brother please do these tests in a gpu which resembles the console like they did in demo , as they claim that these will run great in consoles too.... so i want to know how it would be like for console equivalent gpu like rtx 4060, 3060, rx 6600 so on .... because average user wont use the developer or production grade gpu to plaay games
Bro, we hope Megalights can also be usable even without HWRT support enabled so even gamers without built-in hwrt cards into their pcs can enjoy playing UE5 games with Megalights too. And if not, maybe this feature in the next update will be updated to be that way we wanted
That glitch happens because Lumen and Megalights are working together, what you need is to configure the emissive as Unlit and only work with MegaLights, both systems can work together, but of course they must be configured depending on the occasion.
nice to see people diving into megalights, a majority of my day to day work is lighting and it seems exciting in terms of performance and possibilities :) thanks for sharing!
OMMGG I was looking for a way to play videos withing a Blueprint for freaking weeks!!! this is gold!! but WHYY has to be soo complicated something so easy! jesus... thanks a billion man, Im trying this tonight asap!
If you want to have the sound from the video, just add a MediaSound component to your object and in the Media Player channel add the corresponding media. You can also enable Spatialization and Attenuation.
It's a large diffuse light source, casting a very diffuse shadow. As expected. Lumen on its own can already illuminate from video textures but with less precision than the new area light functionality. You have both enabled. If you hadn't enabled megalights, you could have renamed the tutorial "playing videos in UE" and have the same result.
@SmartPoly I found how to cast shadow Just make sure to have only Megalights Enabled in the Rect light-- and not at the same time with post proccess volume Mega light shadow method to Default Done in ThirdPersonTemplate without changing the Pre-Made project settings
is it the same as nanite where it makes the fps drops by a lot for small games, but improve performance for big games? or is it always gonna give you extra fps?
@@magedmohammed8674 Probably, requires hardware ray tracing. But there's definitely indie games that could make good use of it (anything photo real or a backrooms game).
It's a weird definition is you think that indie games must look crappy and run with 120fps. The video doesn't cover it but the benefit of megalights is that you can save a ton of fps if you have many overlapping lightsources in a small area. Just as lumen or nanite, using the option comes with a cost of it's own and some games could benefit from the feature, some don't need it. I'm a Indie dev, I have lots of small lights on my ceiling and megalights pushed me from 45 to 60+fps. Good stuff.
Hello, I'm your fan, I wanted to say that you have the best courses on creating games on Unreal Engine 5, I would like to ask a question about updating the Multiplayer Survival Game course, will the crafting system be improved so that you can craft several items at once, and so that crafting they are added toqueue, like in RUST, with a new crafting timer indicator. for example I can make 50 gunpowderand for each item you can change the manufacturing seconds in the DataTable.
Can you please do one on nanite vertex painting they said, so i can paint each instance of my mesh a different vertex color just like in non nanite mesh workflows?
Technically yes, but the more chaotic the lighting situation the more noisy and lower quality the results will be. If it's a slower game and you ease and dampen the rotation and movements of the lights, it'll look a lot better than them tracking the mouse 1:1.
It pretty much was, the only difference is you can now set up thousands of light sources with little to no performance hits, hence the name Megalights.
I'm having an issue on this setting up 5 videos to run concurrently. Media player loses source file and when I re-add them it'll work one one screen. Am I missing something you did?
Okay sorta got it working. Loop is breaking the video playback if I move to a further frame they will play live in viewport. If I hit play all media players reset. My goal here is to play them in sync on event begin play from frame 0.
I don't know if this is a bug or not, but if you have several different video playing in the scene, and leave it playing for a couple of minutes in loop, they will slowly start to stutter, and it will get worse the longer they play.
On your Homepage is says for quite some time that you will release a UE5 Multiplayer First Person Shooter Course. Coming Soon. Do you know approximately when your course will be released? Thank you for your awesome videos!
even in your tutorial video, the UE5 shadows are almost completely lack of details. they are unrealistically too dark. every single UE5 game has this shadow problem. now I'm more persuaded that UE5 has a major shadow problem.
Better settings is not to use nanite at all and or lumen...fucks up the fps in development ..and in games...no wonder why arma 3 shines in fps compared to some modern war games made with all of these crap.
Hey poly! Please work on prop hunt course Features: for example, the prop can damage the hunter when it is close to it, voice and text chat, players can see their scores, players can see the number of available players, for example, how many props are alive and how many hunters are alive, players can account build and have a username, and everything a good online game should have, problems and bugs: there can only be one prop and the rest are hunters!! The number of props and hunters should be equal. I tried to do this, but I don't know how to divide the number of props and hunters. The next problem is that when the prop spawns shadows with the x button, the characters can pass through those shadows. And this is how the main prop is exposed, the prop object also has the problem that it cannot get close to objects because its capsule is big! It is very easy for you to add these features and fix these problems. Please do it. I and others will buy it on teachable.
these things are not that hard to implement yourself. Just break down each feature into a step by step process. Google it and look up how to do x in unreal engine. Or ask chat gpt
@@Soheil2030spend enough time practicing on real engine and you'll be able to figure it out. You just have to keep trying, and it's going to take months, just stick to it.
@@xaby996 Exactly, I find that if I try to make things that are in my mind, it is very effective in my learning, but there are some problems that I can't solve with a lot of effort, and I wish someone were to help, for example, I don't know how the number of props and hunters are equal!! This simple problem has faced a big problem in my project
Check Out My Multiplayer Survival Game Course:
smartpoly.teachable.com
brother please do these tests in a gpu which resembles the console like they did in demo , as they claim that these will run great in consoles too.... so i want to know how it would be like for console equivalent gpu like rtx 4060, 3060, rx 6600 so on .... because average user wont use the developer or production grade gpu to plaay games
Bro, we hope Megalights can also be usable even without HWRT support enabled so even gamers without built-in hwrt cards into their pcs can enjoy playing UE5 games with Megalights too. And if not, maybe this feature in the next update will be updated to be that way we wanted
That glitch happens because Lumen and Megalights are working together, what you need is to configure the emissive as Unlit and only work with MegaLights, both systems can work together, but of course they must be configured depending on the occasion.
good to know
@@SmartPoly Juste tested it works
nice to see people diving into megalights, a majority of my day to day work is lighting and it seems exciting in terms of performance and possibilities :) thanks for sharing!
Finally a real-time light interaction that not delay in viewport!!!
OMMGG I was looking for a way to play videos withing a Blueprint for freaking weeks!!! this is gold!! but WHYY has to be soo complicated something so easy! jesus... thanks a billion man, Im trying this tonight asap!
😍The Best Update of Unreal Engine 5
It already casts shadows. You can look at the character's legs at 8:35 . But the area lights can cast very blurry shadows, that's normal.
Yeah! Blurry shadows from emissive lights like our screen is as normal as in real life tho-
Virtual Shadow Maps for each light and you will have your shadows. You currently have it on default.
Virtual Shadow map are not accurate. Use RayTacing Shadows instead.
If you want to have the sound from the video, just add a MediaSound component to your object and in the Media Player channel add the corresponding media. You can also enable Spatialization and Attenuation.
it's incredibly COOL.........Impatient for the release.
november
Disregard previous statement. Thanks for the quick tutorial. Keep up the good work.
thanks 🎉
It's a large diffuse light source, casting a very diffuse shadow. As expected. Lumen on its own can already illuminate from video textures but with less precision than the new area light functionality. You have both enabled. If you hadn't enabled megalights, you could have renamed the tutorial "playing videos in UE" and have the same result.
Thanks for this very good tutorial, megalight is amazing!
Thanks a lot for this tutorial, i love so much this feature
Thank you for the video really instructive !
@SmartPoly I found how to cast shadow
Just make sure to have only Megalights Enabled in the Rect light-- and not at the same time with post proccess volume
Mega light shadow method to Default
Done in ThirdPersonTemplate without changing the Pre-Made project settings
is it the same as nanite where it makes the fps drops by a lot for small games, but improve performance for big games?
or is it always gonna give you extra fps?
This is the genera idea yes. High base pass, but at the extreme end, better performance.
@@xaby996 so It's pointless to even think about it for small indie games
@@magedmohammed8674 Probably, requires hardware ray tracing. But there's definitely indie games that could make good use of it (anything photo real or a backrooms game).
It's a weird definition is you think that indie games must look crappy and run with 120fps. The video doesn't cover it but the benefit of megalights is that you can save a ton of fps if you have many overlapping lightsources in a small area. Just as lumen or nanite, using the option comes with a cost of it's own and some games could benefit from the feature, some don't need it.
I'm a Indie dev, I have lots of small lights on my ceiling and megalights pushed me from 45 to 60+fps. Good stuff.
Help my pc blew up.
Thanks for the tutorial mate!.
no worries
very very informative. Nice
Hello, I'm your fan, I wanted to say that you have the best courses on creating games on Unreal Engine 5, I would like to ask a question about updating the Multiplayer Survival Game course, will the crafting system be improved so that you can craft several items at once, and so that crafting they are added toqueue, like in RUST, with a new crafting timer indicator. for example I can make 50 gunpowderand for each item you can change the manufacturing seconds in the DataTable.
Looks awesome
Very Cool! Thanks!
Can you please do one on nanite vertex painting they said, so i can paint each instance of my mesh a different vertex color just like in non nanite mesh workflows?
Can it be used for ~10 flashlights in multiplayer with each casting dynamic shadows without any serious performance hit?
Technically yes, but the more chaotic the lighting situation the more noisy and lower quality the results will be. If it's a slower game and you ease and dampen the rotation and movements of the lights, it'll look a lot better than them tracking the mouse 1:1.
works fine. thanks
would megalights work with the path tracer as well?
do we need rtx gpu ti use megalights?
Emmisive material in lumen baisicly must cast shadows without area lights...
So why add the area light? The video material alone with the RGB plugged into the emissive casts the light into the scene.
More control, more even lighting, it's the way to go.
How do I add it to a sequence?
Aww thank u poly
WERE A CAN PUT THE SOUND THAT PLAY IN VÍDEO?
wasn't this possible in previus versions also?
I was about to ask the same thing!
Exactly what I’ve been thinking this entire time
It pretty much was, the only difference is you can now set up thousands of light sources with little to no performance hits, hence the name Megalights.
@@ahalabi9 so they just optimized lighting rendering?
Yes, but this example doesn't show you the extent to which you can make it beautiful. It just shows you how to turn it on.
Hello, your tutorials are very helpful, everything is explained really good. Did u think about making also unreal engine with c++ in the future?
i need to know how to play it on sequence
I'm having an issue on this setting up 5 videos to run concurrently. Media player loses source file and when I re-add them it'll work one one screen. Am I missing something you did?
Okay sorta got it working. Loop is breaking the video playback if I move to a further frame they will play live in viewport. If I hit play all media players reset.
My goal here is to play them in sync on event begin play from frame 0.
is this mentioned? you can only enable Megalights if you enabled Hardware Raytracing
Megalights option is grayed out for me
Does megalights works for mobiles Deffered SM?
Why is Megalights grayed out for me? I cant enable it
Can you say that how can we get better fps in unreal engine(my pc is shit)
How does the texture video sync up with the light source video?
they use the same texture from the video player, so it’s synced automatically
@@SmartPoly Oh, I never thought of it that way. It would be useless to have multiple instances play. Thank you.
Mega lights just came out. Where did you learn to use it enough to teach it.
just played around with it
Amazing
Interesting... not sure why you need the RecLight...
More control, more even lighting, it's the way to go.
I don't know if this is a bug or not, but if you have several different video playing in the scene, and leave it playing for a couple of minutes in loop, they will slowly start to stutter, and it will get worse the longer they play.
Dream TV aspect ratio 😂
Anyone know why my project now crashes on startup after enabling megalights in project settings?
I was trying to put this into a VR project, works in a third person game
Will this work for Android
On your Homepage is says for quite some time that you will release a UE5 Multiplayer First Person Shooter Course. Coming Soon. Do you know approximately when your course will be released? Thank you for your awesome videos!
I want to work on it next!
@@SmartPoly Awesome!
EXELENTE AMIGO
dont have Rendering / 'megalights' in settings in 5.5 preview
Have you tried turning it off and on again?
in preview 5.5
It would be so much easier if the area light itself could be visible to camera
Can you remake map from call of duty "overgrown" and "strike" using upcoming unreal engine 5.5?
remake it yourself? lol
even in your tutorial video, the UE5 shadows are almost completely lack of details. they are unrealistically too dark. every single UE5 game has this shadow problem. now I'm more persuaded that UE5 has a major shadow problem.
✌
Better settings is not to use nanite at all and or lumen...fucks up the fps in development ..and in games...no wonder why arma 3 shines in fps compared to some modern war games made with all of these crap.
Hey poly! Please work on prop hunt course
Features: for example, the prop can damage the hunter when it is close to it, voice and text chat, players can see their scores, players can see the number of available players, for example, how many props are alive and how many hunters are alive, players can account build and have a username, and everything a good online game should have, problems and bugs: there can only be one prop and the rest are hunters!! The number of props and hunters should be equal. I tried to do this, but I don't know how to divide the number of props and hunters. The next problem is that when the prop spawns shadows with the x button, the characters can pass through those shadows. And this is how the main prop is exposed, the prop object also has the problem that it cannot get close to objects because its capsule is big! It is very easy for you to add these features and fix these problems. Please do it. I and others will buy it on teachable.
these things are not that hard to implement yourself. Just break down each feature into a step by step process. Google it and look up how to do x in unreal engine. Or ask chat gpt
@@SmartPoly Unfortunately, I cannot find tutorials that are compatible with your course blueprints
@@Soheil2030spend enough time practicing on real engine and you'll be able to figure it out. You just have to keep trying, and it's going to take months, just stick to it.
@@xaby996 Exactly, I find that if I try to make things that are in my mind, it is very effective in my learning, but there are some problems that I can't solve with a lot of effort, and I wish someone were to help, for example, I don't know how the number of props and hunters are equal!! This simple problem has faced a big problem in my project