4 ms·
In both cases, that's literally just a flag for the in-game camera.
by gamblor956 3y ago
In both cases, that's literally just a flag for the in-game camera.
- nottorp 3y agoYeah but how about infinite tiles dynamically loaded, for example, like in any ARPG? I have no idea, just thinking FPS roots means they're designed for discrete levels.
- maccard 3y ago> Yeah but how about infinite tiles dynamically loaded, for example, like in any ARPG? Yes, see [0]. As for procedural generation and that sort of thing, there is a new feature that supports it out of the box in 5.3 but before that you were able to write your own procedural generation (just as you would in unity, or your own custom engine ), and spawn actors. > I have no idea, just thinking FPS roots means they're designed for discrete levels. It's been a long time since that's all UE was suitable for. There's been JRPGs, third person shooters, racers, MOBAs, puzzlers, platformers, made in unreal in the last decade. [0] https://docs.unrealengine.com/5.1/en-US/world-partition-in-unreal-engine/ https://docs.unrealengine.com/5.1/en-US/world-partition-in-u...