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Vega Threading - BP Multithreading

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    #16
    Is there any plans for 4.16 for this plugin?

    Comment


      #17
      Great Plugin, thx! i love it.

      Right now i have a problem figuring out its mechanics. Because the documentation only covers basic setup, i don't understand some of the inputs of the "Fire Thread"-Node. For example i managed to make three parallel threads running, which increased per Tick calculations to about 300%, which kind of makes sense. BUT: when i turn on "loop thread" on one of these threads it makes a 3000% increase of calculations per tick... ok, nice... and when i turn on loop thread on the second or all "Fire Thread"-Nodes, the editor always crashes instantly when starting/simulating. So i have no idea whats going on and what should be considered when changing "Fire Thread"-Node-Inputs.

      Also: how is it max capped in relation to CPU-Cores? is one thread always reserved for game thread so i can utilize only ( cores * 2 threads per core - 1 ) threads by vega threads? become threads automatically queued when i try to run more threads than my CPU has or might this cause crashes so i should always check "Get Thread Count" against the computers CPU-capabilities before running a new thread?

      Comment


        #18
        Official ETA for 4.16 would be nice.
        I managed to compile it to run fine in PIE, but have problems with packaging, maybe someone can help out?

        Code:
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "class TMap<class FName,class FName,class FDefaultSetAllocator,struct TDefaultMapKeyFuncs<class FName,class FName,0> > & __cdecl GetConvertedDynamicPackageNameToTypeName(void)" (?GetConvertedDynamicPackageNa
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "void __cdecl UObjectCompiledInDefer(class UClass * (__cdecl*)(void),class UClass * (__cdecl*)(void),wchar_t const *,bool,wchar_t const *,void (__cdecl*)(class TMap<class FName,class FName,class FDefaultSetA
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "void __cdecl UObjectCompiledInDeferEnum(class UEnum * (__cdecl*)(void),wchar_t const *,class FName,bool)" (?UObjectCompiledInDeferEnum@@YAXP6APEAVUEnum@@XZPEB_WVFName@@_N@Z) referenced in function "public:
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2001: unresolved external symbol "public: virtual void __cdecl UObjectBaseUtility::AddToCluster(class UObjectBaseUtility *)" (?AddToCluster@UObjectBaseUtility@@UEAAXPEAV1@@Z)
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(Module.VegaThreads.cpp.obj) : error LNK2001: unresolved external symbol "public: virtual void __cdecl UObjectBaseUtility::AddToCluster(class UObjectBaseUtility *)" (?AddToCluster@UObjectBaseUtility@@UEAAXPEAV1@@Z)
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UObject::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UObject@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static class UClass * __cdecl
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2001: unresolved external symbol "public: virtual void __cdecl UObject::BuildSubobjectMapping(class UObject *,class TMap<class UObject *,class UObject *,class FDefaultSetAllocator,struct TDefaultMapKeyFuncs<class UObject *,class UObject *,0
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(Module.VegaThreads.cpp.obj) : error LNK2001: unresolved external symbol "public: virtual void __cdecl UObject::BuildSubobjectMapping(class UObject *,class TMap<class UObject *,class UObject *,class FDefaultSetAllocator,struct TDefaultMapKeyFuncs<class UObject *,class UObject *,0> >
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UFunction::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UFunction@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __cdecl UFun
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UDelegateFunction::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UDelegateFunction@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static voi
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UEnum::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UEnum@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __cdecl UEnum::opera
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UClass::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UClass@@CAPEAV1@PEB_W@Z) referenced in function "public: static class UClass * __cdecl UClass::
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UPackage::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UPackage@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static class UClass * __cdec
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UByteProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UByteProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __cd
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UIntProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UIntProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __cdec
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UFloatProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UFloatProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UBoolProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UBoolProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __cd
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UObjectProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UObjectProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void *
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UMulticastDelegateProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UMulticastDelegateProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UEnumProperty::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UEnumProperty@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: static void * __cd
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VegaThreads.lib(VegaThreads.generated.cpp.obj) : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UBlueprintFunctionLibrary::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UBlueprintFunctionLibrary@@CAPEAVUClass@@PEB_W@Z) referenced in function "pu
        Edit: Works with 4.17 without the above errors.
        Last edited by Cpt.Trips; 08-29-2017, 09:38 PM.
        [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
        [Free][Script] Automate Download of Mixamo Animations
        [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

        Comment


          #19
          Is this plugin still alive?
          [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
          [Free][Script] Automate Download of Mixamo Animations
          [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

          Comment


            #20
            Well, I think we can consider this plugin dead. There wasn't a 4.16 update, there wasn't a 4.17 update. I regret spending money on it, since I bought it right before 4.16 came out.

            Comment


              #21
              Originally posted by Angius View Post
              Well, I think we can consider this plugin dead. There wasn't a 4.16 update, there wasn't a 4.17 update. I regret spending money on it, since I bought it right before 4.16 came out.
              It would truly be a pity if there were no updates in the future - but even in it's current state it is a great tool and given the low price, I'm more than happy with it. Compiles and packages with 4.17 fine, so ultimately no big deal thus far.
              [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
              [Free][Script] Automate Download of Mixamo Animations
              [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

              Comment


                #22
                Please can you confirm how you got it to compile under 4.17? I have tried using your instructions but I must be missing something.

                Comment


                  #23
                  Can you explain how please?

                  Comment


                    #24
                    Instructions how to get the Vega Threading Plugin working with 4.18 (works for 4.16 and 4.17 as well)

                    1. Create a new 4.18 C++ project through the launcher (make sure to click the "C++" tab under New Project! don't worry, you won't be doing any coding)
                    2. In your new project's directory, create a "plugins" folder
                    3. Install Vega Threading for 4.15 through the launcher.
                    4. Find the Engine plugins directory (for me it is "C:\Program Files (x86)\Epic Games\4.15\Engine\Plugins\Marketplace")
                    5. Copy "VegaThreads" from the Engine plugins (4.) to your project's plugins directory (2.)
                    6. Close any open Editor instances.
                    7. Open your new project, it should prompt you with "The following modules are missing [...] rebuild them now?"
                    8. Confirm with "yes"

                    Testing:
                    - Go to Edit->Plugins and make sure "VegaThreads" is installed and enabled.
                    - Recreate this [^] in your level blueprint
                    - Run the game, if it says "Hello" at start, you were successful, congratulations!

                    Finally, you can move the VegaThreads folder from your project's directory to the plugins folder of your 4.18 Engine installation (for me it's "C:\Program Files (x86)\Epic Games\UE_4.18\Engine\Plugins\Marketplace") to be able to use the plugin in all of your 4.18 projects.

                    Packaging:
                    I was able to package a project with this plugin for the Windows (64 bit) platform with no issues.

                    Troubleshooting:
                    - Install Visual Studio Community Edition (make sure to check the UE4 specific packages during installation!) & try the above again
                    - If step 8. fails, open the project in Visual Studio (run the <projectname>.sln file), there in the Solution Explorer window, right click on your project name and select Clean, and when it finishes repeat but select Build.
                    Last edited by Cpt.Trips; 10-28-2017, 12:39 PM.
                    [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
                    [Free][Script] Automate Download of Mixamo Animations
                    [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

                    Comment


                      #25
                      Thanks for this. I am using 4.18 and it is working ok in the editor but when trying to package up I am getting the "unresolved externals" errors. Can anyone help?

                      Comment


                        #26
                        any updated about this one for 4.20?

                        Comment


                          #27
                          Originally posted by Omar Vector View Post
                          any updated about this one for 4.20?
                          There haven't been any updates since 4.15
                          Time to move on.

                          You can look into some alternatives:

                          Multi Task (Free): https://www.unrealengine.com/marketplace/multi-task
                          BPThreads ($5): https://www.unrealengine.com/marketplace/bpthreads
                          [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
                          [Free][Script] Automate Download of Mixamo Animations
                          [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

                          Comment


                            #28
                            To allow this to compile to 4.20 or 4.22, go into VegaThreads.Build.cs, and change Line 7 to

                            public VegaThreads(ReadOnlyTargetRules Target) : base(Target)

                            May or may not work (I'm getting crashing with certain usecases), but at least it will compile.
                            Last edited by Kemerd; 07-12-2019, 09:49 PM.

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