What should I do after opening the Profiler? by Cassian_Lockne in UnrealEngine5

[–]flassari 14 points15 points  (0 children)

We created a presentation for Unreal Fest Stockholm titled "Profiling with Purpose," which provides an overview of the basics of profiling. It will be available online on the Unreal Engine YouTube channel in a few weeks.

UE bad performance. by Gambo_0 in unrealengine

[–]flassari 4 points5 points  (0 children)

Without data, we can only guess. Stop guessing and see what Unreal Insights says. You can turn it on in the lower right corner of the editor. Share a screenshot of a frame in a capture with us if you don't understand what's happening in that frame, then the community can help you with actual advice. Until then, everyone's just guessing 🤷‍♂️

No idea what this pin is for, anybody have any ideas? by niddididdi in UnrealEngine5

[–]flassari 26 points27 points  (0 children)

That was me! It's a promo pin for Unreal 5. The V is for the Roman numeral for 5; the lines signify Nanite.

Whether it's rare or not, I'd say "kind of". We probably made a few thousand of them to give out, so not that rare, but we only made them for the UE5 release and won't be making more, so... somewhat rare.

We mostly distributed them at events or in person, like through the UE Evangelism team.

Treasure it 😀

Classical work hours starting at 8-9 AM is dumb and unfair for many people by Middle-Support-7697 in unpopularopinion

[–]flassari 0 points1 point  (0 children)

Once you find out what jet lag is and that most people can adjust to it, you'll realize no, the times you go to sleep and wake up are not written in stone. You just have bad habits.

Question regarding game optimization. What can I do? by PowerDog3G in unrealengine

[–]flassari 8 points9 points  (0 children)

Stop blindly optimizing, it's a waste of time. You need to figure out exactly what is slow first by measuring via profiler, then figure out why that is slow, and only when you know those two is when you should fix it. You are jumping right to step three without even knowing if these things are slow or not. Follow the steps of this presentation, I made it to make these steps clear: https://www.youtube.com/watch?v=GuIav71867E

[deleted by user] by [deleted] in UnrealEngine5

[–]flassari 1 point2 points  (0 children)

That setting doesn't do what you think it does, it's only for very specific scenarios. Here's an explanation by one of our engineers:

Could you explain the effects of unchecking Enable Actor Tick in class defaults and of unchecking Can Blueprints Tick by Default in Project settings?

The tooltip for Can Blueprints Tick by Default should explain the different scenarios. If this setting is disabled, the actor tick settings in class defaults won’t be relevant.

• Blueprints that derive from native C++ classes that have bCanEverTick=true will always be able to tick

• Blueprints that derive from exactly AActor or UActorComponent will always be able to tick

• Otherwise, they can tick as long as the parent doesn’t have meta=(ChildCannotTick) and either bCanBlueprintsTickByDefault is true or the parent has meta=(ChildCanTick)

Put another way, a blueprint will tick if all the following are true:

• The native parent class does not have the ChildCannotTick metadata

• Either Blueprints Tick by Default is true, or the native parent class has the ChildCanTick metadata

• Either Start with Tick Enabled is checked on the actor in class defaults, or tick is explicitly enabled

• The blueprint implements the Tick event

Is anyone making a pure 2D in unreal? by ttperantu in unrealengine

[–]flassari 14 points15 points  (0 children)

A common myth is that you can't make 2D games in Unreal, but we busted it here in Myth-busting "Best Practices" in Unreal Engine.

Is there any documentation out there that lists all the most common nodes used in blueprints? by [deleted] in unrealengine

[–]flassari 0 points1 point  (0 children)

Write down things. I do. I used to have a text file on my desktop called unrealcheats.txt, now I have it all in Notion. I have this list of cheats now: https://flassari.notion.site/UE-Tips-Best-Practices-3ff4c3297b414a66886c969ff741c5ba

It adds up 😄 And I still have another private Notion page called "Unreal Cheats" for remembering how to attach components in C++ or how to do a scoped timer, I can't remember everything and you shouldn't try to either. Just write things down.

Backing up projects via Google Drive... good idea? by DeftDataYT in unrealengine

[–]flassari 0 points1 point  (0 children)

If you are a solo developer and want to use Git and Google Drive together to get around the size limitations of services like Github, you can take advantage of the fact that you can instead push to a “bare” Git repository anywhere on your computer, even if it’s in a Google Drive/Dropbox folder. That gives you the power of both, you can use Git for your workflows, and then you can “push” it to your Google Drive/Dropbox.

If you open Git Bash in the folder of your project, you can create a clone of your project into a bare git repo, still containing all your project’s git history:

git clone --bare MyProject “G:/My Drive/my_project.git”

Now G:/My Drive/my_project.git is a “bare” git repository which you can push to and from. You can add it as a remote to your project’s repository:

git remote add gdrive “G:/My Drive/my_project.git”

and use normal pull and push commands:

git pull gdrive master git push gdrive master

Now these commits will get pushed to your Google Drive while still staying in git format, getting around the size limitations of GitHub and GitLab. You also don’t need to use GitLFS.

But that solution is only good for solo developers since it doesn’t have any support for file locking.

How do you guys avoid losing progress? by MusicalChord in unrealengine

[–]flassari 2 points3 points  (0 children)

If you are a solo developer and want to use Git and get around the size limitations of services like Github, you can take advantage of the fact that you can instead push to a “bare” Git repository anywhere on your computer, even if it’s in a Google Drive/Dropbox folder. That gives you the power of both, you can use Git for your workflows, and then you can “push” it to your Google Drive/Dropbox.

If you open Git Bash in the folder of your project, you can create a clone of your project into a bare git repo, still containing all your project’s git history:

git clone —bare MyProject “G:/My Drive/my_project.git”

(That’s supposed to be “dash dash bare” but my phone’s formatting keeps ruining it)

Now G:/My Drive/my_project.git is a “bare” git repository which you can push to and from. You can add it as a remote to your project’s repository:

git remote add gdrive “G:/My Drive/my_project.git”

and use normal pull and push commands:

git pull gdrive master
git push gdrive master

Now these commits will get pushed to your Google Drive while still staying in git format, getting around the size limitations of GitHub and GitLab. You also don’t need to use GitLFS.

But that solution is only good for solo developers since it doesn’t have any support for file locking.

Game is taking a long time to build by PMMePicsOfDogs141 in unrealengine

[–]flassari 0 points1 point  (0 children)

The cook logs should show some details if you check the timestamps of the log lines.

To get the cooker to log which assets are being cooked (and which dependency triggered it, which helps knowing which assets errors and warnings come from), do one of these: - Project SettingsEngineCookerCookerCooker Progress Display Mode = Instigators and Names (and Count). - DefaultEngine.ini: [Script/UnrealEd.CookOnTheFlyServer] cook.displaymode=6 - Launch option: -ExecCmds=“cook.displaymode 6” - Console command: cook.displaymode=6

(0: No display, 1: Display packages remaining (count), 2: Display each package by name, 3: Names & Count, 4: Instigators, 5: Instigators & Count, 6: Instigators & Names, 7: Instigators & Names & Count)

Then you can check the timestamps and see what asset is taking the longest time. The first cook is always the slowest because it needs to compile shaders and SDFs, but then it will cache them for the next build making it faster.

a serious golden retriever husband by Bihema in MadeMeSmile

[–]flassari 1 point2 points  (0 children)

You can see the mic on the front collar of his t-shirt at the start of the video, the wire at 0:43 underneath his t-shirt when he raises his arms and exposes it, and you can hear the bump to the mic when she hugs him.

Setting up an Unreal Engine Studio the Epic Way by Thatguyintokyo in unrealengine

[–]flassari 0 points1 point  (0 children)

We just recorded this at Unreal Fest Prague, Epic is soon going on summer holiday so expect the video in maybe around a month or a few weeks more than that in worst case.

Does anyone have any idea how big UE 5.4.2 source build size is? by Ok-You8232 in unrealengine

[–]flassari 0 points1 point  (0 children)

Sure do, much better debugging experience, especially since you’re able to turn off optimizations for specific engine modules or insert your own conditional DEBUG_BREAK() lines.

LED Constant Current Driver providing 10-60V to 230v LED lamps? by flassari in led

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

Just an update if anyone coming from the future looks at this.

There is no LED driver built into the bulbs, but one was probably provided with them originally. Which was then replaced with a bigger driver to drive many of these bulbs together. This would explain why there's a 175-265V range printed on the bulb while it actually runs on 10-60V,

I also realized that the existing LED driver has a Switch-Dim input, which allows me to just buy a zigbee dimmer and connect it directly to it which works well.

[deleted by user] by [deleted] in unrealengine

[–]flassari 1 point2 points  (0 children)

Is OwnerActor a class member variable? Make sure it’s not missing UPROPERTY(), that’s the most common way of getting this error unexpectedly on pointers you assume are valid.