So, UE4, eh?
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So, UE4, eh?
Blueprints or Proper Coding?
Just writing to comment that if you ever end up super-desperate for someone who can blueprint post-September, I may be able to help.
Stay awesome.
PS. tmw you realise MasterNoobs April Fools was a double layered joke which rekt us all.
Just writing to comment that if you ever end up super-desperate for someone who can blueprint post-September, I may be able to help.
Stay awesome.
PS. tmw you realise MasterNoobs April Fools was a double layered joke which rekt us all.
Stevedoggen
Re: So, UE4, eh?
Both, all the UI is in BP for example. Although most systems are in BP too, we're currently rewriting them in C++ because our coders prefer it no over BP.
Mootjuh- Developer
Re: So, UE4, eh?
Yep, they really did it, Master Noob released what we thought was April Fools but in actuality it was April News. Got us ALL.
Good thing about switching Blueprints over to C++ I hear the Blueprints are a little slower.
Does UE4 Support Vulkan?
Good thing about switching Blueprints over to C++ I hear the Blueprints are a little slower.
Does UE4 Support Vulkan?
deadofmind
Re: So, UE4, eh?
4.12 supports Vulkan for SM4. We are at 4.11 though. 4.12 has some bugs which makes us not be able to update. 4.13 is expected to have full Vulkan support. We'll definitely check it out.
Also Blueprints are fine for an FPS. The reason we're rewriting it in C++ is because of programmer's preference. Without BPs we would have no HUD.
Also Blueprints are fine for an FPS. The reason we're rewriting it in C++ is because of programmer's preference. Without BPs we would have no HUD.
Mootjuh- Developer
Re: So, UE4, eh?
I for one approve of this change. Some of the best games I have played were created using the Unreal Engine Series. Games like Splinter Cell (some titles of the SC series), Ghost Recon, Rainbow Six, America's Army, Deus Ex, Bioshock, and the Batman Arkham Series.
DreuxPhoenix
Re: So, UE4, eh?
deadofmind wrote:Yep, they really did it, Master Noob released what we thought was April Fools but in actuality it was April News. Got us ALL.
Good thing about switching Blueprints over to C++ I hear the Blueprints are a little slower.
Does UE4 Support Vulkan?
Blueprints end up being slower generally because it's a pretty inefficient way to program. I think blueprints for the GUI and C++ for the core game is a good decision.
MesH
Re: So, UE4, eh?
Blueprints are only barely slower and can be converted to c++ with the click of a button. As it stands, presently everything is blueprints
R93_Sniper- Administrator
Re: So, UE4, eh?
R93_Sniper wrote:Blueprints are only barely slower and can be converted to c++ with the click of a button. As it stands, presently everything is blueprints
I see, good to know!
MesH
Re: So, UE4, eh?
Mootjuh wrote:4.12 supports Vulkan for SM4. We are at 4.11 though. 4.12 has some bugs which makes us not be able to update. 4.13 is expected to have full Vulkan support. We'll definitely check it out.
Also Blueprints are fine for an FPS. The reason we're rewriting it in C++ is because of programmer's preference. Without BPs we would have no HUD.
Its the syntax changes that keep throwing me off when updating to new versions of the engine. Can really be a nuisance but I guess in the name of efficiency...
R93_Sniper wrote:Blueprints are only barely slower and can be converted to c++ with the click of a button. As it stands, presently everything is blueprints
While you can convert/generate it, I've found the option sketchy (I'd imagine its me being paranoid) so I just write everything rather than convert or generate. However, I remember reading that blueprints are atleast 10x slower (which won't probably be noticable anyways.) I'd think because its a scripting language or something
DBB
Re: So, UE4, eh?
it was originally 10x slower, but has since been optimized to be around 5x. The conversion wasn't fully up to par until 4.12 iirc
R93_Sniper- Administrator
Re: So, UE4, eh?
Syntax changes in the Vulkan API or in C++? I'd hate to work in an engine that forced me to rescript everything all the time. C++ isn't updated that often but you could change all the names of the builtin functions and stuff... Unity did that at one point, but they kept all the old calls and since I can't get the new ones to work I just use the old ones :PDBB wrote:Mootjuh wrote:4.12 supports Vulkan for SM4. We are at 4.11 though. 4.12 has some bugs which makes us not be able to update. 4.13 is expected to have full Vulkan support. We'll definitely check it out.
Also Blueprints are fine for an FPS. The reason we're rewriting it in C++ is because of programmer's preference. Without BPs we would have no HUD.
Its the syntax changes that keep throwing me off when updating to new versions of the engine. Can really be a nuisance but I guess in the name of efficiency...
Heatguts
Re: So, UE4, eh?
I think he's referring to blueprint there actually. Nodes change quite a bit.
R93_Sniper- Administrator
Re: So, UE4, eh?
I'm having way too much fun with UMG (Learning to build a command line based operating system in bp)
Classyham
Re: So, UE4, eh?
I like how that is all ordered and commented well. Mine always ends up a touch hard to read
- RIP Jacob, my lecturer who has to mark all this tomorrow:
Stevedoggen
Re: So, UE4, eh?
lol it's the main menu of a game I had to make as our final assignment. Admittedly the bottom one was unoptimised, I shrunk it to a quarter of that size in the end, it just looked hilariously bad so I screenied it.
The top one switches on where in the menu you are and checks the appropriate buttons to see if you're hovering on them, so it knows to select that button as a start point if you switch to controller input.
The middle one is the divider based on what button you pressed, and redirects to the correct function to do it's thing. They all bunch up on the return node because it's in the middle of the event tick.
The top one switches on where in the menu you are and checks the appropriate buttons to see if you're hovering on them, so it knows to select that button as a start point if you switch to controller input.
The middle one is the divider based on what button you pressed, and redirects to the correct function to do it's thing. They all bunch up on the return node because it's in the middle of the event tick.
Stevedoggen
Re: So, UE4, eh?
You could just do a for each loop for all buttons and check for is hovered. If true then break and switch to controller input.
Mootjuh- Developer
Re: So, UE4, eh?
The 'is hovered' only worked for mouse, I couldn't get it working with controller correctly, so I made a system of button row and column numbering and made the mouse, controller and keyboard run through it all simultaneously. Pressing Enter and Xbox 'A' ran the same line of code because there's no input swapping from mouse to controller or anything, they all function at the same time.
This was my first decent sized work with UMG, it needs work, I know. I'll get less shit with time.
This was my first decent sized work with UMG, it needs work, I know. I'll get less shit with time.
Stevedoggen
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