What Are You Working On? Community Screenshots & Videos

I do a weekly UE4 developer vlog, in which I document my weekly progress in making a procedural building system.

In week’s vlog (episode 4), I discuss seamless material tiling across multiple, modular meshes. Should be of interest to anyone who’s ever tried making modular buildings.

Vlog forum thread: .

Quick WIP of a transition material I picked up again.

Our first step into commercial UE4 implementations.

Nothing fancy at the moment, still needs some love, but good enough to start showing around.

You can download the demo appartment from our website: ://pro.cameleon

Or you can start a direct download :
://pro.cameleon/dl/WizualizacjaDemo.zip

Some materials I did for Switch.

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My Retro Style Platformer: Cube Ninja!

Thanks to for creating thread, there’s some great work being shared by everyone!

To share my exploits - I just released the launch trailer for my game ‘Drunk On Nectar’, a third-person action strategy game.

I’m now capturing screenshots for creating an image gallery for the game’s website!

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We just found out Space Dust Racers is coming to GDC March 4-6! Thanks heaps Epic! :slight_smile: We’ll be at the Unreal Engine booth, #1024 South. ’s our latest trailer showing what kind of mayhem you can expect:

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Wow lots of impressive work in thread. I’ll just drop some images of my most recent project …

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chipgw.files.wordpress/2015/02/buttonrot.gif

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I talk about the project a bit .

Anyway, keep up the good work unrealians. :cool:

I’m working on a highly robust and tweakable Parallax Occlusion Mapper!


thread for updates leading up to the Marketplace submission.

Added New Character Models, Unit Highlights, Mouse Based Unit Selection & Context based HUD system for my project.

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And 's the accompanying blog post: Unreal Engine 4 Dev Update #11: New Character Models, Unit Highlights, Mouse Based Unit Selection & Context based HUD system

Unreal Engine Dev Log #12: Path Distance Based Grid Mapping, Inheritance & Unit Attributes

New Updates:

  1. Path Distance based Grid Mapping for unit movement. (similar to XCOM)
  2. Inheritance for pawns, controllers and weapons
  3. Base Unit Attributes for pawns

Unreal Possibilities Blog – Unreal Engine 4 Dev Update #12: Path Distance Based Grid Mapping, Inheritance & Unit Attributes

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I am on a college research team creating a “saving sim” for the North Atlantic Right Whale. I thought I would show you guys some of the fish flocking behaviors we have implemented. I hope to release the code for flocking soon. Hopefully I will be able to give you guys more information about our game as we get closer to finishing!

Edit: The surface water and buoyancy is using 's WIP Ocean Shader project, thanks !

Planet/Sun material ~650 instructions

gfycat/PlumpRightDuiker

Open source HTML based UI system! Mostly just a framework for providing nice methods and Chromium Embedded Framework. It tries to stay out of the way and let you create the UI you want.

's a few demos:

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and

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://puu.sh/fO6mX/28f8405d89.gif

Working on an Archvis quality, realtime FPS. (Yes inspired from the work Koola has - made me realize that FPS games are no longer limited to blocky, low res, boring visuals.

Screenshot:

Video - purely just to test the glass and give a rough idea of the FPS feel, nothing polished at all yet:

That looks pretty good bro! :slight_smile:

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If you like Planet in Space Blueprint, you can vote for the Blueprint to get it on to the UE4 Marketplace:
trello/c/IoFBuGld/293-planetarium-planet-blueprint

Thank you :slight_smile:

Made some more detailed materials/improved the frosted glass shader: flic.kr/p/qXZcKL

I’m working on my first Unreal project. I’m an architect so I decided to model one of my designs.

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