**VegaThreading is a simple Blueprint library designed for the easy and seamless creation of multi-threading applications without touching a line of C++.
I’ve been testing the threading node for Vega and I have to admit I can’t freakin’ live without it now. One of the few things I missed about going from C++ to BPs was this node - this should have been a built in feature. Whether you know it or not, you’ll need this node one day. Go get it.
this looks great nice work will pick it up…have you tested on android with also nativize BP assets and are there any pitfalls that could happen by using it on android that you know of just asking because my primary use would be for android
I’ve tested it and it works but I’m about to undergo even more testing to help with support and additional functionality for specific platforms such as Android.
Their shouldn’t be any pitfalls relating the plugin as it checks for threading support and acts/reacts accordingly but some API is blocked by the engine itself and classified as thread unsafe, this is something I’ll query the developers about as such changes such as making specific API thread safe has been discussed in the past.
Hi, Raisteu,
I got the same problem too. However after change the .uplugin file as you told, it’s getting worse: I cant package my project now, even I change back to the original settings, It still not works… Did I missed something?
Here is the output log:
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: ���������ļ���D:\Program Files (x86)\Epic Games\4.14\Engine\Plugins\Marketplace\VegaThreads\Binaries\Win64\UE4-VegaThreads.lib��
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\Unreal Project\ThreadTest\Binaries\Win64\ThreadTest.exe
replace E:\Program Files\Epic Games\4.14\Engine\Build\BatchFiles\runuat to your install directory
replace E:\Program Files\Epic Games\4.14\Engine\Plugins\Marketplace\VegaThreads\VegaThreads.uplugin to where the plugin is installed
Afterwards a new folder in C:\PluginOutputDir\ should contain the following:
Now copy all those files back to where the plugin is installed (E:\Program Files\Epic Games\4.14\Engine\Plugins\Marketplace\VegaThreads\ in my case).
If the compiling fails I’m afraid you’re going to have to wait till the author updates the plugin.
Using exactly this setup (being called on beginplay) the thread and its end callback both run exactly once. If I understand correctly, this should set the thread to loop, but it only runs multiple times if I Fire Thread from Tick, and it still stops after a few seconds.
Im really interested in this “fundamental” bp lib, but have the problems reported here and on the marketplace page been sorted out? I dont want to spend days or weeks using this just to hit a wall.
Right now i have a problem figuring out its mechanics. Because the documentation only covers basic setup, i don’t understand some of the inputs of the “Fire Thread”-Node. For example i managed to make three parallel threads running, which increased per Tick calculations to about 300%, which kind of makes sense. BUT: when i turn on “loop thread” on one of these threads it makes a 3000% increase of calculations per tick… ok, nice… and when i turn on loop thread on the second or all “Fire Thread”-Nodes, the editor always crashes instantly when starting/simulating. So i have no idea whats going on and what should be considered when changing “Fire Thread”-Node-Inputs.
Also: how is it max capped in relation to CPU-Cores? is one thread always reserved for game thread so i can utilize only ( cores * 2 threads per core - 1 ) threads by vega threads? become threads automatically queued when i try to run more threads than my CPU has or might this cause crashes so i should always check “Get Thread Count” against the computers CPU-capabilities before running a new thread?
Well, I think we can consider this plugin dead. There wasn’t a 4.16 update, there wasn’t a 4.17 update. I regret spending money on it, since I bought it right before 4.16 came out.