Image Update: Packaged Build Calibration
《Drifting : Weight of Feathers》
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Packaged Build Calibration
Hello everyone!
TpGS 2021 is coming soon and I was busy building and testing my game lately. While I was testing out my packaged build I found out several gameplay and visual discrepancies between shipping and PIE. As a UE developer, I noticed this issue usually arises due to framerate difference - PIE capped at 120fps and packaged build 60fps - this issue could usually be solved by incorporating delta time into the calculation. However, there are instances where the solution is not as simple as incorporating delta time.
While physic simulations in UE4 already incorporate delta time into the calculation (ex: AddForceAtLocation()), physics that is not officially supported by UE4 does not have that feature (ex: Nvidia Hairworks). While I was calibrating hair mass, the same weight value always seems to be "heavier" in PIE and "lighter" in packaged build, without an update function to incorporate delta time in blueprint (the update function for hair simulation is not exposed to blueprint, granted, I could track down the simulation update function in C++ and incorporate delta time there, however, that will be too much work for me), the easiest way for me to solve this problem, is to have two sets of parameters, one for PIE and one for packaged build.
Besides the aforementioned delta time discrepancies, I found out other minor bugs that I've overlooked over the past few months, hopefully, I could produce a less buggy shipping version of my game next week and catch up on the deadline of TpGS 2021!
Wish we all have a great weekend! ⊂(・∀・と
Get 《Drifting : Weight of Feathers》
《Drifting : Weight of Feathers》
3rd-person action, fluid animation, versatile movement
Status | In development |
Author | rit2040 |
Genre | Action, Shooter |
Tags | 3D, Fast-Paced, Female Protagonist, Parkour, Singleplayer, Third-Person Shooter, ue4, Unreal Engine |
Languages | English |
More posts
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