Francesco Sapio

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Francesco Sapio

Francesco Sapio

@fsapi0

Leader of the Unreal Engine Meetup in Rome @UEMeetupRome, #GameDesigner 🎮 #Author 📚 #Programmer 👨‍💻 #SoftwareEngineer 💻#AI expert

Rome 参加日 Aralık 2017
239 フォロー中179 フォロワー
固定されたツイート
Francesco Sapio
Francesco Sapio@fsapi0·
I am finally at #ddc2024 and if some of you is interested, I will be giving a talk about "Lessons learnt developing VR games" at 17.30.
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Francesco Sapio
Francesco Sapio@fsapi0·
@OutoftheboxP Can’t you have a second module editor only that catches startPIE and call the code from Runtime module?
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Alex 🦅
Alex 🦅@OutoftheboxP·
In my case, I want to bind to some reliable delegates for initialization, namely: - OnPostEngineInit for packaged games - StartPIE for Play-in-editor So I can run a few things before the first GameInstance/WorldBeginPlay but FEditorDelegates::StartPIE is editor-only and FCoreDelegates::OnPostEngineInit get's fired during editor boot only
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Alex 🦅
Alex 🦅@OutoftheboxP·
I hate to do this, but sometimes it's unavoidable. Editor modules can be referenced from runtime modules but they need to be excluded via Target.bBuildEditor
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Francesco Sapio
Francesco Sapio@fsapi0·
@OutoftheboxP Side, like others said. But in this context, I wouldn't use profile pics, they just reduce space without giving me any useful information!
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Alex 🦅
Alex 🦅@OutoftheboxP·
Please help me decide. Side or front profile pics?
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Francesco Sapio
Francesco Sapio@fsapi0·
@OutoftheboxP I assume it succeeded, as I use in cases where in C++ it would be a check (), because if it fails, something went very very wrong.
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Alex 🦅
Alex 🦅@OutoftheboxP·
@fsapi0 interesting - and in your case, you proceed assuming the cast succeeds? or you still check the validity of the result?
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Alex 🦅
Alex 🦅@OutoftheboxP·
Why does this exist?
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Francesco Sapio
Francesco Sapio@fsapi0·
@ayoROJO @ViktorChlumsky Yes of course, but upgrading the project from 5.4 is still a huge step forward for us. And on 5.4 we still use the old blur. I hope that @ViktorChlumsky or someone else can make the filter compatible with VR.
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ROJO
ROJO@ayoROJO·
@fsapi0 @ViktorChlumsky Awesome to hear! This just reverts the blur back to the "more expensive" function from 5.6.
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ROJO
ROJO@ayoROJO·
Hey @ViktorChlumsky, Kawase Dual filter is currently crashing me. Setting `UI.SlatePostBlurUseDualKawaseFilter=0` fixes the crash, but then UI Background Blur doesn't work. Here's the specific error that's logged when it goes to PSO Precache. ``` LogD3D12RHI: Error: [D3DDebug] ID3D12Device::CreateGraphicsPipelineState: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. Semantic 'SV_Position' is defined for mismatched hardware registers between the output stage and input stage. ``` My setup is pretty much the same as Lyra, but with Forward Shading enabled, DX12, and Substrate enabled. Oh, and VR stuff like Instanced Stereo and those other options. That's probably the most important setting that might not have been tested yet.
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Francesco Sapio
Francesco Sapio@fsapi0·
@ayoROJO @ViktorChlumsky Hi, thanks for the mention. This solved the crash for me. Interestingly, using "UI.SlatePostBlurUseDualKawaseFilter=0" seems to have no side effects on my end, the blur works as expected on all the widgets. I hope you will find soon a solution, and thank you again!
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Francesco Sapio
Francesco Sapio@fsapi0·
@mrpyo1 I am a game developer, so gaming is literally my life. Still, I feel bad sometimes when I play videogames, as I think I could be spending the time elsewhere. Weird feeling.. I should try to play more games in my life xD
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Pyo 5️⃣
Pyo 5️⃣@mrpyo1·
You should NEVER feel bad for gaming and having it as a hobby. If you pay your bills, take care of yourself and your family YOU decide what your hobby is Don't ever let anyone make you feel bad or playing video games and enjoying your hobby
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Francesco Sapio がリツイート
BeXide(ビサイド) 公式
いよいよ折り返し❗️ #TGS2025 3日目スタートです ✊ 一般公開日となる本日からは、ビサイド公式Xをフォロー&対象の投稿をリポストしていただいた方に、お好きな柄の「オリジナル缶バッジ」1つをプレゼント 🎁 そのほか、ブースを訪れていただいた方や展示作品 『フルーツマウンテン パーティ』 『ホロライブごろごろマウンテンDX』 『ホロライブお宝マウンテン』 『ぐちおくん 出世マウンテン』 『狐のかえり道(モバイル版)』 を試遊いただいた方を対象に素敵なノベルティをご用意しています ✨ 📍 国際展示場 展示ホール 7(小間番号:07-N07)にて、みなさまのお越しをお待ちしております 😀
BeXide(ビサイド) 公式 tweet mediaBeXide(ビサイド) 公式 tweet mediaBeXide(ビサイド) 公式 tweet mediaBeXide(ビサイド) 公式 tweet media
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Francesco Sapio
Francesco Sapio@fsapi0·
@flassari @AaronWStump Not always possible. One time a plugin was spawning an object (which I needed a ref) after some time, and there were no delegates or events. We evaluated changing the plugin, but it was so contorted and hard to modify, we did use this horrible thing (it was a minor project)!
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Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
@AaronWStump I would recommend instead to use events to be more explicit on the game's order of initialization for things 😅
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Francesco Sapio
Francesco Sapio@fsapi0·
@t_looman Sometimes players assume that more Gb means more content, as opposed to lots of dev time spent on optimization! I wonder from a marketing perspective what's better.
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Tom Looman
Tom Looman@t_looman·
Nice to see Mafia: The Old Country requiring only 40GB on PS5. I'm terminally out of space so this helps.
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Francesco Sapio
Francesco Sapio@fsapi0·
@TimSweeneyEpic @nishantsheth Assuming that time and our perception of it is the same. The universe could run on an extremely slow machine (but with lots of RAM I guess), and compute a discrete amount of our perception time (assuming time is discreet) every once in a while...
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
@nishantsheth The computing power needed to simulate the observable universe is around 10^100 floating point operations per second.
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
Artificial superintelligence requires a combination of computing performance and algorithms that exceeds what we have now. It might be that it requires so much more of both that it’s very far away. And it might be that we have sufficient algorithms, but need so much more compute that it’s far away. And it might be that we have enough compute, but require such algorithmic advancement that it’s far away. It is also possible that we have sufficient compute and are just a few readily-accessible steps away from the needed algorithms such that it will arrive shortly and incrementally. Once it’s here, it will no longer develop incrementally, as it will be able to improve itself and perhaps even the materials science underlying its manufacturing processes at an exponential rate. That will be a very interesting time for humanity.
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Francesco Sapio
Francesco Sapio@fsapi0·
@OutoftheboxP I am, it is the first thing I do in every project, and we have it filled in the project template we use at our company.
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Alex 🦅
Alex 🦅@OutoftheboxP·
Why are you not filling out your copyright notice in the Description page of Project Settings?
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Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
One of my friends has encountered a big issue with GPU Lightmass in Unreal Engine. If you have some time, please vote here for this bug to be resolved. It should only take you one minute. If you use lightmaps, let Epic know that you love them. issues.unrealengine.com/issue/UE-291212
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Francesco Sapio
Francesco Sapio@fsapi0·
@TimSweeneyEpic Regardless of how it is handled in code, wouldn't it be better to have settings in the UI to show the coordinate system the user prefers? For interoperability I understand aligning the code to whatever feels right, but let users decide how they want to work?
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
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Inu Games@games_inu

They changed the orientation of axis in ortho view in #UE5.6. Is the LUF coming here too?

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Francesco Sapio
Francesco Sapio@fsapi0·
@anicic_filip @t_looman Indeed, but it should be implemented by default in the engine instead of being a paid plugin :( Still the team behind it was amazing!
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Filip Aničić
Filip Aničić@anicic_filip·
@t_looman Noticed it last night as well, when I was binging the livestreams. One of the best talks was "Converting Blueprints the right way" (on livestream 1, talk 3). It should have been done by Epic, but Codemongous did a promising implementation
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Tom Looman
Tom Looman@t_looman·
UnrealFest Stream 3, Day 1 is blocked...
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