So, UE4, eh?

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Post by Stevedoggen June 16th 2016, 5:29 am

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.
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Post by Mootjuh June 16th 2016, 5:57 am

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.
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Post by lolslayer June 16th 2016, 8:53 am

So it did happen?
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Post by deadofmind June 16th 2016, 4:21 pm

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?
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Post by Mootjuh June 16th 2016, 6:42 pm

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.
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Post by Abdul Fatir June 21st 2016, 5:05 am

Poor Cringen V
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Post by R93_Sniper June 21st 2016, 8:00 pm

you did it wrong Abdul, cmon.
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Post by DreuxPhoenix June 22nd 2016, 10:55 am

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.
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Post by ETR July 14th 2016, 4:42 am

How far did you get in the other egine?
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Post by MesH July 29th 2016, 11:44 pm

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.
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Post by R93_Sniper July 30th 2016, 12:39 am

Blueprints are only barely slower and can be converted to c++ with the click of a button. As it stands, presently everything is blueprints
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Post by MesH July 30th 2016, 11:45 am

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!
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Post by DBB August 4th 2016, 3:04 pm

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
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Post by R93_Sniper August 4th 2016, 3:40 pm

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
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Post by Heatguts August 7th 2016, 10:08 pm

DBB 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...
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 :P
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Post by R93_Sniper August 8th 2016, 12:29 am

I think he's referring to blueprint there actually. Nodes change quite a bit.
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Post by Classyham August 20th 2016, 6:29 pm

Classic hud or UMG? UMG i hope ;P
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Post by Mootjuh August 20th 2016, 7:58 pm

UMG, pretty sure Slate is going to be discontinued sooner or later.
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Post by Classyham August 21st 2016, 4:19 pm

I'm having way too much fun with UMG (Learning to build a command line based operating system in bp)
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Post by Mootjuh August 25th 2016, 7:20 pm

What is fun
Baby dont hurt me:
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Post by Stevedoggen August 26th 2016, 3:21 am

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:
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Post by R93_Sniper August 26th 2016, 5:32 am

Holy shit, what the hell is that
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Post by Stevedoggen August 26th 2016, 7:45 am

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.
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Post by Mootjuh August 26th 2016, 10:28 am

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.
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Post by Stevedoggen August 26th 2016, 10:53 am

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.
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