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> How do you manage / version assets? Git? Git LFS? ...? I use Git LFS. It's a bit of a shit show though. Blueprints are a tricky thing to diff. I generally us
by klmadfejno 6y ago
> How do you manage / version assets? Git? Git LFS? ...?
I use Git LFS. It's a bit of a shit show though. Blueprints are a tricky thing to diff. I generally use the in editor tools to do commits.
> Is networking support for multiple players something that works out of the box? Or do you have to hand roll this and the server code?
I think unreal's multiplayer is quite good personally. All actor's have a checkbox as to whether they should be replicated. Blueprint support for handling RPCs is pretty good too. You can simulate client/server setups in the editor with multiple windows. To actually run online you'll likely want to get either steam's online subsystem working or epic's.
> How might I find people with experience to work with, review my code, or potentially hire?
I would try the unreal slacker's discord featured on the epic launcher.
Edit: for good laughs, here's Tim Sweeney himself tweeting a similar question in 2016 about whether git LFS is a good idea for game dev: https://twitter.com/timsweeneyepic/status/747888067248295937?lang=en https://twitter.com/timsweeneyepic/status/747888067248295937...