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    #61
    Also, on the online video courses, can you make it remember the video speed between each video?

    I usually watch at 1.25 speed. Would be nice if you only had to set it once and the next video would play at that speed (Udemy does this).

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      #62
      Originally posted by Shmoopy1701 View Post
      Also, on the online video courses, can you make it remember the video speed between each video?

      I usually watch at 1.25 speed. Would be nice if you only had to set it once and the next video would play at that speed (Udemy does this).
      Hi! As the video link is embedded per module, the playback speed is unique to each. For additional answers to frequently asked questions, check out the Unreal Online Learning help site.

      Thanks for learning with us!

      -Kait

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        #63
        I'd like to see some procedural generation in ue4 things. Not JUST terrain though.

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          #64
          I'm late to this party by a few years but I would really like to see some content on VR which I saw in a road map post and still don't see in the available training, and a link on each video page to a forum post where people can discus the lesson and help each other out. I am trying the Twin Stick Shooter lesson and when writing C++ I get compile errors on the TAtomic from the Atomic.h script that is not even mentioned in the tutorial. Its likely a version error as i am on 4.24.3 and the lesson was made back in 4.8.1 but it would be great if a forum was already set up and easy to find for new devs to discus this sort of thing.

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            #65
            Hi there! I was just wondering when are you planning to upload Adam's Block audio content for a "shooter game", that he described in this article?

            https://www.unrealengine.com/en-US/t...sample-project

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              #66
              I wouldn't mind seeing a new Learning Path for 3D printing. Given features of Unreal Studio are now integrated into Unreal Engine, for ArchViz and BIM industries, a method could be added to export blank geometry of scenes to 3D printers; taking care to provide LODs of more complex items (such as trees and blocks of water) as independent objects.
              CEO, Sr. Product Design Engineer - Rushboard Technologies | http://www.rushboardtech.com

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                #67
                A bit late to this particular party, but something I'd like to see implemented, UX-wise rather than content wise, is the ability to either review a course without completing it and/or show the amount of people who started the course compared to how many completed it.

                Speaking as a total beginner noob, there's been a couple of courses that I haven't found to be great but have fortunately seen excellent alternatives on the site. Unfortunately the not great courses are a real chore to finish to leave a review (where the reviewer could point other learners to alternatives which may be better, explaining why). I think having to finish the course before reviewing might skew the ratings a bit (eg. one course I personally didn't enjoy had a 4 star rating, but only 7 reviews. It did make me wonder how many others started and didn't finish).

                Personally I'm finding starting out to be quite daunting and confusing, particularly for such an amazingly complex beast as UE4. The wealth of information available (which is of course a good thing) can make it difficult to get a decent grounding in the basics before going off to get more specialist knowledge once you know what you're looking for.

                Incidentally, whoever Paul Kind is, give him a raise (or a pat on the back). His "First Hour with Unreal Engine" is a particularly excellent, well-paced and interesting grounding to begin with. In fact it might be the best introduction I've ever seen to any engine or tool.

                Kudos to everyone who's put together the learning portal though. It is excellent.

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                  #68
                  Originally posted by Hyncharas View Post
                  I wouldn't mind seeing a new Learning Path for 3D printing. Given features of Unreal Studio are now integrated into Unreal Engine, for ArchViz and BIM industries, a method could be added to export blank geometry of scenes to 3D printers; taking care to provide LODs of more complex items (such as trees and blocks of water) as independent objects.
                  Hyncharas,

                  Why would you just output from your DCC to a 3d print? what do you want to 3d print from UE that you can't elsewhere? Interesting in suggestion.

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

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                    #69
                    Hello

                    With the changes to the Sun/Sky system from 4.24 and above, i believe there needs to be a course that puts users through and explains how the new system works both for interior and exterior architectural projects.

                    Game courses are lacking.. the twin stick shooter course needs to be updated or replaced with something new.

                    As the engine improves, it'll be great if new courses are released parallel to major engine updates.

                    Great job with the portal!

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                      #70
                      Originally posted by raptoreagle View Post
                      Hello

                      With the changes to the Sun/Sky system from 4.24 and above, i believe there needs to be a course that puts users through and explains how the new system works both for interior and exterior architectural projects.

                      Game courses are lacking.. the twin stick shooter course needs to be updated or replaced with something new.

                      As the engine improves, it'll be great if new courses are released parallel to major engine updates.

                      Great job with the portal!
                      These are great suggestions. We have lots of GameDev courses coming. We also release a ton of GameDev Material last month. Hopefully you saw them.

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

                      Comment


                        #71
                        What about the full release cycle of the game in the AppStore and Google play

                        1) Initial setup of project
                        2) optimization and code Tips + Vulcan, arm64 and arm7 (SDK information be cool too)
                        3) setting up ads (AdMob) and achievements in the engine (Google has changed all this very much). FireBase will be good too
                        4) packaging the game for shiping
                        5) how to release a Google play game from zero to finish with working ads and achievements (Google has changed all this very much)
                        6) how to release a game in AppStore from zero to finish with working ads and achievements

                        Perhaps of course this is more suitable for the tutorial from Google and Apple themselves ,
                        but I would really like to see how it is done with unreal engine 4 by Epic Games masters

                        I hope you will at least think about this idea

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                          #72
                          I've been studying how to make an RPG because it seems to have most elements you would need to build a game. There is a lot of work with different file types, putting things together in a practical way and it really makes you think. It requires a dialog system, combat system, leveling system, items and inventory, shop, etc... Not saying that RPG is the most practical genre to learn from, but it's pretty good. I imagine a 2-3 week course on create a turn-based or action based RPG to be very beneficial to people in general.

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                            #73
                            First thing I'm looking for is how to set up a procedural material for a terrain I created from a heightmap. So far not to be found. Please don't send me to the marketplace for pre-made assets that will become obsolete and unsupported as Unreal Engine progresses. You have nothing more that a YouTube video of a live demo? How do I use Megascans and Mixer, what is the procedure? What are templates and best practices? This is why I left Unity3D.

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                              #74
                              Tutorials on texture / material mapping techniques:

                              Triplanar
                              Proper UV mapping practices and basics
                              Normal map production basics and workflow examples
                              How to create roughness, height, AO, and other 'specialty' textures
                              How to scale, tile, and maintain materials to avoid skewing, bad projections, wrong lighting, etc (such as how to create a material so it doesn't screw things up and is prepared to get applied to meshes / surfaces / effects)
                              Techniques or at least a bunch of tips for efficiently producing materials and textures

                              Comment


                                #75
                                I would love to see a masterclass in Niagara/ real-time VFX, similar to the masterclasses in rendering and materials from Bjord de Jong. Those were excellent!
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