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Improve Your Game with Easy Heatmap Analytics for Unreal Engine! UEM PLUGIN 

Gamecan
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🔗 Check out the Heatmap Tool on the Unreal Engine Marketplace: www.unrealengine.com/marketpl...
🚀 Boost Your Game with Easy Heatmap Analytics for Unreal Engine! 🚀
Unlock the potential of your game with our Heatmap Tool, perfect for Unreal Engine developers at any level. This user-friendly plugin records and visualizes gameplay events, helping you understand player behavior and improve your game design.
📈 Key Features:
- Record gameplay events in Blueprint and C++
- Store data in JSON, Unreal Archive, or compressed binary files
- Easy-to-use 3D heatmap visualizations
- Filter events by tags, player actions, and team strategies
- Visualize player movement with vector fields
- Customize heatmap colors and data ranges
- Works with the Gameplay Ability System (GAS)
💡 Coming Soon:
- UI heatmaps and event timelines
- Improved user interface and documentation
- Options for server-side data storage
- Whether you're new to Unreal Engine or a seasoned developer, our Heatmap - Tool makes it simple to analyze and optimize your game. Compatible with - Unreal Engine 4 and Unreal Engine 5.
#UnrealEngine #GameDevelopment #HeatmapTool #GameAnalytics #UE4 #UE5 #UnrealEnginePlugins #GameDesign #DataVisualization #BeginnerUnreal

Опубликовано:

 

14 май 2024

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Комментарии : 5   
@sunwolz
@sunwolz Месяц назад
This tool is awesome! Thank you!
@_Thri
@_Thri Месяц назад
What does your plugin do better than 'Talos Interactive's' telemetry plugin currently available on the marketplace? Your plugin seems to only print 'cubes and spheres' instead of an actual heatmap? Aren't you leaving accuracy on the table by visualising '3D cubes and spheres'?
@gamecan8897
@gamecan8897 Месяц назад
That one was actually which we started using ourselves, to begin with, yet it worked fine for visualising data from a single match, but when multiple matches were stacked, the data files grew too large and led to memory issues, making it nearly impossible to process more than 10,000 to 15,000 events. In contrast, the solution we developed has been tested with around 4,000,000 events without any performance hiccups. This robustness was a key reason we decided to build our own tool. Key Benefits of Using 3D Cubes and Spheres: Clarity and Precision: 3D shapes like cubes and spheres allow for precise placement and easy identification of individual data points, which is crucial for detailed analysis. Performance: Rendering simple geometric shapes is less resource-intensive, ensuring smooth performance even when visualizing large datasets. Customization: Our tool provides options to customize the size, color, and transparency of these shapes, enabling users to highlight specific data ranges or trends effectively. Versatility: While the default visualization uses cubes and spheres, our tool is designed to be flexible. Future updates and customizations can introduce different shapes and visualization methods based on user feedback and needs. Addressing Accuracy Concerns: Data Integrity: The accuracy of the data itself is not compromised by the shape used for visualization. Each cube or sphere precisely represents the data point it stands for, maintaining the integrity and accuracy of the information. Advanced Filtering: Our tool includes robust filtering options that allow developers to isolate and analyze specific events or data types, ensuring that critical insights are not lost in the visualization process.
@alphamineron
@alphamineron Месяц назад
Is this only for PIE (PlayinEditor) or you can compile a dev build that can collect data over a network? Or is that something not implemented yet…? If I’m not clear, I’m basically asking if this can be used to collect data over a LAN to a dedicated server from multiple clients.
@gamecan8897
@gamecan8897 Месяц назад
The runtime module is designed to collect data from a packaged build, while the editor module allows you to load and visualise it. Currently, data is accumulated during gameplay and can be persisted locally. We understand that continuously sending and fetching data is crucial, and we plan to add the option to stream data to a cloud service in the future.
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