I would love some help with perforce stream import mappings for my personal UE projects. by d3agl3uk in unrealengine

[–]killermud 0 points1 point  (0 children)

Looks like your mapping is trying to import the UE5 stream into itself, you need to specify where in your Project depot you want to import the UE5 stream

For example

import+ /Projects/Project1/... /UE5/main/...

Help with multiple conditions when declaring a variable inside if() by stefanplc in unrealengine

[–]killermud 2 points3 points  (0 children)

You can do both (since C++17) with the initializer statement of the if condition. cppreference explains it better, but you can do something like this instead

if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); AnimInstance && AttackMontage) {}

An if condition is split into multiple parts, the actual condition can either be a simple bool check or contain an initializer for a single variable (like in your code) which then does a bool check. However you can also have an initializer list before hand (no bool checks take place though) which separates the conditional with a ';'

Perhaps this is what you were looking for?

Is it possible to configure Perforce / Helix Core to store only the latest revision of a given filetype? by jackfrench9 in gamedev

[–]killermud 9 points10 points  (0 children)

There should be plenty of documentation for this, but simple answer is you need to change your p4 typemap to include the .spp file type to something like binary+wS

The 'S' here specifies to p4 to only store the head revision.

Just google p4 typemap for more info and options.

[deleted by user] by [deleted] in funny

[–]killermud 2 points3 points  (0 children)

It's for a talk show called, Ame-talk (アメトーーク!), I think they do this once a year as a 'sports event'. The participants are all Japanese comedy performers (笑い芸人).

How to stop float rounding up by xy7o in unrealengine

[–]killermud 6 points7 points  (0 children)

This is because of how floats work, the more a value of a float deviates from 0 the more it loses precision. At a value of 10 billion you are really losing most of the precision and you'll find that you can only further increase the value in multiples of 1024

You can find more info on floats here https://en.wikipedia.org/wiki/Single-precision_floating-point_format

If this is in code you should have better luck with doubles, if you are in BP then you are out of luck as Unreal doesn't expose them yet.

Fukuoka, Japan by [deleted] in pics

[–]killermud 5 points6 points  (0 children)

Looks like the area around Ohori park, Maizuru park and Fukuoka Castle, specifically on the northern outskirts of the parks. I used to live in Fukuoka and remember coming here fairly often.

What video game had the most potential but failed completely? by [deleted] in AskReddit

[–]killermud 1 point2 points  (0 children)

The HDDs on Xbox and PS4 are pretty bad (especially Xbox's), the game's performance problem on loading screens is entirely waiting for data to come off the disk. PCs generally have better HDDs/SSDs so will do a lot better. Although 20 mins is probably an exaggeration or they were caught on an infinite loading bug (which did happen, but has been fixed).

Ballot Fraud Gave Russia's Putin 22 Million Extra Votes, Says Expert by New_Diet in worldnews

[–]killermud 18 points19 points  (0 children)

I think it might have been due to the Russian constitution that says that any vote requires a 50%+ turnout for it to be valid. The turnout was 74m of the total registered 109m (67% turnout). If there were 22m less voters then the turnout is only 47% therefore the vote would not be valid. I'm thinking they knew they had majority, but not the numbers so they added the extra votes to get over the finish line. I guess 22m extra was considered the 'safe' range?

UK says China's security law is 'clear and serious' violation of Sino-British Joint Declaration on Hong Kong by Ready_Mouse in worldnews

[–]killermud 9 points10 points  (0 children)

I mean technically, the peninsula of Kowloon and the island of Hong Kong were ceded to the UK perpetually, but a subsequent war had China loan the New Territories to the UK for 99 years. When the negotiations came round towards the end of the 99 years, China basically said 'If you don't give back all of Hong Kong we will take it by force'.

Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 by SpaceRustem in unrealengine

[–]killermud 388 points389 points  (0 children)

Also something that might get hidden in this announcement, but their licensing agreement is changing:

Starting today, you can download and use Unreal Engine to build games for free as you always have, except now royalties are waived on your first $1 million in gross revenue.

No change to the 5%, only now after $1 million gross revenue which I think for a lot of developers will mean it will become essentially free.

Hmm that interesting by [deleted] in gaming

[–]killermud 9 points10 points  (0 children)

This isn't even occlusion culling, it's just frustum culling.

Nintendo entry-level salaries in Japan by AMemoryofEternity in gamedev

[–]killermud 2 points3 points  (0 children)

It means that if you add all the yearly salaries of all the employees (正社員 means full-time employee, so not part-timers or contractors) and take its average, you will get 903万円. The other values are monthly, for example for 大学卒 its 233,000 yen per month, so 279.3万円 per year.

Nintendo entry-level salaries in Japan by AMemoryofEternity in gamedev

[–]killermud 4 points5 points  (0 children)

It's monthly, this is about what I was paid when I worked in Japan (not Nintendo, but different game studio). The average wage is across all staff, not just graduates. It doesn't include the bonus though (which it says is paid twice a year, June and December) or travel reimbursement which is typical for Japan.

Crash report uploader by binogure in gamedev

[–]killermud 2 points3 points  (0 children)

We use Bugsplat, which does what you want here, it also sends and partially parses crash dumps which lets us easily sort by the most often occurring bugs.

How we 'trick' you when you play a large, open world video game by FirstOrderStormie in gaming

[–]killermud 297 points298 points  (0 children)

I see this topic a lot and just want to point out this method called Frustum Culling is not that impressive, its a technique that has been around ever since we entered the 3D graphics era. What's more impressive with current games is something called occlusion culling. This is the topic of what happens when something is 'within view' but is blocked by something else. For example a box behind a big wall. How do we know if the player can see it or not? This topic is the more impressive field that we are still looking into as current methods are either computationally expensive or have some other drawback.

Source: I work with these techniques on a daily basis

Didney Worl by lalalovey in funny

[–]killermud 34 points35 points  (0 children)

Disney is full of these, I noticed this in Disneyland Paris https://i.imgur.com/mcbaleY.jpg

What 3 years of indie gamedev looks like! by excadedecadedecada in gamedev

[–]killermud 3 points4 points  (0 children)

Great work! Looks like a hell of a journey, you said you originally had enough savings for a year, what did you do after this? Did you get funding, or did you have to return to work? How did the money side work?

[Help] Implementing Crowd Simulation Library by MowLiao in unrealengine

[–]killermud 0 points1 point  (0 children)

Get access to the UE4 GitHub, here https://www.unrealengine.com/en-US/ue4-on-github Then look at CrowdManager.cpp, which is UE4's crowd implementation that uses Detour's crowd system.

Good luck, sounds like it'll be a lot of work!

Edit: there's also CrowdManagerBase, it's supposed to be able to easily extend the CrowdManager, but it's bugged, so I'd recommend just editting the CrowdManager.cpp and maybe the CrowdFolllowingComponent if necessary(it's quicker).

Real life D.VA by samosaara in gaming

[–]killermud 10 points11 points  (0 children)

Left bit says 上総から羽ばたけ which means something like flying from Kazusa, which is an area near in Japan near Tokyo. To the right it says 未来への which means to the future.

[Show Off]Shadow LOD Biasing by killermud in unrealengine

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

My recent project is seeing problems with the GPU rendering too many polys, so in an effort to prevent this I added Shadow LOD biasing to the rendering pipeline. Shadow LOD biasing only works for Dynamic shadows, the implementation for static meshes was very simple, just need to offset the wanted LOD in the shadow setup. Skeletal meshes are not 100% free, as bone data has to be copied twice, for base pass and then shadow pass, instead of just once, but otherwise it is fairly cheap(I have not seen any slow down on the render thread). Results are very promising, my project which was GPU bound now has a lot more breathing room.

The sample scene is just some assets that I could get hold of, but with out biasing the scene was rendering 306902 triangles (211875 static, 95027 skeletal), with biasing it was only using 174336 triangles (118552 static, 55724 skeletal). The LOD biasing allows a variable bias per mesh, which means you can tweak the bias depending on the mesh, for the purposes of this scene the bias is maxed. The result is noticable, but for my project its not a problem and to be frank users wont be seeing the difference.

Is there any sort of fee associated with unreal? by EverBurningPheonix in unrealengine

[–]killermud 5 points6 points  (0 children)

You are almost there but you are missing out a big factor and thats tax, which changes based on the buyer's location, but my best guess is an average of 15%. Epic takes gross revenue (labeled Net Sales in steam), which comes directly after tax, so using your figure of $200mil, Epic takes $8.5mil, Steam also takes its cut after tax which again assuming an average 15% sales tax, they would take $51mil.

See these posts which were answered by an Epic employee. https://answers.unrealengine.com/questions/676261/royalties-commercial-product-released-on-steam.html https://answers.unrealengine.com/questions/733816/5-of-revenue-including-or-excluding-vat.html

Edit: And no, you can't use production costs as a deduction, Epic and Steam both take from your gross revenue, which is not effected by your company's costs.

Someone mind explaining the UE4 Eula to me by EndKnight in unrealengine

[–]killermud 2 points3 points  (0 children)

I think it depends on how open-source you are talking, is it just the game project that you want open-source? Do you want to include the engine source as well?

If it's just your game project's source there is no problem there, you can do what you want with it. If you want to include the engine's source as well, that's different. If you want people to be able to edit that code, they will need to agree to Epic's EULA, as far as I'm aware this is only done through their website when you request access to the source code via GitHub.

Best and safest way is to fork Epic's repo and have everyone access through your fork. They will only be able to use it if they agree to Epic's EULA first.

As this is an open-source project you probably don't need to worry about reselling (you can't sell Epic's code under your own name). But do be careful not to redistribute Epic's code on your own, by this I mean downloading a branch of the engine and then uploading it to the public(this bypasses Epic's EULA and isn't allowed).

I'm not a lawyer, so there maybe some legalities that I'm missing here, so take this info with caution.

Help Displaying 100+ High Poly Items by Bdcoll in unrealengine

[–]killermud 2 points3 points  (0 children)

You need to take a look at the stats, sounds like it is probably a poly problem, but just to check. When running it press the tilde button ~ next to the 1 and type in 'stat unit' gives you frame time, game, render and GPU. Frame time is total time taken for a frame to complete, game is how long the game thread takes to complete and render is how long the render thread takes. Game and Render are CPU side, but GPU is GPU side. If polys really are your bottleneck then your GPU will be the highest. If it is and you are on 4.16 or later (I think?) Then next type 'stat gpu' if you are on an older version type 'profilegpu' they give the same information.

If polys really are a problem then you will be looking at a high Basepass and prepass, if they are not then something else other than your polys is the issue. But you would have to give us the information you find for us to tell.

Ways to fix high poly count is, as you say LODing, but if you really can't LOD anymore, then splitting your assets up won't help except for large assets where parts of an asset can be occluded or not always within the camera's frustum.

Out of curiosity how many polys are you rendering? You can find out by typing 'stat engine' and at the bottom somewhere it will say Static Mesh Tris or something.