Very good video to introduce ppl to hard/soft references! Great job! Getting rid of hard references is actually a must practice for commercial projects. One thing I'd like to point out, Async tasks are not actually slow, the problem with them, or rather a thing to take into consideration, is that the resource loading starts when the task is called, which may take a number of frames instead of immediate result. And the clock icon means exactly, that it's an Async action, so it cannot be called from inside the blueprint functions, but only from the event graph.
No. The clock doesn't specifically mean it's an async operation. Clocks exists on delays and many other nodes. Are you saying a delay node is an async operation? Of course you are, you just said the clock means it's async. No. It just means its a timed execution. Go read some more Unreal docs if you know how to read.
Thank you for showing this! But what I don't understand is why Async load is slow? By async to my understanding it does the operation on a different thread than the main thread correct? So it might take time but it won't affect FPS, no? Thank you again.
I think it depends. It can be slow because you are doing multiple things at the same time, so it costs more processing, so can cause trobble to you if your game is not optimized. I think it is irrelevant if you are using this in a chill moment for processing things like in a single player combat with low number of enemies and low cost of AI processing, maybe can be more faster casting in async mode because is things at the same time and is not waiting a sequence of process. But its another thing if you are in a mmorpg for exemple, with massive things happening at the same time.
Correct me if I am wrong, with soft references you are saving RAM space using CPU processing spawning and destroying the actor, using the RAM just when the actor is spawned and in use, right? So, this is usefull for actor that need to exist just in "rare" moments, like a granade that you have a limited uses and don't use with frequence, that's right?
You need to toggle the "Size to Display" option in the Size Map from *Disk* to *CPU/Memory*. The data you're displaying in this video is an inaccurate reference for Memory Usage.
@@UnrealDystopiasince the commenter didn't tell you why because they probably don't know exactly why they just know it works I'm going to tell you why they said what they said. Disk is just going to show you how large your project is on disc. How much space on disk is being used by your project assets, which can be compressed. CPU memory is showing you the memory that's actually loaded in your project. Uncompressed. Run time. This is why you use the CPU memory for the situation that you're displaying.
Very good video to introduce ppl to hard/soft references! Great job! Getting rid of hard references is actually a must practice for commercial projects.
One thing I'd like to point out, Async tasks are not actually slow, the problem with them, or rather a thing to take into consideration, is that the resource loading starts when the task is called, which may take a number of frames instead of immediate result. And the clock icon means exactly, that it's an Async action, so it cannot be called from inside the blueprint functions, but only from the event graph.
Thank you my friend
No. The clock doesn't specifically mean it's an async operation. Clocks exists on delays and many other nodes. Are you saying a delay node is an async operation? Of course you are, you just said the clock means it's async. No. It just means its a timed execution. Go read some more Unreal docs if you know how to read.
@@KB-kp2oz
Thanks for elaboration but kindly chill sir he didnt mean it
Wow... Really fantastic.. especially for a beginner like me
😁
Thank you for showing this!
But what I don't understand is why Async load is slow? By async to my understanding it does the operation on a different thread than the main thread correct? So it might take time but it won't affect FPS, no?
Thank you again.
I won't be able to answer correctly to this question sorry 😔
I think it depends. It can be slow because you are doing multiple things at the same time, so it costs more processing, so can cause trobble to you if your game is not optimized. I think it is irrelevant if you are using this in a chill moment for processing things like in a single player combat with low number of enemies and low cost of AI processing, maybe can be more faster casting in async mode because is things at the same time and is not waiting a sequence of process. But its another thing if you are in a mmorpg for exemple, with massive things happening at the same time.
This is a very good video :-) Thanks for all the information!
You are welcome 😁
Correct me if I am wrong, with soft references you are saving RAM space using CPU processing spawning and destroying the actor, using the RAM just when the actor is spawned and in use, right?
So, this is usefull for actor that need to exist just in "rare" moments, like a granade that you have a limited uses and don't use with frequence, that's right?
You are 💯 right 👍
You need to toggle the "Size to Display" option in the Size Map from *Disk* to *CPU/Memory*.
The data you're displaying in this video is an inaccurate reference for Memory Usage.
Thanks for you contribution
@@UnrealDystopiasince the commenter didn't tell you why because they probably don't know exactly why they just know it works I'm going to tell you why they said what they said. Disk is just going to show you how large your project is on disc. How much space on disk is being used by your project assets, which can be compressed. CPU memory is showing you the memory that's actually loaded in your project. Uncompressed. Run time.
This is why you use the CPU memory for the situation that you're displaying.
Casting is an unhealthy practice, use interfaces instead..
True
bro what version ue is this?
unreal engine 4 but works fin on unreal engine 5