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Are you doing unnecessary work when calling Delegates in #UnrealEngine?
I wrote an article about this small topic since I was dealing with it recently (it's free to read!) Includes examples and fancy Macros.
https://www.patreon.com/posts/unreal-engine-131408500?utm_medium…
Managed to figure out how to apply palettes to low color sprites in #UnrealEngine5. The flashing ones are randomizing their palettes every frame.
Still working on an easy to edit palette data system, but it works!!
Here's a fun weekend post. A while back I tried to animate Ryu in his new Street Fighter 6 costume in NeoGeo Pocket Color style. I quite like the result! (This will NOT be featured as a costume in PFEX though, I did it just for fun.)
The item animations stay in sync always, no matter where, when, or how many spawn.
(60fps version in replies.)
This tweet from a mutual got my optimization psychopathy going.
I made Nodes to combine functionality for better aesthetics, variety, & (hopefully) performance.
Details & Benchmark in reply!
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
If Time is paused for any Actor that uses my #UnrealEngine5 Time Control system, all of their SFX also automatically pause.
I can put Actors into Time Groups. In this example the Parent Time Source for "Gameplay" is paused, so 'everything' pauses.
3 years before Pocket Fighter EX I made a sprite of Kazuya in Pocket style. I touched it up just a little bit for this post.
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