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

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  • replied
    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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  • replied
    Originally posted by chrismmurray_EG View Post

    What did you have in mind?
    Hey Chris, take a peek at how Udemy does it (pics below). They actually don't have that many more options its just that their video player makes full use of screen space. All the following are the content pane on a browser in standard HD.

    Udemy standard layout:

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    Udemy stretch layout:

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    Unreal standard layout (notice video is small and a ton of unused space where the video could be):

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  • replied
    Hi!
    It would be great to see archvis tutorials, touching all aspects to create realistic interior/exterior, static or dynamic lights, their benefits, info about settings, optimization, tips&ticks, all, all.
    Thats would be great!

    Leave a comment:


  • replied
    Originally posted by pbdarcey View Post

    Just a quick question. Is there going to be a planned release date for new content each month or different each month?

    I really like all the content that you are putting up.

    Thanks,
    Thanks for the question. We post content as soon as its ready. Not a set date each month. Though we do do an email communication to users each month about whats new.

    Hopefully soon we'll be publicly posting our road map of planned courses.

    Stay Tuned!

    Leave a comment:


  • replied
    Originally posted by chrismmurray_EG View Post

    What did you have in mind?
    Just a quick question. Is there going to be a planned release date for new content each month or different each month?

    I really like all the content that you are putting up.

    Thanks,

    Leave a comment:


  • replied
    Originally posted by Shmoopy1701 View Post
    Feedback for the online learning videos:

    https://www.unrealengine.com/en-US/onlinelearning

    The content is awesome (!!!) but could we get more video player size settings besides just "default" and "fullscreen"?
    What did you have in mind?

    Leave a comment:


  • replied
    Feedback for the online learning videos:

    https://www.unrealengine.com/en-US/onlinelearning

    The content is awesome (!!!) but could we get more video player size settings besides just "default" and "fullscreen"?

    Leave a comment:


  • replied
    Thanks for all these Ideas... we are reading them and adding them to our wish list of courses.

    Chris

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  • replied
    I would REALLY like to see a good breakdown / tutorial on how to add wounds and bullet holes to enemies.
    This is a very common system people expect in shooter games But there is a dire lack on info on how to do it in UE4 .
    Something Either using render targets or alpha masks and displacement maps.
    I have been trying to pull this off for a while and found very little on the subject, and zero examples

    So please could you do a live stream explaining the best / most efficient methods to pull this off
    Last edited by AlphaWolF; 11-14-2019, 08:22 AM.

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  • replied
    Beginning landscape / terrain tutorials
    What the various blueprint nodes do in different contexts (multiply node combines two other nodes in Material Editor, but what does it do in other contexts?)
    Creating normal maps for basic textures and meshes
    How to optimize in-engine speed of rendering and previewing
    How to get staff to be more active in the forums (haha)
    Developing an outline for designing a game that is useful in Unreal Engine workflow

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  • replied
    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 that 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.

    Organizing the tutorials in the Learn portal, via the Launcher, is a great idea too. Beginner, Intermediate, Advanced is all that's necessary. The tutorials are currently not in any order according to experience / learning level, and having an identifier for those 3 levels would be helpful. Change the in-engine tutorials (flashing green grad cap in upper right corner of editor) so it doesn't disappear after going through the tutorial. I don't know how to get back to those tutorials, and they'd be excellent reference points while beginning. One last suggestion: perhaps offering links to tutorials in the ContentExamples project levels would increase speed of learning and access to assets and files that are used in those linked tutorials. Even simply YouTube videos, or any other tutorials, whether video or readable instructions, are sufficient. Identifying what level of learning they're at is pertinent to those as well. And if a tutorial isn't exclusively a beginner tutorial, but has intermediate aspects, then it could be labeled / identified beginner-intermediate.
    Last edited by preston42382; 10-31-2019, 01:56 PM.

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  • replied
    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 @ Epicgames.com

    C

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  • replied
    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.

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  • commented on 's reply
    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.

  • replied
    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

    Leave a comment:

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