Otherwise, here is a list of some of the people that was affected by the layoff in case it helps
docs.google.com/spreadsheets...
Posts by Sergio Gardeazabal
Hi,
Former Epic employee that was affected by the layoff here.
I am not a Graphics Engineer, but if you need a scrappy developer that has been all over low level system in UE (Mainly Physics and Serialization). I would love to throw my hat in.
Well, it had to happen at some point.
I have just been laid off from Epic Games.
I really enjoyed my time working there, but itβs time to find my next adventure.
If you know of something, just let me know.
Doing the final UX/UI polish pass before we go out from Beta to Production ready will be funβ¦ and post like this are not causing me any kind of dread π
In UE, I am happy that UE's tab manager system abstracts mostly all of that from me while I work on the Chaos Visual Debugger, but what the indivitual widgets do during resizing is still (partially) on me. Simple ones just work, complex ones... lets just say I feel your pain.
I see, yes this is one of the reasons why one of points I highlighted for future versions is that we want/need to offer more ways to filter out and find data.
For context, there a few levels of priorities to keep an object hidden. First are the flags set in the show menu. That is supper seeded by if the entire solver is hidden or not, and lastly if a particular particle was hidden in the outlier or not (that should take priority).
If you hide them in the scene outliner they should stay hidden unless they are unloaded and loaded (for example you scrubbed backwards to a point where that particular particle didn't exist, and the scrubbed forward again).
Therefore, there might be a bug. Are you using UE 5.5 or UE 5.4?
(It has to be done one by one so it is not great at the moment).
Also, If the collision shapes for these bodies are query only, there is also a flag in the show menu β>Geometry Flags, to hide all query only shapes.
As I mentioned at the end of the presentation, more filtering option are planned for later releases.
That said, what you can do is hide the ones that are obstructing your view using the scene outliner. You can search them by name and hide them with the visibility icon.
Hi, Thank you! I am glad the presentation was useful.
Regarding the issue, at the moment CVD records data from chaos directly and therefore it has no knowledge of what actor/component type the physics body (particle) was created from, therefore we canβt filter them out by these types yet.
In addition, I share information about how Chaos works under the hood (mainly the Chaos update loop and how CVD represents debug data based on it).
You can watch it here
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www.youtube.com/watch?v=_DKK...
A screenshot of the video presentation, in the section when I am talking about the Chaos update loop
The standalone video of my Unreal Fest presentation is out! π
Here I showcase the Chaos Visual Debugger by showing how it works and how you can use it to debug #Chaos #Physics in #UnrealEngine and.
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#UnrealEngine 5.5 is out today π.
For this release, I continued working in the Chaos Visual Debugger (currently on Beta), adding new features & improvements.
Check out all the new features in the new user guide I posted in EDC dev.epicgames.com/community/le....
#gamedev
Hi, Thank you for watching it.