Unreal Engine 4.25 Release Highlights | Inside Unreal

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With Unreal Engine 4.25 just around the corner, we've invited a few of Epic's engineering directors to share an overview of the new features and updates arriving in the full release. Tune in to hear about everything from major updates to Niagara and general animation improvements to experimental Insights, native LiDAR Point Cloud support, and more!

DISCUSSION THREAD

TRANSCRIPT

NEWS
Designing sets and action sequences on “His Dark Materials” with virtual production

nDreams shares lessons learned from developing innovative VR shooter Phantom: Covert Ops

Mixed reality takes giant leap forward with Unreal Engine and HoloLens 2

Webinar: Working collaboratively in Unreal Engine

COMMUNITY SPOTLIGHTS
Rider for Unreal Engine

Materia Orbs

Protodroid DeLTA
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chaos 9:55
insights 12:40
net insights 13:48
anim updates
anim insights 14:45
control rig 20:45
in editor animation 24:19
anim timeline refactor 25:44
anim compression 26:28
tools
mesh edititing and sculpting 28:12
media export 30:42
in-camera vfx 32:05
disaster recovery plugin 33:15
enterprise
lidar point cloud plugin 34:07
visual dataprep 36:35
usd 39:09
editor performance 41:25
variant manager 43:48

"graphics"
next gen platforms "4.25plus" 45:55
niagra 46:52
ray tracing 49:22
shading models 50:17
material loading 52:47
eye adaptation 53:51
mobile 55:25
hair and fur 56:25
sky 58:10


q&a

more chaos (physics replication) 59:30
etc...

games_inu
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the level creation timelapse at the start is absolutely sick

maxmustsleep
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Marcus said that fluid sims gonna be a thing with Niagara at 48:50 timestamp.
What would REALLY help is documentation with examples on actual effects in action. Not everyone has an army of TDs in a studio, but everyone wants to reach that next gen frame.

AriseWorks
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43:41 Wow that seems like a big improvement! It will be nice to have development to go smoother with the engine speed improved. 53:16 Dang 5% to 15% improvement in load times, tight!

__-tzxx
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WHAT modeling and animating inside unreal i never though this dream will become true

yassiraykhlf
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Updates on Chaos, Control Rig and Mesh editing. Lots of good stuff.

vince
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between 0:00 and 0:51 what is this orange and grey grid material they are using to block out the scene?

chasingpolys
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33:25 "Since, we don't crash, right?"
Hahahaha...

Good one.

imjust_a
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is chaos cloth going to come with documentations? Really need cloth.. hopefully chaos cloth has mesh collider instead of capsule colliders

freenomon
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Holy crap. You can just do everything in UE4 now (or soon!)

moshmoshpitpit
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1:01:00 is the biggest thing. I've been dealing with Server-Auth and Physics since I started messing with the UE4 beta. I'll be on board with that as soon as there's something to mess with. The scope of the challenge is monumental but it's pretty amazing.

Jambax
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I'm waiting for source control on runtime. As if you're playing multiplayer with your fellow developers, but it's in the editor. For example, when you put an event begin play using blueprint your changes will also appear to other developers in that server. So, if someone from your team also made some changes, you will see the changes instantaneously in your viewport. This is not just limited to blueprints, but also applies to c++.

This feature would be good and will be one of a kind, that other engines doesn't have. Hope you got the idea. And hoping this feature gets added in the future.

Jhnux
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Great stuff as usual, can't wait to test out the new features!

OnMarsD
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good job guys i was waiting for these revolutionary features

yassiraykhlf
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50:20 is huge can't wait to learn this. Please do a mini elearning series on internal animation creation with this tool and root motion effects

ArmedBatman
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I wanna know how many polys are in that Icelandic volcano scene. Maybe it's just me, but that seemed like it was kind of wasteful on item placement.

lifeartstudios
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Rider is AWESOME, so fast and nicely integrated, even works with

Hoowwwww
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Do we need to compile 4.25 source to get Chaos to work? If so how?

eulersosa
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A rather basic question, but maybe someone knows. In the intro when they do BSP blocking. How do they get the dimensions to show on the BSP material? That thing looks quite useful.

PSIXOtheX
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My mind is absolutely blown away I remember the Duke nukem 3d game engine !

thebasicmaterialsproject