I’m in the process of planning & producing a whole bunch of varied tutorials for the community (free, of course!). They’re quite extensive and aimed at the intermediate>advanced levels, but I’m aiming to give a solid enough grounding for beginners to pick up tips and tricks quickly too. I have a pretty exhaustive list of topics already, but they are relatively specific, and I’d quite like some community suggestions (seeing as that’s who they’re for… makes sense!). Mostly, I’m just interested personally in finding out what kind of knowledge I can offer people or if there’s any areas I too need to look at in more depth.
I’ve been scouring the forums since day 1 to try and figure out what kinds of things people are interested in, and useful as it is, It’d be nice to hear some more specific topics! The current list ranges from topics like ‘Cool things to do with products’ to C++ Physics programming. Once I’m happy with the format and the content, they’ll be all over the interwebbits for people to see. I’d also like to cram in some project breakdowns for some of the content I’ve worked on too. The only thing I’ll outright say I’m not so hot on is Animation, but other than that, throw suggestions at me!
That’s awesome !!! It’s not easy to find intermediate to advanced tutorials recently…
Really looking forward to learning some more advanced material trick/tips, VFX as well.
I’d also be interested to hear if you know of a different way for Shore foam on my ocean using depth-fade, any advice you could give me on that would be awesome!
But mainly I’m just looking forward to hearing how you were able to make such beautiful scenes in UE4.
I would like to see level assembly, lighting, vfx and optimization techniques. Basically after you have a 3d scene created in an external program the best approach for inside ue4 assembly. Thanks you for your time and contributions to the community.
It would be interesting to dissect and summarize a complex effect like that in all forms:
The tornado’s VFX (there’s probably several overlapping here)
The tornado’s PhysX destruction of nearby buildings, picking up moveable ground objects, and dealing damage to the player
The tornado’s movement across a map
And it all takes place in a replicated, multi-player environment
would allow the community to see how to perform large-scale, area wide particle , rather than using tricks like attaching an emitter to the player character for rain etc, as well as how to replicate it properly so all players can see the same destruction etc.
Honestly it may not be possible for the second item above since only CPU PhysX is available, but perhaps a little bit of destruction can still be done efficiently. Epic, if you’re listening here, it would be cool to see a professional studio’s take on another Tornado in- game too!
Well a project I’ve been meaning to get back to is a sentry gun with complete AI. Must be able to see or not see a target (no wall hacks ) as well switch on and off FOF using a volume trigger. I’ll even supply you with the model that could be pushed out as a fair use for all in the Market Place.
rotation and vector math in blueprints. for eg: find look at rotation, rotate vectors, make random vectors on defined surface, find rotation between 2 vectors, rotation from pawn to touch/trace location. should be more like collection of solutions for those small every day tasks. A lot of more artistic souls around here have big problems with vector math. It would be great to have one place we could forward them to.
And some topics that i just though about:
flow maps, flow materials
creating vector fields, and using them
blueprint communication and unreal game blueprints, ie. how to communicate between, and what each blueprint is for: level bp, game mode bp, game state etc.
how to debug, and then performance check blueprints and game, on mobile, and pc, optimization for mobile and pc.
different lighting methods, making lightmaps for meshes, and lighting csg, common mistakes like light leaking, seams on tiled surfaces,
input methods and interfaces, recognizing multitouch input, game pad,
instanced materials, dynamic materials, how to make masks for progress bar, rotating bar, gradients. Animating materials in hud and umg.
material collections and material functions
ultimate guide to creating skyboxes, people are constantly asking same questions, there are few guides but none that covers it all
Frankie, I was thinking of doing a tutorial for exactly that. I was going to use crappy programmer art, so if you’re willing I’d love to use your sentry gun. I’m thinking of doing the tutorial itself to show off example usage for the new EQS system, so sentry guns would be a reasonable thing to play with (plus they’re dead simple really).
Something that helps people get their head around sharing variables around, and being able to actually understand it.
Cast , cast that…say what, I don’t understand…why, huh, what? I’ll never remember that because I don’t understand what it’s doing. So um yes a simple easily understood, easily rememberable guide to variables (global etc) for all those different occasions!
If you haven’t already, check out Tesla on youtube. He makes great tutorials and currently runs a series where he creates a multiplayer shooter with random loot spawn, different types of weapons etc…
My suggestions for tutorials:
Anti-Cheat (haven’t seen anything about that topic)
The limits of blueprints (there has to be something you can’t do with blueprints, right?)