Probably a bit niche for most people but I discovered a weird #unrealengine problem & workaround today. When you play a *non-looping* animation montage on a multiplayer client, you get the "Blending Out" and "Finished" events *immediately* when you start playing it. Seems like a bug, it doesn't happen on the server player and happens irrespective of animation length or most other blend out settings. The workaround: uncheck "Enable Auto Blend Out". 🤷♂️ End of anim still seems smooth so feck knows
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:09:08 JST The Seven Voyages Of Steve
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:13:21 JST The Seven Voyages Of Steve
Don't make a multiplayer game folks. Making games is hard enough as it is, don't do this to yourself 🙈
(I want to make at least one co-op game in my lifetime but I'm an idiot, don't be like me)
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:17:46 JST The Seven Voyages Of Steve
@Craigp it accidentally does (you can stand on the AI stash box like in Deep Rock Galactic), so far not too bad. Can always nix that if it proves problematic
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Craig P (craigp@mastodon.social)'s status on Saturday, 25-Jan-2025 00:17:47 JST Craig P
@sinbad Oh! I noticed that but had to give up due to a much larger misfeature before I got around to tending to that one. XD
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Craig P (craigp@mastodon.social)'s status on Saturday, 25-Jan-2025 00:17:47 JST Craig P
@sinbad On that note, I hope your multiplayer game doesn't involve anyone standing on anything that moves.
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:22:30 JST The Seven Voyages Of Steve
@dotstdy sounds lovely
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Josh Simmons (dotstdy@mastodon.social)'s status on Saturday, 25-Jan-2025 00:22:31 JST Josh Simmons
@sinbad true advice. video games were not meant to be played together
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Josh Simmons (dotstdy@mastodon.social)'s status on Saturday, 25-Jan-2025 00:22:31 JST Josh Simmons
@sinbad funnily enough I've almost exclusively worked on multiplayer games, one day it would be nice to retire to a nice single player experience without any networking.
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PsychicParrot (Jeff) 😷 (psychicparrot42@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:23:00 JST PsychicParrot (Jeff) 😷
@sinbad When I made RC Rush, I thought I needed multiplayer for it to sell (*slaps head*). It's one of those things that people complain about when it's not there in indie games, then when it *is* there complain that the multiplayer's dead because barely sell enough copies to pay bills let alone enough to keep concurrents at a good enough rate. And that's exactly what happened. Added it, nobody used it. I doubt I'd do multiplayer again after that other than split screen, like.
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Calicoday :gamedev: (calicoday@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:36:53 JST Calicoday :gamedev:
@sinbad I appreciate this advice! I'm guaranteed to go multiplayer but I put it off as long as poss so I can have as full command of other aspects as I can. Then when I make the jump and am slogging thru one of many nightmares, I'll know that's NOT bizarre, I was warned! 😹
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:38:49 JST The Seven Voyages Of Steve
@calicoday Yeaaah the problem is adding multiplayer later can be a total nightmare as well, since it affects so much of how you initiate every single action in the game. I wouldn't leave it too long
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Calicoday :gamedev: (calicoday@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:42:00 JST Calicoday :gamedev:
@sinbad yeah, that's what I'm noticing watching your and others struggles. It's like a lot of the foundations are diff, cousins not sibs. Tbh I'm finding that with a lot of UE subsys. There's an awful lot of opportunity for a massive refactor! 😿
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:50:45 JST The Seven Voyages Of Steve
AHA! Actually this was not the root of the problem. I found other problems with non-looping animations and replication, and the ultimate fix to all of the problems was to be specific about the section name to play the montage from. I think this might be an ability system bug rather than a core bug, but it seems unable to correctly identify the section by default on a non-looping animation, and supplying it (it's normally just "Default"), all the problems go away 🤔
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