It’s hard to believe, but the 2017 Game Developers Conference is almost here! This year, Epic’s annual trip to San Francisco will deliver a first-hand look at the all the new tools and features Unreal Engine is bringing to developers while showcasing the amazing content our partners have been producing across all major platforms.
If you’re a developer, we hope you’ll attend our annual ‘State of Unreal’ opening session and swing by our booth so that we can help with anything Unreal-related you wish to know. Our team will be on hand to share ideas, answer questions and listen to your feedback. We’re also hosting a variety of learning sessions in our booth, through partner activities and as part of the official GDC program so that you can come away both informed and entertained.
The Unreal Engine GDC Education Summit is also returning to San Francisco and you are invited to attend our annual event that is open to educators for free.
The 2017 summit will feature a keynote address by Epic Games’ Marc Petit, general manager of the Unreal Engine enterprise team, which supports many industries from aerospace (NASA) to automotive (BMW). Learn how Epic is helping companies innovate, and hear about the increasing range of opportunities available to those with skills in Unreal. Epic recruiter, Emily Gabrian, will present the Epic Games Internship Program and outline what educators and students will need to know to apply.
Ok, now I really want to a closer look at how Robo Recall is using all of those physical animation component/constraint profiles. I’m also interested in what Ryan Brucks didn’t have time to show. I want to see both of those in content examples for sure(volumetric cloud painting in VR). It was also nice to see RBF being used on a Paragon character, was it also driving morphs based on pose or rather Pose Space Deformations? (ok, it was fixing shoulder snakes) It certainly looked like it was being prepped as a Content Example, wishful thinking?
What was the deal with 3lateral? I wasn’t clear on whether that was something they’re bringing to UE4 or if it was just their own internal project?
Is there any word on when things like ambient occlusion decals and FFT bloom will be implemented? Are these 4.16 features or more distant?
Also, the demo that Sam Deiter was doing with the water, is it going to be released? I think Shelley might have said it was in the content examples, but I couldn’t find that specific level he was demoing.
Many Thanks James. Now if I could just figure out how you’re keeping the feet from going nuts with physical animation. Something to do with changing the collision response from ignore to block depending on the physics state? Blending physics weight in and out dynamically?