Pi Equals 3
1K posts





#UEFN PSA: Scene Graph has broken my heart. I've been a huge promoter of scene graph for the past year but I want me to make something clear about the current state of it: DO NOT USE IT IN A PUBLISHED PROJECT. Or at the least, use it as little as possible. Even basic features that have worked for months seem to be fraying at the edges. For example, for nearly three weeks there was a bug where if a mesh was distance culled, it would be culled forever and never come back. In this update, they made "quality of life" changes to the prefab editor that has made it actively worse to use, which makes me feel like no one is working/testing with OUR version of Scene Graph. They released a "Alpha Tycoon" template to teach people scene graph but it is already outdated and broken because they completely removed Scene Events in a mini update yesterday (not to mention the scene events they were using were internally outdated the day it was published). Which makes me feel like there is a massive disconnect within the studio on where Scene Graph is even at. The tough thing is, I really do love Scene Graph. When it is working, it is absolutely amazing. There is so much potential there and we are begging them for more key components (damageable, in-world umg, skeletal mesh). I would love to keep using Scene Graph but I need to warn anyone that is thinking of using it when they see cool SG-related posts all over twitter. In the meantime, I'm not sure what I will do. With the Unity in Fortnite announcement, maybe I'll start watching tutorials for that. At the end of the day, I want to make games and I had hoped Scene Graph would make that easier but so far, it has made it much more painful.





another fresh account absolutely blowing up in the gym niche first video posted not even a month ago turns out people can’t stop watching transitions like these
















