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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

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    Nice, can't wait for the node that will allow me to access external files like textures in a packed game.
    Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

    Comment


      I am using this node "Load Texture 2D From File!" and it is working perfectly. Only issue is when I m loading 1920x1080 resolution image, it increase Texture Memory by 18 to 20mb per image even if image size is couple of mb. Is there a way that I can compress the Texture after it is loaded in as I am loading around 60 to 100 images at runtime, texture memory goes over its budget and some of the in game streaming texture are not able to load properly.

      Thanks,

      Comment


        Originally posted by Rama View Post
        Does the April 1st build show up for you?
        https://wiki.unrealengine.com/File:VictoryPlugin.zip

        That's the build that has the latest addition!
        No latest shows 25th March

        A question for you also, what are the conditions aside from StaticMesh must be same for Instanced Mesh to work? Does Material play a role, scale perhaps? Thank you.

        Comment


          Actually, RE: Zeus' post, they aren't foliage actors, they are speedtree static meshes. 4 unique meshes, about 2-3K polys, no wind, collision, or bones. I removed the speedtree vertex part of the material to get it working with Z's spherical projection, so it's not even doing the smooth LOD. It's just a plain mesh really which is why I'm surprised it's having such poor performance. Would it be better to import it from an FBX file instead of the speedtree importer?

          J^2

          P.S. Is there a Mac version of the plugin I can grab?
          Last edited by J. J. Franzen; 04-01-2015, 07:32 PM.
          This is a thing that is cool: Zeustiak's Map Generator 3.0

          Everyone should be using: Rama's Epic Blueprint Plugin Package!

          Comment


            Originally posted by Zeustiak View Post
            The new node looks great!

            I tested it out though, and while I see the number of Victory ISM objects in the world outliner that I would expect, I am not seeing any change in performance whatsoever(from what used to be 30K instances down to ~4). I already PM'ed Rama about it, but I would be interested to see what other people are experiencing.
            Initial tests on Instanced Meshes using VictoryPlugin was same for me, no difference in performance. The Stats panel does see only 1 use of each SM so it is working ...

            Comment


              Got it working, and have to agree, not seeing any jump in performance so far. Could it be because the original static meshes are loaded initially anyway, even if they get destroyed and replaced?

              Comment


                Originally posted by Shantaram View Post
                I am using this node "Load Texture 2D From File!" and it is working perfectly. Only issue is when I m loading 1920x1080 resolution image, it increase Texture Memory by 18 to 20mb per image even if image size is couple of mb. Is there a way that I can compress the Texture after it is loaded in as I am loading around 60 to 100 images at runtime, texture memory goes over its budget and some of the in game streaming texture are not able to load properly.

                Thanks,
                Thanks! I will try that out
                Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

                Comment


                  Further Instanced Static Mesh Testing

                  Originally posted by J. J. Franzen View Post
                  Actually, RE: Zeus' post, they aren't foliage actors, they are speedtree static meshes. 4 unique meshes, about 2-3K polys, no wind, collision, or bones. I removed the speedtree vertex part of the material to get it working with Z's spherical projection, so it's not even doing the smooth LOD. It's just a plain mesh really which is why I'm surprised it's having such poor performance. Would it be better to import it from an FBX file instead of the speedtree importer?

                  J^2

                  P.S. Is there a Mac version of the plugin I can grab?
                  Anyone who has mac could post a mac version of the plugin by adding a single C++ file to the editor and compiling their project.



                  If someone does this and doesnt know where to post it they can PM me and I can post it

                  Originally posted by Zeroy View Post
                  Initial tests on Instanced Meshes using VictoryPlugin was same for me, no difference in performance. The Stats panel does see only 1 use of each SM so it is working ...
                  Originally posted by kaitou View Post
                  Got it working, and have to agree, not seeing any jump in performance so far. Could it be because the original static meshes are loaded initially anyway, even if they get destroyed and replaced?
                  That's odd, can you confirm that if you use my Editor plugin method instead, which deletes the static mesh actors from the editor world, that there is indeed a performance improvement?

                  I've noticed performance improvements using the editor plugin method, and would be interested to know if you can get a contrasting experience bdtween

                  1. the BP node method
                  2. the editor plugin method which uses i and SHIFT + i to create/restore the instanced static mesh actor


                  The problem with #2 is that it does not package, which is why I created solution #1.

                  Multiple people have reported performance benefits from #2.

                  So the goal is to find a way to get #1 to cause the same performance gains.

                  But if anyone can get a scenario going where they see performance gains via #2 and not from #1 that would be great intel



                  Rama
                  Last edited by Rama; 04-02-2015, 04:47 PM.
                  100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                  UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                  Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                  Comment


                    Originally posted by Shantaram View Post
                    I am using this node "Load Texture 2D From File!" and it is working perfectly. Only issue is when I m loading 1920x1080 resolution image, it increase Texture Memory by 18 to 20mb per image even if image size is couple of mb. Is there a way that I can compress the Texture after it is loaded in as I am loading around 60 to 100 images at runtime, texture memory goes over its budget and some of the in game streaming texture are not able to load properly.

                    Thanks,
                    I dont know of a way to compress the texture in memory, no, I hope Epic can help you with this goal.

                    Once the UTexture2D is loaded from hard disk that is the extent of my ability to easily have control over how it is managed.

                    If anyone knows of / chooses to research further changes that can be made to the UTexture2D after it has been loaded from file data, to reduce memory footprint, let me know!

                    Have fun today everyone!



                    Rama
                    Last edited by Rama; 04-02-2015, 04:41 PM.
                    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                    Comment


                      Click image for larger version

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                      Get a Hard-drive accurate listing of all Save Game Objects!

                      Dear Community,

                      I've released a new node that gives you a hard-drive accurate listing of all save game files that you've created!

                      I am referring to UE4's Save Object system!

                      You can now access a full listing in a developer build or in a packaged game, to know all the save files that have been saved!

                      These save files are stored in GameDir/Saved/SaveGames

                      Click image for larger version

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                      ~~~

                      UE4 Blueprint Save System?


                      If you did not know, you can use UE4's save system like this:

                      1. Create a new blueprint based on SaveGame
                      2. Add your variables to the blueprint that you want to save the values of
                      3. in level BP or some other blueprint, create a save game object, and set the values of that object
                      4. Save this object to a Save Game Slot, as shown in my pictures
                      5. You can load a save game object from a Slot name at any time!

                      6. Now with my new Victory BP Library, you can obtain a full listing of all existing save games as stored on your computer's hard disk! This let's you know whether a file exists before you try to load it! You can also find out how many save files exist from within BP!

                      ~~~

                      Most Recent Plugin Download From UE4 Wiki
                      https://wiki.unrealengine.com/File:VictoryPlugin.zip

                      Enjoy!



                      Rama
                      Last edited by Rama; 04-02-2015, 04:46 PM.
                      100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                      UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                      Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                      Comment


                        Originally posted by Rama View Post
                        I dont know of a way to compress the texture in memory, no, I hope Epic can help you with this goal.

                        Once the UTexture2D is loaded from hard disk that is the extent of my ability to easily have control over how it is managed.

                        If anyone knows of / chooses to research further changes that can be made to the UTexture2D after it has been loaded from file data, to reduce memory footprint, let me know!

                        Have fun today everyone!



                        Rama
                        Thanks for the help. I am looking into source code of how unreal import Texture assets. If I find any solution I will post it here.
                        And awesome work creating this great plugin.

                        Thanks,

                        Comment


                          Originally posted by Rama View Post
                          That's odd, can you confirm that if you use my Editor plugin method instead, which deletes the static mesh actors from the editor world, that there is indeed a performance improvement?

                          I've noticed performance improvements using the editor plugin method, and would be interested to know if you can get a contrasting experience bdtween

                          1. the BP node method
                          2. the editor plugin method which uses i and SHIFT + i to create/restore the instanced static mesh actor
                          Rama
                          Only got to download new version from 01/04/15 now ... will test and let you know!

                          Comment


                            Nice addition being able to see files. Thank you.
                            Isaac Nichols
                            Game Developer & Music Producer - Threaded Pixel Studios
                            Currently working on Drones & Ruins a Sci-Fi twin-stick shooter.

                            Comment


                              By "add a single C++ file" do you mean any old file or something specific? I can compile anything, I just need the source.

                              J^2
                              This is a thing that is cool: Zeustiak's Map Generator 3.0

                              Everyone should be using: Rama's Epic Blueprint Plugin Package!

                              Comment


                                Originally posted by Rama View Post
                                If anyone knows of / chooses to research further changes that can be made to the UTexture2D after it has been loaded from file data, to reduce memory footprint, let me know!
                                Depending on how we end up implementing custom patches/insignias, I may end up taking care of this.

                                Kris.
                                Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

                                Comment

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