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Alex 🦅
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Alex 🦅
@OutoftheboxP
I showcase hidden Unreal Engine gems and share terrible game dev advice. Currently working on analytics for Unreal Engine projects Demo: https://t.co/dWbQYvmrR2
🗺️ Katılım Ağustos 2019
468 Takip Edilen4.4K Takipçiler

⚠️ Gasmask visuals, animations & sounds are WIP/Placeholders
🎨 The gasmask HUD is also a placeholder — but trust me, it's going to be something special. I genuinely believe it'll be one of the most beautiful in the industry.
☢️ Realistic radiation system — exposure leads to stamina loss, then HP drain, potentially lethal
🎭 Gasmask filters are consumable with varying protection levels
🔇 Wearing your gasmask muffles surrounding sounds & increases stamina drain
📟 PDA tracks radiation levels & sends alerts — some are audible to nearby enemies
💊 Special meds available to clear accumulated radiation
🗺️ Some radiation zones are fixed, others spawn randomly across the map
🫁 Breathing SFX (placeholder) reacts to your heart rate & condition
🔔 We also reworked the PDA UI & made the alert system less intrusive
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If you manage a #UnrealEngine Horde server deployment then I have wonderful news for you: Work is going into improving storage garbage collection. That includes improving the systems as well as surfacing information for admins better.
github.com/EpicGames/Unre…

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There are things you can only control by passing args to the editor instance (which is quiet inconvenient to do manually because you need to find the UnrealEditor.exe, open terminal, write the args).
For example:
- tracetailmb (which modifies the in-memory cache the editor keeps for Insights)
- abslog (to modify the log file location)
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@OutoftheboxP TIL: You can do anything to unreal as the entire engine is 100% accessible through source
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Nothing concrete yet to share experiences.
If it's just enabling it, I don't think it's a big deal performance-wise, but if you are actively tracing it depends on channels.
Profiling the CPU, that's mininal overhead.
Profiling memory, not minimal at all.
Happy to share when I get some bigger project use cases, but from I've seen it's: "make the game run good enough on Test configuration with profiler on and expect the Shipping build to be just as stable with better performance".
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@OutoftheboxP Thanks for explaining. Your plan looks good :) Though I'm still a bit worried about enabling instrumentation in Shipping builds. Did you profile the impact of this change?
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Proof of concept done
Collect traces from players in the background to catch performance issues early.
All visible in a centralized dashboard and available for download to investigate further.
Next step: figuring out what other data/columns would be useful to display when overviewing traces.

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Thank you, thank you.
For context before answering, I am using the built-in Unreal Insights functionality. What I am bringing on top is:
a. Collecting the traces from users in the background (eliminating the user: “performance is bad”, dev: “pls run with -trace and send the result”, user: *here is trace* feedback loop).
b. Minimising the trace size so the file only contains some context before the problem happened and not the whole session.
c. (in the future) Connect it with the analytics so you can do things like: “get me traces from this map area from users running with these specs”
On your points:
1. It does impact performance. It’s the same overhead as running with -trace (and you can configure the same parameters like tail size & channels)
2. Shipping by default is not traceable. Test configuration is recommended for performance monitoring but you can enable/disable it for any configuration you want.
3. That’s more on project side to implement. The plugin and platform will expose the functionality for devs to enable/disable tracking based on your custom logic (privacy policy, player consent, personal preference).
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@OutoftheboxP I'm following your advances with huge curiosity, thank you for sharing.
1. Doesn't the fact of collecting utraces degrade performance?
2. Are game Release builds instrumentable?
3. Do you collect utraces from all the players? Or do you expose a game setting for sharing traces?
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@OutoftheboxP Can’t you have a second module editor only that catches startPIE and call the code from Runtime module?
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