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Unreal Engine 4 Thread

astonish

Member
How to disable motion blur? What is the command and where do I put it?

In the actors list (top right) search for 'post processing' to find the post processing volume. I assume there is only one. You can scroll through all of its properties (or filter) to change motion blur, vingetting, AA, etc.

To be clear its not a console command but a post processing actor in each level is the best way to control these things
 
In the actors list (top right) search for 'post processing' to find the post processing volume. I assume there is only one. You can scroll through all of its properties (or filter) to change motion blur, vingetting, AA, etc.

To be clear its not a console command but a post processing actor in each level is the best way to control these things

He is not using the Unreal Engine though, just a packaged application.
 

Blizzard

Banned
Thanks for the heads up! Someone in the IRC channel was excited that they could do better (side-scrolling?) "crunchy" physics now. I'm really looking forward to the Lionhead GI to see if it's possible to do decent-looking games without baking, CryEngine3 style. :D
 

Tain

Member
Epic is really good at keeping my subscription going, lol.

This weekend I think I'll bite the bullet and remake some of my problem-causing Blueprint classes (I think they're making the engine crash due to some casting and/or lazy circular dependency shit I have going) in C++, which they should be anyway.
 

Stallion Free

Cock Encumbered
I finally subscribed and am quite enjoying working through the tutorials since it has been forever since I tried to learn UE3 and let myself forget everything I learned about that. Epic's youtube playlist of tutorials is phenomenal.
 

Blizzard

Banned
I finally subscribed and am quite enjoying working through the tutorials since it has been forever since I tried to learn UE3 and let myself forget everything I learned about that. Epic's youtube playlist of tutorials is phenomenal.
Neat! Do you have a list to the youtube playlist for thread convenience?

Welcome back to the Unreal fold. By most accounts UE4 is significantly more straightforward than UDK, so it should be fun.
 

Stallion Free

Cock Encumbered
Neat! Do you have a list to the youtube playlist for thread convenience?

Welcome back to the Unreal fold. By most accounts UE4 is significantly more straightforward than UDK, so it should be fun.

I'm using the playlist listed above me. Started with the level design stuff and I think I'll move into materials afterwards followed by the blueprint ones.
 

PaulTozour

Neo Member
Could someone please tell how good the Blueprint System compares to Playmaker for Unity?

I haven't used Playmaker, but it looks like it has a subset of Blueprint's features and the interface isn't as nice. Blueprint is basically everything you could ever want in a visual scripting system.
 

Monooboe

Member
Eventhough I'm horrible at Unreal Engine I couldn't resist subscribing at least for one month, just to try and learn it, would regret it if I never gave it a shot.^^;
 

wwm0nkey

Member
My first time really using anything like this outside of Unity.....holy shit its so easy to use and navigate, its beautiful!
 

gofreak

GAF's Bob Woodward
4.2 is out today:

https://www.unrealengine.com/blog/unreal-engine-42-release

NEW: SAMPLE VEHICLE GAME
Vehicles are now fully supported in Unreal Engine! This sample game features an off-road vehicle and a looping track within a desert setting. Race across sand dunes, rocky cliffs and ancient ruins, and try to beat your best time!

New Sample Vehicle Game

Out of the box support for 4WD, FWD, and RWD drive trains.
The default drive train simulation assumes 4 wheels; however it will work with any number of wheels.
As many gears as you desire.
Automatic and semi-manual transmissions.
And it is all completely exposed to Blueprints!
Mechanical Setup for Vehicle Game

Documentation can be found here:
Vehicle Content Guide
Vehicle Setup Guide

NEW: CAMERA ANIMATION SYSTEM!
Support for CameraAnims has now been added into Unreal Engine 4! These are very similar to CameraAnims from Unreal Engine 3, but now expanded with Blueprint support.

Conceptually, a CameraAnim is simply an animation that can be layered onto the in-game camera. You can animate the camera position and rotation, FOV, and post process settings.
They can be created in the Content Browser, you can convert a track in Matinee to one, or you can import keyframes from external tools like Maya


CameraAnim System

To edit a CameraAnim, simply double click the asset in the Content Browser like you would any other asset. The CameraAnim editor is slightly customized version of Matinee.
Multiple CameraAnimInsts (up to 8 currently) can be active at once, all blending and contributing to the final camera settings.
NEW: USER-DEFINED STRUCTURES FOR BLUEPRINTS
User Defined Structures are a brand new asset that is now available for use from within the editor!


User-Define Structures in Blueprints


They can be edited in the standalone editor by double clicking them in the Content Browser. Once you are done editing them, you can create a variable of a type of your new User Defined Structure in your Blueprints.

Content Browser Blueprints

Like vectors, rotators, and other structures, your User Defined Structure will have Make and Break nodes. User Defined Structures should behave like native structures: USTRUCT(BlueprintType).

NEW: BLUEPRINT FUNCTION LIBRARY
Users can now create a Blueprint function library asset! This allows you to create a nice library of Blueprint functions that can be used throughout your project!

Blueprint Library

Unlike the Blueprint Macro Library, Blueprint Function Libraries don’t require a Parent Class, and are able to be called by all Blueprints in the current project.

NEW: FABRIK INVERSE KINEMATICS SOLVER
FABRIK stands for Forward And Backward Reaching Inverse Kinematic. It’s an IK solver that works on a chain of bones of any arbitrary length!

Fabrik Inverse Kinematics Solver

End Effector settings are the same as our TwoBone_IK node. It can be an absolute Transform, or a relative one (based on another bone from the same Skeleton).
In the Solver section, you define the chain of bones to use, from the ‘Root’ to the ‘Tip’. The ‘Tip’ will try to reach the end effector location.
End Effector Rotation Source allows you to control the rotation (maintain component space, local space, match end effector target rotation).
Precision is how close it needs to get. The lower, the more precise it gets to the End Effector Target, but the more expensive. (Although from tests it does a really nice job, and much quicker than the CCD_IK node).
MaxIterations is there to control performance, and make sure edge cases will not take frame rate down.
Thanks to GitHub community member Stephen Whittle for this feature!

NEW: CANVAS RENDER TARGETS

... and loads more at the link.
 

Durante

Member
Nice, lots of features there. I'm particularly happy about the canvas render targets and the Math Expression Blueprint node.

Also .obj importing support makes things easier for me.
 

desu

Member
Ah wow they made it, thought it would get delayed since I read there were still some bugs blocking the release. Anyway as soon as I have some time I need to sub again, really want to try the vehicles sample.
 

MayMay

Banned
And I still can't pay with Paypal..

Nice update though, sounds amazing. Can't wait to get my hands on it.. as soon as they add a Paypal option. I don't have a CC, and I won't go through the trouble of getting a prepaid one or whatever other solutions are available.
 

Blizzard

Banned
And I still can't pay with Paypal..

Nice update though, sounds amazing. Can't wait to get my hands on it.. as soon as they add a Paypal option. I don't have a CC, and I won't go through the trouble of getting a prepaid one or whatever other solutions are available.
Do you avoid credit cards because of the temptation of debt? Considering how evil PayPal has tended to be over the years, I actively avoid PayPal whenever possible, so I guess I'm the opposite.
 

Dunfisch

Member
Have questions, want answers!

I'm putting together a new system for 95% work... and it's going to end up in UE4. I crossposted in the PC thread, but I'm also asking you folks here about your personal experience about hardware needs of the engine.

Do you find it more CPU or GPU bound? Any bottlenecks you stumble upon? Depending, I might switch up my config accordingly.

Have a look here.


Doesn't need to be the most powerful thing in existence, nor do I plan on upgrading it - likely to just put a new system together in that case. I'd rather not overspend on components I'll not get use out of for that system.


The system will also be accessible to the public a couple of months down the road, so it has to keep cool under probable constant load from morning to evening.
 

nataku

Member
Is there no way for me to change the projects folder location (the downloaded examples, not the projects you create yourself). They all get thrown on my C drive in the documents folder, despite me installing UE4 on my D drive.

My C drive is an SSD and since downloading the example projects I only have 2GB left.

EDIT: Alright, after looking it up a bit more you can click on the file path under the download button to change where you download things from the marketplace to.
 

MrBig

Member
Is there no way for me to change the projects folder location (the downloaded examples, not the projects you create yourself). They all get thrown on my C drive in the documents folder, despite me installing UE4 on my D drive.

My C drive is an SSD and since downloading the example projects I only have 2GB left.

EDIT: Alright, after looking it up a bit more you can click on the file path under the download button to change where you download things from the marketplace to.

As a general optimization for SSDs I'd recommend moving your whole documents folder to a HDD, since data in there generally isn't accessed in real time, but a lot of programs dump their working files to there. Not sure if that can be practically done besides on a fresh windows install though.
 

Blizzard

Banned
Has anyone tried the new vehicle stuff from 4.2?

Also, unless I just missed it in the release notes, am I correct in saying that the Lionhead Global Illumination system is not yet fully added?
 

MayMay

Banned
Do you avoid credit cards because of the temptation of debt? Considering how evil PayPal has tended to be over the years, I actively avoid PayPal whenever possible, so I guess I'm the opposite.

Oh, no - it's nothing like that. I'm from Germany, and credit cards are just super uncommon here. We usually either pay in cash, using direct debit or with Paypal. There are people that use them, sure, but they're nowhere near as common here as they are in the US or elsewhere. So I just don't have one lol.

They said they're working on adding Paypal as payment method, I just hope they hurry. Because going through the trouble of getting a credit card just so that I can subscribe to the UE4 is ridiculous. lol
 

desu

Member
They said they're working on adding Paypal as payment method, I just hope they hurry. Because going through the trouble of getting a credit card just so that I can subscribe to the UE4 is ridiculous. lol

Mid June is the last date they have given so far on the forums for paypal support.
 

Mik2121

Member
For all the people that said no games were using Unreal Engine 4, bla bla bla...


Games using Unreal Engine 4 announced or showed during E3:

- Fable Legends
- Mortal Kombat X
- Let It Die
- EVE Valkyrie
- Dead Island 2
- Abzu
- Crackdown 3
- Scalebound
 

Nirolak

Mrgrgr
For all the people that said no games were using Unreal Engine 4, bla bla bla...


Games using Unreal Engine 4 announced or showed during E3:

- Fable Legends
- Mortal Kombat X
- Let It Die
- EVE Valkyrie
- Dead Island 2
- Abzu
- Crackdown 3
- Scalebound
Mortal Kombat X is actually UE3 (same as Arkham Knight), but everything else is UE4 there.
 

Nirolak

Mrgrgr
Rocksteady use their own, highly tweaked/updated version of UE 3.5 iirc.

Yes, both Rocksteady and Netherrealm work on the same modified version.

Ed Boon was tweeting about going to UE4 panels at GDC though so I assume they're pondering switching.
 

JordanN

Banned
Check your metal material. The color seems to be black, or you don't have any reflection probes, or no screen space reflection on your post process volume. The metal shouldn't look so black.

I know this is old now but I found out what was causing the black error. I wasn't using a skylight.

Anyways, I saw a cool project on the Unreal forums. Someone's trying to bring realistic hair/grass/fur rendering to UE4.

Video(s) of it in action:
https://docs.google.com/file/d/0BzqpBc4MrAMXbHo2amkzejBOUVU/edit
https://docs.google.com/file/d/0BzqpBc4MrAMXaDFMZ25tcTR0dGM/edit

Up to 200,000 strands in real time.

ibrMYPkzsZxXcF.jpg

il4oW65qRLVSx.jpg


Source: https://forums.unrealengine.com/showthread.php?6855-Hair-Rendering-Simulation-test
 
Hello UE4 GAF!

Has anyone figured out how to set up event dispatchers and custom events and binding/unbiding/all that jazz?

I just want to create an event to fire when a streaming level gets loaded. What do I need to do to set this up? UE4's documentation explains what event dispatch related functions do but not what I need to do to set em up.

Please help! Thank you!

EDIT: I'm trying to communicate between UMAP files. I figured out custom events and event dispatchers for Class to Level blueprint interactions but not level to level. Thx.
 

commedieu

Banned
The scalability documentation is frustrating. So, I'm adding this for future folks;

Problem;

BUILD\LAUNCHING with a specific set of video\engine settings AA/DOF/AMBOC/MOtion Blur, besides "EPIC" -- which launch seems to default to.

-UE4's documentation seems to tell you to use an ini, that doesn't exist in my install.

- Everywhere online, people just forward you to Unreals Documenation,
https://docs.unrealengine.com/lates...ScalabilityReference/index.html#anti-aliasing

However, it does not apply any of those settings to your build. Only applies to Viewing/Playing inside of the Editor.

For testing purposes, I've managed to at least get navigable LAUNCHES with specific video flags ON/OFF like motion blur, dof, etc. Using this method;

https://answers.unrealengine.com/qu...y-reference-does-not-apply-to-standalone.html

4361-ue4ingamescalabilitysettings.png


-----

My problem currently, is that while I can setup an event to kick off some console commands, switching to full screen AGAIN, defaults back to the highest settings possible. In the meantime, im going to continue working, but if someone knows anything about the full screen settings, or a solid documented way of setting "temp" settings for build/launches. I would appreciate it, and spread it. There seems to be a tutorial on how to make a graphical window. Im going to eventually try that. But the major headache of not being able to interact with builds, is now over.
 

anteevy

Member
Damn, I didn't even notice that. I'm using the same way as you to set the graphics details, but never thought about going out of fullscreen (or back into fullscreen) afterwards. I'm hoping they will fix this issue in a future version. But if you have a solution, I'd be happy to hear.
 

JordanN

Banned
Made this for my portfolio. Just used some stock materials for now.

i99jB8uCuYSO8.jpg


I also got an Extinguisher and an AK-47 in the works.
 

Tain

Member
Listening to the 4.3 features stream, World Composition editor (top-down view to position individual maps into a streaming world) sounds sick.

Anyway, here's a weird question: does anybody know if it's possible to bake static lightmap shadows onto a static mesh object that will later move? It's a weird situation, I know, but I have some huge moving objects that I want to keep static self-shadows as they slide around to save some performance.

I've noticed that if a static mesh object/component's mobility is set to not movable it will receive static shadows, so I was thinking about trying to set mobility after Begin Play. Gotta dig into C++ to do that though, Blueprint doesn't allow it. Not a good sign for the feasibility of this, lol.
 

Man

Member
I'm pretty sure there's such a thing (was mentioned during one of the umptenth tutorials I have watched).
If I remember correctly it's part of the standard attributes. You probably choose Movable and there's a smaller attribute somewhere that lets you enable static light baking still.
 
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