Unreal Engine 4 Thread

Just saw the archived live stream on Youtube for 4.5.
Man, these guys are hyped up about it, you can tell they love what they do and are super passionate.

Man Mike Fricker is so great, always loving it when he is on the stream. You can just see how passionate he is about his job.

Tomorrows live stream:

Lead Technical Animator Jeremy Ernst joins us with Lead Animator Jay Hosfelt this week to talk about the latest updates regarding the Animation and Rigging Toolkit! This is a tool that we've been using internally at Epic for a little over a year, and we are glad to see so much interest in it from the community! Also, Dana and Chance return from EGX with a quick look back at the show in London. Come hang out with us!

https://forums.unrealengine.com/sho...Toolkit-EGX-Recap-and-More!-Live-from-Epic-HQ
 
Oh cool, it seems my school is giving out free licenses for Unreal Engine 4 now. Seems I am resubscribing.

Great. Hope to see more people around here!

Also I kinda didn't go back to my P.T environment because of goddamn work and Destiny. But now that the initial hype is gone I'll go back to it and finish it asap. I've learn a lot of World Machine during the last few weeks and been implementing it into UE4 and getting some neat scenes, so my next project will hopefully feature some outdoors areas too!

I would love to do something like this:

https://www.youtube.com/watch?v=A3PDXmYoF5U

The first environment that shows up with the green flat lands and the snowy mountains on the back. It looks incredible (like 99% of the stuff in that video, anyway).
 
The 4.5 preview release notes are out now, you can check them at: https://forums.unrealengine.com/showthread.php?47551-Unreal-Engine-4-5-Preview!&p=157123#post157123

New sample content:

Advanced Vehicle Template

The new Advanced Vehicle template shows off a vehicle with double wishbone suspension, and a test track with terrain and many ramps and loops! It also works great with a VR headset.

AdvancedVehicleTemp-940x659-1902126597.png


Twin Stick Shooter Blueprint Template

The new Twin Stick Shooter Blueprint template is a perfect starting point for creating fast-paced, top-down shooter games!

TwinStickTemp-940x603-1429065721.png
 
Full hot code reload!

Video file textures!

yessssssssssssssssssss

Looking forward to the more upfront scalability settings too.
 
Wow, those new dynamic ray-traced shadows and the hot C++ code reload look awesome. Things have come a long way from the old "you have to restart the editor completely if you change UnrealScript" UE3 days.
 
Awww yeah, that twin stick shooter is perfect for my new game. Gonna have to fool around with it to make melee attacks though.
 
Wow, those new dynamic ray-traced shadows and the hot C++ code reload look awesome. Things have come a long way from the old "you have to restart the editor completely if you change UnrealScript" UE3 days.
Yup, the programmers on my team are pretty excited about not having to restart the editor constantly. Easily one of my most anticipated updates as it should really help productivity and remove those small, constant annoyances from our programmers.
 
what specs are you guys using for ue4 development?
5930k - 16gb ram - 980 gtx a good choice?

I have a 2500k, HD6950 and 8 GB of RAM.

I definitely wished I had a lot more. But you can do stuff with it. The more you put into it the better your result. If that is your budget, those parts are probably the right choice.
 
what specs are you guys using for ue4 development?
5930k - 16gb ram - 980 gtx a good choice?

Sounds fine if you want to blast some money. I haven't kept up with the new Haswell, but is the extraprice for the 5930k instead of the 5820K justified? At least here in Europe the difference is 150€.

I am running a 2600k/8GB/670 GTX and it just runs fine mostly
 
ooo.. gotta checkout that vehicle template

also, Re:Vehicles,

anyone pull of 6 wheels..? Do you just add them to the vehicle controller as 5-6.. haven't yet tried.
 
Unreal Engine 4 is now free to use for students without needing their college/university to be registered at Epic.

Github just created a new Student Dev pack which is free for students and gives access to a big amount of dev resources including free access to the Unreal Engine 4.
 
Unreal Engine 4 is now free to use for students without needing their college/university to be registered at Epic.

Github just created a new Student Dev pack which is free for students and gives access to a big amount of dev resources including free access to the Unreal Engine 4.

Just signed up, thanks for the heads up!

Epic is really outdoing themselves
 
Yesssss. I'd put in a request with my university and talked to them directly, but they were trying to figure out how many licenses to get so it was taking a while. This is great news!
 
One thing I don't quite get about UE4 is that now that Maya is the package Epic is using in-house that they're switching the world space to Z-up rather than Y up, which is Maya's default world space. Ran into some finnicky problems that rightly or wrongly I'm attributing to Z-up in 2015.
 
Unreal Engine 4 is now free to use for students without needing their college/university to be registered at Epic.

Github just created a new Student Dev pack which is free for students and gives access to a big amount of dev resources including free access to the Unreal Engine 4.

I also signed up and got access shortly after while I already went to bed. Pleasant surprise to wake up to ^_^
 
4.5 final will be released next week!

Hope they release it soon. I wanna take a look at the latest UT build assets but not feeling like downloading the 4.5 preview and they are already building the game with it.

Also finally got back to the P.T environment. Working on the lamp now so nothing interesting at all. Will post some more once I get some other bits done. Real life and some games creeping into my free time... ugh!

One thing I don't quite get about UE4 is that now that Maya is the package Epic is using in-house that they're switching the world space to Z-up rather than Y up, which is Maya's default world space. Ran into some finnicky problems that rightly or wrongly I'm attributing to Z-up in 2015.
Motion-related issues? In some projects I've been involved in we had to modify the Maya settings because while exporting static assets was fine, exporting animation stuff into UE4 would apparently break some things because of Z-up. I haven't checked much but you might want to have a look around the Answer Hub or the forums.
 
I picked up a copy at the end of last week thanks to that Github pack. Their YouTube videos and wiki have been great but otherwise I'm finding their documentation harder to use than Unity's.

Getting there though. Considering using it going forward, as I have already successfully ported over most of the work that I put into my Unity racing game prototype. Once you know what you are doing it seems pretty great to use.

Anyone know if Unreal has an option to square off stick inputs, so that holding up right registers the same as holding both arrow keys or whatever you have set the axis to be? I've got some code from an old Unity project I could translate if it doesn't.
 
Eh. Beaten.

4.5 is out.
Soft shadows in action.

https://www.youtube.com/watch?feature=player_embedded&v=4249b94KtyA
https://www.youtube.com/watch?feature=player_embedded&v=-xai0iBffUc

Also Epic added open world tab to the roadmap. Glad to see them focusing on that part too since it was something that was alwyas lacking.
Default map size will be 10-20km instead of 5x5, and there's also mention of GI in the wishlog (Dynamic global illumination lighting solution for large worlds).
Awesome, open world was another weakness of UE3 as far as I know. I think people wanting to do crazy space simulations or open-world games had to try to think of crazy workarounds to fake it, and there was some large number precision problem at high coordinate values.

Plus independent developers didn't have source code access then so they couldn't even change a lot of stuff.
 
Damn.

Jordan Walker ‏@Mutantspoon 4h4 hours ago
throwing some of my older monster art at UE4.5 @MittringMartin 's subsurface works very well :)

Bz9Ey3fIAAALK1U.jpg
 
Finally made a video of my subway scene. Had some problems with 30fps and uploads to youtube or vimeo where it would come out all jittery. So here's 60fps version.

video
 
Is anyone else getting 4.5 to download the final build and not the preview build, as that just cause me a huge number issues mostly with the oculus rift Dk2, now the image is flickering on and off. I opened a blank project as well to check too.
 
The widespread use of subsurface scattering for [human] skin is one of those obvious advancements we knew was coming, but will really step up the realism of 3D models in a big way.

Very cool stuff.
 
Next weeks stream will be about 4.6 road map with Mike Fricker (yay!). Also Epic will do some kind of Game jam soon.
 
Assembled my new PC tonight and while I only got 18fps with the 1st person shooter example map loaded on my old PC, it's now locked at 120fps.
Holy shit is it smooth and snappy now.

The effects cave also runs at 90pfs in the editor and while quality settings are set to auto, they are all autoset to epic.
Can't be happier, now get to work
 
Assembled my new PC tonight and while I only got 18fps with the 1st person shooter example map loaded on my old PC, it's now locked at 120fps.
Holy shit is it smooth and snappy now.

The effects cave also runs at 90pfs in the editor and while quality settings are set to auto, they are all autoset to epic.
Can't be happier, now get to work
May I ask what parts you went with for your build? Especially the CPU/GPU/memory.
 
May I ask what parts you went with for your build? Especially the CPU/GPU/memory.

Sure
5930k/GTX 980 (Asus)

Corsair Vengeance 16GB 2666 DDR4
MSI X99 SLI PLUS

I haven't done any extensive benchmarking yet but as I said I get 90fps with the effects cave loaded and 119fps with the reflections subway demo with everything autoset to epic quality wise. If I go fullscreen(f11) on the 3d window I get 70fps and 90fps respectively.
No OC, stock settings.

It definitely suits my indie needs, in fact I'm quite surprised at the performance I'm getting, would definitely recommend.
 
First title that I remember is Daylight. There might be more but I don't really remember any.

D4: Dark Dreams Don't Die, that recently released on the Xbox One was also created with UE4 if I remember correctly.

----

I just recently got access to UE4 through the student program after using Unity mainly. I'm thoroughly impressed with how much easier some of the major processes are within UE4, and with just how damn gorgeous scenes look with much less work.

Previously I was working on an FPS, UT-style game in Unity that I was looking to port over to UE4, but a colleague and I recently came up with an idea for a survival-horror game that I'd really like to prototype in UE4. So I think that's going to be my project now.

Just need to find the time with school. Excited! Glad to have found this thread.
 
C# for Unreal Engine!

With Mono for Unreal Engine, you can now use the latest version of C# to write your gameplay code, AI behaviors, UI elements, and more.

You have access to the entire range of capabilities of the .NET framework, up to version 4.5. You can even use C# async programming to author your code. Download it and give it a try.

http://mono-ue.github.io/

For me as a C# developer this is pretty awesome, need to try this out next week!
 
Really, really excited about Mono support for Unreal. Hoping it's not too buggy, but will be trying it out this weekend.
 
Holly molly what this man can do with UE4: https://forums.unrealengine.com/showthread.php?50142-Lighthouse-Shore-Environment-Art

Look at his portfolio: http://everettgunther.weebly.com/

Those all are ingame stuff using UE4 and he uses all 3D softwares (even AAA devs don't use all AAA softwares). Now devs don't any excuses to scamp their games.


And this one: https://www.youtube.com/watch?v=86fsTroDlBQ

Did he use Nvidia Turf Gameworks for individual blades of Grass? https://developer.nvidia.com/turfeffects
 
This is going to be a stupid question....but what can I actually DO with this engine? Like, do you use it to just make models and textures and stuff or is it like designing games with C++ or something?

Sorry if this is confusing, don't really know how to phrase what I mean well.

Thank you.
 
This is going to be a stupid question....but what can I actually DO with this engine? Like, do you use it to just make models and textures and stuff or is it like designing games with C++ or something?

Sorry if this is confusing, don't really know how to phrase what I mean well.

Thank you.

Short answer yes. It also has Blueprints for scripting if you don't want to use C++

I think I'm gonna subscribe and start using this next year. But gotta work on my modelling first :x
 
This is going to be a stupid question....but what can I actually DO with this engine? Like, do you use it to just make models and textures and stuff or is it like designing games with C++ or something?

Sorry if this is confusing, don't really know how to phrase what I mean well.

Thank you.

It is a question I've seen before, what do you do with a game engine?

You use a separate 3D modelling program to create your models. And also create your textures in something else. The art assets aren't created in the engine.

However, in the engine you include the art assets you have created and you place them around and animations.

That is the art side. Programming-wise. Well yes, you can use C++ and now C#. You can also use their visual programming style Blueprint for a slightly more intuitive approach to create the game.

Now, what does the engine offer?

Graphical effects, possibility to create landscapes, controlling audio, creating AI. The engine makes sure all the things run on all the platforms they support. Particle systems, fracturing of objects, input handling, physics. And there is so much more. You can always make a game without a different engine, but it is so much more work.
 
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