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Thanks for the BP->C++ Converter, it's awesome!

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    [PACKAGE & DEPLOY] Thanks for the BP->C++ Converter, it's awesome!

    I have run a small test to see how the performance compares between regular BP code and the converted C++ code. I did not even expect the converter to work in 4.11, so I was quite impressed with the results!

    This is my benchmark function:

    Click image for larger version

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    Without conversion to C++, it takes 4.13 seconds in a packaged game.

    With BP->C++ converter enabled, it's 0.33 seconds.

    That is a 1251% increase in performance!

    I know this is quite an extreme test, but the result is really, really promising.
    Last edited by John Alcatraz; 02-20-2016, 02:28 PM.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

    #2
    John - How do you enable the bp->c++ converter?

    Is it just:
    Click image for larger version

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    Last edited by OptimisticMonkey; 02-20-2016, 03:04 PM.
    https://www.casualdistractiongames.com

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      #3
      Yes, thats everything I did
      Easy to use UMG Mini Map on the UE4 Marketplace.
      Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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        #4
        OHH MAA GOD!

        I thought it was scheduled for 4.12? Awesome work can't wait to see the results.

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          #5
          So wait. Does it just generate C++ for you every time you compile the BPs, or does it convert into C++ and then you have to maintain the C++ yourself?

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            #6
            It generates the C++ while packaging. So in PIE and standalone you have regular BP performance, but in the packaged game you have way better performance
            Easy to use UMG Mini Map on the UE4 Marketplace.
            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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              #7
              that sounds just awesome.

              could u make a test with hundreds of ticking actors, that actually slow down game thread, and compare it with converted to cpp ?

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                #8
                Wow! That is super impressive!
                Thanks a lot!

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                  #9
                  Epic made a great job

                  Comment


                    #10
                    That's really an impressive improvement in performance.

                    Though it also shows that BP performance has room for improvements in itself


                    What I am wondering though is, can this be done for all BP based code graphs and exported to the source file?
                    I would love this as a helper to get the migration from BP-prototyping into c++ started.

                    (We have loads of future editor feature prototypes in BP Construction Scripts and would like to move them over to C++ sooner than later )

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                      #11
                      That's incredible! Thanks for the test!

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                        #12
                        Oh... I just spend week converting BP to C++ manually...
                        Pull Request - UE-13079: World Origin Shifting for Multiplayer. Make Arma Not War - TFAR.

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                          #13
                          WOAH! That sounds amazing. Cannot wait to try it out.

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                            #14
                            Originally posted by nkey View Post
                            Oh... I just spend week converting BP to C++ manually...
                            You're bound to still get better results that way.

                            Also, would be amazing if some dev could tell us if and what might be possible caveats or gotcha's of this.

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                              #15
                              At least in 4.11, there seem to be some nodes that are not yet supported. I had to remove all "Shuffle" array nodes from my project to make the build not fail. I guess there are more nodes like this.
                              Easy to use UMG Mini Map on the UE4 Marketplace.
                              Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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