[HN Gopher] Confessions of an Unreal Engine 4 Engineering Firefi... ___________________________________________________________________ Confessions of an Unreal Engine 4 Engineering Firefighter (2018) Author : mooreds Score : 112 points Date : 2021-04-11 13:03 UTC (9 hours ago) (HTM) web link (allarsblog.com) (TXT) w3m dump (allarsblog.com) | 323454 wrote: | Check out this amazing link from within the article: | https://blueprintsfromhell.tumblr.com/ | [deleted] | MauranKilom wrote: | I feel like without having worked on UE4 blueprints I'm not | getting a whole lot of comedy here. Yes, sure, some of these | are messy or elaborate, but _from hell_? For all I know, half | of these could be best practice blueprints and I wouldn 't be | able to tell the difference. | rektide wrote: | hiring sepme with systems sense is something I wish a lot more | companies could & would perioidcally try, emergency or no. | software devs are awash in their own experiences & there should | be such a huge market for outside visitors to come re-assess, | review, suggest or dabble in some re-orientation. | | this article is such an amqzing unspoken revelatory tale, that | applies to so many kinds of software engineering environments. | [deleted] | aeturnum wrote: | > _Allowing reported issues to result in zero action is the | quickest way to convert your employees, especially your | engineers, from enthusiastic company-first workers into "clock | in, clock out, it's not my problem" workers. Most employees, | again especially engineers, want to improve the company and | themselves... until you prove that their thoughts do not matter._ | | The flip side of this, which I have also experienced, is that the | entire company simply accepts the issue as "normal" and stops | trying to deal with it. Generally this happens when people have | tried many times to solve it and the team has lost a lot of time. | People get annoyed when you bring it up because everyone is | dealing with it all the time and if you _really_ brought it up | every time you saw it, every sentence would reference it. In a | healthy company this is the behavior you expect around "the | problem" the company is working on: everyone efficiently and | implicitly references the problem in their work. There's a thin | line between nibbling around the edges of a problem and biting | the same spot without effect. | zubspace wrote: | Very interesting read. Some things about the difference between | middle/senior/lead-developers is a bit too generalized / | controversial. But this quote stuck with me: | | "What you do not want are employees who are blindly following you | down a potentially self-destructive path because they believe | anything the company does is what it should do." | | What I find fascinating about the Unreal engine is, how fast they | are able to iterate or implement new features, without that whole | thing falling apart. Reading their release notes [1] is crazy. No | idea, how the manage to keep going at that pace. | | [1] https://www.unrealengine.com/en-US/release-notes/ | [deleted] | vanderZwan wrote: | > _By the Way, All Your Subordinates Are Lying to You (Because | You Don 't Listen)_ | | > _One very interesting thing I had found, when I came into an | office as an outside objective evaluator and you had left me to | do my job, was that approximately 2 nanoseconds later your | employees were already telling me everything that was wrong about | you, your company, and your development methodologies. It was not | a matter of having a trusting face, or even promising them to | make things better, it was about your employees who cared about | the growth of the company, and more importantly about their own | growth within a company despite feeling unheard and ignored. I | just happened to be a new face that wouldn't judge them for what | they would say, and even if I did, often they are so tired of the | problem being present that they would even just stop caring about | any potential consequences of speaking out against their | employer._ | | Whenever I read something like this I wonder if I've just been | extremely lucky with my employers, because I see it so often it | sometimes feels like it's the norm (despite _obviously_ not | benefiting anyone). It should be noted that I don 't work in the | games industry though | WrtCdEvrydy wrote: | I have a close friend who's a director. I've always treated him | like an equal but one day I told him that he was never getting | the whole story. He felt devastated because he thought it was | him but it's not him, it's just the title. | | Part of getting the fancy title is understanding that you will | never get the truth from subordinates, you will get a sugar- | coated version of the truth that is close enough to the truth, | but not so close that you'd rage and fire someone on the spot. | Even if you've never even do that in a million years, | somewhere, somehow, someone who is giving you good and bad news | will always sugarcoat the truth on the bad news yet hype up the | good news. | GrumpyYoungMan wrote: | The old joke that " _Consultants tell you what you already knew | but didn 't want to face._" has been around forever for a | reason. It's even an accepted tactic by business units to hire | a consultant to document all these known problems as a means to | force themselves to clean up their own act. | pjc50 wrote: | I've encountered it a little bit, and in both cases I left as | soon as I realized I wasn't going to make any more headway. | | But the key is here: | | > They immediately asked who was giving up this information and | wanted to crack down on this perceived insubordination, rather | than trying to address the issue | | One of the key elements of the "boss" social role is to enforce | _subordination_ : people doing what you tell them to do. This | is kind of intrinsic to the interpersonal dynamic, and it's | quite hard to avoid doing at least some of the time even if | you're aware of how it can be a problem. | | The problem with people doing what you tell them to do is that | what you tell them to do may be wrong or incomplete. You then | have two choices: | | - admit error. This is uncomfortable. | | - increase the effort to _subordinate_ the person so the boss | does not lose face. | | There are all sorts of examples and case studies of this kind | of thing in command situations. Here's it causing a plane | crash: https://www.cnbc.com/2014/02/10/asiana-airlines-to- | pursue-co... | mch82 wrote: | I have explicitly instructed my team to let me know if I ask | them to do something stupid so we can avoid the mistake. I | was so excited the first time someone spoke up to alert me | that I was overlooking a better option & made sure to | celebrate the alert in order to keep the transparency going. | | There may be teams where this direct approach wouldn't work | out, but so far it's seemed to help. | neatze wrote: | To very large degree Boss/Management role is to support | (indirect control) allocation of human capital resources to | tasks in relation to objectives with minimal inefficiencies | such as; conflicts, overlap in tasks, miscoordination. | | I would argue there is virtually no justification to manage | people by means direct control, virtually for any team/group | sizes. | pjc50 wrote: | That's the organizational role. The interpersonal, social | one is often a lot more primitive and has nothing to do | with capital or resources. | thu2111 wrote: | That seems extreme. Managers have to lead and make | decisions. If they don't then you rapidly end up with | chaos. That's how some firms end up with 10 different | languages being used, where no engineer can work on anyone | else's codebase because there's no consistency about | anything, where progress is minimal because decisions don't | get made due to some people disagreeing with each other and | having no way to break the deadlock, etc. | | I think it's become sort of fashionable to claim bosses are | always clueless or shouldn't actually try to manage because | their employees are always smarter than they are. The | "servant manager" idea. That is dead wrong in my | experience. Or rather, if the manager has no idea how to do | the work their employees are doing and just sits out that | part of their role, the team has much bigger problems. | neatze wrote: | Concept of empowerment within a context of mission | command and science of control, arguably, is by far the | most complex matter in humans. | | > Managers have to lead and make decisions. If they don't | then you rapidly end up with chaos. That's how ... | | I thought I made this point clear in terms of | inefficiencies example. | | While it is oversimplification I attempt to exemplify | this using spatial navigation analogy. | | Owners select area and resources. | | Managers of Managers who make decisions on approach to | area and to a degree by what resources. | | Operational Manager make decision on routes way points a | given resources. | | Workers will make decisions in between way points. | | With such example: one can argue this should be top down | one way hierarchical approach, the old school inefficient | approach. (eg. Direct Control) | | In my perspective, modern approach is to utilize indirect | control by establishing conditional triggers (eg. only | specifying limitations on areas, approaches, routes, and | way points) based on horizontal feedback (top/down or | down/up hierarchy) and vertical feedback (side way | communication). | coderintherye wrote: | The boss role does not have to enforce subordination, there's | multiple styles of management which encourage self-leadership | in terms of what people work on and how they do it. I'm | personally a fan of David Marquet's "Leader-Leader" style. | | But, because so many people expect to be subjugated in their | roles it does require some hurdles to get past normal | societal expectations and not everyone is a fit for it, some | people just want a task list and to be told what to do. I | think the world could be a better place if we could | effectively help people sort into the companies with the | leadership style that best suits their working style. | whatever_dude wrote: | > so many people expect to be subjugated | | Was thinking something along the same lines. I work in an | environment where a tiny bit of self initiative does very | well for one's work and career, and still some people can't | get it over their heads. Unless something is very clearly | stated somewhere, they won't do it no matter how obvious it | is, even people who are trying to get a promotion. I swear | sometimes I think people would let the office burn because | "yelling fire!" is not of their stated position | responsibilities. | neatze wrote: | This primarily can be attributed to how people perceive | risk and risk aversion mechanisms, don't think this would | be false to assume it also relates to responsibility. | | Self initiative people willing to take more risk and thus | responsibility if things don't work out, where not self | initiative people if things don't work out, take | substantially less responsibility by default. | jacquesm wrote: | More often than not technical issues are in fact management | issues. Plenty of evidence for that. | numpad0 wrote: | It's only natural though, one way to play the salary game is to | maximize your perceived involvement and truck factor, while | reducing actual efforts needed, all while avoiding getting | upsetting colleagues. | | Workloads at full capacity, with stakes distributed precisely | according to power structures, with zero meaningful/impactful | output thus zero uncertainty, is Pareto optimal, if you view a | corporate as a salary distribution game that you're a player | of. | istorical wrote: | Since I don't often see UE4 related posts on the HN front page | but love the technical community here, gonna go ahead and take | the opportunity to ask what people in the industry think about | current job opportunities for entry level folks transitioning | from web development work. | | I know the old story about conditions being worse and avoiding | turning your passion into your job/hell, but anyone able to chime | in? | | I'm working on a VR game as a learning experience and using UE4 | with the hope that as AR/VR grows more popular over the next | decade I'll have set myself up for moving to the field, but I | don't know how early I might be able to make that move or how | quickly opportunities are growing. A few years ago my hope was | that by now VR would have grown to the point that some of the | digital agencies here in NY would have work doing branded VR | experiences or some type of VR work for non-gaming related VR | uses / for non-technology companies. But I haven't necessarily | seen VR roles popping up at agencies / marketing firms. | | Anyone with any insight on VR or UE4 job market general trends? | throwaway3699 wrote: | I'm an indie developer, so limited perspective for sure. | Focusing on games and the consumer market. | | The main issue I can see with VR is the same pattern that | played out in mainstream PC gaming -- where 20% of the market | takes the vast majority of the market's dollars. That means | that the VR market can sustain far far less companies, even | though games cost more and are primarily developed by indies. | | I'll bet Half-Life: Alyx and Beat Saber took in more than a | third of all money spent on VR last year, whereas everyone else | is left competing for scraps. | | If you make or find a game studio that is breaking into that | upper category then you may be in a very comfortable position | for the riding future growth. | avereveard wrote: | vr is going to be an inherently smaller market not just for | the cost of entry but because it's inherently hard to make it | casual | throwaway3699 wrote: | tbh, The Quest 2 selling like hotcakes as a portable Beat | Saber machine makes me think otherwise. The same issues | apply to regular consoles too. | arduinomancer wrote: | I think that for VR: | | buyFactor = price / howGoodTheTechIs | | If either the denominator increases or the numerator | decreases it could more popular in the future. | SeanBoocock wrote: | Been in the industry for a decade and am a hiring manager for | engineers. Overall, the industry has never been better and | there are plenty of job opportunities available to work on a | wide variety of games. | | In terms of general advice for junior engineers, I wouldn't get | too caught up on technology (ie engine). The sorts of things I | am looking for are: do you have strong computer science | fundamentals? have you taken game related projects from | conception to completion? how well do you work within inter- | disciplinary teams? and do you evaluate your work from a user's | (ie player's) perspective? | | Unreal dominates AAA for third party studios and I don't think | that will change in the near future. Whether Unreal expands its | dominance to mobile is an open question, but with more HD games | going to mobile (or starting development with HD and mobile as | platforms) I would probably bet on it. Unity probably isn't | going anywhere in the near future but I don't expect it to | shake Unreal's hold on large game production; they're simply | too far behind. | | I am fairly pessimistic on VR as a whole, but there will likely | still be a small market there for the foreseeable future. With | Sony recommitting to VR for PS5 and Oculus continuing to pump | some (albeit much smaller) money into the space, I expect VR to | remain a stable niche. AR is a lot harder to predict as Apple | is the big unknown. There are a lot of companies ready to jump | on that opportunity (ie Niantic) if someone can figure out the | right hardware. | 1-6 wrote: | "I know the old story about conditions being worse and avoiding | turning your passion into your job/hell, but anyone able to | chime in?" | | I think you already know the general culture of the work you | want to get involved in. VR projects are usually side projects | and considered nice to have rather than need to have. There | haven't been "killer apps" recently which has driven massive | adoption from industries with deep pockets such as | infrastructure or transportation. As much as I respect media | and entertainment, the pool of dollars are hotly contested. It | better to work for other industries. | Animats wrote: | 2019 was the Year of VR. | bobajeff wrote: | I'm not convinced VR is set to grow a whole lot. I think that | the VR that we were looking forward to back in the The Lawn | Mower Man / Matrix days is a long way off. All we have today is | just TVs that you glue to your eyes which aren't really close | to what we've been fantasizing about in sci-fi for decades. | | * Most headsets probably aren't good enough to not cause | headaches after about 2 hours. I also think they could lead to | eye problems. | | * Right now we only have a very limited subset of senses | available. (Touch, Taste and Smell are still a long ways away | from being available.) | | * The way to interface with VR is still very crude. Still uses | a traditional controller or at best some Kinect like interface. | Which would have the problem of needing a expensive treadmill | like device to prevent you from bumping into walls. | | * The headsets are still expensive. The hardware it takes to | run games capable of taking advantage of the headsets is | expensive. The cost of developing those games is also crazy | expensive. | Asooka wrote: | > Still uses a traditional controller or at best some Kinect | like interface. Which would have the problem of needing a | expensive treadmill like device to prevent you from bumping | into walls. | | It is a shame how many games developers don't want to let | people use the analogue stick to move in VR. It's | uncomfortable for some people for a bit, but for the majority | it's fine and lets you do all the normal in-game things. HL: | Alyx is the most recent example where Valve originally didn't | offer the option for simply walking and turning smoothly in | VR. I get that you want your game to be accessible to the | greatest number of people, but you're limiting your design | space this way and leaving aside a part of the market. | thrower123 wrote: | GPU shortages have hit VR at a very unfortunate time. It was | just starting to take off a little bit, but now you have to | trade your first-born child to get a 3080 card to really | drive VR. | bluescrn wrote: | Hasn't Facebook effectively killed PC VR anyway? | (discontinuing the Rift S, forced FB logins, and focusing | on closed-platform mobile VR) | klipklop wrote: | Surprising no not really. Facebook has greatly improved | the oculus link functionality for the Quest. You can now | play PC VR wirelessly with an application called Virtual | Desktop. | | I beat half life Alyx this way and it was awesome. No | link cable is my preferred way to play pc vr. They killed | the rift S mostly because the Quest 2 is the better unit | overall. | | I do suspect though they will eventually stop supporting | pcvr, but today it works pretty well. | throwaway34241 wrote: | > Still uses a traditional controller or at best some Kinect | like interface. Which would have the problem of needing a | expensive treadmill like device to prevent you from bumping | into walls. | | > The headsets are still expensive. The hardware it takes to | run games capable of taking advantage of the headsets is | expensive. | | The most popular VR device right now is the Oculus Quest 2, | which is $299, needs no additional hardware, and uses fully | motion tracked controllers (along with hand tracking). | There's a boundary tracking system to prevent running into | walls. | | Also, it is growing a lot on a year-over-year basis, although | of course the base is still tiny compared to cell phones etc. | | So some of your info is out of date. I think that some of the | challenges being worked on right now are content, device | size/weight, and also integrating eye and face tracking into | headsets. [1] | | [1] https://www.theinformation.com/articles/mark-zuckerberg- | on-m... | seoaeu wrote: | $300 is not cheap for a lot of people. It is more than I've | ever spent on a computer monitor, and I use those every | day! | throwaway3699 wrote: | People drop $1000 on smartphones all the time. It might | be expensive, but it's not unobtanium anymore. | jcelerier wrote: | > People drop $1000 on smartphones all the time. | | you live in a different universe | forrestthewoods wrote: | An iPhone 12 with bumped storage and sales tax is about | $1000. Apple probably sells roughly 200 million phones a | year that cost at least $800? I'm not sure how many | premium smartphones Samsung sells these days. | | I'm not sure how you can consider that another universe? | It's a pretty big market right here on planet Earth? | throwaway34241 wrote: | I don't think it's exactly expensive either, relative to | other devices that have seen broad adoption. Computers, | smart phones, TVs, (LCD/tube) monitors, tablets etc | didn't reach that price point until they were in the | market for quite a while. | | Sure it might need to be cheaper to be affordable to 100% | of the world, but it's not even close to saturating the | market in high income countries yet (or the market share | of much more expensive devices). | | BTW the $300 device is not just a display, it includes a | fairly high end smartphone chip in addition to a high | res-screen, battery, lenses, controllers, 4 cameras etc. | I wouldn't expect major cost reductions anytime soon. | hackRn3975 wrote: | I'm going to go out on a limb and say you don't own a modern | VR headset ? | | Although, you still could and have this opinion I'm just | curious. | | Honestly even if you don't own one I'm not saying we should | dismiss your opinion. Honestly it arguably means more or I | should say could mean more. | | The thing that sticks out to me is, do you think these are | good arguments for "games won't grow" or "Vr usage won't | grow" ? | | I'm thinking about when video games first were gaining | popularity since it's a really good comparison imo. | | ~ * tv/game eye problems ~ * limited controls ~ * very crude | interfaces ~ * expensive hardware (thinking of original pc | games to even the N64 $100+) | | So if we're not close to the ideal then it's not worth it ? | "Matrix days is a long way off.", yeah it probably is... so ? | | If you want VR of today or even in 5 years to be the "Matrix" | or the holy grail of VR then yes you will be dissapointed. | | All that to say this hypothesis you're proposing : "Vr won't | grow a whole lot because we're far away from the Matrix vr | experience" is not totally unreasonable but I personally | think it's really weak and historically proven wrong in so | many industries. | Animats wrote: | VR has fundamental usability problems. If you and the world | move separately, people get disoriented. Most of the | successes involve a virtual world locked to the physical | world (Beat Saber) or where the player sits in a vehicle. | Still, there are dancers using VRchat with full body | tracking, the closest thing yet to full dive. | | AR, in some ways, has more potential. In AR, people can still | see where they are. It's mostly a hardware cost problem. If | you could get AR goggles down to swim goggle size and selling | for $39.95, you could do Pokemon AR. | | I'm interested in big virtual worlds. Lately, that field has | been invaded by the Make Money Fast / NFT / ICO crowd. | They've been building crappy virtual worlds with overpriced | virtual assets. I'm not sure how this ends. | | Second Life has found a new big success. They added an area | of "premium homes" two years ago. If you sign up for a paid | membership, which is about $100/year, you get a nice upper | middle class American house in a nice neighborhood. The | neighborhoods are well laid out, nicely landscaped, and have | several distinct styles. You can decorate your house, invite | people over, have parties, visit other people, walk or drive | around, or just hang out in your house. They've built over | 60,000 houses so far and are struggling to keep up with | demand. The neighborhoods are all hand-built, not just | stamped out from some template. | | These are planned unit developments in a virtual world. It's | something people stuck in some crappy apartment want - the | American Dream. [1] | | This isn't the only option - you can buy raw land outside the | planned unit developments and build your own thing. But many | people just want to buy a nice virtual lifestyle. Something | nobody seems to have anticipated is that there's a market for | rather boring virtual worlds. | | [1] https://youtu.be/2peH7aeuwPI | DonHopkins wrote: | >Something nobody seems to have anticipated is that there's | a market for rather boring virtual worlds. | | Philip K Dick predicted it: Accessorize your Perky Pat | Layout! | | https://en.wikipedia.org/wiki/The_Three_Stigmata_of_Palmer_ | E... | | >The story begins in a future world where global | temperatures have risen so high that in most of the world | it is unsafe to be outside without special cooling gear | during daylight hours. In a desperate bid to preserve | humanity and ease population burdens on Earth, the UN has | initiated a "draft" for colonizing the nearby planets, | where conditions are so horrific and primitive that the | unwilling colonists have fallen prey to a form of escapism | involving the use of an illegal drug (Can-D) in concert | with "layouts." Layouts are physical props intended to | simulate a sort of alternative reality where life is easier | than either the grim existence of the colonists in their | marginal off-world colonies, or even Earth, where global | warming has progressed to the point that Antarctica is | prime vacation resort territory. The illegal drug Can-D | allows people to "share" their experience of the "Perky | Pat" (the name of the main female character in the | simulated world) layouts. This "sharing" has caused a | pseudo-religious cult or series of cults to grow up around | the layouts and the use of the drug. | | https://en.wikipedia.org/wiki/The_Days_of_Perky_Pat | | >In this novel, survivors of a global thermonuclear war | live in isolated enclaves in California, surviving off what | they can scrounge from the wastes and supplies delivered | from Mars. The older generation spend their leisure time | playing with the eponymous doll in an escapist role-playing | game that recalls life before the apocalypse -- a way of | life that is being quickly forgotten. At the story's | climax, a couple from one isolated outpost of humanity | plays a game against the dwellers of another outpost (who | play the game with a doll similar to Perky Pat dubbed | "Connie Companion") in deadly earnest. The survivors' | shared enthusiasm for the Perky Pat doll and the creation | of her accessories from vital supplies is a sort of mass | delusion that prevents meaningful re-building of the | shattered society. In stark contrast, the children of the | survivors show absolutely no interest in the delusion and | have begun adapting to their new life. | void_mint wrote: | (I am not a game dev but work at a games startup with a bunch | of big industry people) To be successful at finding employment | in games with UE4, you have to be able to use create game | systems without using their blueprint feature. It's insanely | powerful, and people really like it for rapid prototyping, but | relatively frequently blueprint devs can't transition to | C++/"raw" game code. The same is true for pretty much any game | engine - the ability to make games beats the ability to use | editor features. | | If you're looking for entry level work, I would say having a | wealth of items in your portfolio is helpful (across several | genres/styles, meaning get some work out there that isn't VR/AR | related). Also remember that paying gamedev work is usually | nothing like making games for yourself. Think hard about what | and why you enjoy making games. Are you comfortable working on | something like a desktop version of Candy Crush? Or a poker | game? In my experience (on the internet) you hear most about | A.) AAA Crunch, and B.) Massively successful or massively | failed games. The middle is where most employment happens. | Mediocre games making modest sums of money. | | If I was interested in working with UE4 for games I would kinda | just tailor my resume to working at Riot. Valorant is written | in UE and they're a huge name/very established business, so | you'll be shielded from some/most of the garbage of the games | industry. | | The job market is good. Lots of AAA studios are moving away | from custom engines into UE/Unity because of the advancements | in the engines making them more hireable/popular. | | Just my 2 cents, and I'm certain others have wildly different | experiences. | HellDunkel wrote: | >> To be successful at finding employment in games with UE4, | you have to be able to use create game systems without using | their blueprint feature. It's insanely powerful, and people | really like it for rapid prototyping, but relatively | frequently blueprint devs can't transition to C++/"raw" game | code. | | You make it sound as if you would inevitably hit a brick wall | when using blueprint. This is not true. Game design is | different to programming and some coding skills are almost a | requirement for blueprints. Lots of game logic is better | implemented as blueprint than c++. | klodolph wrote: | Visual coding is still in its infancy. We have decades of | experience for how to design systems with textual code, and | a ton of tools (IDEs, static analyzers, refactoring tools) | that work with text. | | The fact that some systems are better implemented as text | is not an indictment of visual coding as much as it is a | testament to the maturity of text as a language for coding. | | Game design is only on part of the problem anyway--often a | feature which is simple from a design standpoint is | complicated to implement in code. This is why you don't | just hire game designers who dabble in coding, but also | programmers. | dragonwriter wrote: | > Visual coding is still in its infancy. We have decades | of experience for how to design systems with textual | code, and a ton of tools (IDEs, static analyzers, | refactoring tools) that work with text. | | Visual coding has been around since at least the 1970s; | we have decades of experience with it, too. | klodolph wrote: | And yet, in that time period, it has remained in its | infancy. | dragonwriter wrote: | Or, extensive experience has shown that it is best used | as an adjunct to textual programming. | HellDunkel wrote: | Exactly- you hire both and for good reason. The point is | that there is absolutly no reason for somebody not to be | successful in game design working with blueprint. | DonHopkins wrote: | Ideally C++ programmers should know how to make blueprint | components wrapping their C++ code, and understand | blueprint programming enough to know how to make usable | blueprint apis. | void_mint wrote: | > You make it sound as if you would inevitably hit a brick | wall when using blueprint. This is not true. | | In my experience, devs that spent all their time with | blueprints did not transition well away from blueprints. | YMMV. | HellDunkel wrote: | Maybe they should not transition away from blueprint. | | I get that beeing aware of pitfalls and manage teams to | do things ,,the right way" can be very tricky. | void_mint wrote: | I'm not really interested in arguing with you. There are | times when Blueprints are insufficient, and if a team is | comprised exclusively of Blueprint devs, that team will | be unsuccessful. This post was about UE employability, to | which I added my input that being versatile is important, | which from an employability standpoint is pretty | objectively true. | | Blue prints are great! People should use them where | appropriate, and use something else when not. | SeanBoocock wrote: | If your only, or primary, experience building games was | scripting systems in blueprints (or analogous visual | scripting language), you wouldn't get hired as an engineer | at most large studios. There is a role for that on those | teams: technical designer. The (gameplay) engineer exists | to build large systems that might have hooks that allow | designers to script/customize the functionality through a | visual scripting system. Engineers provide their value | lower in the stack. | ArkanExplorer wrote: | The only companies making serious money in gaming are: | | Epic, Apple, Google, Steam, Nintendo, Sony, Microsoft. | | National Governments who charge 10-20% sales taxes on customer | spending. | | Game/app development would be ok if not for the huge taxes that | Platform Owners and Governments charge. | | You're typically left with about 50% of what customers actually | spent on your app. | HellDunkel wrote: | Dont shift your professional life towards vr or ar. You will be | disappointed. I see lots of opportunities popping up with UE4 | at the moment. If you enjoy that and have web design or coding | skills go ahead. You probably dont want to dive straight into | character animation but there are lots of other interesting | fields around UE4. | ku-man wrote: | "Game engineer" | | Well, guess we can add that new "engineering discipline" to the | other new ones such as dev-ops engineer, gis engineer, growth | engineer, UI engineer, Azure data engineer, customer engineer, | cloud engineer. | | No wonder the real engineers (e.g. structural, mechanical) are | pissed. | bsenftner wrote: | Brings back nightmares of my own working in the Los Angeles area | games biz. | wbc wrote: | care to share any warstories? | dang wrote: | Discussed at the time: | | _Confessions of an Unreal Engine 4 engineering firefighter_ - | https://news.ycombinator.com/item?id=16775166 - April 2018 (115 | comments) | Yoofie wrote: | Very interesting article. Some of these are shocking: | | > Use Source Control: Do you not use source control? | | How do professional companies not use source control in the year | 2021? The mind boggles. | | > Smaller Commits, Better Commit Logging: Submitting a 2GB | 2000-file change to Perforce with the description "did some work" | is terrible | | Also quite surprising. If you are going to log your progress, you | might aswell properly document what actually changed. | | > Don't Ignore Your Lead Engineer if You Have One: If your lead | engineer says that you need to spend $2,000 on SSDs or buy X | license for Y, and your answer is immediately no because you | believe your engineer is just trying to waste your budget, you | either need to learn how to trust your engineer or find a new | engineer. I have seen a company waste 70 man-hours a week simply | because they had their workers on slow hard drives. Giving | everyone faster SSDs would have cost the company ~60 man-hours in | budget. | | This one really hits home and something that I personally had to | deal with. I had to complain and fight for a long time to get the | company to actually buy a SSD (or another job critical piece of | time-saving hardware). Usually its not management saying no to | such requests, its more of a strong general attitude of saving | money and keeping expenses low. I have quickly learned that this | level of penny pinching is a red flag and you should bail out as | fast as you can because it rarely gets better and that attitude | is rarely limited to one department. | | Also related: Sometimes its about money but in a very indirect | way. The amount of time I had to waste waiting for slow builds to | complete because the corporate Anti-virus scans every new | generated file is staggering. What should be a 10 minute build | was over 1 hour, all due to the mandated new corporate anti- | virus. Corporate IT could not adjust the security policy because | they are understaffed because management laid off 80% of the IT | team causing a huge backlog of work which then cascades to every | other part of the business. Then they wonder why they get | negative feedback during workplace reviews. | | --- | | A thing I quite liked: the hierarchy ranking of engineers and | distinction between senior and lead engineer. | | --- Also, does anyone know of places where I can read similar war | stories? These articles are always super interesting to read and | learn from. | Kiro wrote: | Source control for UE games is a different beast. Should still | be done of course but a lot more tricky, so I understand why | people don't. | SeanBoocock wrote: | Not sure where this is coming from. Most AAA studios have | been using Perforce for decades. There is a smaller | contingent using Git, mostly mobile and indie games. UE is | not different in that respect. We have to deal with large, | versioned binary assets in game development, something that | Git struggles with (without things like LFS that are hacking | around the architectural problem). | | I don't know what to say about a studio not using source | control in 2021. I see student projects regularly with full | version control and CI. | afrodc_ wrote: | What makes it complicated? I don't do games development so | I've no idea how the project structure looks. | JohnBooty wrote: | I'd be interested to hear the answer as well! | | I am neither an Unreal nor games developer, but in case | nobody provides a better answer... | | From what I've heard, what makes source control tricky for | game development is all of the non-text files. | | Git's distributed "everybody has a local copy of the entire | repo" approach is not well suited for binary assets, | especially large and frequently changing ones. Nearly any | "modern" game development project will have gigabytes if | not terabytes of these. Imagine you're a game coder and | every `get fetch` grabs another 400GB of textures from the | level designers. | | Last I heard many game dev shops still used Subversion | instead of git for precisely this reason. | | There are also workarounds/extensions for git; not sure of | their maturity/adoption. | illvm wrote: | Why not just split the assets and the code, have the code | reference a version of the assets, which are on a | separate server and only fetched when needed? | thu2111 wrote: | That's the same thing as not using version control, given | that the point of using UE4 is that you don't have to | write much code. Note the repeated references to | "blueprint spaghetti". Blueprint is a visual DSL for game | designers. The assets end up encoding much of the game | logic. | pjc50 wrote: | That's basically what git-annex is, but I guarantee that | companies with this problem will be doing something | disastrously incoherent with file shares and | document_final_2 names instead. | khalladay wrote: | I've been in games for about 9 years. In my experience, | virtually everyone uses Perforce. Studios that use | Subversion seem to be the outlier. | | You're dead on with the rest though. I'll add that UE4 is | a large, hulking behemoth that generates a metric crap | ton of intermediate files during builds and general | development, which makes managing what to check in a bit | of bear. Additionally, a lot of teams try to avoid having | artists need to re-compile their editor when they pull | changes from P4, so some amount of compiled binaries get | checked in as well (usually from an automated build | system like Jenkins or Team City that runs after every | source file commit). | | There are also some parts of the engine that need to | exist in order for other parts to run properly, but that | don't get compiled when you're making changes to the | engine itself (like helper programs, or platform specific | DLLs, which you need to specifically compile when you | want them). Sometimes, these binaries are checked into p4 | for one reason or another, which leads to fun things like | needing to remember that if you're checking in the DotNet | binaries folder, to explicitly NOT check in a couple iOS | related DLLs, since the engine's build tool will try to | recompile them every time you build a game for any | platform, and will fail if those files aren't writeable. | The engine is so massive at this point that there several | other things like this that need to be kept in mind when | setting up version control on a project. | | [edit: I originally said there were "at least 20" things | like this and realized I couldn't think of that many, so | I've revised] | | The engine is very capable (there's a reason that AAA | studios without an in-house engine default to it), but | it's also got 20 years of legacy systems in it and a lot | of pain points to deal with for projects of any real | size. | learc83 wrote: | In addition to large binary asset files, in Unity you have | tons of yaml files that you don't edit by hand. If you make | a small change to a scene with the editor, it can change | dozens of lines in the corresponding yaml file. | | Now imagine 2 people working on the same scene. When you | attempt to merge, you have to read and understand an auto | generated file that was never intended for human | consumption. | | To a lesser degree, it's analogous to using line based | source control on a jpeg to handle merging edits made in | photoshop. | ryandrake wrote: | Sounds like the yaml shouldn't be in source control. I've | always followed the guideline: If it's generated by the | computer from some other thing, then put the other thing | in source control. | thu2111 wrote: | It's not generated from another thing. It's the editor's | save format, so it's the direct output of human work. | It's just not in a 'genuinely' mergeable format. | | The fact is, that we take VCS for granted as programmers, | but the vast majority of people don't have access to | workflows that allow for true multi-user collaboration or | branching/merging. Google Docs was a revolution because | even though real-time joint editing is not that great and | no substitute for the "work independent, review, merge" | workflow developers use, it's still better than emailing | Word docs to each other. Which is BTW still extremely | common even in firms where they have Office 365 - most | people never learned about the sharing and collab editing | features. | | On a game most people aren't devs. So VCS is less | relevant to them, and git especially so, for the reasons | someone else discusses below. Note the mention of | Perforce in the article. Why are they using expensive | proprietary VCS? Well, Perforce is better at handling | fully centralised workflows with large binary assets. | [deleted] | [deleted] | gregmac wrote: | So.. how is source control done then? Centralized/lock- | based (subversion)? Everyone works off the same shared | NFS drive? Manually copy "changed" files from multiple | people over top of each other and hope for the best? | cartoonfoxes wrote: | Centralized/lock-optional, and very large repositories. | pjc50 wrote: | Engineers used to talk war stories on the internet _all the | time_. I think the switch from pseudo anon to real name social | media has put a dent in that, but there are people still doing | it on Twitter e.g @foone or @swiftonsecurity .. among a lot of | other output. | | The trick now is limiting yourself to those war stories you'd | be happy to have all your future job interviewers read :/ ___________________________________________________________________ (page generated 2021-04-11 23:01 UTC)