@@StephenSpanner I started watching this video 6 months ago. I wish I discovered your comment sooner. I would have finished watching this video sooner. :/
It is nice to be able to follow along with the little breaks we get. I recently created some online training videos and I found if i cut my thoughts down into small snippets like this guy did - i was able to do an initial edit much easier, i didnt have to re-record so much.
Good topic... but what's with all the 6 second pauses every 20 seconds? At 5:31 there's a 19 second gap with nothing except "let's move on". This is the weirdest video.
So... Anyone got a link to that material that calls emitters 😃 it's perfect for what I need but I wouldn't even know where to start with those parameters and stuff - wish this linked to a tutorial for actually doing it!
Click the three dots next to the 'Share' and 'Save' buttons to reach the 'Open Transcript' option. The video's fully subtitled so it should be accurate. You can C&P it all from there. :) Might not be 100% what you meant, but still useful reference.
Yeah i was looking for a data oriented UI structure to work with inventory mappings etc and came across about 10 tutorials on how to use UMG to basically encapsulate the data structure to a point of what seems complete unecessity and potential bloat? I am wondering, can't you just update the UI on every event instead of polling the entire system for changes? I thought that was how UI would work but now i'm coming across things like slate and UMG and this seems like things that will inevitably cost performance....
@@morderus0033 Use another solution or stick to UMG but wrap as many widgets as possible in invalidation boxes and only invalidate them when they do need to be changed. You can declare dynamic delegates in your GameMode or GameInstance and fire them from your gameplay logic, then hook up your UMG Blueprints to them.
@@RobotronSage The problem is not polling vs events, since those events are fired from another subsystem that is polling for them anyways. The problem is UMG, which, for some reason, doesn't cache widgets' geometry (it refreshes them every frame instead). It CAN cache their geometry, but it DOESN'T by design. And it's not clear in the documentation, just like everything else in Unreal.
1,5 Speed recommended for this video. :) Nice talk, tho!
Turned it on half way through the video, totally agree!
@@StephenSpanner I started watching this video 6 months ago. I wish I discovered your comment sooner. I would have finished watching this video sooner. :/
It is nice to be able to follow along with the little breaks we get. I recently created some online training videos and I found if i cut my thoughts down into small snippets like this guy did - i was able to do an initial edit much easier, i didnt have to re-record so much.
thanxx
Good topic... but what's with all the 6 second pauses every 20 seconds? At 5:31 there's a 19 second gap with nothing except "let's move on". This is the weirdest video.
So funny never laughed this hard
Please rerender as fullscreen and trim all the pauses.
But you had to completly recode a particle system from scratch for the UI ?
So... Anyone got a link to that material that calls emitters 😃 it's perfect for what I need but I wouldn't even know where to start with those parameters and stuff - wish this linked to a tutorial for actually doing it!
Thank you for the awesome video. You rock! P.S. I'm happy for Denis
Thanks. Will there be text version?
Click the three dots next to the 'Share' and 'Save' buttons to reach the 'Open Transcript' option.
The video's fully subtitled so it should be accurate. You can C&P it all from there. :) Might not be 100% what you meant, but still useful reference.
@@HoursHand hmm, I didn't know about that feature. Thanks )
@@HoursHand wow good to know. :)
This man stretched a 10 minute video to almost 25 by just talking slow and pausing for long stretches for no reason
"Why is UI so expensive?" Because UMG is garbage and if you find yourself trying to optimize it, it's probably too late.
So, what should I do?
Yeah i was looking for a data oriented UI structure to work with inventory mappings etc and came across about 10 tutorials on how to use UMG to basically encapsulate the data structure to a point of what seems complete unecessity and potential bloat?
I am wondering, can't you just update the UI on every event instead of polling the entire system for changes?
I thought that was how UI would work but now i'm coming across things like slate and UMG and this seems like things that will inevitably cost performance....
@@morderus0033 Use another solution or stick to UMG but wrap as many widgets as possible in invalidation boxes and only invalidate them when they do need to be changed. You can declare dynamic delegates in your GameMode or GameInstance and fire them from your gameplay logic, then hook up your UMG Blueprints to them.
@@RobotronSage The problem is not polling vs events, since those events are fired from another subsystem that is polling for them anyways. The problem is UMG, which, for some reason, doesn't cache widgets' geometry (it refreshes them every frame instead). It CAN cache their geometry, but it DOESN'T by design. And it's not clear in the documentation, just like everything else in Unreal.
@@meinukey use global invalidation
Come on now, Epic Games, the UE5 UI is great, now get some programmers to do something like Coherent UI/Panorama.
yes please ....................
Just do it yourself?!
@@swrcPATCH why don't you show us how ㄟ( ▔, ▔ )ㄏ
@@swrcPATCH Quiet, kid
@@elieeieiee nah
I wonder whom the dude in the black and white pic is VERY afraid of? haha
8ms!? LOL