Тёмный

UE5 C++ ThreadSafe MotionMatching | Part 1 | Project Setup 

Pranjal Bhattacharjee
Подписаться 697
Просмотров 1,1 тыс.
50% 1

In this video I will setup our public dependency modules, and our AnimInstance Proxy so that we can access the necessary data from inside our thread safe functions. I will also setup our player character in this video
Download The complete project from:
www.patreon.co...

Опубликовано:

 

14 окт 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 28   
@hesamsadat4288
@hesamsadat4288 2 месяца назад
You are a Life-Savor thanks man. waiting for more specially Performative Replicated GASP
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
@@hesamsadat4288 The plan is to first recreate (mostly) the sample project and then I can look into replication. I also want to do the layering system devops is doing.
@emreesen873
@emreesen873 7 дней назад
Despite the fact that my character's Move function is being called, the character is not moving. I have followed all the steps you provided, with the only difference being that I wrote the Enhanced Input part in C++ instead of in Blueprint. The Look action works, the Jump action works, but the Move action is not working. I added logs, and everything appears normal in the logs.
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 7 дней назад
@@emreesen873 There might be some error in enhanced input logic.....test if it's working in blueprints.....if it does then you would know the error is in enhanced input
@최동길-v2f
@최동길-v2f 9 дней назад
Just curious, why did you use FLatentActionInfo at ACharacterBase::Landed? Wasn't Timer enough?
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 9 дней назад
@@최동길-v2f latent actions are async but timers are not.....and I wanted to keep the logic as close to the blueprint version as possible
@최동길-v2f
@최동길-v2f 9 дней назад
@@pranjalbhattacharjee5601 I used Timer... Will there be a problem?
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 9 дней назад
@@최동길-v2f It's probably fine but use the profiler to see if it's causing any issues
@RukasuDev
@RukasuDev 2 месяца назад
in 11:39 doesnt show nothing for me in the left, Variables are empty
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
@@RukasuDev Click on the gear icon and enable the show inherited veritable check box
@gstreetgames2530
@gstreetgames2530 2 месяца назад
Have you considered using ALS-Refactored as the C++ base instead of making the character core from scratch? This way it would have replication from the start and a lot of the threadsafe work is also already done, IIRC. Using a custom from-scratch anim BP on their base is also possible. I'm just curious if it was even on your radar prior to deciding on this path?
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
@@gstreetgames2530 I like using my own stuff atleast when it comes to code.....that way I know the ins and outs of the system and don't have to spend time learning the system.....I don't like how als uses the tick function on the player so even if I used that project I would have to go in and modify the player class anyway and replication isn't a priority right now but I might add replication later
@gstreetgames2530
@gstreetgames2530 2 месяца назад
@@pranjalbhattacharjee5601 ah, shame. Good open source projects always need creative help, but nobody working on animation these days seems to like replication. Truth be told, I don't blame any of ya. It's an added difficulty layer that is rarely appreciated by the end users anyway. I think you may have what I asked about confused with classic ALS though, that abuses tick way too much for sure.
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
@@gstreetgames2530 Replicating traversal would be the difficult part for this project
@shannenmr
@shannenmr 2 месяца назад
Nice I was just going through this myself as I finally had a minute and someone on reddit posted their C++ conversion project of the base character / classes but none of the multithread AnimBP improvements
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
In this series I will rewrite a thread safe version of the entire anim bp from game animation sample. Hope people find it useful
@shannenmr
@shannenmr 2 месяца назад
@@pranjalbhattacharjee5601 Yeah I had only got through moving everything to use Property Access enabling thread-safe on the functions I could along with moving the main 3 functions into the BP Threadsafe function and I was able to quickly reduce AnimGameThread to 85 micro seconds down from like 200+ with another easy 25+ gain potential after I changed the logic which needs to read a curve or check if a slot is in use which appears to not be threadsafe / run on foreground thread.
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
Were you able to make all three functions thread safe ??......I thought the selected pose search data base variable in blueprints was a non thread safe variable and so you shouldn't have been able to get the current database tags 😕
@shannenmr
@shannenmr 2 месяца назад
@@pranjalbhattacharjee5601 Hmm what happened to my other comment, anyways I didn't have any issues using Property Access to read Current Selected Database.Tags but I did need to bypass "Handle Trajectory World Collision" for now because its not marked as BP Threadsafe no.
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
@@shannenmr Ok 🤔
@ri96379
@ri96379 2 месяца назад
Waiting for the next part 😊
@skeefab5590
@skeefab5590 2 месяца назад
little info , when player jump , please the camera don't follow the movement , its make headache
@todddurholt2666
@todddurholt2666 2 месяца назад
hopefully not a dumb question but what is the variable type in the CharacterBase_Bp> blueprint variables in the Animation category for the gait settings i know its a type of array? pls help
@pranjalbhattacharjee5601
@pranjalbhattacharjee5601 2 месяца назад
@@todddurholt2666 It's a TMap. It uses the EGaits enum as the key and the FGaitSettings as the value
@todddurholt2666
@todddurholt2666 2 месяца назад
so yes I got the TMap but where is the FGaitSettings for the value? just found it thank you so much
@the_extraordinary_journe
@the_extraordinary_journe 2 месяца назад
bro hindi me c++ for unreal ka course la do yar
Далее
The Easiest Way To Learn Unreal Engine 5 C++
16:11
Просмотров 19 тыс.
Gaea to Unreal Engine Landscape Template
45:58
Просмотров 33 тыс.