Unreal Engine 4.26 Released!

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UE 4.26 is here, hair is ready for production, Chaos physics are updated, the new water system is ready for experimenting with and there's a ton of new stuff in there for film production. For a bonus we also have a quick tutorial on using the new Alembic based hair simulation with Unreal 4.26 and Blender. Let's jump in!

Link:

Timeline:
0:00 Intro
0:27 New Water System
4:07 How to use New Hair System (with Blender)
8:03 Release Notes
15:15 Conclusion
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Link:

Timeline:
0:00 Intro
0:27 New Water System
4:07 How to use New Hair System (with Blender)
8:03 Release Notes
15:15 Conclusion

gamefromscratch
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1:07 Mike: Let's add some depression in our world
2020: Good idea Mike, Good idea

MrMarkTheBeastMemes
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Mini tutorials for new features, I like that format.

trinumedia
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Also, 4 importnant changes and additions in 4.26:
1) For Film-makers and Co: 4.26 now supports output to multi-channel EXRs, Apple ProRes and Avid DNxHR codecs, and Final Cut Pro XML EDLs, as well as the ability to integrate render farms.
2) For Film-makers and Co: NVLink finally supported, so now you can render scene from multiple cameras in parallel using different GPUs simultaneously.
3) For game designers: They have enhanced UE Editor scripting with Python( and have updated Python to latest). Now, you can write your automation scripts for editor and run them to avoid sequential manual annoying properties editing for elements of your scene.
4) For everyone: they've added REST Api which you can call to change parameters of elements or scene. This is part of collaboration tools enhancements, also, it allows anyone to tweak scene on the fly, e.g. during presentation or demo via any device with web access.
There are other important changes for game developers and designers that you can't fit into such small overview video, but they are ground breaking. :)

krukhlis
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1:05 "Let's add some depression in our world".
Thanks Mike, but i think we've got plenty of that already

dukemagus
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You created a literal hairy ball. Have fun trying to comb it flat! 🤣

masonwheeler
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Wow, just got a recommendation for 16 seconds old video. That's new. 🧐

ahsantt
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Man the fur is a big point for me since Hairworks has been discontinued

Tallacus
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The new GPU Lightmass baker is my personal favorite.

Noxmidnightstudios
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För the water to work properly, you must set layer editable

SanneBerkhuizen
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Sad that the cloud system couldn't look as good as Unigine's.

Potatinized
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Anisotropy is not for clear coat etc but directionality in spec/reflectivity..typically used for brushed metals. In the example image the focus should be on the brake plate.

Moctop
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One to rule them all is an understatement.
If UE4 is already this good I could only imagine what UE5 would be like.

Ny-kelCameron
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No!. Don't skip over the film making stuff! Thats why I'm hear.

furynotes
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In theory, all-in-one solutions are the ideal as they can make the workflow easier and you don't have to deal with converting or different formats. In practice, they can make the software bloated, unwieldy and there's usually separate software that does a thing better. It's hard to say which one is 'better' as it's all down to personal use and how good the all-in-one is.

lwaves
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What the hell I haven't seen such a massive list of updates anywhere in.. okay basically never.

no-trick-pony
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I think you have to enable terrain layers or something like that for the river to affect the terrain.

victfv
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USD is not general enough. We need a general Scene description language that includes interactions, motions, sound, camera movement, cascaded finite state machines, components, models, triggers, AI properties, inventory, blueprint scripts ... And a delta language to describe changings. (... and the best would be if the browser would implement it with typescript)

WerIstWieJesus
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Mr.Mike, pls make sure that you increase the UI scaling for us to be able to see this video even with a small screen.

the-real-sachin
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nice!! calls for another test of the water bodies for mobile then, last time i tested this the water was really messed up and all over the place after packaging to android :'D

psy