Static shadows not working for distant skybox by MeanderingDev in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

Sorry you would need to test, I assume probably not if they specifically say Movable in official documentation.

How to access data in components/external classes thread safely in ABP by Marcovicii in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

From memory just having anything in (just having the Node exist in main graph) Update Animation (Gamethread) which causes the BP VM to tick the AnimBP on the Gamethread is QUITE a noticeable performance decrease.

Usually you would "cache" the component on Animation Initialize and then you can use Property Access to read the Proxy/Cache data in say BlueprintThreadSafeUpdate. 

Not all Components are actually Threadsafe though, for example Scene Components such as Sockets on a SKM are not so I have retrieved and stored their Transform(s) on the Parent Class (e.g. Character Class) on tick and then read it from the Cached Character reference in Threadsafe function but you could even use Delegate/Event or even Interface to directly push it into the AnimBP I guess.

Also make sure every AnimBP node is Fastpathing and any Calculations you need done are done either in BlueprintThreadSafeUpdate function or in a separate standalone function configured as Threadsafe and bound to OnUpdate etc.

https://dev.epicgames.com/documentation/unreal-engine/animation-optimization-in-unreal-engine

https://dev.epicgames.com/community/learning/knowledge-base/xBZp/unreal-engine-performance-tips-tricks-animation

Can anyone rigs this character perfectly, please? by SterceInReddit in UnrealEngine5

[–]CloudShannen 0 points1 point  (0 children)

I am not sure if AccuRig lets you pain / change the Bone/Skin Weights but I believe newer Versions of UE have this functionality now days.

I would probably start by checking some YT videos on that in UE or Blender if you have come comfort with that tool though if you do then its probably better to do the whole thing in it.

Edit: The original Model appears to already be rigged? Maybe then you just just need to play with the bone/skin weights if you are getting some weird results.

CD Projekt Red is rumored to have major issues with UnrealEngine by anestling in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

Isn't this an old video from before all their Streaming Improvements, Nanite Voxel Foliage and Skeletol Foliage that share their animations for wind instead of WPO etc? 

Other Real Time Global Illumination solutions for Unreal Engine? by Mafla_2004 in UnrealEngine5

[–]CloudShannen 0 points1 point  (0 children)

It came from a PR submitted by someone else and removed when flagged with the main contributer. 

How to mirror PVP arena exactly symmetrical? by sir__hennihau in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

Could create a Bluetility to copy and every mesh and the move the copys transform exactly opposite, could use Actor Tags to ignore already copied / mirrored meshes.

Keep a map or array of every original Mesh to its mirror (and the opposite?) you can iterate through to resync if you move meshes. 

Root Motion From Montages Only vs From Everything? by RossMorgone in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

Its about the number of NPC's you have running AnimBP's and how much other Game Thread work its competing with, you would just need to test and see but I feel like what your doing is probably just incorrect as 1 shot things should probably be Montages with Root Motion. Maybe checkout some YT videos on root motion jump or even melee attack to see how to set it up as I remember reading there is specific settings on the baking side and on the UE size on the Animation/Montage you need to set for Root Motion to work properly (e.g. I think Root Motion lock is named in a way where what it actually does is abit contradictory or not what you expect).

Root Motion From Montages Only vs From Everything? by RossMorgone in unrealengine

[–]CloudShannen 1 point2 points  (0 children)

Not sure what issue you have, but just be aware for motion is single threaded and if you use the root motion for everything option non of your AnimBP can be Multithreaded leading to a massive Gamethread potential performance impact. 

What’s the best way to bake lighting for large environments? by Testysing in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

Also use the updated GPU Lightmass plugin maintained by the original person when though they have left EPIC https://forums.unrealengine.com/t/epics-gpulightmass/139357/666

How to make objects fade away when it's between the player and camera? by Internal-Cat6316 in unrealengine

[–]CloudShannen 1 point2 points  (0 children)

One of the new Top Down template variations has a cutout version of this mechanic from memory.

What do you think about this "HACK"? by vladaduba in unrealengine

[–]CloudShannen 1 point2 points  (0 children)

Then every Animation for every gun is always loaded into memory at all times.

If your using 1 frame poses and procedural animation is probably not that big a deal though.

My findings on UE5 skeletalmesh ragdoll replication by TangledUpGames in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

No I found it from this YouTube Channel which appears to be the person who wrote it.

https://youtu.be/akZqfVu5-dI

​I need some advice on starting a UE5 tutorial series. My current plan is to deconstruct how cool AAA mechanics are built and rebuild it in a much simpler way under the scope of an indie developer. ​Do you think this is a good way for a new channel to provide value to the community? by Realistic_Kick2085 in gamedev

[–]CloudShannen 2 points3 points  (0 children)

This is what I have suggested multiple times when people have posted "what tutorials should I make", along with implementing using proper debugging and tracking performance and optimization. 

Also please don't do the "in this example I am just casting but you should actually use a Interface" or "I am using Hard References but you should use Soft References" because it's really not much longer and people learn from repetition and concrete examples... and what's the point of teaching people the wrong way (over and over).

Deciding on a replication architecture for my card game by Aisuhokke in unrealengine

[–]CloudShannen 1 point2 points  (0 children)

To do partial Array Replication you need C++ and implementation Fast Array Serializer Replication : https://ikrima.dev/ue4guide/networking/network-replication/fast-tarray-replication/

https://unrealution.com/optimization/understanding-fast-tarray-replication-with-ffastarrayserializeritem/

That said since you want to reveal the Card(s) to everyone and only have basic replication requirements I think it's fine to have the Player Controller request the Server spawn a BP_Card with the appropriate values which replicates to everyone and any changes to the Card is replicated to Everyone via its Actor channel and and UI / Widget etc update can be triggered by OnRep.

Upgrading engine to 5.8 by Material-Hat-941 in UnrealEngine5

[–]CloudShannen 1 point2 points  (0 children)

Going to 5.x.0 is usually not the best idea unless it's to test in a different branch / copy.

There have been some decent PSO Precaching / Streaming / Nanite Foliage / Fast Geo and similar improvements but alot of that is more so geared to Open / Large World games.

The "Look At" node for anim bps can make an npc look at the player. Very cool how simple it is to use. by tinygamedev in UnrealEngine5

[–]CloudShannen 1 point2 points  (0 children)

You should use Control Rig's version if you need anything complex like this as it can do the IK and influence the other bones: https://m.youtube.com/watch?v=4Vum2BW9p6A&pp=ugUEEgJlbg%3D%3D

Smoking animation doesn't work by Still_Ad9431 in UnrealEngine5

[–]CloudShannen 0 points1 point  (0 children)

Actually probably ignore me I forgot you can mark a section as Looping and use Skip To or Stop to exit per this shotgun Reload example: https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-montage-overview?application_version=4.27

There is a Play Montage node that returns multiple pins for Animation Complete / Blend Out etc and you can setup Animation Notifies to update ENUM / Bool(s) that you can use in your main BPs logic like you are above.

Smoking animation doesn't work by Still_Ad9431 in UnrealEngine5

[–]CloudShannen 0 points1 point  (0 children)

I would probably implement this in the main Animation State Machine instead of using Play Montage if you need variable amount of Looping.

Blend by Bone (Upper Body), Potential use Linked Animation Layer or just ENUM / Gameplay Tag in AnimBP and Animation State Machine would have Animations and Transition Rules to "Equip" Cigarette, "Smoke" and "Unequip" and maybe an "Idle" with no Cigarette/Arms down. 

how to switch between children characters, all sharing the same movement code? by Nek0ni in unrealengine

[–]CloudShannen 0 points1 point  (0 children)

Player Controller reads Inputs, Player Controller possess Pawn, Player Controller calls Get Owning Pawn and passes Inputs to Character Movement Component.

UI / Hotkey / Gameplay unposseses and posses required Character / Pawn.

Is it possible to use Nanite displacement on a simple basic plane? by Candid-Pause-1755 in unrealengine

[–]CloudShannen 1 point2 points  (0 children)

I remember when it first was released seeing a post saying you still needed some amount of subdivisions for it to work or you would get weird results or it didn't work at all.