Toy on a Mission UE4 Remix - NewDirection - N1
Greetings.
Notable Stuff done since last entry:
- I have replaced the old WIP options widget with a new WIP options widget that uses tabs like a browser
- Set custom built UE levels to not be packaged with the game, Instead I am using the UserMap system (json file that a level is built from at runtime)
- Added a Actor Component to some classes to have the DynCube(array of cubes that adjust based on distance to registered data)
- A lot of work into profiling and optimizing DynCube
- The map now is made from multiple DynCube instances, This allows disabling of instances that are not visible
Options widget:
The old one ooked like this:
And the new one is this:
DynCube (optimization):
- Non moving: the cube stays in the out position so that the level has walls/floors.
- No instance: the cube stays in the in position so that any Actor in that location is not hidden.
- Area: Used to have Queued updates only affect instances in the Areas that they have enabled
Future work:
- The next 'big' thing I am going to do is use a material effect to only show stuff around the player in a range to work with disabling DynCube instances.
- Get back to improving/working on UI/UX
- Checking performance on other computers.
- Adding a end peice to levels that brings up a widget with info and asking the player what to do
That's all for now,
Ryan.
Recommended resources
Game Engines
Unreal Engine 5 Best Practices
Amazon · Book
Written by multi-award-winning Unreal generalist Tyson J. Butler-Boschma, Founder and Creative Director of Toybox Games Studios, this book addresses common challenges you face when advancing your expertise in lighting, environment design, and cinematic storytelling.
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