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32 Comments on "Exploring Code Principles | Community Led Training | Unreal Engine"

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Michael Wentworth-Bell
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Michael Wentworth-Bell
2 months 17 days ago

I've only skimmed through the video at this point, but wouldn't creating many local variables decrease performance and increase memory consumption? Or is the difference negligible? I thought using reroute nodes (and then adding little comments on the reroute nodes themselves to note what variable is being used) would be a better approach.

Michael Wentworth-Bell
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Michael Wentworth-Bell
2 months 14 days ago

IndieDevRow thanks for the reply with workflow suggestions, much appreciated. I'd seen a few blueprints in 4.16 that had references to inputs without variables and was wondering how the hell that worked – thanks for the heads up! Will look into this feature and its evolution. Still on 4.15 for now.

IndieDevRow
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IndieDevRow
2 months 14 days ago
The per instance cost is negligible, as any simple allocation, but it could stack up in certain scenarios of course. On the other hand it is an immense boost to readability of your Blueprints. Well, if the worst comes to the worst and you really need to run optimizations at the end of development, to such a degree, it wouldn't be too much effort to just grab all references to your local variable and move the pins to the function's input or a reroute node. I haven't watched the video yet, but in functions you can now directly access input… Read more »
E. G. Wolf
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E. G. Wolf
2 months 18 days ago

Wow that's one hell of a messy blueprint !

HoDr
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HoDr
2 months 18 days ago

Can you add a translation of the Arabic language in the new and old educational videos please

Jin
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Jin
2 months 25 days ago

So far so good with these streams. I think you might want to use a screen resolution that matches the stream resolution (it's a bit tiny and fuzzy). Also, you could be promoting these trainers' channels better.

Denys Almaral
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Denys Almaral
2 months 26 days ago

If someone makes a channel of all UE4s live-streams edited and resumed in ~20 minutes I'll be his first subscriber! Let me know!

Michael Wentworth-Bell
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Michael Wentworth-Bell
2 months 14 days ago

Haha, yes, speed control is the best YouTube feaute! When I make an occasional tutorial myself, I'll ramp up the voice recording by about 20% so it's hopefully quicker to watch.

IndieDevRow
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IndieDevRow
2 months 14 days ago

I am an inpatient viewer – when consuming tutorials, I usually ramp up the speed to +30-70% (depending on the original talking speed).

Phil Shary
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Phil Shary
2 months 23 days ago

Agreed – I'm a patient viewer, but these streems are just too long 🙁

Alexis Andersen
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Alexis Andersen
2 months 27 days ago

Good god, thank you. If there is only one failure of the blueprint community, it's structuring code. Most training material even has associated with it a terribly tangled mess of blueprints. It's a real shame that the community doesn't have more structured code advocates.

ニック
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ニック
2 months 27 days ago

Seems like this approach increases the amount of memory your game will use. If you have large objects in memory, storing them in multiple variables is a bad idea. I would ask the EPIC dev team to come up with a solution for organizing BPs. I would suggest looking at how The Foundry's NUKE has their node tree setup. They use "Postage Stamps", "Instance/Clone" nodes, hide wire option, backdrops, sticky notes, wire coloring, dot nodes, group nodes that can collapse and expand, and collapsing nodes to just the title. Please Epic.. 😄

IndieDevRow
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IndieDevRow
2 months 14 days ago

ニック: I am just in the process of benchmarking nativization myself (just messing around so far), results are quite interesting: www.reddit.com/r/unrealengine/comments/6qtxy3/test_blueprint_vs_c_performance_vs_nativized_bp/The size of pointers / references btw should be 4 bytes on a 32bit architecture and 8 bytes on 64bit, so there's not much to it, you can as well clean up some integers or floats to reduce the memory footprint to a similar degree.

ニック
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ニック
2 months 24 days ago

Peter L. Newton I haven't had the chance to upgrade to the new engine, my company is still at 4.12, but I am really looking forward to benchmarking nativization. 😄 I heard good things.

Ronald Kamanga
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Ronald Kamanga
2 months 24 days ago

yeah it is I guess. My thinking was that memory starts to become an issue only when you keep creating new object classes all the time…

Peter L. Newton
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Peter L. Newton
2 months 24 days ago

It "may" take up more space for BP than it would in comparison to C++. But that's because it needs to go through a VM to interpret BP. So sure, they can take up memory. But that is why they now provide nativization. So that you take any heavy BP work, and convert it directly to C++ which converts directly to bytes. So there will be no overhead from the VM because of having a lot of pointers. Is this what you're referring too?

Ronald Kamanga
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Ronald Kamanga
2 months 25 days ago

I program in java and I've done object oriented programming though it's not the same language but I do know that ref pointers (getters) don't actually take up any relevant memory if that makes sense. So using many of them does not affect performance in any way

8Kazuja8
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8Kazuja8
2 months 25 days ago

The amount of memory pointers take up is, as I said, quite small though, to the point that I can't think off a single practical example in the context of a game/similar application you could build within UE4 where this kind of thing would make a meaningful difference. I don't think there's any excuse to exchange readability for truly neglectible amounts of bytes of memory, especially when you're working within functions and use local variables(which means the variable disappears when the function ends anyway).

ニック
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ニック
2 months 25 days ago

8Kazuja8 cool, I forgot about references. Still..pointers take up memory. I guess it depends on the platform that one is developing for.

8Kazuja8
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8Kazuja8
2 months 26 days ago

I have only watched small snippets of the video, but which large objects are you talking about? UObject variables in BP are pretty much always just pointers, which consume the same(fairly small) amount of memory regardless of how big the original object is and multiple pointers can point to the same objectt, so unless you literally create a new object and assign it to your pointer variable for each pointer variable you use, the memory increase for new "object" variables(which are really just adresses to objects) should be extremely neglible.

Mataphysics
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Mataphysics
2 months 27 days ago

one for later 😉

Mykon
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Mykon
2 months 27 days ago

How to use Blueprints:Step 1: Don'tStep 2: ???Step 3: Profit

Alon S
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Alon S
2 months 20 days ago

Mykon just imeplemet c# and compile it to c++ like unitu does….. why the hassele

masterneme
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masterneme
2 months 24 days ago

Step 1: Choose the best tool for the jobStep 2: Finish and sell the f*cking gameStep 3: ???Step 4: ProfitFor highly visual people Blueprints are better, plain and simple.I see many people speaking about how much more readable C++ is but I can zoom out my Blueprints and with a simple look check how everything is working. It's like having a mind map of a book and remembering all its content when you look at it.C++ is not for everyone and Blueprints are not for everyone, get over it.

N nOni
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N nOni
2 months 24 days ago

C++ is for smart people and BP is like a drawing for dumb people, I'm a dumb person i guess since i can understand BP but looking on C++ give me a headache, i saw a video in youtube on how to add a light in ue4 with on/off switch and it took him 50 min and even with such long tutorial i couldn't understand it . i guess it depend on person mind some people can memorize images easily and some others can memorize wards. So long story short C++ is complicated .

Vivim
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Vivim
2 months 26 days ago
People are afraid of C++ for no reason, it's not that complicated.On the long run, C++ will give you a lot more power as a developer, your code will be easier to read, and you will be able to scale your projects a lot easier. Also, C++ is something you can use outside of unreal to solve a lot of other issues.BP still code and the way you work is not that different from working with C++ (you are just placing nodes instead of writing text) but with BP everything will be a mess once you make bigger things, debugging… Read more »
EggsGalore Gaming
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EggsGalore Gaming
2 months 27 days ago

yeah from what i've heard of c++ it seems to be a nightmare to get into (thats what i've heard) but after getting halfway through a shooter game using BP i'm a fan

Hentai Henry
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Hentai Henry
2 months 27 days ago

Blueprints is far from perfect, but it's pretty solid in the realm of visual scripting.

Pablo1517
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Pablo1517
2 months 27 days ago

I thought, that the first time u saw blueprints u were gonna say it's an example of what NOT to do, and now I hear this is what you call good. What? This is a complete mess.

Meyaka Brown
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Meyaka Brown
2 months 5 days ago

There is a GDC video about the visual scripting in "The Division". Now that truly was a mess. Trust me, this isn't bad at least compared to some i've seen in the past. Did you actually watch this video?

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