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    Originally posted by Daniele Barone View Post

    I tried but I did not find any material about it.
    But is it a function that has yet to come out?
    It’s in 4.21 preview at the moment. A great deal of docs is underway as well.
    Pierre-Felix Breton

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


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      Originally posted by pf_breton View Post

      The new pixel streaming system is a way towards this type of workflow, where the same quality is available no matter what platform you use, provided that a powerful desktop runs the app somewhere
      Nice, i can't wait to test it.
      I'm also interested in how we can read video from storage for a buisness app to show 3D and video in the same vr space.
      Unreal studio have the same limitation for the "movie" folder on mobile app and we can't put more than a video in the 2GB limits.
      I don't know if is a permission reason or player limitation but we didn't find any solution for this problems yet.

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        Tredigraph you should be able to stream a video from a URL if you use the Stream Media Source.

        https://docs.unrealengine.com/en-us/...eamMediaSource

        Maybe that would be a way get around your space limitations?

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          Originally posted by Prince_By-Tor View Post
          Tredigraph you should be able to stream a video from a URL if you use the Stream Media Source.

          https://docs.unrealengine.com/en-us/...eamMediaSource

          Maybe that would be a way get around your space limitations?
          Yes, i know the Stream media source workflow, but i need an offline system for fast and reliable solutions.
          I can't stream from url 360° videos without a proper connection (that in some case i might not have) and i have multiple video for each clients factory (so many GB of files).
          Loading video from the phone storage is the only pratical solution i need to use right now.

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            Originally posted by Tredigraph View Post

            Yes, i know the Stream media source workflow, but i need an offline system for fast and reliable solutions.
            I can't stream from url 360° videos without a proper connection (that in some case i might not have) and i have multiple video for each clients factory (so many GB of files).
            Loading video from the phone storage is the only pratical solution i need to use right now.
            Same problem for me. I was thinking about setup a local web server on phone to adress the "url" function, but maybe it's an overkill solution for such a simple problem...
            Any android player can read from storage, i guess unreal won't allow that for security reason, but with the studio version i wish for a more "flexible" control over such matters.

            Prince_By-Tor if there's a solution to this problem i'll be very interested in testing it. Thanks.

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              Originally posted by pf_breton View Post

              The new pixel streaming system is a way towards this type of workflow, where the same quality is available no matter what platform you use, provided that a powerful desktop runs the app somewhere
              pf_breton Your response about the new pixel streaming system was to a question regarding multi-player virtual reality spaces. Are you saying the pixel streaming solution is suitable for remotely rendered VR? I could see for a phone based touch app, but the latency seems a major hurdle for VR. Is there some awesome client side re-projection tech in the works?

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                Currently, the pixel-streaming won't support VR. Mainly because there are the latency and bandwidth issues around that. It generally wouldn't be a good experience except in special wired situations. Desktop is the first focus.
                Sr. Product Manager
                Epic Games

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                  Hi thank you for all the great work, its definitely much easier to import scenes into UE4 now. I work with extremely heavy scenes so the Datasmith importer is definitely very helpful and saves tremendous amounts of time.

                  Here is a quick suggestion that would also help:

                  When importing Datasmith files in the material section (just like when importing an FBX file) it would be great to have a choice whether to import the materials or search for existing ones in the project. This would be great especially because of some limitations in the material conversion from 3dsMax to UE4, this would remove the hassle of always reassigning or replacing material references every time we import the models when we have a material library already made in UE4.

                  Obviously it would be great to have skeletal meshes/ animation support as well but I'm sure that's something that has been brought up already.

                  Thank you.
                  Attached Files

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                    Since there's a new feature which can automatically detect small holes and eliminate them, I wonder if you can also add pipe detection and eliminate the inside surfaces (wall thickness)?

                    This is just a small selection of everything I have to manually delete the insides of, due to z-fighting and just wasted polygons in general:

                    Click image for larger version  Name:	20181129_150200.jpg Views:	1 Size:	82.5 KB ID:	1557230

                    Last edited by roberteker; 11-29-2018, 10:14 AM.

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                      Regarding the above though, we still find it easier to import CAD data straight into 3DS Max, because it feels as if there are more settings there and the preview is more immediate and easier to re-do.

                      However, Max can't remove holes, so that's a point in favor of trying to go for a Datasmith <-> Max <-> Datasmith workflow, instead of our current Max -> Datasmith workflow... then again, unsure regarding how materials translate back to Max from Datasmith (everything I've read so far seems focused on converting Vray materials to Datasmith).

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                        3ds Max had a bit of a head start over us, but if you keep giving us feedback and filing bug reports, I think you'll find us catching up quite quickly.
                        Sr. Product Manager
                        Epic Games

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                          I'll put this here as well then:

                          It would be nice if the product viewer tool had a measurment device, like a virtual measuring tape.

                          (But also in the editor, so one can double check that all imports are correct according to CAD, or if you had to manually place something.)

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                            Originally posted by roberteker View Post
                            It would be nice if the product viewer tool had a measurment device, like a virtual measuring tape.
                            Thanks for the feedback. The Unreal Editor does offer a default solution while in any Orthographic view (not in "Perspective") by clicking and dragging the middle-mouse button. It will display measurements in increments based on your current Grid settings.

                            Stephen Ellis | @TheEpicStephen
                            Enterprise Program Coordinator

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                              Option to produce a .udatasmithbundle file that doesn't leave the _Asset folder uncompressed in the same folder you created the .udatasmith file in.

                              I don't see why I would ever want duplicates of my source textures cluttering our network share.

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                                Can you put the grab functionality from the VR template into the multi-user one? Also a build in selection and chat system to specific client Pawn would be a great features.

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