[QUOTE=layla;52165164]Difference is that you can get better at C++, you don't get better at plugging wires into nodes.[/QUOTE]
That doesn't even make sense. You can get better at blueprint, you can't get better at writing scripts into a text file. That works both ways.
[QUOTE=layla;52165164]
Difference is that you can get better at C++, you don't get better at plugging wires into nodes.[/QUOTE]
That's equatable to someone saying "Writing C++ is just typing words into a text editor". Simplifying anything to that degree is meaningless. Of course you can get better at making blueprints, it uses exactly the same logic as any OO programming lanauge, the only difference is how it's displayed. If you don't like wires fine, but "spaghetti" only happens if you make shitty blueprints.
It's totally acceptable to not like blueprints cause of the way they look, but that's just opinion. There's also nothing wrong with finding them readable. I use C++ and blueprints extensively, but I still find blueprints can be easier to understand.
Shit is never black and white basically
[QUOTE=layla;52165164]It's not hate, it's telling people that it's worth the time to learn, for your own sake and for anyone else working on your project. You're literally making spaghetti code using blueprints.
If I can shame at least one person into learning something new that is going to benefit and save them time in the long run then I don't care about any hurt feelings just because they can't be arsed to learn something.[/QUOTE]
I am a professional programmer. I've been doing C++ in one way or another since 2004 - it's not my primary language but it's always been in my toolbox. I have authored a C++ application that's been sold and is in use by a couple thousand users.
The game I am working on as a solo project is a mix of C++ and blueprints. Stuff that's easier to write in C++ is written in C++. Stuff that's easier to write as blueprints, or where I need to iterate on values a lot for gameplay tuning, are done in blueprints. It's not going to win any "tidiest code" awards but it works and the codebase is small enough that I don't need it to be super-organized.
If I - a trained, professional programmer with a decade of C++ experience - can be more productive in blueprints, they clearly have their place. If a game doesn't do anything that benefits substantially from C++, there's no need for the developers to use it.
And that's not accounting for the perspective of non-programmers in a larger team using Unreal. The people at my studio love Blueprint because they can create their own gameplay logic using the tools the programmers make. There's no bigger advantage for them nor us as programmer to have designers and artists use C++.
The problem here is not using blueprints necessarily, it's the maintainability when something breaks. When you use both C++ and blueprints, and there's a bug in the game, there's basically two seperate projects that may contain a bug.
Blueprints are a hassle and legit pain in the ass to deal with to find buggy code
1. The visual aspect abstracts away program flow through sequence/do once nodes etc
2. Hardly any insight or capability to debug what a blueprint node does in case of funky return values
3. Search function is absolute dogshit
4. Can't merge blueprint classes in case of a conflict
Literally the only purpose I find that works well for blueprint is firing off visual FX and UI(but only because UMG was designed to be used with it).
C++ doing all logic and then notifying blueprint through events is the only way to manage IMO.
Blueprints and C++ together are fine for a project as long as their roles are split.
If there's more than 4-5 people working on the game and you've got logic firing in multiple locations, one of which can not be debugged in builds(!), you're going to run into problems that you don't want to deal with, especially in the case of console development and their technical requirements.
[QUOTE=Oicani Gonzales;52168703]4 is the only point i feel is valid. it really is obscene that you can't do merges and diffs with bp given that they ARE fucking text files.
the other points are mitigated by a) knowing blueprint well enough (which ironically is something that it seems c++ enthusiasts don't because they're better than that) and b) using good practices like modularity, functions[/QUOTE]
I've made a complete project in blueprints a couple times before, back when unreal was still at version 4.7-4.9.
I disagree with point a, since when reading code you don't know what variables belong to what line, unless you're familiar with the logic in the blueprint, or trace the line back to the input node, but it destroys my concentration when I'm trying to figure out what the code is doing. Eventually I'll get it, but it would be tons easier to understand and read if it was in C++.
This could easily be solved by showing the name of the variable that the line belongs, but right now it doesn't work like that, but you can't have local variables outside of functions(and inside functions you can't have shit like timers) and storing intermediate results in a variable in a function turns it into a clusterfuck.
What do people use to record UE4 editor? I wanted to use ShareX recording functionality as I already use it for screenshots but it records the editor at 2FPS no matter what I do.
[QUOTE=Oicani Gonzales;52169292]there's no reason for that to happen (i use sharex) but OBS might be the solution for you[/QUOTE]
What do your ShareX recording settings look like? I tried lowest quality fastest preset but nothing changed with frame rate.
I feel like I neglect posting my work here sometimes. Also, this is recorded with ShareX with default settings.
[vid]https://my.mixtape.moe/bddkcq.mp4[/vid]
So a potential employer whom I spoke to at my degree show mentioned trying to get point clouds (.las files) into UE4 and not getting anywhere. So I thought I'd give it a go, turns out there's a really [URL="https://forums.unrealengine.com/showthread.php?91501-How-to-place-single-GPU-particles-at-specified-locations/page2"]detailed discussion on the forums[/URL].
But man, I wish I actually understood MATLAB because I would never have been able to do it without the supplied script.
[t]https://puu.sh/vHNLM/22a93c26be.png[/t]
That's a SLAM (portable lidar) scan of the same church from my final project that I did. Works great.
[QUOTE=Wickerman123;52194853]So a potential employer whom I spoke to at my degree show mentioned trying to get point clouds (.las files) into UE4 and not getting anywhere. So I thought I'd give it a go, turns out there's a really [URL="https://forums.unrealengine.com/showthread.php?91501-How-to-place-single-GPU-particles-at-specified-locations/page2"]detailed discussion on the forums[/URL].
But man, I wish I actually understood MATLAB because I would never have been able to do it without the supplied script.
[t]https://puu.sh/vHNLM/22a93c26be.png[/t]
That's a SLAM (portable lidar) scan of the same church from my final project that I did. Works great.[/QUOTE]
How is the AO being rendered? Distance fields?
[QUOTE=Uberslug;52198680]How is the AO being rendered? Distance fields?[/QUOTE]
No that's done in cloud compare and just baked out as colour.
The inside looks like shit, but that's mostly due to the LIDAR not being as good as a terrestrial scanner like a Faro.
[t]https://puu.sh/vIMSV/b7d20361c2.png[/t]
Any sort of visualiser you can do in cloudcompare you can just bake out into colour.
[t]https://puu.sh/vIMYo/454c8187fb.png[/t]
Submitted my first marketplace pack last night, fingers crossed it gets greenlit.
This is one of the images I submitted, I'll make some adjustments to it so it's a bit less monotone if it goes through.
[t]http://i.imgur.com/16j7WN1.jpg[/t]
[QUOTE=ZombieDawgs;52201161]Submitted my first marketplace pack last night, fingers crossed it gets greenlit.
This is one of the images I submitted, I'll make some adjustments to it so it's a bit less monotone if it goes through.
[t]http://i.imgur.com/16j7WN1.jpg[/t][/QUOTE]
Looking good! Epic is really picky with assets, so if it does get rejected for any reason (theres a good chance it will because of something dumb like a naming issue) then just send them an email for a breakdown of it. Let me know if you have any questions about the whole process!
[QUOTE=Shirky;52201322]Looking good! Epic is really picky with assets, so if it does get rejected for any reason (theres a good chance it will because of something dumb like a naming issue) then just send them an email for a breakdown of it. Let me know if you have any questions about the whole process![/QUOTE]
They haven't asked for source files yet so fingers crossed they like the intial output, the rest of it is pretty clean as most of this project was spent cleaning up stuff lol.
Are they picky with file layouts because I'm using the one I picked up from where I worked which is pretty useful in my eyes but they might not like it.
And if the assets are adjusted engine side (import scale) are they fussy about that? The guy who originally made a bunch of these things made them x1.5 too large and I'd forgotten until I started importing them. They all line up properly if you drag & drop.
[QUOTE=ZombieDawgs;52201361]They haven't asked for source files yet so fingers crossed they like the intial output, the rest of it is pretty clean as most of this project was spent cleaning up stuff lol.
Are they picky with file layouts because I'm using the one I picked up from where I worked which is pretty useful in my eyes but they might not like it.
And if the assets are adjusted engine side (import scale) are they fussy about that? The guy who originally made a bunch of these things made them x1.5 too large and I'd forgotten until I started importing them. They all line up properly if you drag & drop.[/QUOTE]
They are super picky with the file layouts, for instance if you dont have all your content in a root folder with the same name as the project, then they will reject it for that, similarly if you dont do things like name your demo level as demonstration, and dont include an overview map they will also reject it.
Import scale isnt an issue as long as its correct for any customers using it. Are you using other peoples assets? Because Im pretty sure that is against Epics EULA for the marketplace.
[QUOTE=Shirky;52201544]They are super picky with the file layouts, for instance if you dont have all your content in a root folder with the same name as the project, then they will reject it for that, similarly if you dont do things like name your demo level as demonstration, and dont include an overview map they will also reject it.
Import scale isnt an issue as long as its correct for any customers using it. Are you using other peoples assets? Because Im pretty sure that is against Epics EULA for the marketplace.[/QUOTE]
Good to know on the top points, and I'm not using other people's assets, the team member who made them (more on that below) gave me permission to take them forward, they've been remade from the ground up so they're more inline with the knowledge we have now.
[QUOTE=Oicani Gonzales;52201543]Wasn't that from your movie? Or was that someone else[/QUOTE]
It was, it's been cleaned up drastically.
Friggin gorgeous, great work!
[QUOTE=ZombieDawgs;52201161]Submitted my first marketplace pack last night, fingers crossed it gets greenlit.
This is one of the images I submitted, I'll make some adjustments to it so it's a bit less monotone if it goes through.
[t]http://i.imgur.com/16j7WN1.jpg[/t][/QUOTE]
I expect royalties for that roller door
[QUOTE=Shirky;52201322]Epic is really picky with assets[/QUOTE]
Are they? One time this was featured on the front page: [url]https://www.unrealengine.com/marketplace/little-yellow-duck[/url]
Speaking of marketplace shit, my demolitions thing goes live on Wednesday. :poot:
Has anyone else's UE4 Editor not have drop down menu's appear after the recent windows 10 update?
Still running 4.12 hope that's not the reason.
No but recently I updated my AMD GPU drivers and my object selection outlines disappeared entirely.
I had to install an old driver to get them back. :v:
What's with the absurd about of marketplace content that has multiple material instances on the same mesh? It basically doubles the drawcall and makes cleanup a pain in the ass.
[QUOTE=ZombieDawgs;52209949]What's with the absurd about of marketplace content that has multiple material instances on the same mesh? It basically doubles the drawcall and makes cleanup a pain in the ass.[/QUOTE]
Typically people do it for ease of customization for inexperienced users. It does, though, make cleanup a pain in the ass.
Also, [URL="https://www.unrealengine.com/marketplace/simple-demolitions-system"]my demolitions thing is live,[/URL] if anyone here would like a copy, PM me and I'll send it to you.
[QUOTE=DasMatze;52202107]Are they? One time this was featured on the front page: [url]https://www.unrealengine.com/marketplace/little-yellow-duck[/url][/QUOTE]
Its funny, because my Spooky Forest just got rejected because there are "too many similar assets on the marketplace"
[QUOTE=Shirky;52212089]Its funny, because my Spooky Forest just got rejected because there are [B][I]"too many similar assets on the marketplace"[/I][/B][/QUOTE]
What the fuck lmao?
That's seriously a valid reason for declining? What the hell.
[QUOTE=sarge997;52212983]What the fuck lmao?
That's seriously a valid reason for declining? What the hell.[/QUOTE]
Imagine if Steam started doing that for games.
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