I use weight paint, click on any vertex, and the whole app just crashes. Why is it happening? I have tried everything, even resetting UPBGE, but it never goes away or fixes itself. This is making me very sad, as I love UPBGE, and this crash issue has broken UPBGE for me.
I am using 0.3.6 on M1 MacOS Monterey, and was working on a cat I was creating, and this happened.
The cat file is in no way corrupt. Something inside UPBGE screwed up, causing any attempt at weight painting (clicking) to crash in any file/new scene. This has frustrated me to tears with no solution. I have tried everything under the sun, resetting UPBGE, disabling addons, resetting preferences to default, etc all have failed.
I have never come across a mode that just seemingly broke without explanation and just would do nothing but crash. Even deleting the 3.6 folder then relaunching UPBGE did nothing. Now I can’t do anything with weight paint, which is sad for me. How can I ever fix this? The mode just won’t even paint, the moment I paint, it just crashes UPBGE, and that is making me sad.
Try to do this same thing on blender 0.3.0 to see if it’s a version problem.
“I have never come across a mode that just seemingly broke without explanation and just would do nothing but crash.” - I faced this more than 5 times with this engine.
Really?! It’s not just me then! That would need to be fixed before a stable release. Blender 3.4.1’s weight painting works. It must be some faulty lines of code, maybe something went a little wrong in the app building process. Either way, this would need to be fixed before a stable release.
I have now reverted to UPBGE 0.3.5, and the problem went away. The problem seems to lie inside the way the coding was changed in version 0.3.6.0, which has screwed things up. In severe cases, UPBGE 0.3.6.0 can even cause objects to look weird and garbled, which seems to be due to weird code. They did say a stable release would come out, but it definitely needs more time.
Well, honestly they should focus all the developing effort to just turn the version 0.3.0 better. I could list more than 10 improvements that will raise the quality of the engine a lot, but honestly, I think they are just doing it for fun or because it’s cool, with no income nor salary.
There’s no way to activate or deactivate collections trough python in bge.
Both memory, CPU and GPU consumption should be heavily optimized.
The engine lags if you add or remove an object at runtime, lags a lot…
Material actions are shared through all objects using the same material. If you change the color from blue to yellow to one object, all others will do. You must create a copy of that material to make the action individual and you can’t even rename it easily because it’s always comes with “Shade Nodetree Action” name and doesn’t appear on action editor.
Collisions between two objects can result in several glitches depending on his format.
Unnaplied armature modifier on objects disables his hitboxes.
The logic nodes animation system needs to be organized and optimized, like a lot.
There’s some cases that the game crashes without any error message.
Incompatibility with mobile.
On bge python documentation, there’s a considerably of broken links and incomplete information.
And so on…
I agree. The scene system was working PERFECTLY for HUD elements, pause menus, etc. Collections, while unlimited in number, killed this system.
Secondly, armatures (when working with them), use no GPU currently, so it is all done on the CPU, which causes not only lag, but intense crash spikes. We are literally talking about a system that goes back to 2014 that never got GPU skinning (this is fortunately on the high-priority list), and even in 1999, some games like Croc 2 even had GPU skinning capabilities! I’m pretty sure even Spore had GPU skinning, which shows just how easy this is to implement.
Thirdly, UPBGE seems to feel rather like a game engine that is the standards of PS2-PS3-ish levels, a hybrid of both. Gorgeous graphics, but flawed in performance. And mind you, even the PS2 never slowed down unless it was very old, or its disc laser got thin. Even on high-end computers, the game engine will be choppy and slow, and this is not your machine, but due to how the player is unable to take full advantage of the processors capabilities. On the Mac side of things, nowhere does this show up better than the M1, which despite being a turbo-charged powerhouse, UPBGE cannot take advantage of it’s robust capabilities until much later.
I’m not trying to attack UPBGE. I’m just saying it should have more time in the oven (maybe 6 months to a year), before releases come out, rather than 4. The weight painting bug I encountered which broke weight painting shows that while things are tested, some bugs that break the app slip through.