These 2 free videos, almost 2 hours in total, go through:
C++ variables in BP
Timers and limiting Tick
Light ranges via BP
Smoke monster setup
Menu setup and options menu
Level overview. 10 levels with 10 000 actors per level about. All hand placed
Indirect lighting on dynamic actors
Translucent lighting tip
Simple roughness trick
Level occlusion and performance
Prometheus style scanning drone material and effect
Wetness effect on the camera using post processing instead of particles
Almost 2 hours of information on how I set up TSP. The goal with these videos as always is to give an insight into how I set up a large UE4 project that has been in production for over two years and is soon launching on Xbox and Steam.
The videos like before don’t explain exactly how I made things, but give an idea of the approach I took to solve technical challenges. The type of solutions possible in UE4. The kind of tricks you can pull off. But also the things I pay attention to, often technical details few people know about and things that are often not documented or discussed anywhere.
Nope Belgian Dutch Swedish something, but I met the Articy guys a few times hence the connection
We have replaced the voice acting now with a female HEV suit voice that only says the bare essentials + a new voice actor is handling “summary talks” at the end of each level as a type of narrative voice over. So we are trying that approach.
You also don’t eat dead bushes, the bushes you use for fire
But eating alien vegetables, yeah totally. First thing I’d think of on an alien planet
If we got time left we might add a scan mode, so you must always first scan new objects before you can pick them up. That would explain the eating bit.