Did a crazy test to avoid textures XD
Nanite Barrel (300k) + Vertex paint Baked Textured.
I did other test with 1m tris, that preserves better details but on zoom-out clusters merge faster and too much popping. 300k seems a good trade of.
Did a crazy test to avoid textures XD
Nanite Barrel (300k) + Vertex paint Baked Textured.
I did other test with 1m tris, that preserves better details but on zoom-out clusters merge faster and too much popping. 300k seems a good trade of.
Does anyone knowledgeable in Unreal Anim Node code know if it's possible to cache transforms in an anim node?
It seems that using member variables of an anim node class for caching between frames is illegal (they can get wiped unpredictably.) Is this true?
I'm not sure if it's legal to set a variable on the AnimInstance via the AnimInstanceProxy.
Is there a good practice way to do this?
My needs are that it *must* be all within 1 anim node. Can't use multiple nodes in a graph.
Started just as a visual test but damn.... 1k poly chassis
#UnrealEngine #UE5 #Gamedev #Indiedev
By adding more futuristic technology and lighting, we achieved the final atmosphere that best defines the essence of ▾PRISMANIA▾.
With this, we wrap up this series of posts about the visual design for this #screenshotsaturday
We hope you like it as much as we do!
From some of the materials I made before, I transferred them to materials for the widget. To make the material affect a group of elements, I used a Retainer Box. Retainer Panels flatten all child widgets into a single texture before rendering them
I've gotten basic Pixel Streaming 2 working. One character only at the moment, but with full control. Great frame rate but too much latency to use this map. It's a good test, though.
First pass, yay.
Any way in Unreal Engine, to exclude objects / Skeletal mesh from the native motion blur? Like a car and wheels?
In to achieve a nice radial blur on wheels.
#UnrealEngine #UE5
Chaos destructibles drive fluidsim: dust & dambreak tests, NinjaLIVE 2.0 pre-alpha, Unreal Engine
#unrealengine #UE5 #realtimevfx #fluidninja
I would love to get Oblivion, but I've heard the PS5 version performs poorly because of UE5.
It's always the same. Every console generation features a Unreal Engine version that excites developers but results in a poor console experience.
Maybe the fix it on PS6 for $10
#oblivion #unrealengine #ue5 #ps5 #xbox #videogames
Fab Spring Creator Sale is live till Apr 29. Grab Low Poly Nature at -50% discount!
Fab link: https://www.fab.com/listings/0ff60dbe-e67a-4087-93be-df94ae113d52
I was going to make HOA meetings happen in a building. I still might. But the beach. The beach!
New camera! Camera no longer adapts vehicle's tilt on the banking to create a more dynamic look. #LightningHornets #GameDev #UE5 #UnrealEngine #IndieDev #Arcade #Racing #Game #Videogames #Blender #Daytona #SEGA #BlueSkies #Tropical #Beach
Did I post this? I will again. If you're making props for architectural visualizations, it would be ever so nice if their collision meshes roughly approximated the objects.
And glass rooms should have functional doors. I have to roll my own. This is just mean.
I'm working on getting HOA meetings into Unreal Engine. I'm just doing it in 3rd person game mode. I'm not streaming video - everyone gets a character of their choice. But instead of everyone getting a game client, I'm considering using Pixel Streaming 2 so a browser should suffice. First pass is with clients.
Streaming video from multiple people's video cameras P2P into the game looks possible, although more of a project. There are bandwidth and resolution issues to deal with.
Baby steps. If I get this all working, maybe I'll play with it.
Unreal Engine 5.4.4 being great, live coding compiler is 50% faster, overall perfomance ingame maybe a bit less but nothing to worry, just the bug on log compiler pops that never disappear but not much problem.
5.5 pass, perfomance drops a lot, and open some BP slower. #UnrealEngine #UE5 #gamedev
Yes, Virginia, there are Vulkan patches in UE5 hotfix 5.5.4. Vulkan has... issues.