Recently I reduced all of the lag spikes caused by loading Niagara during gameplay for my #UnrealEngine 5 game.
So I decided to make a video explaining and showing how you can find them for yourself, and then how to fix the problem by hiding them during a loading screen instead of having them during actual gameplay using blueprints.
Hope it helps someone out!
youtu.be/5tk06ppQjT0
6 fingers on the AI hand is definitely an interesting decision to push people towards using AI.
This will probably be a good data set for them and people in general at the end.
Vibe your way to 50K.
The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
Well then... Many have said that people are over reacting cause there'll still be some support for blueprints in the first few versions. Guess they can't use that anymore. 🤣
As I said before, no blueprints hurts indies and solo devs the most, bigger studios have teams and probably actual coders on their team.
But also you have to remember Unreal isn't just for games. I work in Virtual Production for example and we use Blueprints basically for everything. Nothing gets coded. Past few places I worked at had no coders except for doing backend management stuff, no one artist level.
If they really have no blueprints in even the first few versions than I imagine even less people will try UE6 than originally were thinking to. Studios will studio of course.
With Epic announcing that their new launcher is vibe coded, I decided to go check out alternative launchers if you're primarily using it for #UnrealEngine.
There's a lot of options that can fit basically anyone's needs, and I show off the ones I could find.
youtu.be/v10fjK1ymVY
Tiny indie games are going to start disappearing I fear. I've seen several small game ideas completely recreated with AI pop up in a day or two after the original showing.
It's definitely always been a potential concern, but the speed at which it happens is what's different.
I've been wanting a new launcher for as long as I can remember, but doesn't this just admit that you couldn't fix your own launcher yourself and had to use AI to even come close?
We vibe coded the Epic Games Launcher to be faster than the other guy.
Don't believe us? Test it out for yourself in Preview:
launcher.epicgames.com
Decided to test out an actual benchmark tool (CapFrameX) to see how my game performs in combat / dungeon setting.
This is on an i9 14900k and RTX 4080 at 1440p with all max settings without any upscaling. Relatively pleased with it honestly considering I'm just a solo dev.
Recently I pre loaded my Niagara systems and character animations so that has helped a lot to remove hitches. I might make a video on that at some point if people are interested in seeing how.
#UnrealEngine #GameDev #IndieDev
I use Data Tables a lot in #UnrealEngine 5 but their lack of support for sub structs I don't love. So I've made an external tool that can read an exported data table, allow you to modify it, and export the modified version out back for Unreal.
Some of the things I added support for:
- Splitting struct variables into separate columns so you can sort by each individual variable
- Array support and ability to split an array into separate columns as well if you have an array of structs, cause yes that is also supported.
- Filter row and columns
- Highlight columns
- Advanced sorting
- Instanced struct support (It allows you to modify the variables inside the instanced struct.)
- Raw cell text edit if needed
- Valid check to make sure you have no duplicate map / set / row names.
- And more!
Now I'll break some of your hearts by saying I did make this with the help of AI. But assuming that doesn't scare you off I'll be making a video and making it available for my Patreon members on Sunday.
So come check it out if you're interested: youtube.com/@Procedural_Mind…
One graph, no mesh sampler required. Sample the ground, walls, and ceiling in any area that you'd like.
Video coming this Sunday!
youtube.com/@Procedural_Mind…
#UnrealEngine #UE5 #PCG
I know some people in the community that are definitely like this. Thankfully for me it's more of the opposite. I just work on different parts of my project so I never get bored, and when I do it's not for long.
I've never really preferred working with Data Assets in #UnrealEngine, I've always been a Data Table person when possible.
So now I've gone a head and made a simple tool to convert between data tables and data assets. Hopefully you guys find it useful!
youtu.be/OF1eHOkgUxM
Got my first job rejection yesterday. And so the cycle continues to repeat itself. How many will it take this time? Lets find out.
I've been working on an #UnrealEngine tool to take a Data Table and create/update Data Assets with all the row info. I'm also going to try to take the info the other way around - from DA and populate back to the DT.
Hopefully that's something that can be useful to some of you. Tutorial will be coming to the channel this Sunday if all goes well. Stay tuned!
youtube.com/@Procedural_Mind…
I don't want to use AI to create the art for me for my game, but man it is so nice for doing the backend calculations and planning.
I've recently made a simple local tool for myself that allows me to keep better organized compared to the excel spreadsheet method I was using prior to that. I wanted to share its usefulness to me, and show how easy it is to make something similar that's catered to your specific needs.
I use AI as just a tool to help me plan or do tedious tasks, not to make the game for me. And hopefully this video can show one of the ways you can do the same, entirely on basically any free plan.
youtu.be/UJliIwovMWM
What is going on with PlayStation lately? I think they're allergic to money or something.
Go Xbox for picking up Kojima and helping push the game forward!
An update from PlayStation Studios: After careful consideration, we have made the difficult decision to step away from collaborating with KOJIMA PRODUCTIONS on its project PHYSINT. We continue to have great admiration for Hideo Kojima's vision for the game.
Our relationship remains strong after three decades of industry-leading, genre-defining creative cooperation, and we look forward to continued close collaboration with Hideo Kojima and his award-winning independent studio in the future.
Readers added context they thought people might want to know
PlayStation's statement presents the PHYSINT split as a mutual "step away" after careful consideration with future collaboration expected. Kojima stated PlayStation unexpectedly notified cancellation in mid-June 2026, forcing a 3-month search for a new partner (Xbox).
kotaku.com/xbox-swoops-in…
variety.com/2026/gaming/ne…
Tim, the creator of #PCGEx, has been working on a new more advanced system that works with #UnrealEngine 5 PCG to be able to do things we haven't been able to previously, like assembling procedural dungeons.
Now this is a paid plugin, and not a super cheap one. Would you guys still be interested in getting a demo of it? I want to get people's thoughts on it as it'd be the first time I cover anything paid on the channel if I do make the video.
As a solo game developer it can be intimidating getting started. I've made a video going over the different game genres and types that someone come make by themselves without too much trouble. Hope it help or motivates someone to start. :)
youtu.be/_yr8VY_hSDQ

















