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I did FFT water on blueprints, both graphics and physics. What is so insane about it ?
Hi guys,
I might have asked before but want to check again⦠Is project suitable and easy to integrate with Truesky?
Thx
Because itās something you want to squeeze every bit of performance out of, so you canāt afford the overhead of either blueprint or the blueprint to c++ conversion. Itās like writing a server in javascript (and before you chime in, node.js is written in c with a js front end).
I donāt see why not, it doesnāt do anything out of the ordinary.
Yeah good to hear. Iāll give it a try! Was/am worried because the title says itās also a weather project it might override or cancel out some of the stuff truesky is doing. But weāll see
On reference hardware, there is no measurable game thread performance difference between running 2x32 grids on nativized blueprints and reference C++ implementation.
On reference hardware, there is an average of 0.14 ms GPU time difference and measurable, but insignificant differences on both threads between running 4x256 grids via blueprint render to texture and reference compute shader implementation in favor of the latter one.
No clue how you decided that overhead is not affordable for it is clearly not the case. Overall, Iām pretty comfy with the mentioned overhead and I donāt have any doubts, that a certain deal of engine users would warmly accept trading that cost for an option to stay way from plugins and/or source builds.
Well thatās pretty cool.
hey @duke22
I was following the development of community project in the past and what was really bothering me was not the project itself, but the constant changes into the UE API that required quite constantly each new release to make a lot of changes. A blueprint version in case gives a little less headache, while I agree the matter about performance, once the blueprint nativization came out, for the assets where it works, it is a bless. Projects like PWS benefit from nativization because buoyancy in plain blueprint really does not perform well, and for me community project does it right while placing anything about buoyancy inside the C++ code. I donāt recall the source correctly, but I remember I have stripped in the past everything but buoyancy, because the other features I was not confortable leaving because thats more code to maintain, I didnāt need them and I didnāt regreat⦠those features thou could be placed in a separate plugin for the sake of portability and isolation: ie: why the code does not works in new release? Oh it is the fish manager, but oh I dont use it
The quality of is good enough for most projects and I think anyone wanting to use it, should learn from it, and MUST strip anything he thinks doesnāt need to be there to seek performance, mainly the Ultra which has few things that can be changed. I donāt have budget to look at it right now or I would contribute for it, but that might change in the future (soon (TM from someone)).
It is good and I congratulate engaged into project.
To get back to 's point, and my previous comments ⦠The advantages of a Blueprint implementation over adding yet another plug-in, with the frequent UE4 version releases, are many. And as pointed out, the downside in performance is barely measurable.
I for one, and I think there are many that agree with me, would prefer , 100% in Blueprints. is an idea originally presented here by TK, in which he posted screenshots of his progress. Does anyone know the status of TKs Blueprint implementation? A second question, will EPIC allow to be released on the Marketplace for free? Any thoughts on ? I would be willing to pay for a BP implementation, but recent events make that highly unlikely.
I want a C++ implementation with Blueprint integration. Iād like to take even further with performance upgrades I might do once I wrap my head around everything, although from looking at the code Iād need to do it from scratch.
I think it does not need to go to MP, it just needs an aditional folder created inside projectās with the blueprint implementation where could share all the materials and still be part of project being a dual solution. The blueprints could be done in parts for each : buoyancy, sun and moon trajectories, fish manager, etc
I donāt want to promise anythingā¦
About a month ago, I had finished fleshing out a multi-sided armor system⦠but I needed some sort of weather system for temperature to determine armor cooling/heating via weather/water.
Which led me here⦠and while playing with ⦠I found : GitHub - igarciad/weather_simulation: Code for ACM TOG 2016 paper: Fast Weather Simulation for Inverse Procedural Design of 3D Urban Models by Garcia-Dorado et al.
is a small scale weather simulator (limited by a single cloud type and a few things but overall a great start)
And I noticed something!
They both use lat/long and time! ( uses it for Sun/Moon) (Weather Sim uses it for radiation/temperature calculations by calculating the position of sun/earth)
So since I can easily couple these two by lat/long and time, I decided to clean up OceanProject.
So, I made a pull request on github to update the project to IWYU so could reduce the iterative compile times by 25-50%, because Iām the type to try try try again until it works and the faster I can click the build button the better!
I PLANNED on doing what is done here : Heavy code in c++ and front end in blueprintsā¦
but now iām wondering if I should just take my effort to all BP since I am going through whole mashup anywaysā¦
If we can agree to leave mathematically heavy functions in code (Should never break?), then I can move all UObject, UCore ect into blueprint so its more upgrade/future proof.
I think itās best to keep it in code, but exposed to BP. BP should be the extension point. But thatās just me
Good afternoon. I had a small problem when opening your project on a system. Tell me, please, how to fix ?
Deabian 9 (xfce4) x64
GTX750Ti (Nvidia-smi 375.82)
I apologize for my bad English.
Log:
It seems there are diffences in regarding the support for texture samplers in a material. The material with issues is M_Ocean_SSR (but maybe more have same issues) and the thing to be checked in material is if all textures are marked as Shared:Wrap to save up samplers. Im not going to be anywhere near the code atm to check for you since Im at airport to take a flight, but is a good start.
It appears to be the strength variables of the normals(medium or far), try setting them below 3.0.
I ran into an trying to package a development build of my project and somehow worked my way up to point but im not sure whats going on here.
**Package attempt error:
UATHelper: Packaging (Windows (64-bit)): ERROR: c:\UNREAL PROJECTS\DOI418\Source\OceanProjectEditor.Target.cs(6,14) : error CS0101: The namespace ā<global namespace>ā already contains a definition for āOceanProjectEditorTargetā
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to compile source files.**
i have no duplicate files
The current next step needed to generate the files from context menu in windows explorer from within my project.uproject file [right-Click, Generateā¦] but i ran into ā¦
While generatingā¦
Running C:/Program Files/Epic Games/UE_4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=āC:/UNREAL PROJECTS/DOI418/DOI418.uprojectā -game -rocket -progress
Discovering modules, targets and source code for projectā¦
ERROR: UnrealBuildTool Exception: Expecting to find a type to be declared in a target rules named āOceanProjectTargetā. type must derive from the āTargetRulesā type defined by Unreal Build Tool.
https://.unrealengine.com/core/image/gif;base64
Trying to open file(.Target.cs) in VS2015 opens a BLANK notepad, (the file is a Visual C# source.)
the plugin is installed correctly and works fine in game, is the first time needing to package a build for dev/debug/profiling purposes and cant seem to do so
**Does anyone recognize the problem here ?
Iāll admit**** I**** know next to nothing about C++ and plugins, its a bit out of my scope for the time being as, I am having to learn, effective immediately.**
As always I** would be most appreciative.**
Edit*:NOTE**: I am assuming is something similar to related issues of engine releases with changes and the constant need to tweaks I read about on previous posts (an assumption, not an opinion.)*
I made a pull from two days ago and I packaged the project just fine in UE 4.18.3. That file has contents Im sure, you should pick it from the zip file again and overwrite the one in the folder.
Thank you so very much. I havent updated the files for about a month or so, that may very well be the case.
I will return if complications arrise until then, Have a great day!