

You can mark Macro nodes as *Development Only* but they STILL GET CALLED IN SHIPPING?!
#UnrealEngine #UnrealEngine5 (I'm using 5.5.4)
Next up
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.
BIG ANNIVERSARY UPDATE!!
It's been a very difficult year. The paralysis, which I am still recovering from, and the medical bankruptcy that followed. In spite of that progress was made, maybe not as much as I'd like, but look!
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
Devlog | Five Nights at Freddy's : Witness
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…
I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!
As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.
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!
My new & probably my last project for a while
based on Superliminal fan game I created almost 2 years ago
Gotta finish this artistic shader nightmare
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