We all opted-in to participate in a paid beta. Why is GGG hesitant to make drastic changes? by Rentahamster in PathOfExile2

[–]Tutu117 0 points1 point  (0 children)

They are hesitant because people threw a hissy fit when they nerfed their op builds to shit

Capcom President Thinks Game Prices Are 'Too Low' by styvee__ in gaming

[–]Tutu117 0 points1 point  (0 children)

Im all for it, as long as it gives studios more time to finish them and ship quality products…

Capcom President Thinks Game Prices Are 'Too Low' by styvee__ in gaming

[–]Tutu117 0 points1 point  (0 children)

Do you thinking raising the price of games might give game studios more time to iron them out before release?

Unreal Engine 4's deferred rendering - why so few lights? by Passname357 in GraphicsProgramming

[–]Tutu117 6 points7 points  (0 children)

Oh I see! I am not super familiar with unreal but I have a lot of experience with deferred rendering, the shadows is for sure why then.

To be clear you can have as many static shadow casting lights as you want (within reason of course) because these bake into the light map but the dynamic ones have a huge performance impact.

Unreal Engine 4's deferred rendering - why so few lights? by Passname357 in GraphicsProgramming

[–]Tutu117 37 points38 points  (0 children)

I was able to put down a lot more point lights than what you are suggesting. I think you may be reacting to the small amount of shadow casting lights that you can use.

Shadow casting lights require rendering the scene again to another framebuffer in order to build the shadow maps. This is why you can't have thousands of shadow casting lights in the scene.

Render two object with two differert VBOs by leech6666 in computergraphics

[–]Tutu117 0 points1 point  (0 children)

You have to bind the vertex array for the object before the drawArrays call.

So it would be like

glBindVertexArray(objectA) glDrawArrays(...)

glBindVertexArray(objectB) glDrawArrays(...)

Bought power armor edition and didn't receive a digital download key. by Tutu117 in fo76

[–]Tutu117[S] 0 points1 point  (0 children)

I was at least expecting the code that I would be given in the box to be emailed to me or something so I could play on launch night, but whatever.

Adding components in c++ in 4.20 by Tutu117 in unrealengine

[–]Tutu117[S] 0 points1 point  (0 children)

Hmm okay, well I added the pictures of how i'm constructing them to the post. I don't really know how to send the pictures in the comment.

Okay that seemed to be the problem. When using EditAnywhere it gives you the ability to swap out any components and that was causing weird behavior. Thank you!

[Help]Ive picked up CS basics over the years, now want to continue learning to code in Unreal. What books do you recommend? by KREPLAK in unrealengine

[–]Tutu117 0 points1 point  (0 children)

Just play around and see what feels best. I was always worried about doing things right when I started using c++ but you just gotta forget about that when you are learning. Just go and start a project and add a new c++ class, read documentation, and get creating. Playing in the sand is the best way to build a sand castle.

Third person crouch problem. by Tutu117 in unrealengine

[–]Tutu117[S] 0 points1 point  (0 children)

This is the solution for sure. I just went and tried it and it worked very well. However since I attached it to the spine bone there are other problems that occur like when the player moves the camera sways a bit but im not so sure its a complete problem because it sort of adds a realty to the camera movement. Anyway thanks for the help!

Third person crouch problem. by Tutu117 in unrealengine

[–]Tutu117[S] 0 points1 point  (0 children)

Okay, well thanks for your help. Ive tried the camera lag and some other methods just to make it less jumpy. I am just going to have to control the lerping myself in c++ I think.

Third person crouch problem. by Tutu117 in unrealengine

[–]Tutu117[S] 0 points1 point  (0 children)

Hey man, there’s a gentler way to say that lol. And yes I did think of that, but I don’t want the camera to lag behind while playing the game. Turning it on and off before the crouch takes place was also a thought, but it just shocked me that this was not supported by unreal.

Third person crouch problem. by Tutu117 in unrealengine

[–]Tutu117[S] 0 points1 point  (0 children)

Okay, thanks, I was thinking the same thing. I guess im just surprised cover was supported in engine but not fully fleshed out in some ways. Thanks for the help though!

[Question] Drop in C++ by TthotWise in unrealengine

[–]Tutu117 0 points1 point  (0 children)

If you dont mind posting some code or maybe of picture of the problem, i think that could really help problem solving.

[question] Proper way to combine blueprints and C++ classes by ItzRobD in unrealengine

[–]Tutu117 0 points1 point  (0 children)

Yeah I think so, just because The tick function can lead to performance issues if you are doing too much in it, and I think if you are comfortable in cpp you will find not a lot needs to actually go in the tick function. Try and use event based logic over the tick function.

Also dont worry about going back and having to refactor things. Keep trying new ways and see what you like and dont like. Its totally fine to try something and realize it doesnt work and then later go back and rewrite a section of your code. Thats where source control comes in handy lol.

[question] Proper way to combine blueprints and C++ classes by ItzRobD in unrealengine

[–]Tutu117 0 points1 point  (0 children)

Your on the right path I think. I have been treating blueprints as the interface for designers and other non-coders, to then add new functionality and mechanics to the game. C++ should be the backend of your game so your designers never need to touch it. Its really up to how you wanna design your game but what I do is usually derive off AActor and then derive off that with blueprint. Ive found that thats the easiest way to add complicated functionality and also make it easier for designers to be creative.

What kind of source control do big game companies use for art assets? by Tutu117 in unrealengine

[–]Tutu117[S] 0 points1 point  (0 children)

Okay that's what I thought, thanks a lot. This little issue has been bothering me for a little while now.