
Not modeling your own assets WILL however limit your ability to create and adapt good level design and it WILL force you to limit your options even when blocking out shit.
>I can export models so I can adapt them
You have no idea how much work this is and how much of a non-option adapting a scanned object is because of the time it takes. Keeping assets adaptable means building them adaptable from the ground up or developing a workflow to quickly model or generate many assets of the same kind with a consistent look.

Anonymous No. 885750

>>885321
Lmao, you retard. No one gives a shit about your installation times and only niggers change versions during a project unless absolutely necessary.

Anonymous No. 885757

>>885312
How many ways can unreal potentially "pull the rug" on you as a developer?
Do you have to sign a license agreement that says something to the effect of "we can change the license at any time" or "we reserve the right to terminate this agreement at any time"?
>>885319
Godot isn't great to work with but it's lightweight in more ways than just the download size. Look at this smol license.txt
https://github.com/godotengine/godot/blob/master/LICENSE.txt

Anonymous No. 885768

>>885743
>oh, so you really are a moron
You don't even know that there are LOD levels for Quixel assets lol. You think you're better than everyone for wasting your time making worse assets that don't
have a beneficial purpose other than to fuel your ego about not having to use helpful tools.

Why don't you write your own engine in binary while you're at it while meticulously making your own models using notepad.
>Not modeling your own assets WILL however limit your ability to create and adapt good level design
Quixel is designed to be modular and it's used in several AAA/indie different games, tv shows, and films. If you're limited by it, then it means that you don't have good art direction. You don't have the skills it takes to make a good level either if you feel greatly constrained by it because there are several ways you can optimize those assets in and out of UE4.

Anonymous No. 885769

>>885757
>How many ways can unreal potentially "pull the rug" on you as a developer?
Until it happens it won't happen. Russia will be a test case.

Anonymous No. 885774

>>885769
Unreal has huge ties with CCP. Prepare to be deplatformed if you go against Xi

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Anonymous No. 885777

>>885774
China is a boogeyman. I don't know why people still complain about them when the west recently banned and fired an entire nationality for the actions of their president. They went from banning fringe podcasters to entire media outlets, Russian athletes, and siberian cats, and you still think that Xi's death squad is going to march in from seeing Winnie the Pooh memes?

Not saying that China is powerless, but China is only interested in controlling their own people. It's counter productive for them to focus on random burgers posting outside of the Great Firewall. In contrast, the west is interested in controlling every nation across the globe under any pretext.

Besides, they haven't done that with tools like photoshop and mari.

Anonymous No. 885780

This

https://youtu.be/qtqP_gA0rXA

Anonymous No. 885781

Watch this

https://youtu.be/zV42Pd96vjA

Anonymous No. 885782

>>885768
>LOD levels for Quixel assets
And what does that have to do with the assets themselves not being adaptable?
Adaptable means being able to remove or change the shape of e.g. the moss on this stone:
https://quixel.com/megascans/home?category=3D%20asset&category=nature&category=rock&category=boulder&assetId=vemifdb

>Quixel is designed to be modular and it's used in several AAA/indie different games, tv shows, and films.
Because that's what it's made to be used for. Moviegames and Walking simulators are a target customer group, just look at how many scan assets The Vanishing of Ethan Carter uses.

>If you're limited by it
You don't get the point, everyone is.

>you don't have good art direction
ironic since scan assets are exactly for migitating that, missing art direction.

and finally, "good level design" doesn't mean good looking levels, it means levels that have good flow and interesting gameplay. Limiting yourself to using premade assets means limiting your level's gameplay potential. Using scan assets for background props? Fine by me if you can get them to look consistent with other assets. Using them in gameplay areas? Fuck no.

This is the last time I'm explaining this shit in here since you obivously think moviegames have good level design because they look good.

Anonymous No. 885793

>>885782
>And what does that have to do with the assets themselves not being adaptable. Adaptable means being able to remove or change the shape of e.g. the moss on this stone:
It's not impossible lol, there's multiple methods of doing in or outside of UE. You can paint static meshes with materials.
>Because that's what it's made to be used for. Moviegames and Walking simulators are a target customer group, just look at how many scan assets The Vanishing of Ethan Carter uses.
What? It's used in other game genres as well.
>You don't get the point, everyone is.
You're not good as you think you are, that's why.

>and finally, "good level design" doesn't mean good looking levels, it means levels that have good flow and interesting gameplay. Limiting yourself to using premade assets means limiting your level's gameplay potential. Using scan assets for background props? Fine by me if you can get them to look consistent with other assets. Using them in gameplay areas? Fuck no.
What do you mean by "gameplay areas"? You can do anything with a static meshes no matter the shape, size, and origin.

Bad flow comes from not prototyping or blocking in your level with the most basic assets first. It has nothing to do with the final result.

Anonymous No. 885806

>>885777
>Besides, they haven't done that with tools like photoshop and mari.

there have been multiple reports on /g/ of the police monitoring what you're doing in photoshop and busting you based on that activity

Anonymous No. 885809

>>885312
No

Anonymous No. 885810

>>885319
Some of the developers roam the page

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Anonymous No. 885823

I use Unigine and C#, it isn't for noobs tough

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Anonymous No. 885834

>>885329
>Want your game to have experimental or unusual gameplay? Literally choose anything but UE.
What the fuck does this even mean? You have C++, what part of your gameplay is bound to the engine?

Fucking hell you're dumb.
>>885350
>but anything beyond that is diving deep into millions of lines of undocumented spaghetti code dating back to 1992, if you don't have AAA experience you have no hope
Ok nevermind first anon, you're not the dumbest person in the thread, this guy wins the gold medal.

Anonymous No. 885837

>>885834
what was not clear to you you midwit? The code quality and documentation is crap and the overall workflow is far worse. How many indie games do you see made with unreal that arent just reskins of the included demo scenes with the mannequin?Answer : almost none.

If you want to fly, get on board the unity train.

Anonymous No. 885840

>>885837
>The code quality is crap
No, it's really good, it sounds to me like you simply don't actually know programming so you can't read it and find it "confusing". I'm guessing you thought you were a programmer because you could script shit in Unity?
>documentation is crap
That it is, but you have source access, just inspect the code, it's one click (unless you have some retarded shitty IDE).
>the overall workflow is far worse.
Absolutely not, Unity's component system sucks ass.
>Squad
>Ready or Not
>Rock of Ages
>Foxhole
>Ark
And that's just what comes to mind. I'm sure you'll claim those don't count because they were made by more than 1 person, but that's just an issue with your skills. Any skilled single developer will quite quickly end up working in a team, those that don't generally do so because of poor skills meaning they don't get hired (nor manage to get to the point they can hire).
>If you want to fly, get on board the unity train.
Fly is what your 2D retro platformer does into the Itch.io trashpile. Sorry, not interested in polluting Itch.io with shitty low effort retro games, so I don't think I will use Unity.

Anonymous No. 885841

>>885840
>No, it's really good, it sounds to me like you simply don't actually know programming so you can't read it and find it "confusing". I'm guessing you thought you were a programmer because you could script shit in Unity?
I've been programming for 9 years

>>Squad
>Ready or Not
>Rock of Ages
>Foxhole
>Ark

never heard of any of this garbage. You arent goign to make it as an indie dev with this shit. This is my last message to you : switch to unity. It has DLSS and RTX.

Anonymous No. 885842

>>885840
>0.000002 Epic dollars have been deposited into your account!

Anonymous No. 885843

>>885841
>I've been programming for 9 years
>can't handle C++ in Unreal which is even simpler than normal C++
I'm so sorry

Anonymous No. 885844

>>885841
I can confirm these games are pure garbage.

Anonymous No. 885845

>>885834
The important parts of the engine are covered by layer upon layer of shit. >>885837 is right, especially the documentation is poo in loo tier, sometimes it outright lies to you about what data methods take, return and what exactly they do.
It also doesn't help that the basic engine hierarchy was taken over from fucking Unreal 2 and all Epic has done is clutter the software with half-finished editors and the promise to finish them at some point (which never happens).

Anonymous No. 885846

>>885834
Are you surprised? Unityfags are barely above Godotniggers.

Anonymous No. 885848

>>885837
>How many indie games do you see made with unreal that arent just reskins of the included demo scenes with the mannequin?Answer : almost none.
>Rocket League
>Splitgate
>Tower Unite
>Little Nightmares
>Roboquest
>Hello Neighbor
>Astroneer
>Hypercharge: Unboxed
>Thunder Tier One

Anonymous No. 885849

>>885837
>>885841
>Tell me games that aren't reskins of demos
>Huh not these games because huh not them okay?!

Anonymous No. 885880

>>885521
noone gives a fuck about gameplay in the current climate. look at the last of us 2, it's just a third person shooter covered in fancy systems. graphics over all

Anonymous No. 885928

>>885769
We've seen numerous stories on /3/ like perpetual licenses not being perpetual anymore, moving from "owning" a license to monthly subscriptions, and other types of paywalls. We've also seen acquisitions and abandonments, or shitty updates no one wanted that fundamentally changed the software.
I would only want to be using Unreal or Unity if I were part of a large enough studio to where those companies wouldn't want to screw me over. As a solo dev, I can't even be arsed to read the full license agreement.

Anonymous No. 886073

>>885312
Unreal Engine is THE engine to use for 3D games and Im tired of pretending otherwise. Unity sucks, and every year is worse, the only good use of Unity is for asset flipping and 2D indy games.

Unreal now has Lumen and Ninte that basically blow everything else out of the water. Nanite allows and infinite amount of polygons on static meshes and its no joke. Lumen is basically real time Global Ilumination, no more baked lighting.

Unreal also has every quixel megascan asset for free. And Blueprints makes it so even a non programmer can learn to create advanced game mechanics.

Theres just no reason not to use Unreal.

Anonymous No. 886099

>>886073
>Unreal Engine is THE engine to use for 3D games and Im tired of pretending otherwise. Unity sucks, and every year is worse, the only good use of Unity is for asset flipping and 2D indy games.
Some people like country music or bluegrass. Some people like heavy metal. Same shit with unreal and other engines like unity, godot, etc. For me, the flow of unity is so sweet, its like the sweetest nectar. For me, unreal doesnt have that. I will gladly sacrifice megascans and nanite to have that sweet sweet workflow in unity. Any day of the week. For me, I dont give a damn about static meshes. The future in my eyes is games on my phone (latest generation, flagship). I've determined that mobile is where the money is, and in this space, gameplay is king, not flavor of the month nanite or megascans which you wont notice anyway, on a 6" handheld device with limited battery. I am absolutely in the zone with mobile development and unity. I honestly feel bad for you dinosaurs doing desktop dev still.

Anonymous No. 886113

>>885312
For 3D games, knock yourself out.
For 2D games, prease reconsider.

Anonymous No. 886115

>>885312
too graphically demanding

Anonymous No. 886123

>>886115
>being a riglet in 2022

Anonymous No. 886128

>>886099
Nice bait but it was too obvious when you said gameplay is king on mobile. All the popular games feel the same when playing, it’s all about microtransactions and manipulating human psychology. But I agree developing an actual game feels better in Unity. It is much more flexible. I’m not really gamedeving anymore so I’m sticking with Unreal though, because art side of unity is shitty to say the least.

Anonymous No. 886149

>>885777
>Adidas left the Russian market
Huge loss for their country

Anonymous No. 886152

>>885341
hahaha you fucking mouthbreather

Anonymous No. 886157

>>886128
>because art side of unity is shitty to say the least.
Your art depends on your textures and art direction which has nothing to do with the engine....

Anonymous No. 886160

>>886157
And lighting and rendering. I’m not saying you can’t create good art in Unity btw. I’ve had some nice results with it as well. But…

Anonymous No. 886161

>>886160
you can create everything in unity up to at least a Switch level - the most popular handheld console in the world right now that nots a cell phone, in addition to cell phone graphics.

Anonymous No. 886854

>>885843
Sums it up. If you have 9 years programming you should be able to handle c++

Anonymous No. 886872

>>885837
>The code quality and documentation is crap and the overall workflow is far worse
What's difficult about inspecting the actual source code and typing namespace::class->function(parameters)?
>How many indie games do you see made with unreal that arent just reskins of the included demo scenes with the mannequin?Answer : almost none.
Pascal's Wager, Rattenreich, Returnal, Valorant, Mortal Shell, Ready or Not, etc.

That's like claiming that unity is bad because people release assetflips with it.

It's on the developers, not the engine itself.
>>886099
You don't have any experience in unreal at all lol, mobile works out of the box and it's used in switch games like SMT:V and some Pokemon games.

Anonymous No. 886882

>>886872
>Pascal's Wager, Rattenreich, Returnal, Valorant, Mortal Shell, Ready or Not, etc.
all bad

Anonymous No. 886887

>>886872
>indie
>Valorant

Anonymous No. 886889

>>885312
>Is there any reason not to learn Unreal for game making?

I'm not even a game dev, and I learned it because it's very useful for quick but good looking visual and interactive demos.

Anonymous No. 886894

>>886889
sounds like you could use unity (if you want a more intuitive experience)

Anonymous No. 886895

>doesn't like video games

Anonymous No. 886897

>>886895
?

Anonymous No. 886899

>>886897
meant to tag >>886882

Anonymous No. 886900

>>886899
i play real games that bring something new to the table like doom eternal (not even made in unreal engine)

Anonymous No. 886902

>>886900
No game is original, especially doom eternal; it's just a slower boomer shooter with cutscenes

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Anonymous No. 886905

>>886900
Doom eternal was dissapointing. 2016 is one of my favorite games.

Anonymous No. 886918

>>886905
If you think eternal is disappointing you are the one who doesnt like video games.

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Anonymous No. 887857

>>885841

With each post you make it more and more clear that you don't know what you're talking about. Quit wasting everyone else's time like you already wasted 9 years of yours.

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Anonymous No. 887859

I'm a beginner but is it me or is the documentation of Unreal shit?
I'm trying to dig up how the whole animation and animation blueprint system work so I can implement something of my own creation but understanding that shit at a deep level is like studying alchemy.
Is there an alternative to the official doc?

Anonymous No. 887863

>>887857
pyw

Anonymous No. 887867

>>887859

Anim blueprints are programming, just like blueprints. So you're right about the alchemy stuff. You must learn math, algebra and trigonometry if you want to understand what you're doing.

Anonymous No. 887876

>>887867
You didn't get my point m8. I know how to program but in my case, I just want to use the already built-in methods that are going to help me modify/manipulate this anim BP or not (and if they're not there, I'll just create my own implementation) but all the doc is giving me is the name of the properties/methods without telling what they're doing and some of them have some fucked up names.

Anonymous No. 887904

So, my dudes, have you you tried making nanite assets yet? Have we been tricked? I don't think I'm any faster with this workflow, might be slower actually. It's not like you can actually skip any steps, I just spend more time sculpting microdetails now and dealing with UVs. Honestly can't tell if I'm doing something wrong or Epic made a nice meme people fell for.

Anonymous No. 887970

>>887904
I just use Nanite on all my static meshes (that don't use transparent materials or world position offset).

Anonymous No. 887972

>>885318
>godot
When it moves to c++, sure. Right now main language is basically python without python libraries. WHAT? Can't get more useless than this.

a !L3fN2Qkm8w No. 887974

test

b !L3fN2Qkm8w No. 887975

test2

c !3alphaWCRQ No. 887976

test3

Anonymous No. 887978

>>887970
Yeah I guess that can be useful as well, but I'm talking about the sculpting Nanite workflow specifically.

Anonymous No. 888022

Okay I hear about Nanite this and Nanite that but what's new textures wise in Unreal Engine 5?

Anonymous No. 888023

>>888022
You don't ask questions, chud.

Anonymous No. 888025

>>888022
>what's new textures wise in Unreal Engine 5?
What do you mean? I don't think anything changed much in the workflow with textures. I know some projects started using more masks with tileables but that's it.

Anonymous No. 888027

>>888025
Can you use higher res textures than before for the same performance cost for example?

Anonymous No. 888051

>>888027
no

Anonymous No. 888117

>>885312
can you do motion graphics in Unreal or is too clunky?
Compared to after effects which is a piece of shit that is.

Anonymous No. 888121

>>887972
Apparently Godot 4 is coming with full featured C++ support rather than bindings, so that should be fun.
The thing is that Godot 4 is practically never coming out.

Anonymous No. 888564

>>885312
Unreal doesn't run on potatoes. Unreal cannot make games that run on potatoes as well.
And unlike what the retards in this thread seem to think, potatoes still make more than 80% of the market.

Anonymous No. 888671

What about working a pipeline in Source? Source2? I'm genuinely curious about the workflow.