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It seems I cant find Arduino IDE 1.8.13 could you help me please? The thing im doing is due tomorrow!
Any version of the IDE should work
is there any difference if i run it on ssd or hdd ?
Thanks for helping brother!
it's ridiculous... i'm using AVS plugin which need to replace the bugged Default UE-Landscape.dll with a new one, which need the Source Code to work. otherwise i can't package my game with the new landscape.dll From what i understand, you can't use the binary version and the Source Code version of Unreal. i mainly code in the binary version using blueprint. i dont like C++. but if i want to modify the landscape.dll and using it in my packaged game, i have to use the Source version. and of course XD... the binary version is 19gb, while the Source version is 300gb. Why not 2Tb at this point..... Something is missing somewhere.. this is ridiculous.
THANKYOU
I like how you put most of the important commands in the description as the Unreal page has been updated and doesn't contain the commands anymore. Thanks! <3
building engine cost me 2 hours.. 32gb ram, cpu ryzen 5 3.60ghz
thankyou you made the information very clear :)
In mine UE 5.4 takes 268gb on Mac and still out of space 😢
Very useful. I followed it fully. The Keypress events used from 14:43 seems like deprecated in UE5.1. I used keypress event in the Blueprint to test after that. Also, I created WebSocket server in C++ using Boost libraries. It was needed for my work. NodeJS server works fine as well. The pace and delivery of instructions of this video are top notch. Thank you again.
Great Tutorial. Lots of information to remember. i'll need more exemple to deeply understand the core of Roles. It's something that is missed in multiplayer tutorial. They dont explain Roles.. they will go straight to a RPC Run on Server or On Client.. then you learn to code this way ( which is bad way) then encounter a lots of synchrnous problem with the server and clients. This tutorial explain why Roles are important.
Please help, command prompt is giving me this message::" 'GenerateProjectFiles.bat' is not recognized as an internal or external command, operable program or batch file."
Are you using unreal engine downloaded from source (GitHub) or the epic games launcher? If you're using a version of unreal from the launcher then you can skip that step.
Do you know any tutorial to stream audio generated in UE5 to a localhost ip server ?
I do not sadly. I think for that you may have to look at external solutions like vivox for example.
TY man this video is a life saver. excited to develop a game using a dedicated server.
This is very useful. Thank you.
thank you
can you make tutorial for RCON? thanks
Not too familiar with that but will add to the list
Great presentation. Thank you.
You download to an Arduino. Not upload!
You're right
It took me 20 mins to build with a 7950x
scary movie 😅
On my pc it took around 15 hours 😅
What were your specs?
i have 5 errors regarding the unreal engine internal codes, my project is still blank. E0070 incomplete type is not allowed UnrealLearningKit C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Public\Containers\StringView.h 408 clicking on the definition of the error leads to more errors
What version of the engine are you using? And when is this error occurring?
I do have the same Issue. I'm using Unreal 5.3.2 I'm also testing Visual Studio 19 Community Edition soon.
@@CamilloRealTime In Visual Studio, specifically the Error List, after building could you select the dropdown menu to the right of "Errors" and "Warnings" and select "Build Only"? And to the left of those, can you make sure "Current project" is selected in the first dropdown? Then, please send the errors that you see. And again, I'm not sure what you guys are building? Is this a new project or a source build version of the engine?
Is there any way to make the build shorter so that it doesn't take so long? Out of 4,700, 600 elements were built for almost 12 hours… And can you tell me which components affect the speed of build? SSD is fast, but the processor is not quite.
Unfortunately, there's not much you can do to speed up the build. You could technically pass flags to Setup.bat to reduce the number of components you install but I don't have too much experience with this. The components that affect build speed are RAM and CPU mainly. For reference, these were my specs and build time kzread.info/dash/bejne/kW2TpJhsXZjIirA.htmlsi=VABydKnp_On5ej_m
Please help, when I started building 4727 items after clicking "debug", it started to take a very long time, it took 10 hours for 600 items. Am I doing something wrong?
Depending on your computer specs that could be normal, how much RAM do you have? And what's your CPU?
also if you have multiple computers, install incredibuild can greatly speed it up.
so if I have an elegoo uno r3 will these steps be the same? I have to use an elegoo for my SciOly robot tour, we don't have an arduino uno available.
As far as I understand, the elegoo uno and the Arduino are practically the same.
On the system that I started developing on it took about a week and a half. I'm actually about to start doing it on this new system for the dedicated server aspect and I will let you know when I have that information. I'm assuming it will be a lot faster. LMAO
What were the specs of the old system?
Whats the point of doing it?
There are a lot of reasons but the main ones for me are building dedicated servers (for multiplayer games) and cross compiling for Linux (better performance for servers than Windows).
I got unreal engine on epic does this still work
For the most part, yes
total space required: 200-250 GB, dépends of your proiect too
i never understood why is that even needed to do ?
What do you mean?
@@Flopperam i mean why people need to build from source ...what is that for? ....ihave 1and hafe year with unreal and i just wait for new version to come out and work with that ....
There are a lot of reasons but the main ones for me are building dedicated servers (for multiplayer games) and cross compiling for Linux (better performance for servers than Windows).
@@Flopperam but you can do that on any unreal version ...why need the building from source ? whatt that from soirce is better than normal version of unreal?
You need a source built version of the engine to package dedicated servers, docs.unrealengine.com/5.3/en-US/setting-up-dedicated-servers-in-unreal-engine/.
Roughly in total, less than an hour
Must have a pretty good pc
@@Flopperam not really, i would say. Although a 16-core CPU really helps in my case, i am not sure whether SSD and RAM will make any significant difference Honestly the only reason I went with 16-core CPU is because of compiling engine from source, aside from that, it is a bit overkill
Note that this was only after building the engine using the "Development Editor" configuration for Windows. If we packaged a game or a dedicated server for Windows or cross-compiled for Linux, the engine size would have been even bigger! Version used was 5.3.2
So did your mom help?
Yea moved back in with my parents at the time
6K subs wow, congrats man, keep going, thanks for the video
You didn't even say your specs
It showed up very briefly in a screenshot of Speccy towards the end but the specs were: AMD Ryzen 5 2600 CPU NVIDIA GTX 1660Ti GPU 1 TB SSD 64 GB RAM
Mine doesn't even try to build, it bluescreens before it reaches 20%
Hi, I found your video very helpful - as all your videos hehe Just a quick question, do you know the exact cost of using an AWS server for testing purposes? I only want to test my game and won't be opening it for gaming at this stage. Thanks!
Hey sorry for the late response, pricing is tricky but most of the details are here, aws.amazon.com/gamelift/pricing/. We do cover it in the last part of the tutorial series but the main cost is hosting the ec2 instances that gamelift runs the server processes on, which will depend on which type of instance you use. The less powerful instances fall under the free tier, which applies to AWS accounts younger than 12 months and that gets you 125 hours of free usage for that instance type for gamelift per month. I don't explicitly mention it in the tutorial but always remember to shut down ec2 instances in your gamelift fleet when you're not using them. Otherwise, you'll be charged since unused hours for "hanging" instances will cost you. If you do get charged for something, feel free to contact AWS support, they're typically very understanding and willing to give refunds, especially to beginners.
@@Flopperam No worries about the late response! Really appreciate your help and videos. Good job, man! If I can ask another small question: I'm not being able to put my fleet online due to a Timeout on the InitSDK() call - do you have any idea? I will keep searching, but any insight would be helpful. Thanks again, bro!
@@tioalison Hmmm, do you have the exact error? My guess is that the server is either crashing very early at startup or it's not calling the GameLiftServerSDK InitSDK() method right away at startup. My guess is the former.
@@Flopperam I just deleted the fleet again while experimenting with something else, sorry =( However, the issue was 'fleet initialization timeout due to not calling InitSDK on time.' It's quite strange. I've tried three different versions of OpenSSL as some people suggested it might be the cause, but so far, no solution =(
@@tioalison Have you looked into integration testing, docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing.html This doc I believe shows you how to make a fleet in which your own computer is the compute resource so you should be able to directly debug what's happening on your PC.
btw WOW UE5 needs 32 gigs of ram?!?
I think so. I tried with 16gb and my PC kept crashing while trying to build it. I didn't have anything else running in the background at the time either.
32 gb in Mac M1 Max, and its working like a dream.
As a game developer, I can honestly tell you that some of our current maps are opening fine with 128 GB of ram. Don't underestimate the work you have with higher mesh models during import “before” they get converted to Nanite. Yes, 128 GB is my recommendation. It sounds much at first, but by the end of the day it's just 4x 32 GB sticks on a motherboard. And it's not that pricey either when going AM4 and DDR4 still. It also kills a lot of other bottlenecks quickly. Video production, Sound Design, Photoshop. They all love to use it.
Floppy Flopper
Yay welcome back!
welcome back!
Missing your old background music lol
Out of curiosity, would you prefer if there was background music?
@@Flopperam it was kinda relaxing with the background music. I liked it, but if your new direction does not go that route that is cool too
Im new on this channel but i will be watching u from now on
We’re glad to have you here!
Looks like 2024 is the year of comebacks, welcome back boss!
Is this the comeback we've been waiting for?
Yes
Please be active on KZread bro.. we need to learn this series
That is the plan! We will be active going forward :)
I was having an issue where it kept saying the SDK for Linux wasn't installed even though it was on Windows and I could see the environmental variable. A system reboot fixed it for me.
Even after 1 year this tutorial still works pretty well, thank you very much