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Unreal Engine Livestream - How to debug your game - June 20 - Live from HQ

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  • Unreal Engine Livestream - How to debug your game - June 20 - Live from HQ

    Click image for larger version  Name:	190620_YT.jpg Views:	1 Size:	282.9 KB ID:	1633077


    WHAT
    There are many wonderful differences between game developers, but there's one thing we all experience; things break. When they do, knowing how to troubleshoot is essential. On this week's livestream, Sam Deiter will sit down and explain workflows and tools that can reduce the time spent troubleshooting your project.

    WHEN
    Thursday, June 20 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube

    RESOURCES
    Slide deck

    WHO
    Sam Deiter - Instructor - @Sam_Deiter
    Victor Brodin - Community Manager - @victor1erp

    ARCHIVE


    NEWS
    Celebrating Unreal developer success at E3 2019
    https://www.unrealengine.com/en-US/b...ess-at-e3-2019

    Kim Libreri talks virtual production, digital humans, and what’s next for Epic Games
    https://www.unrealengine.com/en-US/b...for-epic-games

    Introducing the next evolution of Unreal Online Learning
    https://www.unrealengine.com/en-US/b...nline-learning

    Contractors pushes VR shooters forward with amazing graphics and polished gunplay
    https://www.unrealengine.com/en-US/d...lished-gunplay

    Precision OS delivers accredited curriculum for orthopedic surgical training in VR
    https://www.unrealengine.com/en-US/s...training-in-vr

    How System Era Softworks leveraged UE4 to create Astroneer’s wonderful universe
    https://www.unrealengine.com/en-US/s...erful-universe

    Booz Allen Hamilton harnesses UE4 for mission-critical training and simulation
    https://www.unrealengine.com/en-US/s...and-simulation

    COMMUNITY SPOTLIGHT

    ZED
    https://store.steampowered.com/app/953370/ZED/

    Raytraced Chinese Interior
    https://forums.unrealengine.com/comm...ojects/1630608

    Lux
    https://forums.unrealengine.com/comm...ojects/1627426
    Last edited by VictorLerp; 06-20-2019, 04:48 PM.

  • replied
    Originally posted by BreakMaker View Post
    Sam Deiter
    VictorLerp

    Could you say something about debugging of construction scripts? For me, this is the most challenging due to the fact that breakpoints cant be used and good ol' print string's usability is limited (too much spamming due to running instances). This makes debugging complex logic in construction scripts almost impossible.

    I do a lot of paramterisation with child actor components in the construction script and oftentimes you are compeletely in the dark as to why certain things do not work. Then I usually end up migrating logic to after "even begin play" just to find out what is wrong so I can move it back to the construction script.

    Thanks and sorry for this late post. I hope someone will see : D
    I would suggest debugging it inside an empty map with only one instance of the object (to reduce print string spam). You can also spawn the object using a simple Actor that spawns the actor you're trying to debug on BeginPlay. Your breakpoints will work in the construction script that way!

    Leave a comment:


  • replied
    Sam Deiter
    VictorLerp

    Could you say something about debugging of construction scripts? For me, this is the most challenging due to the fact that breakpoints cant be used and good ol' print string's usability is limited (too much spamming due to running instances). This makes debugging complex logic in construction scripts almost impossible.

    I do a lot of paramterisation with child actor components in the construction script and oftentimes you are compeletely in the dark as to why certain things do not work. Then I usually end up migrating logic to after "even begin play" just to find out what is wrong so I can move it back to the construction script.

    Thanks and sorry for this late post. I hope someone will see : D

    Leave a comment:


  • replied
    Sam Deiter
    VictorLerp

    #1. Please share Tips & Tricks for Multiplayer... AI+BT in a Multiplayer context especially. Patrolling AI in a multiplayer game can sometimes add an extra dimension. But not when its so complicated to debug (BT on clients inexplicably falling out of sync with server, like falling behind, or just randomly stopping and then working again later. How do you debug that when there's so much other stuff going on???

    #2. Multiplayer 'fringe' cases like varied startup orders or initialization delays... Any general advice there? For example, an actor placed-in-level has an accurate transform at Begin-Play, but actors spawned with Spawn-Actor-Of-Class at game-time don't always (0,0,0 -> GetActorLocation etc). You have to nearly validate everything again just like Client to Server, but this time Server to Server???

    #3. It seems strange that you can run multiple Client-windows + Listen-server in a single process... But you can't debug even one client this way??? The alternative is a much slower iteration or process that can even crash the editor... Low-tech color-coded Print-Strings suffice sometimes, but not if you have fast moving logs that you can't pause. Overall any Tips appreciated... Cheers Sam / Victor..
    Last edited by ClavosTech; 06-20-2019, 08:42 AM.

    Leave a comment:


  • replied
    Could you please cover also Android Studio/VS for mobile project? That's would be awesome to see how to setup everything as the docs is lacking a bit on the topic (I didn't succeed in getting evrything setup properly following the docs).

    Leave a comment:


  • replied
    always a good subject for a stream & with Sam should be even better !

    Leave a comment:


  • replied
    I'm looking forward to this one! If Sam has any tips and tricks for using the Visual Studio debugging tools to step through code, I would appreciate hearing them.

    I often run multiple instances of a game to test multiplayer, and have a hard time attaching to each process. Spamming the log works, but I'm curious if there are better options. c:

    Leave a comment:

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