I found a c++ based weather simulator:
https://.com/igarciad/weather_simulation
I’m doing a whole 100% blueprint weathermanager/timemanager coupled by time/date/lat/long
Here is a part of that done 100% blueprint:
Whenever someone asks me when to use BP and when to use C++, i’'m going to show them image.
watch?v=flEtQBPtBTc
I use c++ only when I need performance. For example, I’m working on my own OceanPlugin as open source, I calculate Gerstner waves in C++, but most of the functions are exposed to Blueprints in a Useable way. For me, C++ is a tool to make BP’s better. Yeah, I can do Everything I want in BP but it might run ****(like with Gerstner waves for 100’s of objects) but with c++ I can have thousands before issues are popping up.
Nativising code can get you performance increases yes, but I don’t want to build a game at 20fps in the editor.
And I use C++ because I’m an elitist horses ■■■. Each to their own.
In my 4.15.1 version (that’s been migrated to a game) the underwater shader doesn’t activate properly. The global pp doesn’t go into the underwater mode no matter what material I use. Any thoughts?
Whenever someone asks me when to use BP and when to USE C++, I show them , a fantastic system, all in BPs, running at 120 FPS, on my mid range rig:
[quote=“CrashA51, post:2259, topic:11623”]
Whenever someone asks me when to use BP and when to USE C++, I show them , a fantastic system, all in BPs, running at 120 FPS, on my mid range rig:
Apart from performance, the reason I’m doing is because it’s so much easier to add or change stuff in bp than in code. I can do complete restructuring of a deeply embedded struct array in 1/10th the time and 1/10th the manual labor.
Also I’ve been able to visually identify redundant code in loops that execute 5600x4 loops per calculation by x10 iterations by x100 steps. Redundant code I didn’t easily see in c++.
Every reduntant call I remove, removes 22,400,000 calls per simulation.
I’ve already identified about 30 calls that can be simplified or removed. So about 672 million calls less.
I would have hell of a time doing that in c++
P.s. I guess the elitists don’t want a one of a kind weather simulator to go with that beautiful …
Well said, there are so many reasons for BP over C++ … remember, if you are one step ahead people think you are a genius, but two steps, and they will call you crazy. Your weather simulator is a great idea… go for it. SpaceX is a good example of what I am talking about.
Wait till I play with blueprint threading to make viable… Been considering splitting up the blueprints between actors in an array…
If anyone has an idea how I could get another thread to run from pure blueprints…
There are safe plugins available these days for that, you gotta check which one at MP. They will expose functions that you can call to launch custom events (I guess methods too) as threads.
Hi, sorry may seem like a stupid question but I’ve never used anything like before. How do I add to an existing project?
There is BPThreads on the marketplace. I have not tried it out yet. Going to soon
Do not buy Vega Threads as that is out of date. Was Last update for 4.15
If you downloaded the version from , there is an entire project with an island and boats for you to see. Mostly when you analyze the project you will see that it requires your project to support C++ since there is a plugin that you will need to include along. Once you create a new C++ Project (lets say the 3rd person template) close it and you will copy the Plugins folder from the to your C++ project. You will need to right-click your project.uproject file and select “Generate Visual Studio project files”. You will need to have Visual Studio 2015 or 2017 Community Edition installed at least. After you can open your project regularly and it might tell your plugin needs to be recompiled, which you should always say yes.
It might happen that when a new UE4 release comes out the C++ files for the plugin need some maintenance and thats what community is doing here. We give the directions to make it work and also update the project at .
I hope I have put the steps in a easy way to follow, sorry, it is early in the morning for me and sometimes english comes a bit confuse into my mind.
Cant get the underwater effect to work
Is the postprocess material applied in the postprocess volume at your level?
PS: if you check the project in the PP_Gloval postprocess volume in the level, looking at the Rendering Features->Postprocess Materials you find the 1st entry at the array with M_Underwater_PP_Inst. The postprocess volume must be set with Infinite Extent (unbound) set.
I’ve double checked the things you said and everything is set like that I don’t know what I’ve missed.
Is the blueprint BP_Underwater placed at the level and setup properly? It is the responsible for the blending between the .
I think so, I’ve simply just tried to replicate the original project and everything is the same, but there’s still something missing.
In BP_Underwater you should not feed the parameter: Underwater PPVolume Ref, because it will disable the PP_Global postprocess and the underwater effect is gone. Clean the parameter and re-enable the PP_Global. If is not it, I then dont know whatelse would be. Or in the end also set the parameter Enable Underwater PP that it will work as intended.
“Underwater PPVolume Ref” is empty, just like the original project, I don’t know what kind of magic they’ve done