#ue4-general

1 messages · Page 83 of 1

polar hawk
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I recently created some of the ugliest code because I was trying to do something in Slate and I ended up with 'just throw code at it'; more of a function of me not knowing what I'm doing though

pallid compass
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so there could be say 50 on the screen at once

blissful reef
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They're ticking anyway

pallid compass
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wait really..?

blissful reef
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of course

polar hawk
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#QueueTickDiscussion

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Er

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#CueTickDiscussion

pallid compass
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Oh

blissful reef
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Slate can't render without ticking and painting

errant lintel
pallid compass
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mind blown open

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I had no idea

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How much peformance impact are we talking if we say umm

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100 floating UMG widgets, with 2 bars each just as example

blissful reef
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Too much

pallid compass
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the most i managed to get running was around 1200 floating UMG's

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then my system started dying

polar hawk
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PogChamp

pallid compass
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the regrets where real

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I think i actually captured the profiling data for it

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I might have it somewhere

blissful reef
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Yeah, the overhead is too much, even if you use a invalidation panel, each box will cost you about 10-20us

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on something like a PS4

pallid compass
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Dam

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So should really just avoid the lerping

blissful reef
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No

pallid compass
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Oh?

blissful reef
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you should avoid using UMG for this part

pallid compass
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-obviously im not gonna have 1200 units on the screen more like say 100 at most

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Oh?

blissful reef
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In Paragon, we use Instanced mesh rendering in Slate using the SMeshWidget, TheJamsh has a forum post where i explained it, he's an expert on it now

worn granite
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oh god not tick

pallid compass
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Iv been using widget with UMG inside

blissful reef
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Allows you to render all of the minion health bars in a single draw call via slate

pallid compass
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Oh?

polar hawk
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Health bars are scaled meshes?

pallid compass
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God dam i dont even have any clue what slate is 😂

blissful reef
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They are instanced 2d meshes

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with custom uv sets to do crazy stuff

polar hawk
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Neat

pallid compass
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Okay that might be outside my league 😂

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Thats intresting too know though

blissful reef
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I would say start with Canvas for the bars

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Or, i would use custom painting in a slate widget, probably around similar overhead

pallid compass
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I need too do some research on slate

blissful reef
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but making every one a unique user widget, with a heiarchy of widgets is no good

pallid compass
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I thought UMG was the way too go.

polar hawk
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I don't think I've ever touched Canvas in UE4 except for some debug stuff. When I think of Canvas I think of "Should I use UIScenes or Canvas"

blissful reef
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it is... it just isn't a good idea for 100's of tiny progress bars

pallid compass
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Gotcha

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Deffo dont wann end up like wildcard and have 50 little floating hp things take away like 30 fps you know

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Thats why i was trying to avoid on tick

pallid compass
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ooo thank you!

blissful reef
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Oh look at that, someone added a health bar sample

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very bottom

worn granite
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Pretty sure you're gonna have to draw regardless if its you doing it or something else doing it. I hadn't heard of mesh widgets, canvas would work well here I think

pallid compass
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-thank you ue4 gods-

polar hawk
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I see the thread is rainbow approved

blissful reef
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Yeah, canvas would be fine too, so long as airspace isn't a problem, and it's ok for them to be always behind everywthing else

pallid compass
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"Slate seems to apply some weird voodoo magic to properly scale and positions its widgets" omg

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you know its slightly worrying

polar hawk
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Does that refer to... slots?

pallid compass
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when the demo video for the slate hp bars

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has like 12 fps

blissful reef
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not due to SMeshWidget

pallid compass
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So do u handle things like floating combat text in slate too?

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just as an example

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I guess i mean 3d widget space things

blissful reef
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I can't remember what we did for the numbers

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I don't think they use canvas b/c canvas needs to use text layout same as Slate

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which because of IME is too expensive to do like combat text

pallid compass
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Stupid question but what is canvas, i orignally thought you ment UMG canvas's but it appears to be something different

blissful reef
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so people generally just atlas some numbers into a texture and throw up some numbers, rather than using honest to god text

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FCanvas

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old AHUD

pallid compass
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Ahh

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IME?

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-taking so many notes-

polar hawk
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Server needs a /define

pallid compass
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This is like Christmas, but for learning

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mind if i throw another question your way

blissful reef
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sorry not IME

summer verge
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In BP I can add "pins" to certain nodes. How would one accomplish this in c++?

radiant remnant
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How long will this sale last?

pallid compass
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go look up basic functions in c++ blake, or c++ function exposure too bp

blissful reef
worn granite
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@summer verge best bet to see how that exactly works in C++ would be to take a look at a K2 node which has an operator pin

pallid compass
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Right gotcha

worn granite
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But

blissful reef
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Basically doing text layout, and handling all kinds of languages is super super expensive

pallid compass
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Oh 😮

worn granite
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if you wanna know how to accept arbitrary arguments in a C++ func you're gonna wanna look at varargs

pallid compass
#

Okay slightly less UI related question but

polar hawk
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You either want to look up Commutative pins or something else @summer verge

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If you want to get a little crazy

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Look up some of the online subsystem proxy nodes

pallid compass
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When it comes to preping your art for your UI, what is the general good practice process for sizing things say from photoshop too UMG?
Do you build the UI at like 1080p then just stick it in or? how do u end up lining it all up too size and stuff.

blissful reef
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4k and scale down

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all our UI is authored for 4k for pc/console titles

pallid compass
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By lining it up i mean Making sure what you make is the right size ratio too where it needs to go etc

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Gotcha so you build it at 4k res

blissful reef
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and we just let the gpu hande the bilerp for smaller resolutions

pallid compass
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So if a hp bar is say

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400x800 for example

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ud build it 400x800 in your graphic application?

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then just slam it in, and let it scale down for people?

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400x800 being the size of the box.

blissful reef
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Sure - but generally you try to build the UI out of re-suable bits

pallid compass
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Oh?

blissful reef
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or we'll use materials for fancy progress bars

errant lintel
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it's recommended to use SMeshWidget for a player preview inside inventory ?

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or it's design to

pallid compass
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Wait can a material

blissful reef
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and there the resolutions varry by what's need

pallid compass
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Lerp its self over time for progress?

polar hawk
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When you say author at 4k, does that mean you set UMG's DPI scale to be 1 at 4k as well?

blissful reef
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sure, provided you feed it a start time

pallid compass
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using the time nodes? and a lerp

summer verge
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I just need a node that can accept a variable amount of pointers in, and a variable amount of pointers out

blissful reef
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materials can access time

pallid compass
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ooo 😮

blissful reef
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but it would need to know when, now before you do anything insane

summer verge
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I'll lookup Commutative pins

blissful reef
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100s of images with MIDs would be 100s of draw calls

pallid compass
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Gotcha was just thinking of alternatives to displaying help,

blissful reef
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1 draw call per MID

pallid compass
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ahh gotcha

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Prob not good idea then

blissful reef
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but that's what's great about the SMeshWidget

pallid compass
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My god this is soo good, honetly the tutors in college have no idea what the math they are talking about

blissful reef
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1 mesh instanced 100s of times with a material guiding it's animation and what not

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@polar hawk Yeah, DPI scale curve has 4k set to 1.0 scale

polar hawk
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Hmm

pallid compass
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-going to redo all my UI-

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is now on my check list

blissful reef
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@errant lintel Huh? SmeshWidget is just for doing 2D instanced mesh rendering

errant lintel
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oh ok

pallid compass
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I really need to look in too this slate with 2d meshs

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Slightly random off topic question but

next badger
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@blissful reef so, UMG is heavy on drawcalls?

blissful reef
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no, it batches things

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but 100s of dynamic materials can't be batched, simple as that

pallid compass
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you know when epic made paragon, do you guys build it super network efficient? so you can have lots of instances of it on your hosting servers?
Like i imagine that too be a big thing, because the more instances you can hold on your servers the more money you save right?

blissful reef
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Dunno how the servers are setup

pallid compass
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Ahh okay, was just curious

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Always intresting to learn how the big boys work

summer verge
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Or maybe what I really want is an array of pointers in and an array of pointers out. But it would be super convenient if the blueprint version of the class could just have an "add pin" for those in and out pointers. Trying to think if that would work for a research tree

pallid compass
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SO how do the umm

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2d Static mesh's work?

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Is it a snapshot of the mesh or?

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Trying to wrap my head around the idea of it

blissful reef
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what's a 2D static mesh?

pallid compass
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Yeah

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all i can think is

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a plane

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and thats it 😂

blissful reef
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no i mean in what context

polar hawk
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I was able to crash a paragon game server the same way I crashed my servers

pallid compass
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The difference between 2d mesh and 3d mesh

polar hawk
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I wonder if thats still an issue, but I'm scared to try it again

next badger
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@polar hawk btw, is your new doxygen tool a part of Linter asset?

polar hawk
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It will be

blissful reef
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2d meshes don't have a z

worn granite
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@summer verge make a custom k2 node... pretty sure that's the only way you can do that

pallid compass
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Can you just render 3d meshes as 2d meshes?

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Like this is the first time iv ever heard of 2d meshs

blissful reef
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we just throw away the z

pallid compass
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Ahh

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I googled it and just sprite stuff is coming up for ue4 😂

blissful reef
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you have to build the mesh for 2d, like don't make it have dimension and multiple layers

worn granite
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I guess you could process the mesh so that when it collapses its fine

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But at some point you lose perf

next badger
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@blissful reef what about physics for 2d?

blissful reef
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Yeah that's what we do for the SMeshWidget assets

worn granite
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and would be better off doing something else

pallid compass
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So your health bars are what, just a flat plane literally?*

blissful reef
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what about physics for 2D/

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you can either use box2d, or you can use 3d, and simply have a planar constraint to prevent 3d physics

pallid compass
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Thats amazing

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It makes sense

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Using a flat 2d plane

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and just having it face the camera constantly

next badger
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@blissful reef yep, what if i constrain it to planar, will energy be conserved? (z axis energy will be distributed or tossed away?)

blissful reef
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<- not a physics programmer

pallid compass
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Man this is mathing awesome

next badger
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@blissful reef hahah, sorrey 😃

pallid compass
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THey need to get more epic staff in here every now and again

worn granite
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But you're tagged Epic Staff....

pallid compass
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wat place omg

weary basalt
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You know everything if your epic staff

pallid compass
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All epic staff dont know everything about the engine 😂

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That be insane

worn granite
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Epic staff

blissful reef
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it's true, I keep all the real answers to myself

pallid compass
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Huge teams develop the engine

blissful reef
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i just give you guys a peak

weary basalt
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Obviously

pallid compass
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damn

polar hawk
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You're useless if you don't know how every single line of Epic's RHI works

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dfjghdfjkgd

weary basalt
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Exavtly

pallid compass
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fuq is RHI omg

next badger
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@polar hawk that was mean!

polar hawk
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Rendering Hardware Interface

pallid compass
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ah

polar hawk
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Its crazy

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You should never have to touch it

next badger
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Also, dont forget shaders

pallid compass
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Pretty advanced stuff then i guess

weary basalt
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Only @polar hawk can touch it cause hes reckless like that

polar hawk
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Ive touched it twice

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I cried myself to sleep

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But I did manage to get two PRs accepted

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¯_(ツ)_/¯

weary basalt
#

Is that why your editor is now purple permanently

polar hawk
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Maybe

pallid compass
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I once put a few letters inside a attribute CPP file with out realising, i spent 5 hours trying to figure out why i could not compile

polar hawk
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The hell is an attribute cpp file

pallid compass
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The forbidden one

polar hawk
pallid compass
next badger
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How to edit Common.ush and still be able to run ue4?

weary basalt
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Isnt that impossible

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Lol

pallid compass
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Attribute cpp's are just the UAttribute classes from the forbidden one

weary basalt
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😾

pallid compass
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What is Common.ush

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I googled it

errant lintel
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RHI is pretty fun

pallid compass
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and got a common sense article

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and that was it

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😂

polar hawk
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You should just simply not be touching .ush files

fierce tulip
pallid compass
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Can you not Luos, you make me want to throw my self in the bathtub

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That is so nice D:

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be me
get rekt by ribbon trails
be luos
create the start of the world

polar hawk
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I used to mess around with shaders in UE3, me and a buddy accidentally came up with a bunch of crazy ways to manipulate vertex colors into doing weird stuff

upbeat fern
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hey guys, anyone imported a larger than 8192px texture at all ?

polar hawk
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We were too stupid to talk about it

next badger
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@fierce tulip now, open Nvidia Fun House and assign it on every asset...LSD House.

polar hawk
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And now the things we were doing are now industry standard things

upbeat fern
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(just using it in a non built thing for reference)

polar hawk
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And we coulda been on that game early, being like YO PEOPLE SUP

fierce tulip
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@upbeat fern need to enable bigger res in an .ini file somehwere. should be googleable

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unless that changed over the past years hehe

weary basalt
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The one that got away @polar hawk

polar hawk
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Ayeee

pallid compass
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16k textures or gtfo

polar hawk
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We also ended up prototyping a game that literally got stolen by a game company

pallid compass
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I dont even think quixel goes that high

polar hawk
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¯_(ツ)_/¯

upbeat fern
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yeah, I have a 16k texture to go in

fierce tulip
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wait, i think you need to be in the ini to add proper lod support for 16k

pallid compass
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16 materials on particle effects or your weak

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16k*

next badger
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i think i've seen virtual texturing in ue4 pipeline

pallid compass
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Heres a question

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If you make say 8k maps

pallid compass
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Do u need to make 8k, then 4k then 2k then 1k version

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or can the engine do that for you? for say settings

upbeat fern
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nah, just need it to display on a landscape, doing legal stuffs.

next badger
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@pallid compass depends...if you don't mipmaps will be generated you could make own

pallid compass
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Whats mipmaps?

next badger
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In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. The height and width of each image, or level, in the...

upbeat fern
#

things that fuck with the texture, so it looks ok from a distance.

fierce tulip
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basically texture-lod-ing

upbeat fern
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^

pallid compass
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ohhh

upbeat fern
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also stops the moire effect, depending on what you're doing.

safe rose
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@upbeat fernhttp://graphinesoftware.com/products/granite-for-unreal

pallid compass
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They have no examples on there website

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right off the bat

upbeat fern
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yeah, was looking for that

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there's the showreel

next badger
#

Built-in support for virtual texturing will allow for more efficient usage of texture memory enabling artists to author very high resolution textures and lightmaps without worrying about what will fit in video memory as the engine will only strea...

Labels

Rendering

upbeat fern
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256k textures, k

pallid compass
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Honestly im yet too see anything match Quixel for anything but char's

next badger
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@pallid compass ?

upbeat fern
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ah, ok, so it just splits it up into little chunks

pallid compass
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hm?

cursive dirge
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@safe rose heh, who would actually buy their indie version

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32k texturesize limit

next badger
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@upbeat fern it's like atlas used in 2d games

upbeat fern
cursive dirge
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that 262k texture I get

pallid compass
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can u imagine trying to ship

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with them textures

upbeat fern
cursive dirge
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I dunno if granite allows you to generate the textures on the fly

upbeat fern
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it manages your textures for you apparently

pallid compass
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If they had a verison of quxiel that did not need photoshop that would be the bee's knee's

upbeat fern
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I think I'm just going to split it up into 4x8k textures

cursive dirge
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if you could do procedural texturing, then the shipping size is no issue

pallid compass
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I dont think im gonna be able to sleep tonight, all i can think about is the gameplay ability system Doc has gone

next badger
pallid compass
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"Create 3D meshes from scratch in Unreal Editor using a new suite of polygon modeling tools"

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YES

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GOOD BYE MAYA

upbeat fern
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it sucks

next badger
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@pallid compass hahhaahahhahaha

upbeat fern
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the example they give

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is a low poly fox

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the fuck

pallid compass
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but that low poly fox

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can look epic with some shaders

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give it a gud ol umm

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what they called

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omg i forgot the name someone help me out

upbeat fern
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AO ?

next badger
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Oh, btw, what about new ue4 rigging tool?

pallid compass
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no umm

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cartoon shader

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tingy

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wait new ue4 rigging tool?! tell me more

upbeat fern
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Cel shading

pallid compass
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nothing makes me more mad than having to rig in maya or max, there so expensive yet just trash

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Yes that

next badger
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@pallid compass iirc they said it's made already, on one of the streams, it allows you to rig a mesh in ue4 editor

upbeat fern
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combined with the wrinkle map plugin

next badger
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@pallid compass kind of alternative to Allright Rig

upbeat fern
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I'm sure you've got some stuff goin'

pallid compass
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I dream of the day, i dont have to work in maya or max

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There just so crap and cost so much

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So many issues with them

next badger
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ue4: modelling, rigging, skinning, (texturing?), animation, render!

pallid compass
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Can you imagine

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Autodesk would go bankrupt

upbeat fern
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subscription isn't too bad for maya lt

pallid compass
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One of the reasons people use it, is because its the only thing out that that does everything

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But there support for it

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is just

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beyond crap

upbeat fern
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if you don't like the cost though, modo's a good alternative.

pallid compass
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2016 bearly works and they release 2017

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did u guys see that hedgehog auto mesh creator

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the other day

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Take alook at that

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kinda intresting

upbeat fern
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reminds me of spore.

pallid compass
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Just got a feeling ud run in too a fuck ton of issues

upbeat fern
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just need to make modular assets.

pallid compass
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#TheDream

next badger
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@pallid compass no offence, but why would i need to merge them? just make them separate, use as is in ue and generate procedural weapons with BP!

pallid compass
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swear too god i hope there updating the wiki for the abilitysystem plugin as alot of my work is built on it, gonna have nightmaes if they scrap it, its been out since like 14.9

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true true haha

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4.9*

upbeat fern
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if you wanted more of a smoother bridge between the bits.

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I guess.

next badger
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@pallid compass You could ask Nick, he has an access to Epic discord

pallid compass
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Im scared for an answer honestly

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I know alot of small developers

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I know use it as well

upbeat fern
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but nicks the umg guy D:

pallid compass
#

alot of small developers i know use it*

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@blissful reef attempts to summon

blissful reef
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wat

next badger
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@pallid compass just ask

polar hawk
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Its so much better if you just ask a question when tagging rather than asking if you can ask a question

pallid compass
#

Nick would you mind inquiring if possible, about why the AbilitySystem doc has gone off the API site, as i my self and alot of people of developers i know use it, and its pretty core stuff, its pretty worrying to be honest as its been in since i think 4.9?

blissful reef
#

Or this gem, I don't know, maybe @blissful reef knows

pallid compass
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I am aware its not offically supported, but doc was provided and the plugin

next badger
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@blissful reef it's not about "maybe knows" it's just a piece of code is missing from the engine and docs pages too

upbeat fern
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hey nick, will the controls to the umg editor be more consistant to the rest of the engine next version? ;D

next badger
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@blissful reef like it was removed

errant lintel
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@pallid compass, I already reply this question, Gameplay Abilities was move to a plugin

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well it's not really a part of the engine

pallid compass
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Its always been a plugin

errant lintel
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no

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it was a module before

pallid compass
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Since iv been using it, it was a pkugin in the gameplay section.

next badger
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@errant lintel and what about documentation? it's gone?

pallid compass
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Plugin*

errant lintel
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I guess doxygen only generate doc for module

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not for Engine plugin

blissful reef
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wut?

pallid compass
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They have been updating it over time since 4.10 ish i think?

maiden swift
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🤦

summer verge
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Wow this K2 node stuff really hurts my head

pallid compass
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The AbilitySystem plugin, that is used for paragon the documentation has vanished off the website, so its worrying as alot of people use the system

maiden swift
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@blissful reef Sorry for the trouble. They want to know if the GameplayAbilities docs will ever come back since it's an unsupported feature.

polar hawk
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In the chance that @blissful reef is seeking that answer, I'd also like to know if theres any way to obtain a public version of the UnrealDocTool for non-licensee purposes. :p. The fact that the UnrealDocTool exists is public knowledge, so, yolo.

upbeat fern
#

xD the nick spam is great

next badger
#

@polar hawk oooooooooooooh....

pallid compass
#

Me rn

polar hawk
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I can convert BP to Doxygen, I'd like to parse that with the UnrealDocTool but /shrug

upbeat fern
#

4k screen ?

pallid compass
#

no ultra wide for work, then 4k too the side, then 244hz to the other side

upbeat fern
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xD

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unit testing much

blissful reef
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@maiden swift I don't know if the ability system docs will come back. If it's unsupported, i doubt we'll document it

maiden swift
#

That's what I've been telling people.

pallid compass
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It was already all doc 😦 why would they take it away

blissful reef
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it probably wasn't accurate

pallid compass
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Can i at least have a copy of the old doc omg, so i dont burn and have to remake all core stuff

polar hawk
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lol

pallid compass
#

id tell blurry doc over not knowing anything 😂

maiden swift
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Honestly, I think people are better off building their own ability frameworks.

blissful reef
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^

pallid compass
#

pfist u dont understand fam

next badger
#

Documentation is like food, have an expiration period...

blissful reef
#

The ability system is a big complicated thing

pallid compass
#

its like the greatest thing ever

polar hawk
#

The system is actually pretty good, for the most part

blissful reef
#

sure, but it's big and complicated

maiden swift
#

But it's big and complicated and undocumented. Basically a programmers worst nightmare.

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It's a 1 on the 1-10 scale of usability.

pallid compass
#

it works tho fam so well omg

#

WHAT

polar hawk
#

I'd much rather see the CMC opened up though

pallid compass
#

no itsn ot ;o

#

not ;o *

blissful reef
#

CMC?

polar hawk
#

Character Movement Component

pallid compass
#

I litrally use the abilitysystem for everything

#

Even equiping gear to doing a gud ol pewpew

upbeat fern
#

I think you shouldn't rely on non core things

#

xD

polar hawk
#

CMC has a bunch of great replication/prediction/savedmove stuff

#

But extending it / customizing it is much harder than it should be

blissful reef
#

mm

next badger
#

CMC may become plugin one day!

pallid compass
#

Just the Attribute system is so gud rip

#

pls no

next badger
#

And then! Documentation also be gone!

pallid compass
#

gonna mail epic every day begging for copy of the doc

#

every day il add 1 more sad looking animal too the email

maiden swift
#

@next badger Don't need to compare everything to GameplayAbilities. It's a very special circumstance. It's the exception, not the rule.

blissful reef
#

There's no doc, you could use internet achieve?

#

that might have a copy?

pallid compass
#

i tried

#

The lastest capture i could find was 2 years ago

#

super outdated version

#

some reason google has not cached it

upbeat fern
#

you mean this ?

pallid compass
#

no good

#

nope

next badger
#

@maiden swift that was irony, iirc someone on stream told that goal of the ue4 to become modular

pallid compass
#

There was full documented API for it

#

with descriptions and stuff

blissful reef
#

Oh...just that? Just look at the code

maiden swift
#

@next badger That's correct. Sorry I didn't get the irony hahah. 😄

pallid compass
#

Im personally, not good enough with c++, the doc was really good for when i was working

#

I wish i would of saved it

#

😂

maiden swift
#

There's a snapshot from April 2016 @pallid compass

polar hawk
#

If I could get the UnrealDocTool for non-licensee purposes I'd just generate that doc for you :p

pallid compass
#

SEND

pallid compass
#

crap its slightly outdated

#

ffs ><

#

thank you anyway

upbeat fern
#

no shit sherlock xD

maiden swift
#

That's probably the best you're going to get aside from community discussion and trial & error.

pallid compass
#

true true

#

rip

#

me

maiden swift
#

If you want to finish your game, just assume GameplayAbilities is never going to be supported.

pallid compass
#

be epic
thats nice project u got there Hal
it be shame if someone.. TOOK UR DOC AND SUPPORT AWAY

#

they say it was unsupported

#

but they kept updating it

#

the plugin that is

polar hawk
#

Get used to it yo

pallid compass
#

rip

#

might as well write my own system

#

that will suck but u know

worn granite
#

uses unsupported feature
dives into docs somehow available
get mad when support is pulled

pallid compass
#

My fav thing about it, it was hyper efficient for replication

maiden swift
#

The plugin is a relic of internal work they did for Fortnite and Paragon, I believe.

next badger
#

@polar hawk ```We would love to make all of the tools available if possible (and some of them may already be thorugh GitHub), but the customized Doxygen binaries may be an issue with redistribution. We would have to check with our legal department on that one.

answered Jul 31 '14 at 10:22 PM
Jeff Wilson ¦¦ STAFF```

pallid compass
#

be me
get mad anyway

next badger
#

@polar hawk still checking 😛

pallid compass
#

dam u epic

#

Look at them, still using it in paragon and fortnite, and developing it

#

but there like

#

not for u scrubs

#

wait can i update the plugin my self? is that allowed?

upbeat fern
#

yeah

worn granite
#

Why wouldn't it be?

pallid compass
#

legal things

next badger
#

@maiden swift so relic, so it's used in their not yet released game 😛

worn granite
#

You probably can't redistribute it

upbeat fern
#

well

#

you can

pallid compass
#

yeah but i could still package right?

worn granite
#

idk ask epic legal

upbeat fern
#

cause it's packaged.

polar hawk
#

I don't care about the doxygen binaries, I can get them myself

upbeat fern
#

and you can fork back to the original.

polar hawk
#

Unless they're custom

#

oh

#

I should read

pallid compass
#

yeah i might send them an email

#

lots of tears

next badger
#

@polar hawk We use a combination of Doxygen (a customized version to handle UE4's unique features) to generate XML and a completely custom tool (APIDocTool) to parse that into the format our documentation is stored in. Then we have another tool (UnrealDocTool) that publishes all of our documentation to HTML.

pallid compass
#

pictures of sad animals

polar hawk
#

Yeah, I don't actually need the Doxygen part of that chain

#

Its the tools after that that I'm looking for

pallid compass
#

I think i might just keep the ability system for now, and see where we are at in 6 months, if its gone then its gone and il swap it out for my own system

upbeat fern
pallid compass
#

overlap them

#

EVER

#

so slightly

#

and use a blend

upbeat fern
#

they're pixel perfect split.

pallid compass
#

oh

#

looks like i can see lines through it

upbeat fern
#

mm, same

#

actually, when it's placed flat, seems fine

pallid compass
#

least ur not me

#

Crying over stuff thats unsupported 😂

upbeat fern
#

I just make it if it's not supported.

next badger
#

@polar hawk seems source for UDT was available before...

pallid compass
#

UDT?

#

oh

#

ye

#

gotcha

next badger
#

@polar hawk yep, till 4.15

polar hawk
#

hm

polar hawk
#

I shall give it a look

pallid compass
#

u can do it allar

#

get all the documentation for us all

next badger
#

it's a C# btw -_-

upbeat fern
#

is there binaries for this ?

next badger
#

@upbeat fern you could compile one, there's solution file

upbeat fern
#

there is..

#

means I have to redownload it though xD

next badger
#

@upbeat fern not sure if it was bundled with Rocket version

upbeat fern
#

C:\Program Files\Epic Games\UE_4.15\Engine\Source\Programs\UnrealDocTool

#

awh

#

unlucky.

#

wish git was faster for aussies.

#

*github

#

on a 100/100 line, downloading at 300kB/s

blissful reef
#

It appears we deleted it from the depot, and relocated it b/c branches kept using out of date versions so now it's in another root in the depot, and synced from there for doc builds

polar hawk
#

Dang

upbeat fern
#

xD beautiful

next badger
#

seems VCS is magic even for Epic...

blissful reef
#

VCS?

next badger
#

@blissful reef version control system

blissful reef
#

not magic

#

we just have lots and lots of branches/streams

maiden swift
#

Perforce isn't magic; just a lot of elbow grease.

next badger
#

@blissful reef much more that repo has?

maiden swift
#

It can definitely seem like magic if you're not an expert, though! lol

blissful reef
#

the github repo only represents master, and the release streams

next badger
#

@maiden swift i was talking about github

blissful reef
#

there's a LOT more than that

maiden swift
#

Ohhh! You're talking about the bot that pushes their Perforce depots to Github and such.

#

Lots of automation going on there, I'm sure.

blissful reef
#

yes

#

All the engine teams work in dev streams off master which are currently not mirrored to github

next badger
#

@blissful reef i wonder how much your .git folder weights...mine like 10Gb iirc

blissful reef
#

all of those have N task streams off them

#

we don't use git

next badger
#

oh, lucky you

blissful reef
#

we just mirror some stuff to git

#

we work in perforce

next badger
#

;_;

#

i wonder...if it will be possible to fork from perforce repo one day...

weary basalt
#

Im assuming you guys run an custom version of Perforce?

blissful reef
#

no.

next badger
#

git just doesn't work with comments properly...

polar hawk
#

Perforce is love, Perforce is life

blissful reef
#

truth

next badger
#

@blissful reef was git dictated by distribution model? i.e github?

maiden swift
#

I look forward to the day when using GitHub to host a game dev project is relatively trivial.

blissful reef
#

no, git won because git won

polar hawk
#

Theres enough Perforce support that even I can mimick Epic's Perforce internal -> Github public system

#

Was using that for a bit

blissful reef
#

All the other reivision control solutions are dead or dying

maiden swift
#

Probably the same reasons why Autodesk switched to git.

#

People like using git.

#

¯_(ツ)_/¯

next badger
#

so weird...git is just like crap on windows

maiden swift
#

Git is great on Windows for me.

blissful reef
#

perforce is holding on only because git doesn't solve large binary files yet or super large repos, which is game companies

polar hawk
#

The Git for Windows Git GUI is actually really good if you give it a chance

next badger
#

git for windows is basically an emulated port

maiden swift
#

Tower is an amazing Git GUI, but it's pricey. Worth it if you can afford it.

blissful reef
#

I use SourceTree

next badger
#

and git integration for VS doesn't properly work with .gitignore

polar hawk
#

I'm definitely not talking about the GitHub client

#

That thing is god awful

#

I used to use SourceTree but every update seems to make it less good

maiden swift
#

Github Desktop is good (the old one at least).

next badger
#

@blissful reef same here

blissful reef
#

Tower huh?

maiden swift
#

Git Kraken is great but requires a Git Kraken account. Meh.

#

Yeah. Tower is by far the best git GUI I've used.

#

It's also the most expensive.

next badger
#

Tower could not show remote branches iirc

polar hawk
#

This is free and does everything you need to do /shrug

maiden swift
#

$79 for a license.

#

Atom has Git integrated now, which is a nice lightweight option.

polar hawk
#

And if you're using Git on windows, most likely you already have the client installed

#

:p

maiden swift
#

@polar hawk It's a good free option in a pinch, but I don't think I'd call it a great client. 😛

#

At least it's relatively simple. Can't say the same for P4V.

blissful reef
#

Tower looks like SourceTree

next badger
blissful reef
#

i mean, they're all gana be kinda similar

polar hawk
#

¯_(ツ)_/¯

maiden swift
#

I can barely read that.

#

And I don't mean the text.

blissful reef
#

Black on dark blue background, quality ui decisions

maiden swift
#

lol

polar hawk
#

¯_(ツ)_/¯

maiden swift
#

This man will shrug all night long.

blissful reef
#

who was working on this and went, you know what was the penacle of colors? windows 95 color palette

next badger
#

@polar hawk oh, i remember this app...you could not change the background for some of the windows for some reason...i wanted to make it white on black

maiden swift
#

I'd rather use the command line than the built-in git GUI.

next badger
#

@maiden swift *gitk

maiden swift
#

Is that what it's called?

polar hawk
#

The same people who made Total Commander

next badger
#

@maiden swift the Allar's one, yep, it's not built in...just bundled with

maiden swift
#

That's what I meant. It comes with git.

next badger
#

@maiden swift well, iirc it's an app from a different dev even

polar hawk
#

I can do custom engine migrations hella fast with Total Commander

#

Looks like its 1995

#

¯_(ツ)_/¯

maiden swift
#

Git LFS is making serious progress.

#

Just sayin'.

polar hawk
#

Until its just Git

#

¯_(ツ)_/¯

next badger
#

@maiden swift wanna host all ue4 there? =)))

maiden swift
#

It may not be the robust beast that Perforce is, but git is more appealing to most developers so they're going to be willing to put up with the shortcomings.

#

And at this rate, with the popularity of git and huge effort pouring into Git LFS, it will be robust for game dev in a few years time.

#

Autodesk recently switched from Perforce to Git. What a hell of a case study that was.

#

Someone did a talk on that, why they did it, how they did it, etc.

#

Great stuff.

upbeat fern
#

it's awesome atm, get some nice large projects goin' on

maiden swift
#

Git also has a far better ecosystem, hands down.

next badger
#

git is like...stash, fetch, pick, rebase -i HEAD ...oh, you screwed the repo...

maiden swift
#

There's nowhere you can go to get the Github/Gitlab/Bitbucket experience with Perforce, unless you're working in enterprise.

polar hawk
#

Hah, man I've fucked over many a git repo

#

Its really hard to cause damage to a perforce repo

#

You can damage a changelist

next badger
#

@polar hawk i guess i've f*ked ue4 master several times in a row until mastered stash =))

blissful reef
#

perforce could have won if they were quicker on a business model pivot before github got traction

maiden swift
#

Agreed @blissful reef.

polar hawk
#

Perforce just needs to be not retarded with their licensing

upbeat fern
#

if they had free software at all..

maiden swift
#

I've been in contact with them several times and they refuse to support small developers beyond the 5 free user thing. That's good enough in their eyes.

#

They were experimenting with a hosted service for a while, but they canned it last I heard.

polar hawk
#

If Perforce had not-EA not-Epic not-Microsoft pricing, I'll single handedly increase market share

maiden swift
#

The beta was rough, but it was promising at least.

#

Was the easiest way to set up a depot by far.

#

Pricing is a big one.

#

Free for 5 users + you're on your own + good luck reading mountains of obtuse documentation.

upbeat fern
#

aha, server setup's not the best either.

next badger
#

btw in win10 you have native BASH! native GIT! yay!

polar hawk
#

I'd run a god damn unreal hosting platform if Perforce licensing wasn't retarded

blissful reef
#

it's not just that, 5 users would be fine, but, the fact is you need cloud hosting like github for peoples personal projects

maiden swift
#

^

#

That level of accessibility is a big part of why git blew up.

#

Github democratized version control like no one before them.

#

Really interesting talk.

next badger
#

So, could be ue4 be integrated with git? for binaries? and not to have repo like 1Pb ?

maiden swift
#

Github made a great plugin for Unity recently.

blissful reef
#

ue4 has a git plugin

upbeat fern
#

ue4's had a git plugin forever.

maiden swift
#

I believe Sebastian - the developer of the UE4 git plugin - is working on upgrading it to match.

#

He seems pretty excited about it.

#

He's only one person, of course.

blissful reef
#

arnt we all

upbeat fern
#

together, we're more

maiden swift
#

This convo reminds me of a card on the old UE4 roadmap about creating a new mergeable file format for uassets.

polar hawk
#

Was discussed on 4.17 preview

blissful reef
#

still working on that

maiden swift
#

Oh really? If that takes off, that's the kind of thing it will take to make UE4 projects more trivial to host on services like Github.

blissful reef
#

nah need LFS

maiden swift
#

Well of course.

#

What I mean is when it comes to plain text code, there's a UX you get on Github that you can't get with binary files (besides PSDs).

next badger
#

Well, i just imagine, if ue4 source that has...what, 200mb source code, has a repo like 10-20Gb...what would happen if binaries will be added?

maiden swift
#

Inline diffing, things being nicely embedded in issue discussions, etc.

blissful reef
#

it's not just binaries

polar hawk
#

Inline diffing a blueprint sounds really bad

blissful reef
#

it's every revision of every binary

#

in hundreds of branches

#

100s of gbs of art per game

maiden swift
#

Yeah you're talking about huge repos.

blissful reef
#

I'd bet our perforce server is well over 10TB

polar hawk
#

I can wreck a git server with just project binaries alone

maiden swift
#

@polar hawk You're right. That kind of thing makes more sense built in to the engine interface, like the current blueprint differ we have.

#

That sort of experience would make more sense as part of the git plugin.

polar hawk
#

There is a bp diff tool in the engine

maiden swift
#

That's what I said.

#

At least that's what I was trying to say. lol

#

Obviously that didn't come across.

next badger
polar hawk
#

Its not a part of Git/P4 I believe

#

Theres an abstraction layer I think for all source control stuff

#

Could offer a differ using pre-existing logic

maiden swift
#

That would be rad.

#

Really cool site.

#

If it was as good as Codepen is for web development... Mmmm.

next badger
#

imo Epic should made a wrapper for embedding the bp's from this site to the forums

maiden swift
#

Would be amazing if we could drop blueprint graphs here on Discord sort of like Sketchfab models.

blissful reef
#

sigh, i proposed it and had a functional prototype i showed on a stream back in like 4.3 days

polar hawk
#

That website's renderer is not ready for that yet

maiden swift
#

I remember that @blissful reef. Was an Epic Friday thing right? Or a weekender even?

blissful reef
#

yeah epic friday

maiden swift
#

Seemed really cool to me, even for a prototype.

weary basalt
#

What happened to it?

blissful reef
#

it's hard pushing a side project as a real thing

weary basalt
#

That sucks

next badger
#

@blissful reef cause, If you do work well, you just getting more work? 😃

polar hawk
#

I might try to do graph embedding with my bp -> doxygen tool, but iunno

blissful reef
#

issues.unrealengine.com took many months of my time getting various approvals, working out all details, checking all the boxes

maiden swift
#

^Thankful for it, too. I love the issue tracker.

weary basalt
#

Yeah it is good

#

Does Epic use an different issue tracker internally?

polar hawk
#

Issue tracker's best use: slapping QA staff on AH

blissful reef
#

we use jira internally

next badger
#

@blissful reef is it good? jira i mean?

polar hawk
#

Jira is love, Jira is life

blissful reef
#

yeah jira is great, there's a lota shit issue trackers in the world

polar hawk
#

Its not an exciting life

#

but its life

weary basalt
#

You use it to?

polar hawk
#

I use it at most places I consult

#

Hell I've set it up at most places I consult

#

I am accidentally a build pipeline engineer

blissful reef
#

best plan for retirement

polar hawk
#

is so boring

blissful reef
#

exactly

maiden swift
#

Getting paid is hard.

blissful reef
#

it's the most unloved job in programming, i think you could write your own paycheck if you came to a place and was A) good and B) wanted to be the best build engineer

polar hawk
#

I've almost automated my build pipeline work

#

So I can just show up and run a batch script given a server

#

And sit in a chair for a few hours

blissful reef
#

heh

polar hawk
#

I don't strive to do 100+ man pipelines

#

Upper limit is around 50 before I say go hire someone

next badger
polar hawk
#

Build pipelines can get crazy

blissful reef
#

mmhmm

polar hawk
#

The biggest issue I've always ran into is when IT is like 'yeah, this whole branch is banned from contacting this whole branch on the network, but you're gonna need to work around that'

#

Because LA houses have ridiculous IT

#

There are giant vfx houses that have to copy paste data onto portable hard drives to move the data from one room to another

#

Due to security compliance

blissful reef
#

sneaker net

#

as my buddy use to say

polar hawk
#

Aye

next badger
#

@polar hawk have they heard of usb-usb cabling? iirc Corning made those

polar hawk
#

Certain machines need to be airgapped

#

Especially with film

#

Film production houses will go out of their way to get point to point ethernet wiring from their studio to another studio, creating a private wan

next badger
#

@polar hawk isn't VPN was made for?

polar hawk
#

VPN is usually slower

#

And sometimes not as secure as a point to point

next badger
#

oh...US, right...

polar hawk
#

Point to points are usually gigabits

next badger
#

yeah, you could get a gigabit optics here if you need one

polar hawk
#

Aye, I need to leave this city

blissful reef
#

I went to E3 one year in LA

#

That was enough for me

polar hawk
#

LA is fantastic if you go to clubs every night and love drugs

#

The food is great but its not worth it

next badger
#

i wish i could get to e3 once

maiden swift
#

I prefer GDC. ❤

blissful reef
#

^

weary basalt
#

Dont move to Australia. We have shit internet

next badger
#

or GDC, whatever...

polar hawk
#

Aye, E3 is shit to go to

#

E3 is better at home

blissful reef
#

That's cause the packets flow counter clockwise in Australia

polar hawk
#

:o

weary basalt
#

Yep

polar hawk
#

I don't blame no one wanting to run a cable from one part of Australia to another

next badger
#

@polar hawk there's another part?

#

NZ?

polar hawk
#

Theres like

#

two parts

#

And then they fought and now theres a city in the middle

weary basalt
#

Haha

next badger
#

always though australia is like...east coast

weary basalt
#

The other half is basically just an big mine

next badger
#

miners need fibers too?

weary basalt
#

They have enough money for it.

next badger
weary basalt
#

Iron ore miners lol

blissful reef
#

time to go play some dead cells

maiden swift
#

Have fun!

weary basalt
#

Dont hurt yourself

next badger
#

o/

weary basalt
#

@polar hawk Melbourne > Sydney

polar hawk
#

You must live in Melbourne

weary basalt
#

Nope haha

polar hawk
#

Wagga Wagga

weary basalt
#

I lived there for 5 weeks

polar hawk
#

Wagga Wagga (/ˈwɒɡəˈwɒɡə/[3] WOG-ə WOG-ə; informally called Wagga)

maiden swift
#

Damn.

#

Still can't package without SteamVR plugin in 4.17 p2. 😦

#

I'm pretty interested in what will be possible with the editor scripting API.

#

There's even source control nodes.

weary basalt
#

Yeah im keen for it to

tall sage
#

@polar hawk "E3 is better at home" : Yup perfect with pizza, homescreen and live commenting with friends on a sofa 😄

polar hawk
#

Windows:
CMake might be a dangerous program

plush yew
#

who wants to work on a game

#

with me

#

with unreal engine 4

polar hawk
#

That is compelling

plush yew
#

what

#

how

polar hawk
#

I mean, its not xD

#

I think you're going to need to supply a few more details

next badger
#

@plush yew like, example, why should we bother?

#

@polar hawk could You clarify, Nick told that they've moved some sourced to new root...but, i could not find the UDT, is it gone from the repo?

polar hawk
#

New root as in its not even in the ue4 repo

#

As in its gone forever (for the public)

next badger
#

@polar hawk i just don't get why Epic does this stuff sometimes...

polar hawk
#

To be fair, its not like the public needs that tool

next badger
#

@polar hawk agree...very specific...

plush yew
#

@next badger because

next badger
#

@plush yew very persuasive

plush yew
#

@next badger what you mean

next badger
#

@plush yew persuasive - good at persuading someone to do or believe something through reasoning or the use of temptation

plush yew
#

ok thank you @next badger

worn granite
#

Tylor what kind of game?

next badger
#

@polar hawk btw, You're not streaming today? Busy?

polar hawk
#

@next badger

next badger
#

@polar hawk Is that?

#

PBR?

polar hawk
#

mhm

next badger
#

@polar hawk we already have alex but i don't mind :allar: too

polar hawk
#

Is there an easy/good way to extract a beard on photoshop

#

Like an automatic 'extract my face from the background including my hair'

next badger
#

@polar hawk yep...lemme see how the tool is called

polar hawk
#

There used to be a tool called Extract

next badger
#

@polar hawk so...found...Pick a quick selection tool, select rough border, then press Select and Mask button ont the options toolbar

#

@polar hawk the windows similar to "extract" will pop up

polar hawk
#

Thats what I'm using now, its a god damn pain in the ass

#

Good enough

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woah

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beard template

next badger
#

@polar hawk some lines still there, but, i was just lazy 😛

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@polar hawk well, that tool working fine...you just need to figure out how =)))

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@polar hawk cleaned up slightly

polar hawk
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Its photoshop

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very related

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Don't judge me

weary basalt
#

Ewww

maiden swift
#

Michael Alexander.

weary basalt
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^^

maiden swift
#

Alexander Allar. 😮

next badger
polar hawk
#

lmaowat

heady bridge
#

Whoa! what's happening here? lol

maiden swift
#

Without his beard he kind of looks like a Borderlands character.

next badger
#

Allar asked to cut his beard

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(sorry for the lips)

maiden swift
#

Wait a second. Why am I not yelling at you guys? This is #ue4-general. Damn it... -_-

polar hawk
#

All I wanted was to extract my face + beard from the background

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Photoshop is important

next badger
#

@polar hawk oh...ok

polar hawk
#

These are now also public domain ui game icons

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yolo

spice urchin
#

i like this premise of "virtual beards"

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seems easier to live with

weary basalt
#

Real beards are better though. Mine is getting a bit longish..

heady bridge
#

I just trimmed my beard yesterday

plush yew
#

Please welcome @plush yew to the community! :beers:

next badger
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jss, Epic has 2 variables for camera speed

plush yew
#

Please welcome @pale hazel to the community! :beers:

next badger
#

Dunno who got that idea but it's horrible. If 2nd varible changed by accident you could fly like a jet or crawl like a turtle, there's no indication of it.

stable arrow
#

Hello people ! How are you all doing!

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Anybody knows about the Open Cv integration with unreal engine

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i need some guidance on that

plush yew
#

Please welcome @stoic rover to the community! :beers:

next badger
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@stable arrow there's wiki article...that's all i know

stable arrow
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@next badger i have red that article but i am still getting errors in my visual studio file

next badger
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@stable arrow no wonder, it's old...

stable arrow
#

yeah!

plush yew
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Please welcome @pearl torrent to the community! :beers:

meager bough
#

when building my project, ue4 seems to cook all the stuff i have in my project, rather than only the things that i actually use. is that normal? can you avoid that? how do you deal with that? always delete everything your not using?

fluid stag
#

wazarp

gritty vale
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anyone has any experience with integrating wwise plugin with UE4.14

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?

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having trouble when i build for android

maiden swift
#

@gritty vale I recommend asking in #audio. 🙂

gritty vale
#

oh i just saw that channel!
Thank you! 😃

plush yew
#

Please welcome @undone marsh to the community! :beers:

humble rivet
#

So I've created my level in the wrong project

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How can I import them to the other project ( Getting errors alll the time) missing Spline nodes etc. what default folder within the content folder are they saved in ?

short onyx
#

No script section? I need help xD

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Can i do 2 script on the same Blueprint? Cause mine wont :/

cloud cobalt
plush yew
#

Please welcome @leaden elk to the community! :beers:

cloud cobalt
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There is no "scripting" in UE @short onyx

plush yew
#

Please welcome @keen egret to the community! :beers:

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Please welcome @robust compass to the community! :beers:

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Please welcome @plush yew to the community! :beers:

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hey guys, i need help with project packaging because i have two problems atm

  1. localization doesnt load in a packaged project but works in pie or standalone, do i need to include the localization folders somehow into the code or something like that?
  2. id like to seperate my levels into pak files for each level (persistent with sublevels) so when uploading new versions i only upload the changed level not the entire maps folder, how would i do that. At the moment all the maps are ina file together
    thanks
red pewter
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hi, it could be nice if we had a channel for archviz

cloud cobalt
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Not really, archviz is just an application of tech. Peope here do archviz and will talk in all channels

red pewter
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I know, but since it has it's own sub-forum in the forums I thought about that

languid shard
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@red pewter @cloud cobalt I kinda agree on this, archviz is a bit different than the classic video game workflow

cloud cobalt
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@languid shard Well i'll believe you, but basically I'm not sure if you have many questions that someone not doing archviz would answer ?

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I mean i'm not doing it, I know you are, I can probably still help on lots of stuff and I just wouldn't read an archviz channel

languid shard
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true

cloud cobalt
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VR or mobile for example are applications where you have a lot of topics that only people there can help with

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(so I just don't read those either since I have zero knowledge or interest about it)

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But well, I'm not moderating this place 😉

shadow geyser
#

So, i've been focussing on learning UE4 C++ recently without even really touching blueprints. So, this morning i started a blueprint game to see if blueprints are any good. My conclusion is that THEY ARE SO EPIC. Like i've made a basic (and bad) game in only 3 hours. So good 😄

languid shard
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BP is bee's knees to do fast programming

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full games are made with BPs too 😃

shadow geyser
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^

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I still like the C++ side of it though. Because it's a challenge and i'm finding it allows for much more functionality. No idea how to link the 2 yet but i will try one day.

cloud cobalt
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Usual advice : C++ is best for low-level mechanisms that are complex, need long-term work, Blueprints are great for gameplay, unique elements, level scripting, etc

shadow geyser
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@cloud cobalt what do you mean by low-level mechanisms? do you have any examples?

cursive dirge
#

you can do most of the things in c++ with UE4 just fine

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if you go that route, you at least don't face BP corruption or inability to refactor your code quickly

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<- not a fan of BPs 😄

languid shard
#

custom physics engine is an example of C++ use

cloud cobalt
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@shadow geyser For example if you're doing a MOBA, you can work on matchmaking, ability system, animation support, etc in C++

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And do the abilities, characters, with Blueprint

cursive dirge
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there's really no reason why you couldn't do abilities etc in c++ with same or less effort

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if you know c++ already

cloud cobalt
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Simply put, the closer logically you are to the player, to the stuff on the screen, the more likely Blueprint is better

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@cursive dirge Sure, you can always do it in C++

cursive dirge
#

of course, a lot of these things come down to your own preferences

cloud cobalt
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Blueprint is just faster to iterate

red pewter
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it was a small suggestion but you're correct @cloud cobalt (regarding the archviz) channel

languid shard
#

it feels like Archviz with UE4 is such a niche already 🤔

cursive dirge
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yeah, they are, when you don't have a) math b) loops c) need to clean them up d) refactor your logic e) worry about your BPs getting corrupted all the time

red pewter
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i'm going crazy with splotches 😄

languid shard
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@red pewter feel free to mp me about lighting

shadow geyser
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and if i read correctly, i can convert my bp's to C++ ???

cursive dirge
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I just prefer the stability and not having to worry about things getting broken in the background (where you have zero control over it)

languid shard
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right I'm gonna eat, brb

cursive dirge
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@shadow geyser you can automatically "nativize BPs" into c++ at packaging time

red pewter
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thank you @languid shard , will do that later today, bon appetit ^^

cloud cobalt
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@cursive dirge You don't need to convince me btw, I'm using 99% Blueprints. Just pointing out that, like, doing logic for one unique character is exactly what Blueprint does best

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@languid shard Same 😄

cursive dirge
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@shadow geyser but you'll not get human readable c++ from it, nor is that code shown to you at any point unless you search for it

shadow geyser
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ahhhhhh

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ok.

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Thx for the info 😄

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can i convert my project to a C++ & BP project or is it stuck with bp's?

cursive dirge
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if you have BP project, it's super easy to turn it into c++ project

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just add any c++ file to it via editor and it creates a visual studio solution for you (if in windows)

shadow geyser
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😮

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that's cool

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I love this software more and more every day

cursive dirge
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or, just put cpp files into source -folder and right click on your uproject, select create project files

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and that's it

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it'll not convert your code into c++ itself

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but that allows you to add c++ code yourself to it

shadow geyser
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and i can use blueprints the same as before?

cursive dirge
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you can mix them always

shadow geyser
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woot

cursive dirge
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yeah

#

blueprints are inherited from c++ classes anyway at some point

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they all are

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most of the blueprints you make, have direct c++ parent

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same with components

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so, you can use c++ classes in your game if you prefer or inherit your own c++ classes into blueprints and use them instead, or create blueprints from the existing engine classes (like the default Actor, Pawn etc)

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same logic applies to everything, like you can have blueprint gamemode in c++ project if you like

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"c++ project" is kinda misleading IMO but it mainly tells there's SOME code that needs to be compiled and it's not all blueprints

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there are some issues though, like if you do custom c++ classes and then inherit blueprints from them, this works but if you then go and refactor your parent c++ class, you always risk corrupting the BP that inherited it

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you can do some changes without risking it but it's something you have to learn the hard way if you go that route

shadow geyser
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Can you inherit c++ from blueprints?

plush yew
#

Please welcome @urban sinew to the community! :beers:

cursive dirge
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@shadow geyser nah

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you can inhert BPs from c++ or from BP, but not the other way around

shadow geyser
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Ahhh k.

cursive dirge
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if you need your BP to pass data into c++ side, you just create a function for it from c++ or do some other mechanism

shadow geyser
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Just gonna run something past you. Can I have a bp that inherits from an actor that I can then inherit for other bps? I ask because there are some functions I need but don't want to have to recreate

cursive dirge
#

there are also ways to reference BP data directly from c++ but most people don't go through that trouble as it's just easier to handle otherwise

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you can inherit new blueprints from blueprints

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and you can also put blueprintable components in too