There are some things unexplained by science and human reason...and those things are crashes in the Shipping Build.
Oddly enough, this expanded far enough out to the Development Build. During the spawning of enemies in the project, there was no specific check for whether the class was available (i.e. existed at that point) for spawning, leading to a crash when the spawner was activated. Oddly enough, the editor also claimed some odd ownership over the build even after it was packaged; closing the editor and then running fixed the issue.
The build also doesn't allow a full-screen settings style file like in DefaultGame.ini or DefaultEngine.ini; the system requires I set console commands in the GameModes upon beginning play, or setting the user settings through code. Also weird.
As for not weird things, I did a little more progress on the terrain project; turns out that by loading data once in the constant buffers, I had no need to set their parameters frame-by-frame like in the LightBuffer. Yet another optimization!
Next up? The sky could use some data driving, which may lead to further optimization.
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