It worked!!!
Sometimes upgrading Unreal engine versions is super simple, other times it takes me a few days to fix things, and still other times it completely breaks things and I have to remake stuff. So making the jump from 5.2 to 5.4 had me a little nervous. I knew that there had been a number of code changes as well as system changes between engine versions and also that I was going to try skipping over 5.3 entirely. Luckily this time the upgrade went pretty smoothly. I tracked down where they moved the new classes to and changed up a few includes (I'm an artist not a programmer... my apologies to any programmers reading this!) then fixed the blueprints and updated my plugins. So far everything seems to be working!
And then I got back to work!
Crafting supplies, recipes, and table. Are set to go. This included the monastery content which is a bit sparse and austere but should let players mess around with the systems. As I start polishing or working on more areas I'll add more recipes and things the player can craft.
Save system updates!!! This was something I was also nervous about implementing but seems to be working pretty well. Previously the saves were all in pieces. Certain props would save only when the player would leave the area and would use an auto save feature. But then the player themselves used the normal manual save feature. Then other things used a hybrid approach. It was all pretty scattered and chaotic and was my way of figuring out what I needed to save and then how I could load that. But that's super janky and probably feels like things are just broken to the player. So I started unifying the save system. Everything will be saved and loaded when the player presses the save or load button. This is still going to take me some time to polish and find the major bugs but the core functionality is there for NPCs, placeable objects, containers, and crops. I still need to add time stamps and basic interactive objects like doors and stuff.
World partition updates! This was a big part of making the jump to 5.4. In 5.2 I kept trying to bake hlods to help reduce the frame rate and make loading the map faster. Pretty much everything I tried would break and digging around online it seemed like in 5.2 that the world partition stuff just had known issues. 5.4 it seems to be working and I'm still running tests. This is the 3rd screenshot above where I'm getting the feel of setting and adjusting the world partition layers and how those interact with the landscape and with environment assets like buildings. Once I get comfortable with a few more things I'll attempt to bake the regular overworld map.
Imp animations! This afternoon I just started working on one of her scene animations for the monastery content.
Oh and one other big reason to jump to 5.4 the 2.5d fluid sims look a lot more fluidy! The minotaur screenshot is showing the standard basic splash emitter without any tweaks or changes. It's still based on all the little pellets being shot out of the emitter but there's some shader magic going on that makes it much more fluid like. I'm going to poke around with this some more but I'm hoping to start integrating this into scenes soon!
slaen
2025-09-10 22:21:40 +0000 UTCOscar Wilde
2025-09-04 17:58:45 +0000 UTC