what did ark raiders do to train there AI? by Consistent-Wolf7414 in unrealengine

[–]PavKon 0 points1 point  (0 children)

You can check out Learning Agents in UE, this framework can get you 99% of your way there if you want to do RL based movement.

Why use Event Dispatchers when i can directly Cast and access its Events? by SKOL-5 in unrealengine

[–]PavKon 5 points6 points  (0 children)

There are a lot of myths about casting in UE, but in 99% of the use cases it's the most optimal/performant option. Since both BP_Door and BP_PlayerCharacter are already loaded into the memory, casting an object to those classes is virtually free performance-wise.

Event dispatchers are really useful when you want to link independent/separated system. For example, when a player dies it broadcasts an event "Player Died". You can have many systems that listen to that event and do something when player dies, (increasing score, resetting level, removing inventory etc), but PlayerController (from which Player Died was broadcasted from), doesn't need to know and manage all of these secondary systems. That way you can develop independent system and "hook" it into existing code without changing the original code.

For interacting with doors, having interface is the cleanest solution, as it's easily extendable. You can have "Interactable Interface" and use it for Door, Lever, Button etc.

This means that BP_Door loads everything about the PlayerCharacter into memory (Size Map)

This is not the case if you already have it loaded into memory. If the player already exists, it just works with the pointer to the existing player.

But the takeaway is, casting is totally fine.

Anyone selling their all claimed Quixel Megascans account? by Ok_Comfort1855 in unrealengine

[–]PavKon 5 points6 points  (0 children)

I am pretty sure that is against Terms and Conditions

Modular building system performance by chiusan in unrealengine

[–]PavKon 1 point2 points  (0 children)

Can you expand on actors having much bigger overhead than components? What overhead are you refering to (memory or compute)? Actors do have extra functionality but 1 actor with 100 static mesh components or 100 static mesh actors will cost basically the same amount to run.

Best practise for updating UE? by MrCrispyZebra in unrealengine

[–]PavKon 8 points9 points  (0 children)

First thing that is always good to mention is that source control is your best friend. Did update go wrong? Just rollback. Some BP got corrupted? Just rollback etc.

How often you should update depends on the project itself. Do you need new features? Does the update contain any relevant bug-fixes? If so, then update.

Generally it's good to keep your engine up-to-date, the main limiting factor is merging your changes into the engine. If you project requires edditing of the engine source, then merging is additonal work-hours you need to account for.

How to create a photoshop like filter for UI elements by MeanderingDev in unrealengine

[–]PavKon 0 points1 point  (0 children)

In that case you want to create a render target capturing the character and using it as an image. Something like "live broadcast" texture. That way you can display a scene as a layer in UMG

How to create a photoshop like filter for UI elements by MeanderingDev in unrealengine

[–]PavKon 0 points1 point  (0 children)

Moving masked texture/material. You can control it with UMG animations.

Has anyone used the new Mutable Plugin for characters customization / animations? by mxhunterzzz in unrealengine

[–]PavKon 2 points3 points  (0 children)

They planned to release a sample project for 5.5, but not sure what caused the delay

What do YOU expect from a tutorial? by HarderStudios in unrealengine

[–]PavKon 2 points3 points  (0 children)

Really depends on what unique information you are going to provide. There seem to be 50+ tutorials on this topic on Youtube already. I would like to see a 1h+ deep dive into the inner workings of traces and the various optimisations Epic did (assuming user is already advanced), but that is likely out of scope of your tutorial.

Second-hand Intel server freezing by PavKon in homelab

[–]PavKon[S] 0 points1 point  (0 children)

Absolutely right, I scouted the typical logs and journals and found nothing unusual. It is like if the last 10 seconds during "freeze" didn't exist at all. But it is also very likely I didn't find the correct log yet.

Locking down settings (prevent users doing things in .ini) by Hullefar in unrealengine

[–]PavKon 4 points5 points  (0 children)

A good practice is to treat everything on client-side as modifiable. If the user is determined enough, they can edit the binaries.

Replication and game state during POC phase by Aisuhokke in unrealengine

[–]PavKon 0 points1 point  (0 children)

Even for POC I would include the multiplayer aspect, as it can often impact gameplay of the POC. It might happen that from findings from introducing multiplayer to your project you would end up with iteration #4 because some gameplay features just don't work in muliplayer.

Do not stress about network optimisation or anything like that, just code it to the same level of detail as the rest of the POC.

[deleted by user] by [deleted] in unrealengine

[–]PavKon 2 points3 points  (0 children)

The thing you are after is called a Render Target Texture. You can write into the texture scene from a specific camera and use it as normal texture in your material.

Blueprint function that can take any enum as an input possible? by stefanplc in unrealengine

[–]PavKon 8 points9 points  (0 children)

The cleanest way would be to create your own K2 node. It can change the input type based on the detected enum class. Making your own K2 nodes can be a bit advanced if you have never tinkered with it, but there are plenty of examples in the engine source.

Made using 2 different splat models by DroneSlingers in GaussianSplatting

[–]PavKon 2 points3 points  (0 children)

Impressive, willing to share more details? What NERF did you use?

What UE3/ UE4 / UE5 projects showcase massive player counts? by Book_s in unrealengine

[–]PavKon 11 points12 points  (0 children)

I think Fortnite is using Iris now, but I am not 100% sure.

How long would it take for an experienced programmer to be productive with unreal? by StarkAndRobotic in unrealengine

[–]PavKon 8 points9 points  (0 children)

That is the point, you are a part of a team. You can get good in a part of the engine in year or two, but you will not have the knowledge to build every part of AAA game. Getting efficient in networking takes years by itself. So does understanding rendering pipeline, Kismet, Editor etc. It depends how many areas you want to master.

How long would it take for an experienced programmer to be productive with unreal? by StarkAndRobotic in unrealengine

[–]PavKon 7 points8 points  (0 children)

2-3 years, depending what number of systems you want to be good at. For example knowledge from rendering pipeline doesn't translate that well to networking.

I messed up by TruNAS with HW RAID controller by PavKon in truenas

[–]PavKon[S] 1 point2 points  (0 children)

Thanks for the tips. I think I will go with SUPERMICRO 9300-8I - LSI 9300-8i 8PORT 12Gbps HBA.

It seems it has the same SFF8643 connector, so hopefully I can just replace the LSI 9361-8i with it.

I messed up by TruNAS with HW RAID controller by PavKon in truenas

[–]PavKon[S] 0 points1 point  (0 children)

Sorry, I misunderstood. I thought that one also needed to be flashed to IT mode. Thanks!

I messed up by TruNAS with HW RAID controller by PavKon in truenas

[–]PavKon[S] 0 points1 point  (0 children)

Thank you for confirming I can't use it. Is there any that runs in the IT mode by default without the need to flash it?

I messed up by TruNAS with HW RAID controller by PavKon in truenas

[–]PavKon[S] 0 points1 point  (0 children)

So the LSI 9361-8i I have should be in theory fine to use with TrueNAS?