Jan Kaniewski

Results 486 comments of Jan Kaniewski

Layers are exposed and it will by default load them evenly between the gpus. We should expose the other params though to support loading the model only on desired gpu.

This plugin should work out of the box, if youre using the socket.io json converter part though, ensure you include socket.io plugin release/build with it as well.

None of the processing happens on the game thread, so you're either experiencing GPU fps drop pressure (see gpu time in `stat unit`) or threading pressure from using too many...

5.4 release is here: https://github.com/getnamo/SocketIOClient-Unreal/releases/tag/v2.8.0

This plugin uses server-client architecture. P2P without a server won't work. You can however make private chat between client as long as the server handles routing.

likely related issues: https://github.com/getnamo/SocketIOClient-Unreal/issues/431 (5.3) and https://github.com/getnamo/SocketIOClient-Unreal/issues/402 iOS is not a primary platform I develop on, will likely have to depend on other devs to identify issue. Once a pull...

I'm starting to see this bug myself, will try to catch it in a debug session next time I'm working on the plugin to figure out what changed. This didn't...

Which platform has a stop build for this? Windows/Android appear to compile with old setup

The unique ptr setup is a leftover from the upstream fork. If we want to transition away from std method, I'd use unreal's smart pointers and `MakeShareable` wrappers e.g. something...

According to the link another option is to declare the destructor and implement in the CPP file. Let's try that with Unreal's TSharedPtr as that seems like the most appropriate...