The CEO of SV said that migrating to UE5 is no simple task... Yet when you read the documentation it is exactly that. A simple task. He keeps hyping it up like it will be some revolutionary change, but again... It won't be.U want our death or View attachment 4750
Look up the Dunning-Kruger effect... you're the poster child for it. It's either that or you're the biggest troll in this community.Since I "don't understand mortal online". Here is how you migrate the project. You're welcome Henrik.
Imagine
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Supposedly performance increases with eu5 and this game runs pretty bad. They wont even let us turn off shadows which doesn't do anything to the game play but would make some GPUs produce 30% more fps.I feail to understand how this is even remotely needed. Just focus on the game you have and implement sieging and territory control already.
Nobody cares about shinier pixels.
And bring boatsMaybe UE5 will fix the poorly designed unfinished flagging and faction systems.
Henrik already said that nanite will mostlikely be used on some individual models. So that 2 clicks per model process will most likely not happen on any bigger.. usefull .. scale. Very big doubts they will use lumen aswell.Look up the Dunning-Kruger effect... you're the poster child for it. It's either that or you're the biggest troll in this community.
That documentation is to update a project file and use it in UE5.
They need to bring in the assets and update them to use nanite. Also, they need to change the lighting in the entire world to use Lumen and/or decide what will be baked and what will not. Even if some parts are automated, it'll take a while and a lot of work to do it properly and ensure it works.
You know you don't know anything, yet you still open your mouth ...The CEO of SV said that migrating to UE5 is no simple task... Yet when you read the documentation it is exactly that. A simple task. He keeps hyping it up like it will be some revolutionary change, but again... It won't be.
Whatever you say big shot. Let's go with your logic. I know nothing. Sure is great that there is documentation on how to do things. Deprecation you say? Like from importing all code/blueprints from UE3? That sure does sound bad. It also sounds preventable and would imply that SV is copy pasting systems from the first game into the second one. We definitely don't have any indication of that happening. It sure would be enbarassing if SVs largest patches like the trinket system or necromancy was imported from the old game. All that "dev time" was actually just copy paste bug fixes and the only "road map" that exist is how many things they can copy paste into the new game.You know you don't know anything, yet you still open your mouth ...
i have moved some small projects from ue4 to ue5, it's simple ... unless you went heavy on the stuff that is deprecated in ue5 ... some old ways of doing things are incompatible with nanite for example, depending on your project, there might me quite a few restructuration process to have everything running.
then there is the stuff that you need to add to make use of the new stuff available from ue5.
So ... you are just a waste of time ...Whatever you say big shot. Let's go with your logic. I know nothing. Sure is great that there is documentation on how to do things. Deprecation you say? Like from importing all code/blueprints from UE3? That sure does sound bad. It also sounds preventable and would imply that SV is copy pasting systems from the first game into the second one. We definitely don't have any indication of that happening. It sure would be enbarassing if SVs largest patches like the trinket system or necromancy was imported from the old game. All that "dev time" was actually just copy paste bug fixes and the only "road map" that exist is how many things they can copy paste into the new game.
Whatever you say big shot. Let's go with your logic. I know nothing. Sure is great that there is documentation on how to do things. Deprecation you say? Like from importing all code/blueprints from UE3? That sure does sound bad. It also sounds preventable and would imply that SV is copy pasting systems from the first game into the second one. We definitely don't have any indication of that happening. It sure would be enbarassing if SVs largest patches like the trinket system or necromancy was imported from the old game. All that "dev time" was actually just copy paste bug fixes and the only "road map" that exist is how many things they can copy paste into the new game.
So did you run it in UE5. Doesn't sound like it. I'm not going to say I know how that stuff works but it's obvious neither of us doSince I "don't understand mortal online". Here is how you migrate the project. You're welcome Henrik.
Imagine
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