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

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    Hey Chris,

    A couple more small items...

    For doing virtual sets, the video is always delayed a few frames so when you render the CG you need use the tracking data from when the video came in so everything will match up. I'm wondering if there is some global way to delay the tracking data? Right now I'm using vive trackers and WMF capture and there is no timecode. I can't find anything in the docs that shows how to do this (delay all the trackers). Or maybe it doesn't exist yet? If I was using a pro card with timecode, genlock, and frame sync and my motion was coming in through LiveLink, would it automatically sync everything to timecode? Not clear about all of this but making it work is pretty critical. So some docs about how to do this with all types of video, tracker and Livelink would be helpful.

    Also the Mixed Reality Capture tool looks interesting, but it would be nice if it had a sample project to go with it. I've had a lot of trouble making it work and once I get a calibration it would be nice to have a simple project to test it with. I'm still not clear on how to setup a project to use it myself.


      I would like to see replication tutorials for multiplayer. that would be amazing.
      Matt Walton: Programmer and owner for WireLiteSoft Games.


        The HTTP remote control is another example of "great feature but missing basic docs" you describe all the REST like stuff in the doc but if you're not a "web guy" who already knows about this stuff, a sample of how to setup a basic web app/page that does something would be very helpful. Even if all it does is change the color of a light. I'm just not sure how to setup all the web infrastructure to use it so a sample of how to setup a web app/page would help A LOT


        • Ro-Su- commented
          Editing a comment
          Agreed! We're working on a sample app that we intend to distribute with upcoming releases. We considered in the meantime providing a bare-bones HTML page with JS that submits and handles a request. But we struggled with how to make it short and simple enough for a non-"web guy" to understand without showing bad web development practices.

        Even showing a sample with bad practices is better than nothing, particularly when a more complete sample is coming. Right now I'm just not sure where to even start.


          Hi Folks, these are all great comments. Some are support questions though... so I'll pass those on to others. Greg, feel free to message me directly at onlinelearning @

          Chris Murray
          Senior Manager Online Learning, Unreal Engine
          Twitter: @chrismmurray


            I'm a beginner in Unreal Engine, and in creating games. However, I'm not a beginner in games, and have learned quite a bit of the basics over the last week or two. A beginning concepts tutorial, with in-engine demos would be practical. I'm capable of guessing at and remotely comprehending occlusion, realtime vs. runtime, shadow / texture maps, dynamic vs. static lighting, and other important concepts. But I'm often at a loss as to where I start learning that information more succinctly and efficiently than having to search through the docs to obtain bits and pieces of how and what the functional meanings of those terms / concepts are. So a module or set of tutorials defining, explaining to an extent, and demo'ing those is a good initial point of learning, I think.

            A few more that appear to be missing or absent, at least from the Launcher tutorial list:

            How to create particle effects from scratch, or without a pre-made effects object
            How to render for various screen resolutions efficiently and qualitatively
            Using the details panel to modify objects / actors in groups and according to scale (such as modifying a texture so it appears proportional to the object and game's world)

            Since I'm a beginner, I'm mostly requesting beginner / amateur level tutorials. I've read lots of material in the docs about some of the basics and main concepts involved in game design and the Unreal Engine, with lots to go. But reading only goes so far, so interactive tutorials or at least tutorials with less of a focus on video narration, and more emphasis on succinct instructions and definitions / explanation or demonstration are an effective help to transition from beginner to advanced. Thanks.