Demystifying Soft Object References | Inside Unreal

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  • เผยแพร่เมื่อ 27 พ.ค. 2024
  • This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
    Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
    DISCUSSION THREAD
    forums.unrealengine.com/unrea...
    TRANSCRIPT
    epicgames.box.com/s/9qqwbnb5x...
    NEWS
    A first look at Unreal Engine 5
    www.unrealengine.com/blog/a-f...
    Epic Online Services featuring Epic Account and Game Services
    www.unrealengine.com/blog/epi...
    With top-notch visuals and design, Lies Beneath pushes the boundaries of the Oculus Quest
    www.unrealengine.com/develope...
    Exploring the depths of the new Sky Atmosphere system
    www.unrealengine.com/blog/exp...
    COMMUNITY SPOTLIGHTS
    The Invitation
    the-invitation-game.com/
    Dogfight
    www.samuelwalsh.co.uk/work/do...
    Ruth’s Journey
    niftyllamagames.com/ruthsjourney/
    *TIMESTAMPS*
    00:00 Countdown Video
    04:51 News
    07:41 Karma Earners
    08:00 Community Spotlights
    09:36 Stream Introduction
    09:50 Important News
    13:09 Epic Online Services
    15:33 Demystifying Soft Object Reference Overview
    19:50 Demonstration
    23:05 Blueprint Example Overview
    30:50 Unloading objects and Garbage Collection
    33:26 Demonstration and Information
    36:01 Hierarchal Nature of Blueprints
    40:06 Reducing overhead
    47:41 Accessing Data and Workflow
    53:00 Questions and Answers
    1:24:15 Information and Stream Wrap Up
  • เกม

ความคิดเห็น • 133

  • @John-cz7fo
    @John-cz7fo 3 ปีที่แล้ว +38

    I'm at 34:07 so far and nobody has mentioned it so I did a little reading on the Memory Management Systems, specifically the Garbage Collection. When creating new objects, Unreal adds them to an internal object list like the one seen in the Output Log. Objects can be kept alive by having a Strong reference, adding them to the list of referenced objects or by adding them to the root set. When objects don't meet any of these specifications they are marked as unreachable and will be cleaned in the next Garbage Collection Cycle. The Garbage Collector is also not aware of smart pointers since it is not based on the UObject System. Unreal suggests using TWeakObjectPtr since it will set to null if the object it points to is destroyed. When does Garbage Collection happen? Garbage Collection can be adjusted in the Project Settings. Garbage Collector Clusters are turned On by default. They group similar objects into clusters and treats them as one object to help with reachability. Trying to delete the objects as quickly as possible. Garbage Collection happens at regular intervals. When Garbage Collection occurs, the engine searches through object reference tree starting with root objects. Any unreferenced objects will be marked and removed. You can even set the time between purging purging the kill objects set for GC. So it can eventually happen to whatever objects you mark to destroy or dereference at the set interval in your project settings. I know this is an older video but maybe someone will find my read on Garbage Collection useful or interesting.

    • @shubhampranav
      @shubhampranav ปีที่แล้ว +2

      thanks for the added info, helped me a lot.

    • @thelaw3536
      @thelaw3536 ปีที่แล้ว +1

      My dude 😎

  • @kenan35TR
    @kenan35TR 4 ปีที่แล้ว +109

    9:35 - Introduction & UE5 Release Talk
    13:09 - Epic Online Services
    15:32 - Soft Object References

  • @NAOYFB
    @NAOYFB 4 ปีที่แล้ว +17

    Always watch, rarely comment. "Hands down the most useful thing to improve your game with" always just kinda ignored Soft Ref and did everything with just Default since it was an unknown factor to me on how to use these". This literally cut my memory usage in half. Cant thank y'all enough for these amazing weekly educational vids.

  • @DavePoo
    @DavePoo 4 ปีที่แล้ว +19

    50:00 Knowing that casting to causes a hard object reference i don't beleive is documented anywhere else but here. We found this out the hard way on our project. When the team started work, they would cast to everything everywhere, we had blueprints that loaded almost everything in the content folder.
    Also you didn't show the reference viewer (which shows the hard and soft object references) or the size map, so you can see how much stuff a blueprint is bringing in.

    • @DavePoo
      @DavePoo 4 ปีที่แล้ว +5

      @@LukasRustemeyer Yes, thats exactly how it works. I am also using C++ almost exclusively, but the entire team is not. Another "gotcha" is that blueprint cast node will bring in hard references "even if the execution pins are not connected!". We had cases were blueprints had unconnected nodes with casts in them that programmers had disconnected to "comment them out" in the belief that they then would have no effect on the blueprint. They would also cast to very specifc derived classes (thus bringing in lots of hard references), when quite often a cast to UE class like ACharacter or AController would have worked just the same and not brought in those references. There are lots of traps to fall into here.

    • @anonymouseovermouse1960
      @anonymouseovermouse1960 5 หลายเดือนก่อน

      ​@@DavePoo I fucking hate unreal engine so much it's UNREAL

  • @THEAETIK
    @THEAETIK 4 ปีที่แล้ว +6

    Dauntless is a perfect example for this video. Earlier in the beta phase, moving back to the town hub would always take over 40 seconds of load time with little or many players in the scene all because of so many hard references. Thanks for making this video.

    • @PramodRamesh
      @PramodRamesh 3 ปีที่แล้ว +1

      How do you know this? And what class actors used this feature to reduce the initial load?

  • @shaqm0bile
    @shaqm0bile 3 ปีที่แล้ว +1

    Thank you! Christian is awesome. He did a similar soft object reference presentation a few years ago for our unreal meetup and it was awesome. Hope all is well.

  • @DavePoo
    @DavePoo 4 ปีที่แล้ว +24

    1:08:00 - Soft references in data tables work just like soft references anywhere else in blueprint. I have done this in UE4 using a datatable containing softreferences to montages to use on characters. I search for the rows required, and then i loaded all the soft references to the montages found.

    • @hashemieada4846
      @hashemieada4846 4 ปีที่แล้ว +3

      Dave ! " You are great among the creation "

    • @davinsaputraartandgamedev9453
      @davinsaputraartandgamedev9453 2 ปีที่แล้ว +1

      datatable can hold aimation montage data?

    • @ince55ant
      @ince55ant 2 ปีที่แล้ว +1

      @@davinsaputraartandgamedev9453 if you can put it in a struct, you can put it in a data table
      just been watching this video while using data tables to load texture2D, materials, skeletal meshs and other normal variables.

    • @sarfraz8533
      @sarfraz8533 2 หลายเดือนก่อน

      How you clean up loaded montage using soft reference when animation finished???

  • @RC-1290
    @RC-1290 2 ปีที่แล้ว +3

    26:37 Besides AsyncLoadAsset, there's also LoadAssetBlocking, and ResolveSoftReference. As well as class variations (e.g.: AsyncLoadClassAsset)
    I was specifically looking for the blocking variation because I wasn't at the point where I wanted to change the blueprint to check for the completion of loading everywhere else.
    The ResolveSoftReference looks like one of those trivial casts (like between different kinds of strings), but returns none if the asset isn't loaded yet... so it'll probably work fine in editor, but complain in builds, unless you have a system in place for pre-loading assets.
    (I'm answering a question I had when he mentioned the async version, and I was immediately wondering if I'd have to rewrite a bunch of my class to make use of soft object references)

  • @hucancode9
    @hucancode9 4 ปีที่แล้ว +21

    Stream starts from 9:35

    • @Knom
      @Knom 4 ปีที่แล้ว

      Ehrenfraumann

    • @gameblast5696
      @gameblast5696 4 ปีที่แล้ว

      chao =)

  • @UnrealZii
    @UnrealZii 4 ปีที่แล้ว +5

    Very useful video!
    Just in time for my project, thanks!

  • @saurelius5217
    @saurelius5217 4 ปีที่แล้ว +13

    So awesome to see this engine at work. I can't wait to see how well the engine perform in games like Unreal Tourna....I mean Fortnite 2!

  • @Dieselbird
    @Dieselbird ปีที่แล้ว

    After watching this video my Size map went from 5gb to like 800mb, thank you for helping clear this up for me!!

  • @gabrielepardi5178
    @gabrielepardi5178 2 ปีที่แล้ว

    Thanks: very clear and straight to the point!

  • @StealthMaster5k
    @StealthMaster5k 4 ปีที่แล้ว +8

    its 2020 and Unreal Devs are still using Shinbi as a showcase model, that's some best girl level of dedication lmao

  • @EnjoyNHBTV
    @EnjoyNHBTV 4 ปีที่แล้ว +20

    Showing love for Shinbi.

  • @rafalfaro
    @rafalfaro 4 ปีที่แล้ว +1

    This is really interesting, anything that helps me with better performance is a welcomed subject.

  • @mightysquirrel7808
    @mightysquirrel7808 4 ปีที่แล้ว +2

    Nice Paragon coming back !

  • @KonradTamas
    @KonradTamas หลายเดือนก่อน

    Pure Quality Info Here

  • @squidee
    @squidee ปีที่แล้ว +1

    Legendary video

  • @Abc123______
    @Abc123______ 4 ปีที่แล้ว +6

    In a few years time is going to pass by in the blink of an eye, and we’ll be looking at an unreal engine 6 demo. I remember when we were still on 3 feels like it was just yesterday lmao.

    • @Cpt.Tripps
      @Cpt.Tripps 4 ปีที่แล้ว

      23 Savage Feel old now. Thanks...

  • @stevenmorales7814
    @stevenmorales7814 4 ปีที่แล้ว +1

    These graphics are amazing

  • @marxmarjoneljovellano4091
    @marxmarjoneljovellano4091 2 ปีที่แล้ว

    Can you also use soft object reference for actors and also use async load and cast to that actor? I'm having failed cast

  • @andr101
    @andr101 2 ปีที่แล้ว +2

    This only explain the simple case of loading a staticMesh with soft reference. I need to know how to load another blueprint actor as component of another blueprint in the construction script (with soft-reference ofc)

  • @harrysanders818
    @harrysanders818 2 หลายเดือนก่อน

    1:09:38 AWESOME statement

  • @BrammudaDepeSekali
    @BrammudaDepeSekali 4 ปีที่แล้ว

    this is great :)

  • @FF-FAN9999
    @FF-FAN9999 ปีที่แล้ว

    what if the soft reference is done in game instance? how can we unload the reference then? thinking of music.

  • @jamiefurey564
    @jamiefurey564 4 ปีที่แล้ว

    Thank you

  • @TommyS04
    @TommyS04 10 หลายเดือนก่อน

    32:00 for me this cast is failing when I try to do it with an actor, anyone have a clue why?

  • @SupinePandora
    @SupinePandora 4 ปีที่แล้ว +1

    will UE5 receive built-in soft-object physic support?

  • @TechNova45
    @TechNova45 4 ปีที่แล้ว

    I wonder if it's the same for C++ like having a raw pointer or a TSubClass

    • @ardenstonestreamer
      @ardenstonestreamer 4 ปีที่แล้ว

      TSubclassOf just means that you are declaring that you want to use a class that inherits from the class that follows TSubclassOf. Meaning it allows you to attach any child of that class to that raw pointer.

  • @irvindelgado2898
    @irvindelgado2898 3 ปีที่แล้ว +2

    Unreal Engine 5 excites me more than GTA 6

  • @401Sly
    @401Sly 4 ปีที่แล้ว

    Fail on First stage for me.
    I cannot get async load asset node to show ?
    Context turned off or on
    any ideas ?

    • @401Sly
      @401Sly 4 ปีที่แล้ว +1

      NMind, found it .......... you can't call it inside a function

  • @RichardULZ
    @RichardULZ 4 ปีที่แล้ว

    Time to optimize some VR projects!

  • @crackedeggstudios
    @crackedeggstudios 2 ปีที่แล้ว +1

    It's worth mentioning that the "Async" nodes are only available inside the Event Graph. You will not be able to find them inside a function.

    • @jonayne2176
      @jonayne2176 ปีที่แล้ว +1

      Just generalizing what you said: every node that generates some "latent" action is not available inside blueprint functions (async loading, delay node, delegates callbacks...)

  • @waltage
    @waltage 4 ปีที่แล้ว

    docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/ColoredTransluscentShadows/index.html di you remove Metalic roughness Normal and specular from translucent material?

  • @mybeautifulcat7011
    @mybeautifulcat7011 4 ปีที่แล้ว +2

    Hi, sir what's the specs of your pc ? 🥺 plesse reply

    • @mybeautifulcat7011
      @mybeautifulcat7011 4 ปีที่แล้ว +1

      I am still learning unreal engine 4.25

    • @c31979839
      @c31979839 4 ปีที่แล้ว +1

      I'm still running a Pentium 3 and UE5 seems to work fine. I think you'll be okay no matter what pc you have.

    • @An0ny
      @An0ny 4 ปีที่แล้ว

      @@c31979839 how do you have UE5?

  • @the_agorian
    @the_agorian 4 ปีที่แล้ว +3

    "simple project" I'm dead

  • @J_gumbainia
    @J_gumbainia 4 ปีที่แล้ว

    Cam make soft 3d model in mobile games?.

  • @marcapouli7805
    @marcapouli7805 ปีที่แล้ว +1

    I don't understand the use of soft references, garbage collector...I thought the video would help me but I'm still lost.
    And why absolutely none of marketplace/Epic projects use it?

  • @markjohn7553
    @markjohn7553 4 ปีที่แล้ว +3

    I miss my main Shinbi =(

  • @MrSmith01
    @MrSmith01 4 ปีที่แล้ว +3

    Where's that "Stream starts from..." comment?

  • @kinggore5229
    @kinggore5229 3 ปีที่แล้ว

    It's async but it's not multi-threaded, am I right?

  • @dreamingacacia
    @dreamingacacia 2 หลายเดือนก่อน +1

    Personal preference > Optimization = The best. I got tired from arguing with people that too focus on making the most optimized game instead of focusing on just maybe finish your game properly and maybe make your game fun?

    • @harrysanders818
      @harrysanders818 2 หลายเดือนก่อน

      It is all a (beautiful) hack! - It's often the equivalent in 3D game asset production: Some people over-obsess about (quad)topology (even on static objects), instead of focusing on pumping out pleasing looking art. They also tend to try to benevolently do optimization prior to an asset even going into engine and be tested, with my favorite: deleting a backface for "optimization" and thereby preventing an asset to be usable from multiple angles, essentially having saved two tris. Keeping things performant is important and not to be neglected, but we don't live in a perfect world, and those things are just a technical baseline, a minimum expected requirement, more of a kind of "necessary evil", not meant to be something to profile oneself with. The more important journey would be to create an experience for the audience, not to run your game 125fps instead of 120. Gotta use all that processing power for something, right? Or what else is it helped having an empty, blocky looking world with geometrically broken looking silhouettes due to over-optimization running at 120fps? (Unless that's the targeted art style, of course). Nothing is helped if you have a bland looking, weird feeling, but super optimized game. Players do not care if the content is created by the most clean and to the tightest standards. Players care about the feel of a game, and it's perceived quality, not how awesome the coding and content practices behind it are. They will never see that. And as was so well said in the QA section: Time is a precious resource. That said, neglecting good practices entirely and act like a game dev Pollock is the opposite side of the coin and will lead to the same, if not worse absurdness, aesthetically as well as technically. As with everything in art, game dev too is a matter of balance. Especially when it comes to indie game dev, this realization can be extremely relieving and empowering.

    • @dreamingacacia
      @dreamingacacia 2 หลายเดือนก่อน

      @@harrysanders818just do the bare minimum. In my perspective, my game would run over 120fps on reasonably good PC without too much optimization in both code and assets because the game scope is small and each levels only consisting of minimal stuffs. If I could, I'd even go as far as just 30fps stable is good enough. But potentially along with my basic understanding, I could make a reasonably beautiful game with stable 60fps.

    • @harrysanders818
      @harrysanders818 2 หลายเดือนก่อน

      Its not as easy with more visual complex games. You don't really need to be as cautious with a simplified or abstract art style in a mininalistic game. But things are getting much more complex with more demanding artstyles and higher scopes quickly, and doing a bare minimum won't cut it anymore in lots of cases (even aaa developers like epic games need to do ninja work to hit that 60fps more or less across devices). Also stating that a beautiful game will generally run on an XYZ frame rate on a modern PC is pretty broad. I was just giving that numbers to exaggerate the point. It depends on a lot of factors, and in general you can bring any PC to a halt purposely if you know how (e.g. with realtime lighting). Added the fact that players generally are pretty unforgiving when it comes to performance of a game.
      But hey, I just wanted to agree with you :) if that didn't come across already.

    • @dreamingacacia
      @dreamingacacia 2 หลายเดือนก่อน

      @@harrysanders818Dude, my first game on unreal 4 was so badly optimized. After tinkering around, I have so much more rooms to put stuffs. So I do know my way around. It's just the bare minimum and without getting into c++. Also I'm not going to compete against AAA graphics anyway.

  • @pHaace
    @pHaace 4 ปีที่แล้ว +1

    How to use Epic Online Services though is a mystery as a solo indie that has to learn from scratch from docs and tutorials. The official Unreal Tutorial videos died long ago it seems.

  • @DKTGAMING
    @DKTGAMING 4 ปีที่แล้ว +2

    You tease with Paragon assets oh how I miss you.

  • @mamaandmummyodiavlog
    @mamaandmummyodiavlog 4 ปีที่แล้ว +2

    UE 5 will Change the way we look gaming as.........

  • @Latvian3Dman
    @Latvian3Dman 4 ปีที่แล้ว +2

    Wait, it actually really can be de-mystified? I am intrigued... 8)

  • @herblewis6250
    @herblewis6250 4 ปีที่แล้ว

    Would really like to see relevant Niagara content. It's development was so volatile that all of the pre-4.25 3rd party learning sources are out of date. So far Epic Games really just hypes niagara, which does nothing. It's that way with a lot of things inside UE4 in fact. Almost as if you would rather get as many people as possible stuck in a dev cycle where they're buying placeholder assets from the marketplace, rather than actually completing game projects.

  • @masterneme
    @masterneme 4 ปีที่แล้ว +5

    So the new 1,000,000$ minimum is per game, right?

    • @GaryTurbo
      @GaryTurbo 4 ปีที่แล้ว +1

      They only take 5% royalty for each game that makes a million

  • @PuraTvOyun
    @PuraTvOyun 3 ปีที่แล้ว

    Is contents that we all have been waiting and asking for coming? There is no better source than tou guys to learn those small details about the engine. Please do more videos that targets the specific concepts about Unreal Engine.

  • @user-nj4pc8kv2w
    @user-nj4pc8kv2w 4 ปีที่แล้ว

    请问5会有关c#编程的事件吗

  • @JaredKellen
    @JaredKellen 3 ปีที่แล้ว +3

    I hate when they sit there and ramble about the same topic, without actually saying or explaining anything! I already know why I am here get to the point!

  • @AnantShah001
    @AnantShah001 4 ปีที่แล้ว

    How to make Many Weapon System (Pick,Equip,Unequip,AutoDrop,Drop) like Fortnite Charectors
    I can try to many times to make this system but it is very critical . make many Weapon System (Pick,Equip,Unequip,AutoDrop,Drop) like Fortnite game Charectors . any buddy suggest me to how to i am setup this proble (solution)

  • @mat_name_whatever
    @mat_name_whatever 4 ปีที่แล้ว +1

    Did the exanole have to be half naked shinbi? (:
    Justsaying

  • @Loukkaf
    @Loukkaf 4 ปีที่แล้ว

    wow

  • @stevenkent5351
    @stevenkent5351 4 ปีที่แล้ว +2

    anyone have clerification on if the 5% is retroactive to that million. or do you pay 5% for every dollar after that?

    • @GeorgeSladkovsky
      @GeorgeSladkovsky 4 ปีที่แล้ว +4

      From the new Unreal EULA:
      "However, no royalty is owed on the following forms of revenue:
      1. The first $1,000,000 in lifetime gross revenue for each Product;"
      So the first 1 million is no revenue, then 5% from everything above 1 million.
      www.unrealengine.com/en-US/eula/publishing

    • @mybeautifulcat7011
      @mybeautifulcat7011 4 ปีที่แล้ว +1

      Lol not ever dollar 😂😂😂 you sound stupid

    • @mybeautifulcat7011
      @mybeautifulcat7011 4 ปีที่แล้ว +1

      Seriously like ? 5% of every dollar, listen to yourself 😂😂😂😂😂

    • @stevenkent5351
      @stevenkent5351 4 ปีที่แล้ว +3

      @@GeorgeSladkovsky thank you for your answer.

    • @Cpt.Tripps
      @Cpt.Tripps 4 ปีที่แล้ว +2

      "no royalty is owed on the following forms of revenue:
      1. The first $1,000,000 in lifetime gross revenue for each Product;"
      AND:
      "2. Gross revenue attributable to a Product from a calendar quarter during which the gross revenue for such Product is less than $10,000;"
      As a small dev you are very unlikely to ever have to pay a cent.

  • @ShubhamSharma-in5bo
    @ShubhamSharma-in5bo 4 ปีที่แล้ว

    Hey guys

  • @R_Samnan
    @R_Samnan 4 ปีที่แล้ว +1

    Unreal is the best

  • @Loukkaf
    @Loukkaf 4 ปีที่แล้ว

    this its very hard

  • @jhingalala4111
    @jhingalala4111 4 ปีที่แล้ว +5

    😐i don't know about game design and stuff but am still watching this 😂😂😂

    • @jeralldmenah5034
      @jeralldmenah5034 4 ปีที่แล้ว +1

      Me too😂😂

    • @jhingalala4111
      @jhingalala4111 4 ปีที่แล้ว

      @@jeralldmenah5034 haha 😂😂😂

    • @jhingalala4111
      @jhingalala4111 4 ปีที่แล้ว

      games forever ❤️🎮

    • @ilv1
      @ilv1 4 ปีที่แล้ว +3

      Just download UE 4.25. It's a good start. Then open the example projects, have a look, do 1 tutorial... In 2 weeks you'll be making your first game. I had no knowledge of coding or game development and it worked for me! I'm just 2 months in, but it's easier than expected.

    • @shimmentakezo1196
      @shimmentakezo1196 4 ปีที่แล้ว

      @@ilv1 If your game consist in a mere moving cube and you don't plan on selling the game, then yes 2 weeks can be enough

  • @DragonFang253D
    @DragonFang253D ปีที่แล้ว +1

    I think they should start scripting these so half the stream isn't just "uhhs" and "uhms" its hard to follow what is actually being said with so many pauses mid sentence.

  • @anoopkumarjatav1088
    @anoopkumarjatav1088 4 ปีที่แล้ว +1

    Sir can anyone use unreal engine

    • @Extrone
      @Extrone 4 ปีที่แล้ว

      Yes.

  • @secoif
    @secoif 4 ปีที่แล้ว +3

    why are these always so damn long, honestly we don't need movie length tutorials, keep it short and to the point

    • @Cpt.Tripps
      @Cpt.Tripps 4 ปีที่แล้ว +4

      Tim Oxley true, useful as it is, the info could be conveyed in a 10 min segment.

    • @shimmentakezo1196
      @shimmentakezo1196 4 ปีที่แล้ว +1

      I agree too, I rarely watch it because it is too long, and sometimes not really straight to point

    • @Extrone
      @Extrone 4 ปีที่แล้ว +3

      This was a livestream.
      I don’t know if links work in comments but here is a small tutorial by him on the same subject
      twitter.com/serellan/status/1250895354830053376?s=21
      There’s a Vimeo link in that tweet.

  • @sergiokaminotanjo
    @sergiokaminotanjo 4 ปีที่แล้ว +7

    lol the first time they said "it just works" could have been coincidence,now l know you are dissing Bethesda Software

  • @gvilas
    @gvilas 4 ปีที่แล้ว

    Topic starts from th-cam.com/video/K0ENnLV19Cw/w-d-xo.html

  • @getarmless2402
    @getarmless2402 4 ปีที่แล้ว

    When destructible enviroment

  • @samuppeli1236
    @samuppeli1236 4 ปีที่แล้ว +1

    So this is how they make fortnite miracle

  • @fallenhoenix1255
    @fallenhoenix1255 2 ปีที่แล้ว

    19 minutes in... Are we just talking about managing pointers?

  • @xfernandox2743
    @xfernandox2743 4 ปีที่แล้ว

    Hola😝

  • @whipivy
    @whipivy ปีที่แล้ว

    EOS isn't free, you guys say you want 12% but are willing to wave the royalties for product developed with the Unreal Engine which last I looked was 5% of sales. How do you justify an additional 7% take? Why not charge that percentage to products developed outside Unreal Engine instead of bending people over who are actively marketing your engine with product developed in it?

  • @the_officials38
    @the_officials38 4 ปีที่แล้ว +1

    Looks cool, I don't think I can afford it though

    • @kartik.chauhan
      @kartik.chauhan 4 ปีที่แล้ว +1

      Uhm it's free

    • @alexrandall8557
      @alexrandall8557 4 ปีที่แล้ว

      @@kartik.chauhan WOOOOSH!

    • @An0ny
      @An0ny 4 ปีที่แล้ว

      What are you paying for

  • @kinggore5229
    @kinggore5229 3 ปีที่แล้ว

    This host is better.

  • @MulleDK19
    @MulleDK19 4 ปีที่แล้ว +1

    "Uhm"

  • @atomaweapon
    @atomaweapon 4 ปีที่แล้ว

    bring back paragon god dammit

  • @mearly
    @mearly 11 หลายเดือนก่อน +5

    1 hour and 30 minutes to say that soft references are pointers

  • @asianhavoc1872
    @asianhavoc1872 4 ปีที่แล้ว

    Is this free??

    • @An0ny
      @An0ny 4 ปีที่แล้ว

      Yes

  • @RodriggoGalacchi
    @RodriggoGalacchi 4 ปีที่แล้ว

    PES 2021????? 🎉❤

  • @alexlinkerYT
    @alexlinkerYT 4 ปีที่แล้ว

    Unu

  • @memes1999
    @memes1999 4 ปีที่แล้ว

    first

  • @Zarrar2802
    @Zarrar2802 ปีที่แล้ว

    hehehe massive L to Unity

  • @Quatuux
    @Quatuux 4 ปีที่แล้ว

    Only the blueprints got covered??? Sorry Unreal but I must dislike.