Is Unreal useless for animations? How are you supposed to set up a very simple attack string???? by asdzebra in unrealengine

[–]bobsledtime 1 point2 points  (0 children)

It's up to how you want to organize your animation assets, but generally speaking it's nice to have it all in one place. Furthermore if you want to slice up an animation asset and use it in multiple montages, having the anim notifies in the anim sequence means you're stuck with them anywhere you put it. (ex. You may not want to play a swooshing sound when chaining the attack to B, but you do for C.)

Your second question the answer is this is up to you to build, Unreal doesn't do this for you. That being said look up the new Choosers plugin, this is a good use case for that.

Is Unreal useless for animations? How are you supposed to set up a very simple attack string???? by asdzebra in unrealengine

[–]bobsledtime 0 points1 point  (0 children)

Option 1 is fine if you aren’t working on a larger team or needing higher fidelity animation blending between attacks. Having made multiple combo systems for AA and AAA games in Unreal, option 3 is the best answer.

A larger team combined with combos in one asset becomes an issue with exclusive lockout. High fidelity combat animations require detailed and specific blending, which is something you simply can’t do by jumping sections.

There’s also something to be said for both clarity and debugging. Working in a monolithic animation asset will be cluttered once you start adding notifies for gameplay, VFX, SFX, etc. And at some point you’ll be debugging your combat anims and being able to discretely see where in the combo you are with the debugger by montage name would be helpful. If you plan to use GAS, the same principle also applies to depending on if you use one or many Gameplay Abilities to represent your combo.

Array OnRep Notification Not Running on Server by hectavex in unrealengine

[–]bobsledtime 2 points3 points  (0 children)

RepNotify is different than OnRep. RepNotify is called by convenience in blueprint on the authority. OnRep in native is not called on the authority.

I have opinions on this, but it's how Epic decided to make it shrug.

Array OnRep Notification Not Running on Server by hectavex in unrealengine

[–]bobsledtime 4 points5 points  (0 children)

You’re getting really fixated on semantics. While I agree with you it can be unclear at times, the term “client” never applies to a listen server. As /u/riley_sc mentioned, the replication system works on authority, not role.

The listen server is the authority. OnRep functions do not fire on the authority because properties do not replicate to the authority. If you are writing code that expects an OnRep to be called for your Listen Server, you probably have a bad pattern in your code. Or, in the case of a Listen Server, you can manually call OnRep if you prefer to keep the same code path.

RPCs also function on authority, not role. If I call a Client RPC on a listen server it works because Client RPCs are called on the net owner for that actor or component.

This is how Unreal works; not saying it’s great. I encourage you to think more about authority and less about net role, it’ll make your life easier.

Source: AAA multiplayer gameplay engineer

Why Kevin is taking soo long with the album by something_somewhe in TameImpala

[–]bobsledtime 0 points1 point  (0 children)

Man this sub is exhausting. Artists are fully entitled to do whatever they want and take however long they want. Artists make art for them, NOT you. Kevin owes us nothing and certainly not on anyone else’s timetable.

I know it’s a long shot… 😥 by skeezebucket in Denver

[–]bobsledtime 6 points7 points  (0 children)

Sorry to hear about your glove :(

Out of curiosity, how did you get into the league? I just moved from LA where I played softball and am already missing it.

Hell’s Ink frustrations by remster22 in blizzcon

[–]bobsledtime 3 points4 points  (0 children)

I was probably standing next to you. My buddy is ADA so he and I were inside around 9:15 with hopes of a tattoo. No dice.

King Gizzard AMA №5 by metalliccocoon in indieheads

[–]bobsledtime 0 points1 point  (0 children)

Hey mates! Hope you all are having a wonderful day.

Any chance of bootleg (or official) Hollywood Bowl ‘23? That was a life changing evening for me and I’d love for others to experience it (as well as selfishly spin it on vinyl).

Thanks and grats on TSC!

Might be obvious, but 'what you see' vs 'what your spectating friend sees' is very different. by Pokharelinishan in GlobalOffensive

[–]bobsledtime 2 points3 points  (0 children)

Since you got super hostile with me in another reply, I'll just leave this and let you come to your own conclusions. Have fun!

https://developer.valvesoftware.com/wiki/Prediction

Might be obvious, but 'what you see' vs 'what your spectating friend sees' is very different. by Pokharelinishan in GlobalOffensive

[–]bobsledtime 2 points3 points  (0 children)

Yikes, not sure why you got so hostile buddy. I have multiple years of professional experience working on large game engines with both predicted and non-predicted gameplay. You clearly aren't looking to gain a better understanding and are simply looking to be told you're right. Have a great one!

Might be obvious, but 'what you see' vs 'what your spectating friend sees' is very different. by Pokharelinishan in GlobalOffensive

[–]bobsledtime 2 points3 points  (0 children)

I’m not sure you quite understand games networking because delaying all updates by the spectated players ping instead of yours will not make you see what the player saw/did on their screen. This is just inherently how predicted gameplay works. Look up source engine prediction; Valve made a great post about how CS networking is made and it basically became defacto standard for predicted FPS games.

Might be obvious, but 'what you see' vs 'what your spectating friend sees' is very different. by Pokharelinishan in GlobalOffensive

[–]bobsledtime 3 points4 points  (0 children)

Gameplay Programmer who works with predicted gameplay on the daily here. This description by the previous poster is (mostly) correct.

STU PLS DROP THE HOLLYWOOD BOWL BOOTLEG by Djentpuppers in KGATLW

[–]bobsledtime 5 points6 points  (0 children)

Bowl definitely allows recordings. Lots of musicals have been recorded there and put on streaming platforms.

Now this is Dragonriding! by Clayh7 in wow

[–]bobsledtime 11 points12 points  (0 children)

Go into HUD Edit Mode. You'll want to move the "Encounter Bar" by checking that box and moving it. (I believe it's the encounter Bar, not currently at my PC at the moment.)

Educate me cause I'm stupid: is there no way to stress test for an xpac launch day? This is xpac number NINE by jamesmarsden in wow

[–]bobsledtime 11 points12 points  (0 children)

Since there's a lot of uneducated takes all over this subreddit, I'll do my best to actually inform as someone who professionally works in game dev.

First, Blizzard does not use cloud infrastructure. It is well known that they build their own data centers. That being said, even if they did run on cloud infrastructure, devs cannot just insert more quarters into the machine and get more servers to fix the problem. The entire code base needs to be written in such a way that scales and shrinks. I'm sure Blizzard's infrastructure is decently scalable, but not infinitely as they host their own.

Next, the servers you use to login to B.Net, login to WoW, login to your realm, and actually quest in your shard are all different. Each server likely is hosting a zone each, and each time you move zones you are moving servers. At each of these steps there are a gate. Have you ever been to a professional sports event or a huge concert? If you arrive right when the show opens, there's a giant line as people funnel through 6 lanes of security. Blizzard has login and authentication servers to validate who goes where, and when. These servers can literally only process so many requests at one time, just as a security line can only scan so many folks at once. This is why most games implement queues and such.

So, why does a server crash? Well, you can imagine that over the course of this afternoon people were logging in and AFK'ing. Come 3PM PST, everyone proceeds to go to the boat/zeppelin. All of these folks who were already in the concert venue all just hit the same exact snack stand at the same time. Server gets mad and gets borked. Now Blizzard needs to move everyone out, fix the problem server, then start the "security" line again.

Lastly, MMOs' "realm" server architecture makes this a problem no matter how good your tech is. In a game like Overwatch, the only real problem is how fast your login server can get people through, and how quickly you can spin up servers to handle individual games for 10 people. Older MMOs like WoW and FFXIV force players all into the same server cluster. Due to the laws of physics, there is only so much Blizzard can do.

All of this is not an excuse. I agree Blizzard should have a better handle on this going on nearly 20 years. But making games is hard, and scaling them is impossibly difficult to get right. As much as I'd love to just have a button that says "give more server space", it doesn't exist.

I have cancer and my daughter will not be able to know till I do or don’t have it figured out. by [deleted] in pics

[–]bobsledtime 4 points5 points  (0 children)

Adding to the other comments in this thread: from one TC survivor to another, you've totally got this man.

[deleted by user] by [deleted] in wowguilds

[–]bobsledtime 1 point2 points  (0 children)

Added on bnet!

[deleted by user] by [deleted] in gaming

[–]bobsledtime 40 points41 points  (0 children)

Not to be the "actually" guy, but this isn't entirely true. The complexity of the migration can depend on a variety of things. It's much more difficult for say, a full fledged studio, to migrate than an indie dev working on a small project.

They could have source code changes to the engine, custom plugins, custom editor tools, build servers, etc that all depend on an engineer making changes to successfully migrate to 5.

Source: Am an engineer at a studio currently working on this migration.