![]() ![]() You can turn on Immersive Mode which gives you a full screen and hides other elements. You can turn on Game Mode to hide the UI elements and everything that will not be shown when you click the Play button. To increase your FPS you can uncheck “realtime” which freezes things like particle effects. You can turn on the “Show FPS” option to see what the actual FPS is as well as the STATS option to see messages. In Unreal Engine editor you can try the following to improve performance: There's other things you can look at but usually audio is not the biggest culprit for app size.If you experience lag in Unreal Engine you can try to optimize certain editor settings, clear cache, disable background programs, adjust screen resolution, as well as restart your system, check for updates on your computer, install new drivers and upgrade hardware components. Since SFX with only mid to lower frequencies don't have many high frequencies that need to be sampled to be perceived as "good sounding", you can afford to bounce these files out at a lower samplerate because the loss in high frequency content won't be noticeable, but lower samplerates = smaller disk space (less number of samples). Specifically, these are sample rate conversions for SFX that don't have a lot of high frequency content and can therefore be sampled at a slower rate without compromising audio quality. Otherwise beyond controlling which files get referenced by the game engine and what size the audio file is rendered out of your DAW will be, the least desireable but still useful tool to use is deploying an informed strategy for reducing the samplerate of SFX that won't sound terrible at a reduced sampling rate. That's more a performance optimization but it does get some disk space savings. I would also watch out for Sound Cues that have large amounts of random buckets of wave players (looking at you, footsteps), you can get some savings by reducing the number of different waves referenced and leaning on pitch randomization to bring app build size down, but you're only going to get tiny savings there for some randomized SFX. Having that number on hand makes it easier to help your team get a clean build out without compromising audio quality. Bring that number to your engineers because I would be willing to bet that audio is not going to be the largest source of disk space (textures and models usually take up much more disk space than audio in a packaged game). Make sure you have a clear understanding of exactly which audio files are being referenced by the game engine and add up their file sizes to give you a good approximation of how much disk space audio takes up in the packaged game. You can then either chop large files into smaller loops that take up less disk space (at the risk of sounding repetitive) or decreasing the samplerate when the audio gets packaged with the executable (at the risk of lower audio quality). You should figure out which files being referenced in your game are the largest and determine how many of those need to be highest quality. The exceptions to this are music and ambience, those are usually going to be your largest raw audio files. Sound files usually don't take up that much storage, we're usually talking about tiny sound files. You can use the filters in the content browser to search for all your wave assets and view them individually in the Reference Viewer to search for any unused assets. Suggested naming conventions, collaboration tips, common pipeline struggles and solutions. Including BP tools and options but focuses a lot on C++ and "under the hood" details. ![]() PDF with overview of the fundamental networking structure in Unreal Engine.Ĭoncise & in depth. ![]() Short form videos explaining individual Blueprint nodes.Ĭedric "eXi" Neukirchen's Network compendium Unreal Engine Console Variables and Commandsīlueprintue - Paste your Blueprint Tutorials Unreal Engine Source Code (via GitHub must link accounts and be logged in).A big thank you and be courteous to people who try to help you.What you've tried so far including screenshots of your work, Google searches, documentation pages etc.More detail about the problem, what you're trying to do and why.Clearly state or summarize your problem in the title of your post.Read the subreddit's rules before posting. ![]()
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