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  • started a topic Unreal Studio Feature Requests

    Unreal Studio Feature Requests

    Until we launch a proper feature request system, let's use this thread to keep track of requests.

  • replied
    Hello. I work with architectural illustrations and have tried to use Unreal since 4.18, but I have not been able to make any deliveries from it. To get any work in my area, I can use maximum two days per still image, and Unreal has been to much to handle in such short time. So I'm hoping for good integration and a quality boost for Twinmotion, which potentially can get me to the finish line faster.

    However, typical for my work is the fact that the models change right up to the deadline, and the go-to-another-software-and-fix-it-and-import-again-workflow is not cutting it for me.
    I want a live link to a modeller and hope there is possibilities to maybe integrate Blender 101 in the future.
    Another thing is scattering/parametric assembly. It is easy to get addicted to iTooSoftwares capabilities, but it should be absolutely doable to recreate most of this functionality with Blueprints. (If you are a genious coder.)
    The third thing is a physical sky model to interact with- and make the glorious new, ray traced sun light more realistic.

    That's it. A modeler, advanced scattering/assembly and physical sky. For both Studio and TwinMotion. Not much, eh?

    Leave a comment:


  • replied
    Both standard Unreal Engine and so Unreal Engine Studio would need a native optimized high quality and fast Voxels system. That would allow creating huge destructible landscapes with voxels and many more features.

    Leave a comment:


  • replied
    This is a small thing, but every single time I launch Unreal Editor I wish for it, so here goes...
    When the Editor is loading the progress percent display algorithm gets stuck at ~95% and I have no idea if it's crashed or running. (both are likely as I have a 4 year old machine with 16GB of ram)
    I know that not everything that is happening is a file being loaded, I'm sure there's caching, sorting, and database mgt, etc... so could you please make the progress meter reflect, more accurately, what Unreal Editor is doing while I wait?
    Thanks, btw I've been watching you guys since the 90s. You're doing a great job. I like the way you guys operate. Thanks for the cool stuff.

    Leave a comment:


  • replied
    Hello, i just saw the 4.23 preview and the new HDRI Backdrop sound amazing!
    Another couple of request for me are:

    -Clipping plane and volume (similar to this one https://youtu.be/CkEueafOvFg, but based on tag or property.) So you can active this function for some selected objects without modify material for each of them

    -Ask on import for Material whit the same name wich one to use. So if you import several datasmith files you can keep the same material for everyone instead of replace them all.

    -Mobile: be able to read and play video from SDcard or memory on smartphone to reduce the .obb files size and bypass the 4GB limits.

    Leave a comment:


  • replied
    https://docs.unrealengine.com/en-US/...ing/index.html

    Why isn't defeaturing a Datasmith import option?

    I don't want to create a script to do this. It's simple enough that it should just be an entry below "normal tolerance" which says "defeature radius".

    Leave a comment:


  • replied
    Originally posted by pp_rfrost View Post
    Not necessarily just an Unreal Studio feature, but native two perspective would certainly be appreciated.
    That would be a great feature to add as ArcViz uses that mode of projection a lot. It does have it's limitations in realtime but would be very helpful to have.

    Leave a comment:


  • replied
    Not necessarily just an Unreal Studio feature, but native two point perspective would certainly be appreciated.
    Last edited by pp_rfrost; 07-02-2019, 05:09 PM.

    Leave a comment:


  • replied
    Originally posted by pf_breton View Post
    thanks david, i sent the comment to our team handling the templates and the twin motion team!
    Looking into this more - it all depends on whether there is a focus on Open VR which would cover more hardware of API specific development, eg Mixed Reality. For example you can run Windows Mixed Reality hardware using Open VR via Steam rather than Mixed Reality only - both are supported in Unreal but don't have parity. I assume that's something the VR team are looking into. Would be great to have a unifying layer when creating applications irrespective of hardware type in Unreal (and therefore subsequently Twinmotion)

    Leave a comment:


  • replied
    Thanks - would be very interesting to see an example and how straightforward it would be to pipeline.

    Leave a comment:


  • replied
    Originally posted by david.gillespie View Post
    Looking into the Datasmith Rhino import, is there any way of exposing this as a runtime function? We would like to be able to directly import Rhino geometry into a built project at runtime. Exposing this functionality would avoid having to do workarounds using OBJ exports/imports with 3rd party extensions (such as ASSIMP).

    I'm sure product viewer type apps would really appreciate this kind of functionality.
    right now the workflow is with pak files. i can send you a small example if you want to explore this

    we’re hoping to provide runtime access of datasmith, it’s something we’re researching. no firm dates in mind yet.

    Leave a comment:


  • replied
    There are three things which would really be neat in UE:

    1.) Texture Arrays would improve the efficiency in some use cases dramatically, since one could use indices to access textures rather than calculate the correct UVs for texture atlasses (especially in some techniques, which require you to use a "random" placing of textures within the atlass in order to avoid filtering issues)

    2.) Dynamic terrain generation

    3.) LOD creation / other optimization features at game runtime (even with a kind of "Loading Screen" to appear and stall the game until the process is done this would benefit some use cases greatly)

    Leave a comment:


  • replied
    Looking into the Datasmith Rhino import, is there any way of exposing this as a runtime function? We would like to be able to directly import Rhino geometry into a built project at runtime. Exposing this functionality would avoid having to do workarounds using OBJ exports/imports with 3rd party extensions (such as ASSIMP).

    I'm sure product viewer type apps would really appreciate this kind of functionality.

    Leave a comment:


  • replied
    Awesome. Thanks very much - most appreciated

    Leave a comment:


  • replied
    thanks david, i sent the comment to our team handling the templates and the twin motion team!

    Leave a comment:

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