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jswigart.bsky.social
@jswigart.bsky.social
20 year game developer. Game A.I. for a big chunk of it. A.I. dev on Mercenaries 2, Rage, DOOM(2016). Omni-bot for FPS games.

Working for The Fun Pimps now, (7 days to die dev) as tech director on an unannounced Unreal 5 title in the works.
If you use ALevelInstance, with DesiredRuntimeBehavior set to "Standalone" (or LevelInstanceRuntimeBehavior::LevelStreaming in C++), the level will have it's own independent data layer manager, so you can configure each instance of a given level instance independently.
February 10, 2025 at 6:02 PM
You can send "big data" in Unreal without starving out other network traffic by using ReplicateSubobjects.

Fragment your data into subobjects, and interleave them into normal replication by only sending 1 subobject per frame(the first that returns true from Channel->ReplicateSubobject)
November 20, 2024 at 3:15 PM
If you use ALevelInstance actors in Unreal, they 'broke' their default operation in 5.5 by defaulting bIsEditorOnlyActor=true on the actor, so if you see them missing at runtime, you need to manually disable this.

They have backed out this change in main
November 19, 2024 at 3:17 PM
Anyone else running into USDCore crashes during client/server cook under 5.5 engine?

Had to disable it and the plugins that depend on it(Fab, MeshPainting, GLTFExporter, InterchangeTests, InterchangeEditor, Interchange)

It's a new plugin to 5.5
November 18, 2024 at 4:12 PM
What's your favorite first person, melee centric, game combat?
November 15, 2024 at 7:58 AM
Just to post something of substance, earlier in the year I did a technical writeup of a sync animation implementation I wrote for Unreal for someone on reddit. I wrote the glory kill system for DOOM(2016), and on my new project, we wanted something similar.

docs.google.com/document/d/1...
Sync Animation System Tech Overview
Introduction 1 Choosing a Sync and Target 2 How to Play a Sync Interaction 3 Using Sequencer 4 Import Transform Tracks 6 Previewing the Sequence 7 Playing the Sequence 8 Additional Runtime Considerati...
docs.google.com
November 15, 2024 at 7:53 AM
Looks like Epic is planning on deprecating non instanced gameplay abilities in GAS, starting in 5.5

Good riddance I say
November 15, 2024 at 7:36 AM
Started upgrading our Unreal Engine version to 5.5. Normally I would wait until a couple point releases to avoid any stability surprises, but this time there are too many new shinys to wait on.
November 15, 2024 at 7:19 AM
Gonna try to brain dump into the ether a bit about game dev from my day to day experiences. Maybe make some like-minded developer connections.
November 15, 2024 at 7:16 AM