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    What content would you like to see on the learning portal?

    Hi All,

    You've probably noticed that we've recently begun previewing our forthcoming learning portal. We are in the planning stages for our 2019/2020 courses that will appear there.

    Now is the time to tell is what you'd like to see! We want to hear from you on what kind of courses and topics we should be creating and what is important to you!

    Please take a few minutes to tell us in this short survey. (@2-3 mins). In the coming months, we will be posting a follow up survey focusing on game dev specifically.

    https://uelpcourses.questionpro.com/

    Thanks for your time.

    Chris
    Chris Murray
    Senior Manager Online Learning, Unreal Engine
    Twitter: @chrismmurray
    LinkedIn: http://www.linkedin.com/in/chrismmurray/

    #2
    No analytics or trackers of any kind on that survey (client-side anyway). Nice-job Epic.

    Comment


      #3
      Done
      I would like to find articles about The UNREAL® Way, not only technical things but how to face a new project, for example if it had to do a multiplayer card game, or a sport game, etc. but I'm not asking for a template, but something at a high level of how to structure the classes

      Comment


        #4
        Originally posted by DomusLudus View Post
        I would like to find articles about The UNREAL® Way, not only technical things but how to face a new project, for example if it had to do a multiplayer card game, or a sport game, etc. but I'm not asking for a template, but something at a high level of how to structure the classes
        Actually that sounds interesting, it would be great to know how internal Epic teams handle some projects, what guidelines do they stick to, what rules are best to adhere to, what's their high-level workflow, etc. And I'm not talking about obvious beginner things like "let's prefix files" and "use source control", but a more intermediate overview that can help studios migrating to or starting with UE4. Thinking about it, if it's done well, it could be more useful than anything in that survey.
        Last edited by KristofMorva; 05-17-2019, 08:34 AM.
        LinkedIn, Engine Contributions
        Polars (WIP), Game Jam Projects
        Marketplace: Viewport Utilities, Blueprint Streams, Control Structures

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          #5
          Originally posted by ClavosTech View Post
          No analytics or trackers of any kind on that survey (client-side anyway). Nice-job Epic.
          I agree I loved that they didn't include any BS trackers like that in the survey, bravo!

          Originally posted by DomusLudus View Post
          Done
          I would like to find articles about The UNREAL® Way, not only technical things but how to face a new project, for example if it had to do a multiplayer card game, or a sport game, etc. but I'm not asking for a template, but something at a high level of how to structure the classes
          This sounds interesting, maybe they should try doing that at least once and see what the reception is like.

          Comment


            #6
            More C++ stuff.

            Especially how to create advanced stuff. For example creating a custom Editor for a custom UObject class (i.e. creating a graph window, how the nodes are translated to code etc)

            Comment


              #7
              After being on forums since 2016 and reading a lot of threads, more info on how to produce C++ plugins with pixel shaders and compute shaders would be a great help for people coming from other game engines and also technical people (not artists).
              Nilson Lima
              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
              Join us at Discord: https://discord.gg/uFFSEXY

              UE4 Marketplace: Cloudscape Seasons
              supporting: Community FREE Ocean plugin

              Comment


                #8
                Engine code familiarization course, rendering part in particular.

                Comment


                  #9
                  Originally posted by Deathrey View Post
                  Engine code familiarization course, rendering part in particular.
                  Seconding this - in-depth engine spelunking that explains the inner workings on the rendering pipeline, input pipeline, networking etc.

                  But one thing I'd love to see more - Production Workflows. The Engine is just part of the story, I want to know how you guys use it in your production pipeline. A few examples of what I mean:

                  1. In some talk someone once mentioned that you move your HLOD actors to the Persistent Level in Fortnite and effectively use those as entire-sublevel-impostors. I would like to know more such level optimizations, aka how you use your own tools in your own projects.
                  2. I know you use GameSync with Perforce to share your games among your teams, but are your projects laid out on your repos (do you have game-specific engine branches etc.) and what kind of automation tools and script do you use to build and test your projects? Do you run doxygen on your game code to generate documentation for the game similar to how the engine docs are generated? Do you have a Fortnite/Documentation folder for the project? I would like to know more about your high-level project structure and how you do the whole "scaffolding" around the games themselves.
                  3. How do you organize your assets and what tools do you use to e.g. enforce naming conventions? Do you do commit-time checks to ensure all the assets are validated, if so, how? What about the asset import pipeline, do you just import assets manually? What are your techniques for asset management and ensuring things scale properly and things are in-sync with art updates etc.

                  I think a lot of these could be just summed up as a "Epic's Internal Workflows" course.
                  [Submitted] Advanced Data Validation

                  Comment


                    #10
                    slate html (css) text ~~~~~~~
                    texture from the table we can make a wavy line, a dotted line, and even a background for the text - system filled="(texture id from table) (color = 0 to not texture update color) (fill or left or center or rinht) (fill or up or center or down) (0 or 1)"
                    <span color="#ffffffff" size="20" filled="texture #ffffffff fill fill 0" hower="color="#ffffffff" size="20" filled="texture #ffffffff fill fill 1"" >fill fill texture0=before text.</>
                    <span color="#ffffffff" size="20" filled="texture #ffffffff fill up 0">fill up texture 0=before text.</>
                    <span color="#ffffffff" size="20" filled="texture #ffffffff fill center 1">fill center texture 1 =behind text.</>
                    <span color="#ffffffff" size="20" filled="texture #ffffffff fill down 1">fill down texture 1 =behind text.</>
                    <span color="#ffffffff" size="80" filled="texture #ffffffff cencer fill 0">center fill texture0=before text.</>

                    Comment


                      #11
                      Anything or everything about fully dynamic lighting in a game.

                      Comment


                        #12
                        chrismmurray_EG

                        Hi Chris, Lots of requests for C++ so far... But I have a special request... Why not aim the first C++ course at people who don't actually want to develop in C++, but need to expose engine functionality to Blueprints? - Look back at this Epic Livestream as an example. Lots of good stuff in there. But it ran out of time because it tried to cover too much glue between Blueprints and UE4-C++. Why not keep things simple this time, and just cover 'one use case' all the way to COMPLETION. For example, this was one of the highest rated requests on here before it was hidden. Please offer a tutorial that shows:

                        1. Downloading Source + Building the engine (with common errors / gotchas). Show Windows + Linux POV, if possible.
                        2. Add a brand new Blueprint-Node to Enable / Disable the current hard-coded Split-Screen killswitch for Bloom etc etc.
                        Last edited by ClavosTech; 06-03-2019, 04:13 PM.

                        Comment


                          #13
                          C++ content, from the basics to advanced. Please I do not want to do all things in Blueprints.

                          Comment


                            #14
                            chrismmurray_EG

                            Networking in C++ and more specifically server authoritative movement, client prediction, and especially the FSavedMove side of things. You guys are killing it with Fortnite but there is still no cohesive C++ networking course that goes farther than BP (which is mirrored by many youtubers) and a handful of partially finished or very basic C++ videos.

                            I recently had to shelve a VR multiplayer game because there is next to no documentation on how to setup or use any of this and the server corrections over 50ms of difference were enough to get me sick and render the game unplayable. I have all the Udemy courses but even following the one by Ben Tristram was a catastrophic failure using a somewhat custom movement system (notably jetpacks). They supposedly replaced the server/client correction system with one that was intended to have the server behind the client with packet timestamps but as soon as I used it in my project it did not work at all. The only thing I have to go off of is a wiki post from UE 4.14 and reading the Unreal Tournament source code but that is going into a grey area because I cannot use UT code in my projects.
                            Last edited by Jinc; 06-09-2019, 01:44 AM. Reason: @ tag failure -_-

                            Comment


                              #15
                              A better version of this
                              https://docs.unrealengine.com/en-US/...nts/index.html

                              Maybe including all of these
                              https://www.unrealengine.com/en-US/t...h-stream-recap
                              As actual lessons

                              Essentially, anything that would prevent someone like me from spending around 2 weeks figuring out why a blend-space animation has your feet dipping into the ground and how to fix it, and what the better ways of actually animating complex locomotion states are.

                              A really in-depth character animation course is really, really, REALLY needed.
                              And it should most definitely include curves?

                              I can't really begin to explain how much easier it is too drive Foot IK from a curve you set in the anim vs coding from the Notify event manually... it's 10sec vs 1 hour and a really sub-par result. Had I known about it (from reading it somewhere important like the very first link tutorial) I would have never event attempted to implement things with notifies....

                              And if possible, maybe you guys can consider releasing the speed warp and Orientation Warp Paragon animBP nodes as actual part of the engine. Particularly the speed warp one so that you can then make the blend-space from idle to walk an "obsolete" practice for advanced projects (or those who are picky like me?)
                              Last edited by MostHost LA; 06-17-2019, 01:21 AM.

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