What projects have you been working on lately?Unreal Engine 5.1 new features video:https://www.youtube.com/watch?v=FUGqzE6Je5cBuilding Unreal Engine from source:https://docs.unrealengine.com/5.1/en-US/downloading-unreal-engine-source-code/https://docs.unrealengine.com/5.1/en-US/building-unreal-engine-from-source/https://github.com/NvRTX/UnrealEngine/Learn Unreal Engine:https://dev.epicgames.com/community/learning?application=unreal_engineFAQ:>Why Unreal Engine over Unity?While Unity has it's place with some great cross-platform support and an easy user interface, Unreal Engine is much more powerful and pushing the boundaries of real time graphics further. Unreal Engine also has a better license for independent developers; it's 100% free to use until your project generates more than $1 million in revenue, whereas with Unity you must pay to remove the splash screen in your game.>Blueprints or C++?Both. When creating a new object, consider creating a C++ class, then a blueprint that derives from it to get the best of both worlds.C++ is much better for performance and memory management. Certain types of code can be much easier to create and manage compared to blueprints. The downside of C++ is that it can be verbose and difficult to understand, particularly with Unreal Engine's archaic macros.Blueprints are easier to learn initially and compile much quicker, but as they grow bigger, they can get very messy and difficult to manage. Operations involving real time loops, structs and casts in blueprints can cause performance issues.For more information:https://docs.unrealengine.com/4.27/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/https://dev.epicgames.com/community/learning/courses/bY/unreal-engine-balancing-blueprint-and-c-in-game-development/LdK/introduction-to-the-coursePrevious: >>927882
Has anybody had any experience making VR content with Unreal?
>>960892I've had a bit but that was in 4, haven't tried in 5 yet but you may have resparked my interest in it.
>>960892i hear that vr is hard to develop for and most of the time it is a gimmick
>>960923It’s not you’re just retarded, and so are most vr devs because they don’t know how to code in C++ so they suck ass implementing any kind of engine required modification because at most they can copy paste from someone else who actually knows what the fuck he’s doing. In order to be competent with ue vr you must either know C++ or use no exposed inputs and outputs from C++. Alongside that you can get huge performance from engine file modifications. vr in ue is a lot like 2d in ue; it’s actually better than Unity and it’s only not used because Unity dominates the mobile market with a more competent engine for mobile purposes. But ue has better 2d, “devs” just don’t understand or even know about half the features because the documentation doesn’t support or cover it. Like both, the real reason to use ue is in engine files.
>>960929This is really bad bait
>>960923I can understand that it’s still not a technology that has built a positive reputation with most consumers yet, but it’s starting to show potential in terms of accessible yet powerful hardware. It just has the PS3 problem right now, no games. If more people make independent projects in VR, that means more chance of worthwhile VR experiences for people to play.
>>960948>It just has the PS3 problem right now, no games.that not true though.
>>960929>But ue has better 2d#1 retarded take of the month, congrats
>>960950Yes I know you don’t understand 2D in UE. That’s why I called you a “dev” and not a ‘dev’.
>>960958Everyone here can tell you're a retard. Count the unique posters.
>>961062“Everyone” else here is mentally handicapped, so if you think by trying to point out group consensus will change reality then you truly are oblivious.UE2D > Unity. Stay mad.
>>961071Most people here get their info from youtubers lol
Has anyobe made a plugin for control rig to automate everything?Like creating the controllers with a default mesh/icon and you just have to swap them out to your liking.FK/IK switch for limbs etc.I have to rig several characters with like 300 bones. Would save a ton of time.
>>960949Sorry, let me clarify: not many good games, and nothing worth buying a VR headset for most people.
>>961101what sort of real-time rig has 300 bones?
>>961253I'm using UE for cinematics, animating and everything inside of it. So 300 or so bones is normal.
>>961253>>961267100-150 bones for the base body including fingers, toes, twists, and additional bones like breasts, genitals separate butt bones (if thats a detail required for your project ;) 50-100 bone for the face depending on wheter you are using a bone rig instead of a shapes based rig100-150 corrective bones for better deformation on the body, again depending on whether your character pipeline is using a detailed bone rig over a shape based body deformation corrective systemSo yes, a professional character rig can easily reach 300+ bones if its detailed enough, cinematic rigs are generally like that but you see ingame rigs reach that level of bone count more often too these days.>>961101Now to talk about the original topic in this chain, if you have a rig structured similarly to the one we are working with in our studio, you can probably re-create corrective bone and twist behaviour in the engine using some procedural system. Ive worked with the coders here to develop C++ tools in UE5 that mimc the twist and correctve bone behavior of our Maya rigs and its working fairly well. We also made a system that can create UE5 control rigs at runtime for our characters, they however are quite basic compared to the Maya systems but do the trick for what we need to do with them in the engine.But these systems are highly specialized for our proprietary rigs and will not work on different setups and thats generally how studios will develop these tools. So I think you shouldnt expect anyone here to have a plugin that can magically automate "everything". But many things can be re-used anyway if the rigs are all created with the same standard for hierarchy and naming.
>>961271I've come across the really easy way to swap meshes for the control rig since I asked, and that will have to do for my needs.We do use similar structures between our models so it'll work.It's impressive how you can lego things together with control rig, it's a bright future.
>>961271>UE5 control rigs at runtime for our characters, they however are quite basic compared to the Maya systemshasn't that been made obsolete by the new ML deformer system?
>>961300no, thats something else
How do you guys manage hair in UE5? How do you make good looking hair that doesn't butcher your performance and doesn't look like a fucking helmet?
I need help to do something simple but I can't find the solution online.I have this scene with two CineActorCameras. I have a BlackMagicCard that's outputing the capture of my scene of theset wo cameras and I can correctly see the ouptut with an SDI cable plugged to another monitor.Now I want to add to that capture some texts like you'd see on TV news (where they put anything, the host/guests names or whatever)How do I do that? I will need later to dynamically change the content of these.
>>961610Wrong screenshot, my bad. I'll profit of this double post to say that I my initial try was to make use of a UserWidget and try to connect it in a way to my output but I don't think it's possible.
>>961253Related question but I am following a guide to learn good rigging and he's including all sorts of intermediary, mechanism, and controller bones. Is this normal or is he making a rig more complex than game characters should really have?
>>961615You'll never be able to make an animation without these controlling bones. I mean it's possible but just try it and see for yourself.
>>961625I did. It was what convinced me to download a course.
>>961626Some tuts go way further than what an indie might need. But the more complex are your controls, the easier it'll get to animate so in the end it'll make you save time. Also there are some nice automatic rigging addons if you only need to animate. Learn their controls and you're set to go.Rigify for Blender, Advanced Skeletong for Maya are some example.
>>961615There is a vita distinction to make:Animation rig vs ingame rig.An animation rig for a software like Maya or Blender can have many additional bones for "intermediary or mechanic or control" purposes.Most of these bones shouldnt be included in the ingame rig as their sole purpose is to control the final bind bones - the bones that are actually part of the character models skin cluster.So you can animate the complex rig full of additional bones, but when you want to export the animation as fbx for use in the engine. You bake it to a dedicated skeleton with a root hierarchy and that only contains bones relevant to the skincluster.
>>960861I just want to make a 3rd person tacticool shooter with twerking. Should I use UE 5.3?
>>961271>genitalskek never change 4chan
I want to make my own animation pack in Maya for Unreal mannequins/rigs? How do I need to attack that with a minimum of rigging from my part (or none at all would be even better)?
>>961887Cut out the middleman and rig + animate your shit directly in Unreal. Unreal mannequins come rigged anyway.
What are some go-to/QoL plugins for ue5?
>>961887Export SK_mannequin from the 3rd person template into your DCC app of choice.
>>961631>>961627Yeah. I've also been looking into cascaduer which seems to throw a lot of what i have learned out the window anyway.
>>962080Isn't that skeleton a mess to actually animate?
Know of any good videos on getting into animation with Unreal and those crazy Metahuman things? That stuff looks hella fun but I'm a full blendtard so switching to Unreal feels like coming home from vacation and somebody has moved all your furniture a foot to the right.
>>961661yeah it would work.Anybody gotten copereative creationion working with random people online? I would want to try working on some 3d world doodles with you but I could never get it figured out. When I used it, I had to make sure to usea very specific vpn software but that was a pain int he ass. It would be fun to shoot the shit in a shared project where we could all build houses and a pool. We could just use the 3rd person template or first person template with multiplayer. I think the 3d shooter included in the content library includes multiplyer like this but Im too stupid to set it up for hwat I just say.
>>961610why not just add 3d text in to the world? Might need to disable shadow casting in actor propertyies
What the fuck are render targets and how do you them (I need some usecases) for non-gaming projects? It's driving me fucking crazy how some concepts are used by so many assets but when you want to find some docs on it, there's pretty much none to be found.
Jesus christ, trying to figure out how to have a characters spine use both fk and ik as well as a full body ik, switches for it all.Documentation and guides for this stuff is nonexistant. Found some hyperautist einstein channel, but none of it seems usable for rigging a character, merely a showcase of his brilliance.
So I was reading a japanese blogger that writes guides, and apparently Epic Games is going to roll out an update that will remove problematic words like "Master". When is this going to be enforced? I think this is gonna break a lot of code.
>>963367https://docs.unrealengine.com/5.3/en-US/epic-cplusplus-coding-standard-for-unreal-engine/Looks like they're "actively working" to refactor their code so that niggers and blue haired freaks don't chimp out when they read "Slave.SlaveRenderThread" in the stack trace. Wouldn't want to trigger ptsd over a thing neither of them have ever experienced nor ever will.Good luck convincing git and a decade-worth of offshoot branches referencing it to change the master branch name to anything else.Next time some faggot asks you to define woke show them this. >Let's overturn decades of technical terminology conventions for the sake of not offending niggersThese freaks really believe tech pioneers held a klan meeting and collectively decided to use "master" and "slave" for the explicit purpose of referencing slavery. I can't even >Meanwhile, my simulation parameters little utility thingyUnironically helpful too since I don't have to remember whether this time I called it "render_control" or "simulation_control" or some other flavor whenever I reference it.
>>963392they are the niggers
Motion Broshttps://www.youtube.com/watch?v=nF4Xf7t0HggWe can finally ditch After Effects soon
what is the qrd on next years pricing? i've seen several yt videos mention it in their titles but i am not watching a video about it.will it be free for people who don't use it commercially?
>>963908no, it wont be free. Epic is losing a LOT of money ever since the fortnite money dried up and video gaming was banned in china
How do you make unreal games that don't look like they were made in unreal? That weird realistic bloomy look that even the games that aren't realistic still seem to have
>>963944the thing about unreal is it has ocio, something inferior engines (unity, godot) lack
>>963945Can you explain?
Is there no simple 'event interact with object'?If I wanted a motion detector, I'd use a simple collision box and the door moves on player collision.But if I want to press E or LeftMouse on the door to move the door, I need to create an entire interaction system aka https://www.youtube.com/watch?v=IAem3gztZ7g ?
>>964118I had some dumb idea to just require key input while in a collision box to open the door, but I don't know where I'd go from here.
I know I can change the active transform widget with the Q, W, E, & R keys. But:- is there an 'activate' button so I don't have to move my mouse to the widget, I can just 'dive in' to whatever transform I want?- while I'm transforming something, is there a hotkey to turn snapping on/off?- is there a hotkey to swap between local and world space?- again, is there a hotkey to lock-to-axis while I'm transforming?For example, in Blender I can tap 'g' once and then any mouse movement translates the object in the view plane. If I tap 'x' then it locks to the global x axis. I can tap x again to toggle to local axis (and again to get back to global). If I want snapping, I hold down 'ctrl'. Then I confirm everything with 'Enter'.I've literally never used widgets for transformations because I grew up just using hotkey modals. Surely there's something like this in Unreal, where I don't have to constantly click around, right?
>>964123ended up finding the greens to throw on top of the collisionBox for a shitty interactable door, though now a slight issue is that the button has to be held *before* entering the collision box for anything to happen
>>964168>>964123>>964168>making a game with nodesthis is why unreal engine is losing money : no one can get an actual game out of this garbage. I fucking told you again and again
>>964169it's okay, I'm just an artist doing basic shit
>>960861I might need to start learning UnReal for Real. Unity was all the rage back then in college, my senior developed VR project for it or something.
>>964176you're not going to get anywhere with unreal. You're going to be using spaghetti mess nodes just like >>964118>>964123>>964168
>>964177idk those are fairly straight forward nodes
I'm learning blueprints and made this webm for you /unreal/>>>/wsg/5338412>>>/wsg/5338412>>>/wsg/5338412
Are there resources on how to light interiors without natural light? I can't find shit and just simply putting a light in the interior looks like ass.
>>964381method 1: use auto exposure in the postprocess volume. warning, it SUCKS DICK. method 2: disable "cast shadows" on every wall/roof object that you have. voila, interiors look the same as exteriors. I prefer this way
>>964381I assume you fiddled with all the settings of a point light?
>>964169You know you can just program c++ right? Triptard.
>>964235Image hover on, help yourself fren.https://i.4cdn.org/wsg/1699999648730744.webm
>>964169You’re right but wrong about it being blueprints. Epic has been so drunk on virtual production they’ve almost completely forsaken their gameplay systems. GAS, something I consider to be a core feature, is run by community documentation. Epic uses an egregiously hacked version in Fortnite but pretends it’s a complete system. That’s the problem with epic, they’ll act like Unreal Engine is something everybody can unilaterally pick up and use to its fullest when in reality only experienced triple A devs can decipher and utilize it properly. Because if you want to make an effective product you’re forced to look at the source code and make adjustments. A problem that could easily be solved with reinvigoration in gameplay systems and documentation but Sweeney is unfortunately unfocused. Not to mention the biggest technical elephant in the room, the convoluted custom c++ standard library they’re using. Also apparently they aren’t using dx12 mesh shaders for Nanite.
>>964617>Image hover on, help yourself frenPls explain further, I am new & have no idea what you're suggesting.
>>960923>super vague hearsaycris stop acting like you know shit.
>>964897Always remember Epic builds for themselves and enterprise customers first and once those needs are met the feature is considered complete even if it's still a buggy mess
>>963944Learn art direction instead of just using the base shit it comes with.
>>963945>ocio... ennui?
>>960861how to choose animations to export in SendToUnreal Blender?
Is there a way to use the metahuman face rig only to move the eyes without overriding the rest of the track? I'm feeding lines into that Nvidia automatic lip sync program, to get the facial animation and if not for the dead, dead eyes it would actually look pretty good for a Bethesda game. I feel like there is a simple way to do this but I'm new to the sequencer and crawling the forums hasn't helped yet