July 10 livestream: Unreal Engine 4.3 Preview and Rendering Update

[QUOTE=Brian Karis;93462]
Working on it as we speak. The idea is to make an automatic UV packer that is good enough quality to make it the default workflow for using lightmaps…
…The long term goal is to make the concept of lightmaps as 2d textures totally transparent to the user.

Looking forward to test this when it’s ready. I would like to have static lights due to performance but I’m using dynamic lights now as a lot of the content I deal with come from CAD/Solidworks side of things (outside of our development) where we are not provided with UV mapping.

Hi guys! The youtube video from the stream is up!

[QUOTE=Brian Karis;93462]
Working on it as we speak. The idea is to make an automatic UV packer that is good enough quality to make it the default workflow for using lightmaps. Right now there are two ways to generate lightmap UVs inside of unreal, both of which give pretty poor results. I am going to replace both with a new one and make it pack on import instead of as a hidden tool you need to know about and use. The long term goal is to make the concept of lightmaps as 2d textures totally transparent to the user. To achieve this, UVs need to not have to be provided by the artist and we need to smooth object and UV seams. The goal is a lofty one and this is step one down that path.

Ohhh I’m very excited about this! I find the whole lightmapping process so annoying and time-consuming (if I want to achieve good results, otherwise I just do a Flatten Mapping). Improving this process will be very useful. Best of luck Brian!

Ray Davis mentioned in the beginning of the stream that they had a lot of problems with getting the “last second stall” in sword fighting…

My ideas have failed so far (changing the anim play rate and the Global Time)…
Did you ever solve it?..and if so any clues on how…