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Inside Unreal: Demystifying Soft Object References - May 14

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    [LIVESTREAM] Inside Unreal: Demystifying Soft Object References - May 14

    Click image for larger version  Name:	AnnouncementImage_Thired.jpg Views:	13088 Size:	169.9 KB ID:	1759044



    WHAT
    This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

    WHEN
    Thursday, May 14 @ 2:00PM ET - Countdown

    WHERE
    Twitch

    WHO
    Christian Allen - Evangelist - @Serellan
    Victor Brodin - Community Manager - @victor1erp

    RESOURCES


    ARCHIVE
    Last edited by VictorLerp; 05-18-2020, 11:58 AM.

    #2
    Yay! I recently started using Soft Object References, but there is so little practical information around about them, that I wasn't sure if I'm using them correctly ^^'
    This will definitely clarify thing up for me! Thanks

    Comment


      #3
      gg you are the best

      Comment


        #4
        Thanks for that - interesting and helpful

        Comment


          #5
          Oh heck yeah!!! Can't wait.
          - isandisnt

          Comment


            #6
            Good, because i have a few questions. Should i use a soft reference to handle the status (taken / not taken) of an object/actor that is from a streaming level and is also destroyed if not taken when the level is unloaded, but the level can be loaded again so if must know if the item should spawn or not. Or scenario that should be destroyed, enemies killed, etc... or soft references are not the way to handle that?

            Comment


              #7
              Originally posted by KorinOo View Post
              Yay! I recently started using Soft Object References, but there is so little practical information around about them, that I wasn't sure if I'm using them correctly ^^'
              This will definitely clarify thing up for me! Thanks
              The only practical reason I can think of is for not loading objects that are absolutely NOT needed in the level at the time.

              Let's say you have a optional room with objects that the player does not have to go into, you can use soft object ref so you don't have to load it with the rest of the level. That way, the loading level is small.

              Or a clothing system with hundreds of outfits. Loading all of them at runtime will take longer to load than GTAV. With soft object ref. you load what you need.
              Check out my itch.io page, I'm really excited about it.
              https://kinos141.itch.io/

              Please check out my AI package: Action AI System Feat. Stealth
              https://www.unrealengine.com/marketp...m-feat-stealth
              or get it from itch
              https://kinos141.itch.io/action-ai-system-feat-stealth

              Comment


                #8
                Very helpful! Thanks!

                Comment


                  #9
                  Nice little demonstration

                  Comment


                    #10
                    i am so excited

                    Comment


                      #11
                      OMG yes this!

                      Can you PLEASE cover SoftObj refs in relation to loading assets from disk and best practices for this? Several of the methods don’t seem to work in StandAlone.

                      And also, what’s up with serialization for SoftObjRefs? Trying to create a save game that contains one crashes to desktop last I tried (I think it was in 4.20)

                      edit: whoops, never mind. I just watched the video and it looks like my first question is exactly what you’re already gonna talk about
                      Last edited by Nerdsbeware; 05-14-2020, 08:05 AM.

                      Comment


                        #12
                        Yes. This is a vital skill, and the only way to remove pesky frame hitches caused by using hard object references. I've only be able to get them to work in C++. Soft references with primary assets ID in BP makes no sense. I hope they cover the steps necessary to make it work in C++, because it was a ***** to figure out how to set up Singletons. (Every step needed to be detailed in the docs.)

                        Comment


                          #13
                          Please, may you upload this video on Youtube? I don't know why, but every time I try to watch videos on Vimeo, they get stuck. Thanks!

                          Comment


                            #14
                            I have same issue with Vimeo. Bad net route, no clue
                            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                            Comment


                              #15
                              Thnk you very much for the explanation. At the end you have two skeletal meshes loaded, is there any way to unload an object reference when not used?

                              Comment

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