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    Mac Support please

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      HI EPic / Unreal
      Thanks for great product. Is it possible to get an update to the Datasmith - SketchUp exporter? SketchUp is now on v2019 and the current Datasmith exporter only exports to v2018. Problem is my v2018 license will expire in 60 days and I won't be able to use it any longer, which means I won't be able to use Unreal because I won't be able to use the Datasmith Exporter.
      Toshiba Satellite / i7 / 16Gb Ram / NVidia GT630m-2Gb

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        we should post it next week!

        Pierre-Felix Breton

        Sr Technical Product Manager AEC, Unreal Engine Enterprise
        Epic Games - LinkedIn


        Unreal Studio Documentation
        Unreal Studio Technical Support
        Report Unreal Studio Bugs

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          Would be great if we can have Grab function too in Multi User Viewer Template.
          I am trying to bring in the function from VR Template, but no success so far. It's quite complicated for beginner users.

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            yes, the product viewer and multi user templates need to converge into a single one at some point
            Pierre-Felix Breton

            Sr Technical Product Manager AEC, Unreal Engine Enterprise
            Epic Games - LinkedIn


            Unreal Studio Documentation
            Unreal Studio Technical Support
            Report Unreal Studio Bugs

            Comment


              Mac/OSX Support for Unreal Studio and hopefully the same for upcoming C4d Datasmith

              Thanks!

              Comment


                Add a Daz Studio plugin for Datasmith

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                  Could you please either make it so that if you toggle off cameras on import, it doesn't import/create a post process volume, or have a seperate toggle for it? The use case is when you're importing assets (as datasmith files) into an existing scene setup.
                  George Rolfe.
                  Technical Coordinator at Orbit Solutions Pty Ltd.

                  Comment


                    Please consider enabling using grass layers on meshes and make possible the same approach for meshes as for landscapes.
                    This is especially important for people working with an architecture viz where you should have an easy way to export/update terrain as a mesh through Datasmith (from Revit or Rhino). In concept projects terrain changes frequently it also needs to be precisely modeled by CAD programs.
                    Every change in meshes doesn't go well with painted foliage on top of it.

                    Using grass type layers would make it way more streamlined by unlocking for the users the same techniques used for landscapes.

                    Comment


                      It would be great to link material detail from CAD metadata (like in .IFC) automatically to materials(instancesn) in the Unreal editor. Prefeably in some tabular overview, allowing more control on parameters too.

                      Don't know whether it's existing yet, I'm a fresh user.

                      Comment


                        Hi, this is not only for the Unreal Studio but for the Unreal engine itself. I would like a "Build All maps lightning" option so I don't have to manually change level to build the lightning of each level, thank you!

                        Comment


                          Not sure if this is the right area...(mods please add to the right topic if not)
                          As a music video director (indie) I always wanted to use a video game engine to cut down on render for basic previews so i moved over to unreal.
                          Coming from a AE background i never liked the nodes used in alot of software so i stuck with AE.
                          Last night i tried to do a simple task of adding some green screen footage to a Plane object and OMG what a time sync!!!! By the time i made the movies folder, imported the footage, added a media player, added a plane, went inside the plane texture fixed alot of stuff, then had to make my own nodes (not sure how the blue print system works yet) on top of all that i then had to use alot of nodes to try and key out the footage. (Even tho i did a key in AE i didnt get around to trying just the alpha without the green screen) It was a process that really bummed me out on using the engine to do ( simple 3d background setup, add my green screen footage, and play around with moving the camera and such....Keep in mind this is not trying to fix the footage to match the 3d models or add effects....In theory What i think should take less time to simply add green screen to a texture and set the texture transparent then place in the 3d world, took me hours of tutorial searching and not enough time to look up how to even blend it in. ) This is something thats just blowing my mind how much of a time sync basic and what should be easy things to do seem to take a huuuuuge amount of time, as well as alot of nodes to do something simple. Keep in mind im no game dev, or really work in the high end side of music videos....BUUUTTTT what i am is a customer who would buy alot of stuff off the unreal store based on small needs i have to do a music video ie buying models, backgrounds, etc.... My reason for this post is to remind the DEVs that even us no tech people who only need to use the engine in a limited way compared to a full dev team or tech person still has value.... I dont want to know what the gas is made from in my car...Only that i need to open the tank and put gas in...I dont want to know about the engine of my car, I just want it to start when i drive. So my point is as you make this tool keep in mind the ease of use factor and the fact that some of us dont plan to dig too deep in the engine. I hate nodes and all the wires its alot...So i dont always need to see them to do basic things... The fact i have to make a movies folder, and go through all those steps just to do a basic thing like get my footage on a time line almost turns me off for the engine. I hope the Devs see value in what im trying to say. And keep in mind as more new people from different markets shift over to the engine we need less time sync and more out of the box function. I plan on looking up tutorials tonight but most are not using 4.22 so even in the learn section it doesn't do a good job of introducing me to the program. Most tutorials feel like im listening to a robot or a over techy self unaware person who is in a mono tone putting me to sleep. Im in no way trying to talk down on the Devs or the engine Im only trying to be as open as i can and express as a newer user what i felt from the gate just opening up the program and trying to test out basic things. I do hope to get feedback as well as be apart of the community in the unreal studio section of the engine. Sidenote: Even if i wanted to do something as simple as "try" to cut a music video using only video files feels like its a time sync...Now someone might ask why do it in unreal? Because dont we all want realtime editing no preview buffer, no change one thing and now it re renders again....My goal with unreal is to start doing basic 3d backgrounds with green screen footage...Move my way into adding effects, import my on 3d or photo scanned models into the engine to use in my music videos....I would love to move away from AE and spend that monthly fee with Unreal Studio when its out of beta. Please be nice and dont flame me for trying to be open and honest. I would love to join a discord of other people who are also trying to do what im doing as well as share help to others like me. Thank you for letting me be apart of the beta i hope to see this product grow into a platform i can grow with!!! @Romeo615videos

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                            Adding in my post on C# support as adding this to the engine would be beneficial for industries that have cross application libraries in C# and want to make best use of them. Plus it would be a nice way to put out a hand to Unity devs in general who would like to transition to UE4.

                            The Rhino/Grasshopper implementation is very elegant and does a lot of what we in Architecture want. Implementing this in a blueprint node would be amazing.
                            https://forums.unrealengine.com/unre...ipting-support
                            David Gillespie
                            Associate
                            Foster + Partners

                            Comment


                              I should have also mentioned some form of bi-directionality with datasmith data would be really interesting, so for instance you could save out modified datasmith data and re-import it back into Revit where new instances of families if they have been duplicated would be created or new geometry instantiated as new family.
                              David Gillespie
                              Associate
                              Foster + Partners

                              Comment


                                Originally posted by david.gillespie View Post
                                Adding in my post on C# support as adding this to the engine would be beneficial for industries that have cross application libraries in C# and want to make best use of them. Plus it would be a nice way to put out a hand to Unity devs in general who would like to transition to UE4.

                                The Rhino/Grasshopper implementation is very elegant and does a lot of what we in Architecture want. Implementing this in a blueprint node would be amazing.
                                https://forums.unrealengine.com/unre...ipting-support
                                Just to point you all towards USharp that's being actively developed. Would be amazing if this was able to be supported or scaled up by Epic as a way to let users access Unreal functionality via C#. Support for Datasmith functions would be very welcome.

                                https://github.com/pixeltris/USharp
                                David Gillespie
                                Associate
                                Foster + Partners

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