WHAT
For this show we’ll be celebrating VR week by presenting you with rapid fire tips and tricks about VR development in Unreal Engine that you might not have known about. From spectator camera’s to walking modes and even hand tracking - we’ll walk through it all + follow up with a live Q&A segment.
WHEN
Thursday, February 23rd @ 2:00 PM ET - Countdown
Still waiting on high performance VR AO. AKA: DFAO.
We have been wanting and waiting for VR DFAO for years. Instead we first got Lumen running in vr, which is way too performance intensive.
The menu seems to spawn and destroy, not just scaled up and down. Specifically in the commented section: “When the reverse timeline finishes, make sure the WIC is returned to its initial hierarchy and destroy ourselves”
Does this change in 5.2 or was it just a misstatement?
I misunderstood Alex, I thought he was referring to the logic that we were looking at which scales up/down. The menu is spawned when opened, and destroyed when closed, it has not changed in 5.2.
Hi John! I don’t have permission to share all the slides (they’re behind the ‘instructor-led learning paywall’ so to speak, but 80% of my slides are in the presentation deck from my Unreal Fest talk, which you can download here:
Hi! I also was interested in seeing the slides so I thank you for sending some of the presentation material! More specifically I would like to see more about the setup of hand tracking in UE5, not all of the blueprint setup was shown in the stream so is there a chance to get some documentation on just that?