Overcoming Common Early Challenges in Unreal Engine | Dev Days 2018 | Unreal Engine

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  • Опубліковано 2 лип 2024
  • This practical discussion led by Senior Dev Rel Tech Artist Zak Parrish presents an overview of common issues that arise during a studio’s first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to avoid common pitfalls of game development.
    Learn more at www.unrealengine.com
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КОМЕНТАРІ • 92

  • @hyperforce
    @hyperforce 3 роки тому +5

    Still awesome to see you haven't changed Zak, still entertaining and informative to watch you present.

  • @terraint3697
    @terraint3697 5 років тому +10

    I love this video. I think I will recomend this to people who are new even. Give them things to keep in mind as they start developing their first game.

  • @urbantwilight
    @urbantwilight 5 років тому +39

    More videos with Zak, please.

    • @phantomapprentice6749
      @phantomapprentice6749 3 роки тому

      @Abcd Efg yes, not sure what happen to his channel though, its all about offroading now for some undeclared reason.

    • @DodaGarcia
      @DodaGarcia 3 роки тому

      When he went “isn’t it neat” I lost it

  • @PeterPan-qn2hz
    @PeterPan-qn2hz 5 років тому +25

    One more tip for our beginners: don't be afraid to use enumerations!
    (Makes your logic easily understandable)

    • @ReubenAStern
      @ReubenAStern 5 років тому

      Enums are simple and easy to use, and make things a lot easier to configure. They're also good if you want to add functionality later.

    • @influencer20XX
      @influencer20XX 4 роки тому

      100% agreed. I avoid enums cause math and it really slowed down the process. Everything should be scalable

  • @snowfox5275
    @snowfox5275 5 років тому +1

    My right ear is now happy thank you guys

  • @aryanjha8841
    @aryanjha8841 5 років тому +1

    8:41 you got to love the fact that they use that one tower in tilted as an example and not something more detailed.

  • @HangryBunniesFromMars
    @HangryBunniesFromMars 5 років тому +2

    One of the best talks ever. The only thing I think it was missing was a general outline of where stuff goes in the general Framework of UE4.
    I had UDN for a short time and if you can afford it, go get it. I got answers within hours some times and always straight from their top people.
    If you can't the unreal reddit community is awesome helpful and alive.

    • @petertremblay3725
      @petertremblay3725 4 роки тому +1

      It's quite bizarre to see that the worst place to get help is the unreal engine forum!

  • @kevalshankershreyas9672
    @kevalshankershreyas9672 5 років тому +25

    I'm a simple man.I see Zak Parish. I hit like. 😉

    • @Spherac
      @Spherac 5 років тому +4

      Yeah, what a dull audience though..

  • @KodakYarr
    @KodakYarr 5 років тому

    Fantastic talk. Thanks for sharing it!

  • @pratiktarale8103
    @pratiktarale8103 5 років тому

    Thanks for reuploading

  • @Nickadermia
    @Nickadermia 5 років тому +1

    This is great! Is there maybe a link to download the presentation? I'd like to print out some of these slides for reference if possible.

  • @babytime1
    @babytime1 2 роки тому +1

    i luvvv zak, aint nobody teaches me but this fucking tech artist right here

  • @harrysanders818
    @harrysanders818 3 роки тому

    Gold. What a great talk

  • @KoyFoster
    @KoyFoster 5 років тому +28

    Nice. Both ears can learn now.

  • @DodaGarcia
    @DodaGarcia 3 роки тому

    My start with Unreal was a bit rocky but how can you not fall in love with them after the Bluetility thing? Like the amazing visuals weren’t enough

  • @jintarokensei3308
    @jintarokensei3308 5 років тому +4

    Man I coulda used this info 2-3 years ago when I first started :(

  • @Morgwic
    @Morgwic 5 років тому

    So Boolean checks are really that heavy? What are you supposed to use then instead?

  • @KoyFoster
    @KoyFoster 5 років тому +3

    I don't suppose there can be a tutorial on work-space workflow for project management? I understand the UE4 well enough, but I can't seem to get a workflow going. I can't even begin to outline the project.

    • @TheAxebeard
      @TheAxebeard 5 років тому

      Literally just write an outline of your game.

  • @mr_StevenS
    @mr_StevenS 5 років тому

    Is there a pdf/powerpoint file with this presentation?

  • @davinsaputraartandgamedev9453
    @davinsaputraartandgamedev9453 2 роки тому

    I can't seem to access the UDN. All I got is "The resource you are looking for cannot be found. Please try accessing your community here"

  • @genlee2354
    @genlee2354 5 років тому

    WOW! Zak beautiful hair!!!!

  • @jeremyanderson6395
    @jeremyanderson6395 5 років тому

    Is this the Montreal talk?? You beautiful people! I hope my dev career takes off, but I hope to have a company one day as open ear as you all. Thanks again guys!

  • @eatmykwad
    @eatmykwad 5 років тому

    awesome stuff :)

  • @PeterPan-qn2hz
    @PeterPan-qn2hz 5 років тому

    Thanks

  • @ThatRyanManning
    @ThatRyanManning 5 років тому +8

    Wish this talk were longer. Lost of good info packed into 45 mins.

  • @davinsaputraartandgamedev9453
    @davinsaputraartandgamedev9453 2 роки тому

    can anyone please explain a bit about what he meant when he say hard references?
    What I don't understand is casting is considered a hard reference too? If I have a different Item Class, and I want to interact with it, should I actually cast to Character from the Item Class itself? So it's more like many to one, rather than one to many.
    What I was thinking is to use Interfaces for things like these. Are interfaces hard-reference too?

    • @JeremiahT
      @JeremiahT 2 роки тому

      He's referring to "casting out" which implies using a "Find Object/Class Of Type" node. Interfaces are a solution to this problem since the player doesn't need a reference to them until an interaction takes place. At 29:42 he says "use instances for blueprint communication" but he meant to say Interfaces.

  • @thetrivium2261
    @thetrivium2261 5 років тому +2

    The blueprint stuff is kind of depressing. The performance disparity is greater than I previously thought. I presume for the slow-moving VR experience i'm working on it won't be too bad? I'm not building a multiplayer game. The info on Tick helped immediately.

    • @Robbe1912
      @Robbe1912 5 років тому

      try to keep your functions as simple as possible, almost never use tick and use forward rendering. also use as little graphical features as possible while still keeping good visuals. im working on vr experiences aswell and developing for it made me very cautious regarding performance. you can totally get a good looking and working game in blueprints, the ease of use just encourages bad habits i think.
      my main problem is that i am working on a multiplayer game and replication adds another layer of performance hits...

    • @Chris-jo1zr
      @Chris-jo1zr 5 років тому

      I think, in my amateur opinion that Blueprints are there completely for "artists" use and as soon as anything like a real performance comes in to scope then you need the C++, the coders, people who are paid much better than artists to make these things work perfectly. But I also think a whole lot of simple things can be done in blueprints, there must be thousands of mobile games that use them or even app based programs.

    • @thetrivium2261
      @thetrivium2261 5 років тому

      ​@@Robbe1912 The best answer I can find is to nativise to cpp before testing/shipping. The words "blueprint allows artists" are ringing extremely loud from the early engine evangelism, though I don't think they oversold it. We're desigining with co-op in mind, but not necessarily as a shipping feature. Leaving the appropriate gaps to plug in some replication where possible. Since I won't have PvP the idea i've struck on, and anyone is encouraged to point out the flaws, is to not replicate all the controller and hmd position, etc. and instead have the server handle it like a traditional fps pawn. If i'm waving my arms around locally - all you'll see is a traditional style character that is at best updating it's aiming. I understand this presents it's own problems and undermines the sense presence that VR promises but players will be spending more time playing than waving at eachother. Gesture support is maybe a workable alternative for some personal interaction. The first thing I played on my Vive was Arkham VR and it became immediately apparent body simulation wasn't going to be polished for a while, it was going to take far smarter folks than me, and Batman needs an orthopaedist. It's early for me, I can't tell if what I just wrote made any sense. Need coffeeeeeee

    • @Robbe1912
      @Robbe1912 5 років тому +1

      i recommend using the vr expansion plugin. dont underestimate the importance of presence and seeing other players gestures! that is one of the most important things in vr. just simple objects for head, body and hands is enough.

  • @450aday
    @450aday 4 роки тому +1

    BP reminds me of Queries in AccessDB. Access database makers will use Query to generate SQL, then simply throw the Query away. It seems like the best way to use BP(in many cases) is likewise, to generate some C++ with it, and then throw the BP away.

    • @influencer20XX
      @influencer20XX 4 роки тому

      Yes, that’s exactly what u should do. BP are a great way to familiarize yourself with Unreal and c++ syntax, but inevitably they will slow everything down

  • @PauloSamurai
    @PauloSamurai 3 роки тому

    Good!!!

  • @darodism
    @darodism 4 роки тому

    28:19
    First Audience member made a sound.
    Reason, 15 SECONDS!!!!!
    The team he was referring to was the Devs of Squad
    Offworld Industries cough cough.

  • @harrysanders818
    @harrysanders818 3 роки тому

    Gold

  • @chiyungchu9463
    @chiyungchu9463 3 роки тому

    18:18 When i try to open the kite demo, my PC crashed /.\

  • @richardtoth7240
    @richardtoth7240 4 роки тому

    how much does a UDN cost?

  • @jbach
    @jbach 3 роки тому

    This is the way...

  • @__-tz6xx
    @__-tz6xx 3 роки тому +3

    35:30 Zak is an Oracle, he foretold what would happen with Cyberpunk 2077 launch.

  • @DeathClonic
    @DeathClonic 5 років тому +5

    Where is UDN?

    • @randysewell3199
      @randysewell3199 5 років тому

      You have to have a custom license to access. IE you are part of a development studio that has worked out a support agreement with Epic.

    • @DeathClonic
      @DeathClonic 5 років тому +2

      That seems expensive for the average indie dev lol

    • @Deck_Dynasty
      @Deck_Dynasty 4 роки тому

      Exactly. How BS he framed it like it's easily accessible by most devs. On the slide he even said, "anyone who's a developer".

  • @ToadieBog
    @ToadieBog 4 роки тому

    We get it. If you are a serious game developer, please go learn C++. Regardless of how clunky, archaic, and flat out cumbersome it is. I get flashbacks to getting the same attitude towards business apps in the late 90's, from mainframe programmers.

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio 5 років тому +7

    Zak cracks me up. I should be announcing a baseball game roflmao

    • @devcor
      @devcor 5 років тому +1

      Yeah. Didn't see much videos from Unreal channel, but this one - it's definitely a like. This guy knows how to act, how to handle himself on stage. He knows what to speak and how to speak it, so there's, like, zero "uhm"s and "errr"s. People shhould learn that from him.
      The only thing I would like from this video is a better sound. Guessing the mic was too close to his throar, that's why that strange sound with constantly changing volume.

    • @SamuliTuomola_stt
      @SamuliTuomola_stt 5 років тому

      @@devcor guess one could always prepare more but other than that there isn't really much to learn to not stumble over your words

  • @dennisgarage9028
    @dennisgarage9028 2 роки тому

    I remember Zach from 3DBuzz. Was terrible watching buzz's cancer take over.

  • @Radicalshikami
    @Radicalshikami 5 років тому

    why no one told me my code was trash?

  • @AgentSmith911
    @AgentSmith911 5 років тому +5

    I rather have games like PUBG run on a constant 60 fps with downgraded graphics on console, than the 30 and drops to 15 that it has now. Developers need to focus more on framerates.

    • @bexplosion
      @bexplosion 5 років тому +1

      You have probably enjoyed watching many movies at 24 fps without knowing.

    • @AgentSmith911
      @AgentSmith911 5 років тому +1

      @@bexplosion Movies are best viewed at 24 or 30 FPS.

    • @EyefyourGf
      @EyefyourGf 5 років тому +2

      @@bexplosion You are probably trolling,but whatever i'l bite,movies are fine with 24 frames per second,because there's no interactivity,and everything else that comes with that,and having stable 30 fps on games is playable,if it's locked,but if you are going from 30-15 it causes input lag etc,breaking immersion.

  • @mrstarfire9336
    @mrstarfire9336 4 роки тому +1

    Honestly this is a great talk but ...It does make me feel overwhelmed and out of my depth..

    • @YoloMonstaaa
      @YoloMonstaaa 3 роки тому

      Its something to grow into, dont be afraid to revisit :)

  • @IIStaffyII
    @IIStaffyII 5 років тому

    What is culling? 08:10

    • @Deadener
      @Deadener 5 років тому +4

      It's basically the engine unloading objects in the current runtime that don't need to be visible. There are several different ways an engine can cull objects. Some search terms for you: Camera Culling (automatic in most engines), Portal culling, Occlusion culling

    • @doop00
      @doop00 5 років тому +2

      Basically it means to make objects you're not looking at directly to be invisible to save performance (no need to render objects that you can't see behind you) UE4 does this by default but there's also other methods of culling you can do if needed. You can learn more here from their documentation docs.unrealengine.com/en-us/Engine/Rendering/VisibilityCulling

  • @lethiagames9208
    @lethiagames9208 5 років тому

    unfortunately" janitor model" people never do their jobs, sinces there's always alot of unused beta content in games on gaming history.

  • @iamisandisnt
    @iamisandisnt 5 років тому

    Did somebody say skeletal mesh reduction?? :o

  • @iamisandisnt
    @iamisandisnt 5 років тому

    Did somebody say automatic instancing?

  • @x-techgaming
    @x-techgaming 5 років тому +1

    "It's very easy for artists to make your world look beautiful" Right; making AAA game art is "easy". Good one. I guess that's why everyone does it.

  • @schoolhomevrtechnologyassi6286
    @schoolhomevrtechnologyassi6286 3 роки тому

    Epic support structure? Like... the godawful forum or 'answers'? IT IS FOR TO LAUGH!

  • @KimboKG14
    @KimboKG14 4 роки тому

    got asked about how to start learning game development, showed this video...
    step 1: english!

  • @iamisandisnt
    @iamisandisnt 5 років тому +2

    Hi, my name's Armando. I'm an artist, and I program. "Hi, Armando..."

  • @vince4417
    @vince4417 2 роки тому

    If you don't pay for an Epic Enterprise license you are Joe-the-Fortnite-streamer. Ok. That hurts.

  • @eritsidisp
    @eritsidisp 4 роки тому

    Noone talking bout gears of war in the comments? You dissapoint me guys

  • @ryanhopkins1240
    @ryanhopkins1240 3 роки тому

    tough crowd lmao

  • @lickysstrike7952
    @lickysstrike7952 3 роки тому

    Po

  • @DodaGarcia
    @DodaGarcia 3 роки тому

    [ laughs in uses-unreal-for-vfx-and-never-has-to-worry-about-optimization ]

  • @petertremblay3725
    @petertremblay3725 5 років тому

    I can see a lot of juveniles crying over the fact they will never be able to make a game only with blueprint! Well i guess it's a good thing if it's mean less survivalllllll with zombieeeeee game!

    • @devcor
      @devcor 5 років тому

      For some reason they're doing that with Unity mostly...
      And damn, still too much survival zombie horrors rpg sandbox mmorpgs from those guys :D

    • @spacepirate9882
      @spacepirate9882 5 років тому

      It depends on game type.
      Epic works most on competitive multiplayer games without high-end grapichs, than open world solo games with a lot of detail.
      In this case, the gain of few milliseconds on the game thread is absolutly useless when the bottleneck is on the render thread and you have no requirement like low ping, extremely slow input lag, etc. It's like using an high end CPU with a low end GPU, you won't gain any fps.
      Plus you can now use the nativization tool to convert your blueprints in C++ and get almost the same performance than with pure C++ code.

    • @spacepirate9882
      @spacepirate9882 5 років тому

      oh and I don't think it's a problem for indie devs to make a shitty game which runs at 50 fps intead of 60 on the same config.

    • @spacepirate9882
      @spacepirate9882 5 років тому

      @Akira You should read how nativization works and how BP is slower than C++ (it's a matter of virtual machine, not about "control") docs.unrealengine.com/en-US/Engine/Blueprints/TechnicalGuide/NativizingBlueprints

    • @spacepirate9882
      @spacepirate9882 5 років тому

      And for benchmarks about "BP vs C++ vs Nativized BP" : ua-cam.com/video/8gVixDglpQ4/v-deo.html

  • @cgtechie
    @cgtechie 4 роки тому

    what is that weird vibe?
    oh wait.. it's just dead silence.

  • @davidquee8728
    @davidquee8728 3 роки тому

    unreal 4 sucks i left and never looked back unity all the way now

    • @masuka1993
      @masuka1993 Рік тому

      this didnt age well... lmao

  • @harrysanders818
    @harrysanders818 3 роки тому

    Gold