Been a looong time since I've seen one of these threads.
Posts by AlexM
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didnt dark souls 2 come out last year? I remember getting it in november. One of the few games I ever preordered
In regards to sheer amount of playtime, hearthstone would be one of my GOTYs
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Yeah I bought a couple laptops with that nvidia card that switches to intel when it's on battery. I've had some pretty bad performance overall. It's ok but not great.
Also I've had issues with some games not switching to the nvidia gpu when I launch them and they run terrible. In most cases I can get it to use the right gpu with some fiddling but sometimes not. For instance, all sega games I own just won't work with that gpu

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I bought a monster computer. Picked the parts myself but paid to have it assembled.
Cant wait to see how stuff looks on this thing. Also how fast unreal engine loads.
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you sure they werent talking about blueprint classes? I'd be surprised if they talked about it there.
if they did, bad organization because they make no mention of it in the actual programming videos

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Really? They certainly didn't mention it in the programming yt video :X
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Quote from SuperDuperYeah
Hey Alex ! Glad you could fix that thingy. Here's how I would've done it:
Well... okay if I'm trying to call a function on another actor and I have a reference to it in another BP I would cast that actor to its specific blueprint class and then in the contextual menu (when you drag out the pin "as something_C") look for the function you want to call on that actor and execute it.
Yeah I noticed that too. I was also a little confused at first because when I was adding members I was actually adding them from the class section rather than the actor reference (purple rather than light blue) and was wondering why they would cast

It's too bad you can't do that in c++ on a blueprint authored class but it's also understandable.
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Were you talking to me or super?
I've figured it out. It looks like the short story is that you shouldn't try to do everything in blueprints. You have more freedom if you make the base class in c++ first. If you are only working on the project by yourself then blueprints might be fine then.
Other than that there's always interfaces. That seems to be the magical glue that allows C++ to deal with something implemented purely in blueprints. Assuming you define the interface in C++.
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I think your buddy probably knows more than I do. I ran into my first big wall with u4. Maybe you can help me out. Why is it when I set a function as public in a blueprint am I still not able to call it if that blueprint is a variable in another blueprint? That's essentially a private function.
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A little bit. What's the issue though? Is setting the stuff you want to work online to replicatable not happening?
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Yup it looks that way. It seems like it's good to get the heavy work done on a base blueprint object in c++ then allow designers to extend it via blueprints.
It gels quite well.
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Well I've started learning the unreal engine.
First impression is : Wow!
It's pretty amazing how much you can seem to do with blueprints. I'm having a bit of a challenge deciding what I should do in code and what I should do with blueprints.
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Candian thanksgiving
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breakfast of blueberry pancackes, bacon, hashbrowns and eggs
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stupid question : what is the deadline?
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Hearthstone is similar to league of legends in that I feel bad after playing it. Also I spent 60$ so far on it. They really managed to work me on this game :X
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It seems like those 3dbuzz or gnomon type video courses. The texture one does look really intriguing as does the unity one but I'm worried you have to have a internet connection to view them and I can't put them on my tablet to watch later.
I haven't had a lot of luck with video courses because I lose focus at the start because they tend to go too slow then sometime during my lack of attention they go past my current comprehension level and I start scrubbing like hell.
I think a ton of annotations and video section bookmarks would help.
Either way I'm still considering it...
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bitbucket is unlimited and free for 5 people. Probably gets expensive after that.
If I buy a new computer in the near future I might be able to setup my existing one as a perforce server. If we don't use it excessively it should be fine.
I'm spending the next couple weeks determining how perforce would integrate with U4 either way so I'll know then a lot better if it's a good solution.
As for the source engine, the great thing about the source engine is it plays great with pretty much any source control. It's like the opposite of Unity (which is a nightmare for this kind of stuff)
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1$ for 10Mb seems really expensive
We used SVN for content on Firearms source. It worked but it helped that we had sponsors to pay for our server because we probably used a terabyte of space
