Infiltrator Released For Free!

[=soetdjur;399709]
Hey thanks! Am trying my best with my limited knowledge. The only things I did was to go into Matinee and manually delete everything in there (didn’t find a way to just remove the matinee directly) I moved PlayerStart which was located in a black box outside of the scenery witch the white text “Press Spacebar to start” So I just dragged the PlayerStart thingy down to the construction-line- (where the demo normally would start) And that’s about it, I tried to remove Camera-Imperfections and Motion-blur because I really don’t like them, but it didn’t seem to work. Camera-Imperfection a.k.a chromatic abberation was only adjustable via the “view” button in the window. And under project settings i tried to uncheck motion blur but the settings didn’t stick. I guess there’s an easier/other way to do this that I don’t know of.

My system is pushing 25-30 fps in the construction- and 30-40 outside. My CPU is clocked as high as possible 4.6ghz, but unfortunately I don’t have an i7 CPU. Dunno but it seems like multi-threading gives quite an advantage performance wise.

Yeah I tried to solve this problem by adding a teleporter to make it to the top outside, but I didn’t get it to work. I also tried to mark everything inside the back box to try to bring the whole freaken construction- up just outside the nice little park, somehow everything wasn’t marked and some things were left behind :frowning: Tell me how camera switches work. The demo originally had hotkeys yes, but I think I managed to delete them when removing everything in Matinee.

About SweetFX. I like the sharpening, but I can understand that it looks overdone on a 1080p monitor. I ran in 4K so I had to bump the sharpening up quite alot to get it right. Also on my monitor it looked slightly better with a little contrast enhancement, ofc this differs from monitor to monitor. But feel free to edit the sweetFX settings to your liking.
[/]

UE4 has the ability to control postfx via volumes called PostProcessVolume. This is so that the level’s postfx can be tuned to the area in question. As an example, if you wanted to turn off chrom abb you could go to the initial hallway area’s post volume called “Post Process Access Tunnel” / select it and in the Details window go PostProcessVolume/Settings/Scene Color/Fringe (what it calls Chrom Abb). You can set it’s colour, saturation, vignette etc there too. If you wanted to control postfx an entire map (without sub volumes) you can just delete all the PPVs bar one and set that to “unbounded” which basically means it’ll ignore the size of it - and effect everything. They have one already doing this called POST_CINE which basically just adds a dirt map/mask to the screen.

Setting up cameras is fairly easy. You just need to delve into some basic blueprint scripting - for which there’s loads of tutorials around. When I’m working on my own game later on I’ll see if I can get a screen grab for you (I’ve been experimenting with old school fixed cameras that get triggered when the player walks into hit volumes).