Using Simple Generic Materials to Improve UI Performance | Unreal Fest 2024

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  • Опубліковано 6 січ 2025

КОМЕНТАРІ • 20

  • @mebessusn
    @mebessusn 4 місяці тому +14

    This is a GAME CHANGER. This is how we make a snappy and responsive UI. I've played way too many games that are struggling to have an optimized UI and it lags going between menus or has that stutter on open or close. This was fantastic thank you.

  • @JakubNeustadt
    @JakubNeustadt 4 місяці тому +9

    Definitely the best presentation of this year's Unreal Fest and I can say this as a totally unbiased viewer!

  • @Mittzys
    @Mittzys 4 місяці тому +13

    There's lots of examples of practical use for this workflow in the Lyra project. Most of the UI is built this way.

  • @ytubeanon
    @ytubeanon 4 місяці тому +11

    UI Material Lab - should put that in the description if it's a requirement, I found the Marketplace asset, good that it's free which wasn't mentioned... it leads to an Unreal Learning tutorial that shows blueprints to use with it. I think this video is actually a UI Material Lab demo with some customization, I guess I'll start using UML instead of UMG
    "Intuitive Material Building with the UI Material Lab | Inside Unreal" is the 2hr UA-cam video cited

  • @DevGods
    @DevGods 4 місяці тому +10

    Jeez this is GOLD!

  • @bargest1231
    @bargest1231 4 місяці тому +4

    Presentation could be better. Most of the concept is VERY valid. While I wouldn't look at performance too much, this approach does provide nice optimisation from the box if your RetainerBoxes are setup correctly.
    Also, must note that in 5.3 RetainerBox is bad with text rendering so this limits it somewhat
    But avoiding layout invalidation through material animation is a very good approach, it will require making extensive library of material functions but it's worth it.
    Also, ability to drop material folder to the artist and make him handle it is awesome

  • @AzraelTheManHandler
    @AzraelTheManHandler 4 місяці тому +1

    Seems like developing some material instances of background + 1 icon, background +2 icons, etc for how many you might need would cover a lot of use cases and then adding a strong set of material library functions for manipulating them could get you a long way with your work flow and let you find places to optimize things by switching in those material instances over using overlay panels + buttons and images

  • @activemotionpictures
    @activemotionpictures 4 місяці тому

    19:04 - Awesome chart. I would like to ask: which consumes more resources: BP Calling an animation montage clip 0-100 frames, or triggering an animation clip node (0-100 loop)?

  • @davidrampersad2273
    @davidrampersad2273 4 місяці тому +3

    Very curious how input would be handled if the final position is determined programmatically in the materials. Is this technique more appropriate for pop-in pop-out? Would you use a larger button hit box over smaller "dancing" UI elements?

    • @rafaelocariz1384
      @rafaelocariz1384 4 місяці тому +2

      To be brief, you only use all that positioning logic if your UI element isn't interactive. If it must be interactive (cursor over popup or button) you will use an hybrid approach: you still have a button positioned on UMG editor, vanilla process, but this button will have a material on its brush (not an image) and this material will drive the looks, animations etc. It will make the creation process of this UI a lot faster and will improve the runtime performance too. Animating UI is an expensive process, the UMG Sequence Player does not perform well if you have complex vanilla animations, so moving them to materials will give you a lot of advantages. You can use the animation system to drive material parameters btw, there is another video on Unreal Engine channel talking about this.

    • @Your-pj9sc
      @Your-pj9sc 4 місяці тому +1

      If you don't mind, could you post a link?

  • @Your-pj9sc
    @Your-pj9sc 4 місяці тому

    Compared to the material in the 8:41 section, the colour of the compass numbers seems a little lighter in the material. Resolution issues.

  • @0UTSIDER
    @0UTSIDER 2 місяці тому

    Basically the way it was done in Lyra game sample.

  • @sarahlynn7807
    @sarahlynn7807 4 місяці тому +1

    Pretty handy.

  • @Lv7-L30N
    @Lv7-L30N 4 місяці тому

    Thank you

  • @nfrancisj2122
    @nfrancisj2122 2 місяці тому

    is this demo available for study ?

  • @Leomerya12
    @Leomerya12 4 місяці тому

    I know his last name is Janak, but I had to look him up to double-check (no pun intended) to see if he's American.
    His accent is actually really, really good.

  • @aalrdaalrd
    @aalrdaalrd 4 місяці тому

    Can anyone bring the little empire game back to the arena? This treasure was buried by camel game.

  • @Kiran.KillStreak
    @Kiran.KillStreak 4 місяці тому

    last year faced a map task, ua-cam.com/video/aUllou6wXtA/v-deo.html , used the same approach and thought I was doing it the wrong way.

  • @lifedesugar7138
    @lifedesugar7138 3 місяці тому

    can you share the demo 🥲🥲🥲🥲