[Twitch] 4.5 Check In, Animation Retargeting and More! - Sept. 25, 2014

Yeah, you weren’t that wrong, hehe.
2011 -> started out in UDK, but didn’t like the lighting and foliage at that time.
2011-2014 -> been with CryEngine, but with that engine we couldn’t really progress in terms of gameplay (docu too awful)
2014 June -> UnrealEngine4, and I hope we release it with that engine :slight_smile:

Anyway, let’s keep that thread clean, and related to the Twitch Stream today! Looking forward to it :slight_smile:

I hope for a release dat for 4.5 (normally it shouldn’t be that far away since the preview build is available for days now).

Its very often out as a Pre-release a week before.
Am hoping they be releasing that today as they usely announce that on the stream.:slight_smile:

Thank you very much for the response, that’s disappointing to hear though hopefully it makes it in for 4.6, it’s really important for practically every project I wish to work on and the workarounds to get in-game alternatives are complex, time consuming and resource intensive. Goodluck resolving all those issues.

To go deeper into those 2 I’d also like to ask:

  1. For the planned official video as texture support in 4.5 (that is based on the that guy did I believe rather than something Epic did?) will it be able to use alpha channels/blending to make parts of it transparent (as in green screen/pre-keyed video to place in a UE4 environment)? Even if we had to resort to image sequence file videos rather than straight AVI? And if it’s windows only does that refer to development or deployment (or both?) So we can’t use any video in game (on say a virtual screen) if we also want the finished product on Mac/Linux?

  2. Has any progress been made on Screen Space reflections in VR (For oculus rift)? It actually looks really good in VR (vibrant, eye popping, jaw dropping etc… :slight_smile: ) other than the fact it doesn’t really work right, and I can see the problems VR introduces in doing it that way but would love to be able to use these in future for VR (and yeah I know performance is already vital, but it didn’t seem that hungry on my system in VR tests).

[QUESTION] While I think the current retargetting system is good enough for my current needs, I was wondering: **Are there any plans to implement a system similar to Mecanim where it’s a lot more flexible to different skeletons as long as the definition is humanoid-like? This would make it much easier to author and use marketplace animations. **

For all the foliage people out there, been testing a new lighting model for foliage, still needs a lot of work, but basically its a cheap SSS. Below is a screenshot comparison of a speedtree with the standard material (Default Lit) and my new material (Foliage Lighting) with nothing else changed. (Except for adding a subsurface texture).

Well, that doesn’t look better than current foliage shading… but yeah, community must solve the issue then, if we cannot get if officially! How’s your hair solution going btw? :slight_smile:

OSX tassellation + HiDPI rendering

Any news about tessellation support on OSX / OpenGL4.1?
Updates about HiDPI OpenGL Rendering on OS X / retina displays support?
Thanks :slight_smile:

I really hope that unreal engine will support soft body collisions in the future. :frowning: like in these examples:

?v=hmaHj6mpT0k
?v=9oemmFXHVEI
?v=hI1MMVt7xEo

And I also have a little by the way question. Do foliage objects support Lod’s?

Yeah, they do. They only change LOD per instance cluster though, and it may look jumpy if clusters are too big.

Stream Question: when we can expect Dynamic Decals working correctly? (i.e. project them on moving skel mesh as material)

**My Question
**
Just finished reading the UE4 Integration and Demo Occulus Connect.

It is very interesting the technique used to achieve 90hz or 90fps while keeping a high visual fidelity on the showdown demo.
Are there any plans on going really in-depth on VR development. Having a video walk-through tutorial on YT ( not that i need one) but for those who might.

But what am really interested in is about the technique used. For example the lecture talks about how normal map looks bad in 3d and how tessellation were used instead.
Also Fake shadows for charaters and vehicles whily only utilizing lightmass, latency reduction, time warping, etc. Would like to see a series that goes indepth on these techniques or perhap releasing the demo for VR or as an actual project.

Perhaps we would see it when CV1 release at CES?

Thanks for the Twitch Stream again, Epic! :slight_smile:

Thank you for one hell of a stream and , I hope you have gotten a to take a breath after all that talking :wink:

/b/572029040

Ditto. Thanks for answering as many of our questions as you could. I think your doing a great job and I am looking forward to seeing what’s new in the 4.5 release!

Tanks, i figured it out right after posted that so i deleted it… I haven’t really used Twitch that much as you can tell :slight_smile:

Yes, you will be able to build it in 4.5 without resorting to third-party forks and patches, but consider it pre-alpha.

Thanks for the great stream, i noticed you read my question about Movie support but were unsure of exactly what i was referring to - I was referring to using video files as textures, in UE3 we were able to import BINK files and use them as texture maps which was a really cool feature especially for architectural visualization and i would love to see this return in UE4, were you able to find out if this is going to be supported in the new Media Framework?

You also mentioned that Lion’s Head’s GI is currently implemented into the engine, is there any documentation on utilizing this feature or is it the same GI that has been in since 4.0 that you have to enable via the .ini file?

Thanks in advance!