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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 item animations stay in sync always, no matter where, when, or how many spawn.
(60fps version in replies.)
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!
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.
I have a Patreon to support my personal efforts in game dev and streaming. You can get WIP Preview game builds of the projects I work on! It helps me dedicate more time and energy into game dev. Any amount is greatly appreciated!
The Hamster Drop Early Bird Demo has just released! A teaser of what's to come! Catch those hamsters! See how many you can get in a row without getting hit or missing one! Available on Windows 32bit & 64bit!
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
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…
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