[= Fricker;214046]
You can already use the “Scene” component for this. That’s the “empty” spatial component. We might rename it to “Transform Component” so it’s more obvious.
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I agree with the name change ! +1
[= Fricker;214046]
You can already use the “Scene” component for this. That’s the “empty” spatial component. We might rename it to “Transform Component” so it’s more obvious.
[/]
I agree with the name change ! +1
[=;214528]
It would be a matter of taste if it weren’t for the limitations of the whole blueprint/component architecture as it is now. Unfortunately my use case is not possible, because you can’t have a blueprintable component. Once components themselves can have individual behavior (i.e. a bp graph per component) then yes then I’d say you can choose not to use components the way they are generally used (I’ve used other component based architectures other than Unity and they have a common set of requirements such as actor independance and runtime creation that UE doesn’t support yet). I’d just like to have the component system actually function like a component system thanks, so I can get the benefits (in terms of component reuse).
It really only requires that there be support for multiple BP graphs per actor, with any blueprintable component adding its own graph, ideally with some interface methods. If you look at how the editor is now, you can even see exactly how this would work (there’s a button for a new event graph, only you can’t actually USE a new event graph). I actually tried making a new eventgraph when I first started with UE4 because the interface suggested it would work. So the changes in terms of UI would be trivial. But I suspect the work required to break free of the “every actor is a single blueprint” would be the major sticking factor.
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Two other huge things lacking with components:
You can’t remove optional components in blueprint children instances even if the original component was added at editor time or declared optional in code.
Components do not support COND_Custom for replication.
Awesome! Very welcome improvements.
[]
It would be a matter of taste if it weren’t for the limitations of the whole blueprint/component architecture as it is now. Unfortunately my use case is not possible, because you can’t have a blueprintable component. Once components themselves can have individual behavior (i.e. a bp graph per component) then yes then I’d say you can choose not to use components the way they are generally used (I’ve used other component based architectures other than Unity and they have a common set of requirements such as actor independance and runtime creation that UE doesn’t support yet). I’d just like to have the component system actually function like a component system thanks, so I can get the benefits (in terms of component reuse).
It really only requires that there be support for multiple BP graphs per actor, with any blueprintable component adding its own graph, ideally with some interface methods. If you look at how the editor is now, you can even see exactly how this would work (there’s a button for a new event graph, only you can’t actually USE a new event graph). I actually tried making a new eventgraph when I first started with UE4 because the interface suggested it would work. So the changes in terms of UI would be trivial. But I suspect the work required to break free of the “every actor is a single blueprint” would be the major sticking factor.
[/]
I couldn’t agree more with this sentiment. UE4 is close, but a little topsy-turvy in it’s component implementation. BP based components on actors themselves is a very good step in that direction and brings the component system closer to full circle. I expected this from UE4 though. They are finding their way through the forest The improvement thus far are quite breathtaking to be honest. Very nice.
[=;214528]
It would be a matter of taste if it weren’t for the limitations of the whole blueprint/component architecture as it is now. Unfortunately my use case is not possible, because you can’t have a blueprintable component.
[/]
Blueprintable componenets are coming. 4.7 have base implementation, it should be in usable state in 4.8.
[= Fricker;214046]
You can already use the “Scene” component for this. That’s the “empty” spatial component. We might rename it to “Transform Component” so it’s more obvious.
[/]
Ah I see. Yes, the name change would definitely have made it more obvious. Thanks for the tip!
[=;214685]
Blueprintable componenets are coming. 4.7 have base implementation, it should be in usable state in 4.8.
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Yes can’t wait for this!
[= Fricker;214046]
You can already use the “Scene” component for this. That’s the “empty” spatial component. We might rename it to “Transform Component” so it’s more obvious.
[/]
Yes please . It is actually confusing. I think people see the “Scene” as the the actual root scene (the level in other words), transforms is much better.
.
Does anyone else also have the problem that if you start unreal engine 4, it takes forever to start actually? I looked up in the task manager for “UE4Editor” and the value under “Memory Usage” stays at the same number. But it is first since the new updater somehow.
best regards
[=frezer748;214784]
Does anyone else also have the problem that if you start unreal engine 4, it takes forever to start actually? I looked up in the task manager for “UE4Editor” and the value under “Memory Usage” stays at the same number. But it is first since the new updater somehow.
best regards
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For the first time, it is caused by shader compilation. Subsequent starts should be quicker, unless you added some content from other projects, then it again will recompile shaders.
Edit:
As for blueprintable components. I’m very happy to report, that this works at experimental stage in 4.7. By works I mean it doesn’t crash editor when trying to open blueprint component :D.
Haven’t done much work with yet, but I’m pretty sure now it will be in great shape for 4.8, if people jump to test it a bit (;.
[=;214813]
For the first time, it is caused by shader compilation. Subsequent starts should be quicker, unless you added some content from other projects, then it again will recompile shaders.
Edit:
As for blueprintable components. I’m very happy to report, that this works at experimental stage in 4.7. By works I mean it doesn’t crash editor when trying to open blueprint component :D.
Haven’t done much work with yet, but I’m pretty sure now it will be in great shape for 4.8, if people jump to test it a bit (;.
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Hold on… You mean 4.7 preview 4 already has this???
[=TommyBear;214926]
Hold on… You mean 4.7 preview 4 already has this???
[/]
I don’t know. I’m compiling from source.
Awesome update!
[=TommyBear;214926]
Hold on… You mean 4.7 preview 4 already has this???
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Yes! Blueprintable Components is in development and available to start testing. You can turn this on using the new setting in the Experimental tab in the new Preview 5 build that will be released today. Please keep in mind this feature is still in heavy development. The new In-World Component Editing features (posted above) will be available in 4.7. Please also try this out (and send us lots of feedback!) We are working hard to get this polished up.
–
I wanted to ask in general since now also git is integrated, if direct source control within the editor is possible with Code Files also in the future. I work on the promoted branch and see that there is at least a grayed out option when right clicking on code files in the C++ Folder.
P4VS slows down my VS extremely with its p4 fstats calls.
@ Egger
I run GitExtension to manage files. However, it does not diff UE4 Files (like Blueprints). That’s what i am most excited for with the new updates.
[=;216000]
@ Egger
I run GitExtension to manage files. However, it does not diff UE4 Files (like Blueprints). That’s what i am most excited for with the new updates.
[/]
Thanks.
For my Student Project I am fixed to Perforce. I love it, but having no Perforce Sandbox (or not wanting to install and maintain it) makes it a bit difficult to work, especially since I am sitting here in Switzerland and the Universities Servers are in Florida :D. But P4VS has some difficulties and I am not quite sure about the integration of Git into VS. Need to research that. Well thanks alot.
[= Egger;215968]
I wanted to ask in general since now also git is integrated, if direct source control within the editor is possible with Code Files also in the future. I work on the promoted branch and see that there is at least a grayed out option when right clicking on code files in the C++ Folder.
P4VS slows down my VS extremely with its p4 fstats calls.
[/]
Several people here use NiftyP4 instead of P4VS and seem to be generally happy with it, although I’m one for simplicity and I use the External Tools feature to do p4 edit on the current file (bound to a button on the toolbar):
I used to have a nice set of VS macros with a lot more functionality for earlier versions of VS but they removed support for macros (along with user-friendly toolbar/menu customization) in VS 2012 ;_; It was not a great upgrade, and 2013 isn’t much better…
Cheers,
Noland
I was totally stoked for this new component building stuff, but every time I go to use it, I hit a wall because there are so many objects I want to add that it won’t let me. For example, I have a 2D game I’ve been messing around with to learn Paper2D. I have a level with 50 platforms. I want a blocking volume on one side of every paper terrain spline and a pain causing volume on the other. They all have very specific collision settings they need, so it would be awesome if I could build a BP that consists of all three things and make the constructor script set all the collision flags up just how I want them, so I don’t have to worry about manually editing them all and missing a checkbox somewhere. But nope, for reasons that are totally lost on me, you can’t add any of those three items as a component. Also I keep finding cases where one of the components I want to add is a blueprint of my own making, but it won’t let me add any of those either. If these restrictions were lifted, it would be extremely useful. As it is now, I have yet to find a use case I really need supported, as opposed to a contrived example just to test it.
[= Noland;216461]
Several people here use NiftyP4 instead of P4VS and seem to be generally happy with it, although I’m one for simplicity and I use the External Tools feature to do p4 edit on the current file (bound to a button on the toolbar):
I used to have a nice set of VS macros with a lot more functionality for earlier versions of VS but they removed support for macros (along with user-friendly toolbar/menu customization) in VS 2012 ;_; It was not a great upgrade, and 2013 isn’t much better…
Cheers,
Noland
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Thanks a lot for the tip!