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Why did valley of ancients not load ? I had terrain flickering with ue5.3 project. Gave up on Mac had to go back to windows, but had a overall great exp, short of the horrible inability of Mac to give us accurate info of free space on had,,had to restart a lot, and wasn’t happy that once we updated to sonoma, we were stuck, couldn’t go back to Ventura,,not good at alll.
But Lumen can save a ton of time because you don't have to go through the tedious process of setting up and baking lights, especially for an open world game. Or why do you think otherwise?
It's too bad about unity, I honestly wanted a break from unreal and was going to start a new Unity project. The day everything started, and it seemed almost like the start of an apocalypse story. But if you do start teaching unreal engine,. It would be a good idea to teach how to use blueprints and C++ together.
I'm curious what intellisense you're using, my setup doesn't pickup macros properly, but yours seems to have way less clutter than mine. May be you're using VSCode? Also, thanks for the video it was useful!
What about the rendering time? I guess there’s a big difference between NVIDIA and M1 Max.. can you render an architecture scene just to see how long does it takes?
@@EnovairStudios it seems there’s some limitation in stimulating some DirectX 12 calls which used some buffers of sizes greater than the maximum allowed amount on Apple Metal API
Make unreal all version compatible and a very big problem will be solved .... Everyone will update to 5.1 Thousands of download over time . And all assest assible in latest version
@@EnovairStudios yes please, I’m very interested in that. Especially from the perspective of rendering out to video like for filmmaking rather than just game dev
Hey man! I have a question: Can I use M1Pro macbook for development sometimes? I have PC with 3080Ti and i5 12600K but here in Ukraine russian army bombing our electricity so I need to work at least half of time on a laptop, is this even possible? Thanks man your videos are awesome!
Hey thanks for reaching out, prayers going out to you and the whole country. What features do you need? And what version of unreal are you using? I have tested using both my desktop and MacBook at the same time and it seemed to work and in fact helped me to catch an error I had with doing something that updated based on tick (not time dependent). Let me know and if I can I’ll test it out. If you really want to make sure it will work then a pc laptop is the best bet
you're saying, the Elemental Demo is really heavy. The Elemental Demo was first released I think in 2016/2017, it was one of the first Demos for UE4, so... Try running the Matrix Demo or some other new Tech Demo on UE 5.
At the time none of the ue5 tech demo would work let alone install. Even when I forced installed it still would not work due to the dependencies and the M1’s lack of compatibility with nanite etc. I’ve taken a long break due to some personal issues so I have tried recently.
i cannot find a answer to this question. Why does the actor have 2 public headers by default. cant you just collapse both methods into one public header? does it matter?
One header allows you to access all the properties / methods etc of the main class. The other generated one (if my memory serves me correct) has to do with the macros. When you add macros and then compile in the background unreal engine coverts those macros into c++ code. I haven’t touched this in a while so going off my memory.
Thank you for the comments, even after I made that video and there has been some changes I truly believe using the right tool for the job is the way to go. Both engines are great and both have there strong points.
HI! I need to buy a laptop to develop AAA models on, This includes doing expensive shaders in UE5 with real time ray tracing on expensive models, can the M1 Max run this at the current date?. if not, could you recommend the best laptop for this? thanks!
How did you learn c++ for unreal. I've found your videos very useful as it's so hard to find information on using c++ in unreal. I already know how to code in c# and how to use unreal with blueprints so I just want to make sure I'm using c++ correctly without the risk of memory leaks or performance problems
Thanks for reaching out, I actually learned using a few methods, one was really understanding blueprints and then trying to make the c++ version of the blueprints. I also learned how the macros work which takes care of most of the memory issues with native c++. Also there were a few courses on Udemy that were very helpful. I’d also look at some of the source code for things that are not well documented which isn’t fun but sometimes needed. And lastly I started making tiny pieces of games / small games like an endless running for example. The practice helped a lot. One last thing, I realized that it’s not a blueprints or c++ the way unreal is designed is to use blueprints and c++ once you embrace that then you can focus on learning only what you need to learn when you need to learn it.
@@EnovairStudios thanks for the reply .one thing I wasn't sure about in your macro video was if a class is wrapped in a UClass is that all I have to worry about and everything inside is memory managed. Do I have to make every function or property a UFunction or Uproperty too? Is it ok to have private functions etc that aren't exposed to blueprints without a macro or should everything be wrapped in a macro?
@@markj6854 romeroblueprints.blogspot.com/p/table-of-contents-c.html I've found this blog really good in bridging my c++ knowledge to unreal and its macros. But as a more direct answer, yes, you can have stuff that isn't exposed to blueprints, you don't need to put a macro on things that you don't need one.
Thank up for saving me so money. But it is even worse than you think. It is very difficult to download assets outside of the Unreal engine assets site other than FBX. Otherwise almost all files are grayed out. I have a 2000 dollar useless hunk of junk now I am stuck with that I will have to sell. I advice all to get a windows computer and not use an M1 16 pro computer. Too many issues to try to get files from apple computer to unreal engine.
It's not a M1 specific problem. I'm still on an Intel Mac and I see the same sort of thing (in Parallels) with UE5.0.3. It's even worse if you're using Scalable. Native seems to be fine on an intel Mac, except native doesn't have VR support, even when you're targeting Android (Quest) and don't plan to build a "VR Mac" product. As someone else mentioned, 4.27 seems to work fine in Parallels.
I really wished I saw a video like this before jumping to Unreal. I spent 6 months trying to do things in C++ and getting nowhere and when UE5 was released it ran poorly on my PC. However I must say that this experience made me appreciate Unity a lot more when I came back :D. Subscribed, thanks for the valuable and unbiased information
You're welcome i am very happy that its helped. Sometimes we get distracted by the newest and greatest trading the 80% we have for the 20% we don't. I honestly love both engines and feel like its really up to us to make the best product.
similar to nanite feature will come to unity, it is made by singler person 'chris kahler' , you can search his videos. he is asking some funding to work full time for full year. if you are financially stable you can help him. the feature seems very promising
I have an older iMac 2018 27", i7, 34 memory. 2 TB, I did download UN 5, but it's just keep stuck at 39%. What should I do.Do I need new Mac or should I install older version of UN 4. First time going outside of Apple software. Sorry if I sound stupid. Thanks.
bro which version r u using for unity? my m1 max cannot even work on it, the unity 2021 or 2022 arm64 version always crash down during the editing. And also its overheating when i just switch to game view only.