@@StylizedStation It seems to be Volume with an additive blend mode, and you need to add the exponentialHeightFog with volumetric turned on to get it to work. Let me know if there's a better way, appreciate it.
Unreal Engine 5's been a blast to work with for the past few months - it's such a powerful force multiplier, especially for solo artists or small teams!
its not easy to do tutorials for so we don't have many, and those people that spend time with Niagara are notoriously mean and sell everything at a high price :(
If anything, I'm happy to see that Unreal's getting its own versions of a lot of Unity's features (like ProBuilder). I think that most of Unreal's additions will end up in other engines too, in the future, so I'm quite happy about that! The overall ui and workflow seems to have been optimized and improved on quite a lot too, so I might go back and try Unreal in the near future :D
@@desmasic Updates are a _nightmare_ in Unity, that's for sure. I feel like things have gotten better in that regard though. The worst part with Unity today is their hub. I'm glad it's optional, but they're pushing it strongly while it's been buggy for _years._ The thing I love with competition is how each one pushes the other to better themselves. Years ago, developing with UE was hell. But they got a better Blueprint system now, that makes scripting so much more accessible. Meanwhile, Unity has much better graphics options than before, since that's the main advantage of UE and Unity tries to beat it. Of course they're still far from UE in that regard, but at least they're trying. But can we take a moment to appreciate the fact that both are free, that both are powerful and that both have a reason to exist? UE is more powerful so it is the way to go for professionals, but Unity is more accessible so it's more popular with the indie community. I also prefer Unity when it comes to new tech integration. As far as I know, UE doesn't even have any option for Augmented Reality. I wish I could use Quixel megascans with AR, but everyone I see developing for AR uses Unity, so I'm pretty sure UE options for AR are limited as of now.
One of my childhood dreams is to one day see "Might and Magic 8" getting a graphics update. Now seeing what UE 5 can do, that would be epic! This game gives me so much nostalgia and I would gladly pay 60 bucks for it :D
Love all the new stuff, however, I have been avoiding lumen lately only because the fps drop is quite drastic in comparison to just faking it with some other stuff. Obviously if you're going for hyper real lighting it's worth it but if you're just doing stuff like an indie horror game, or a game with static lighting I'd just fake it. Saves lots of fps.
That's going to depend on your intended audience and how much they are willing to spend on GFX cards, right? Every new game feature started like this. Back in the day almost nobody was able to run Crysis, with it's destructible buildings, but these days every little kid is playing Fortnite, which is the same thing, and even more destructible. Lumen, with it's lighting and ray tracing, is the future. We'll just have to wait for hardware to catch up. Also: you could make a setting to have Lumen on or off.
This is just a huge blow to Unity. I mean both are stepping up their game but Nanite and Lumen alone are already such huge arguments. Quixel for texture is just... Goddamn I couldn't get such nice texture just like that and so easy to drag in. So after Initial Unity learning, I switched to Unreal as soon as I heard about Nanite and Lumen
Im soo glad I switched to unreal engine...I used to work with unity , which is a decent Engine for mobile but its a empty shell....it requires to buy a ton of plugins to get a very simple version of unreal engine's free stuff with better quality.
Started with Unity too, was sick of it because I needed days to set up a camera that followed the player and that you would have to pay 40€/month for a dark UI.. for a beginner with no intend to spend a lot of money or being able to create the tools myself UE is the way to go
@@rageinthecage3900 Unfortunately I live in a doomed country where is sanctioned to the neck and every 1$ is woth almost 30 bucks of our own currency...thus leaving me with nothing to buy stuff legally...so out of desperation I needed to use pirated stuff and plugins for it... though it was a pain to find and get some stuff for free....I managed to do so...but even with free pirated stuff I was frustrated with the amount of plugins that I had to install just for some basic functionality of UE...I thought to myself if I , a person who didn't paid anything was pissed off then what are those who pay feel. If I lived in Europe or US I would have gladly paid for all those stuffs... I dumped unity after the third game I barley made and used UE4 ever since that....I was making games for fun and unity left a pretty bad taste in my mouth. Good for you though... you have better chance at doing game dev for a living...
@@erfanbahrami573 Oh man that is tough.. Glad you chose Unreal, that it is free for everyone opens up gamedevelopment for a lot of people even in "doomed countrys". I am from germany btw
@@rageinthecage3900 Iran here...Love to visit Germany (and stay forever 😆) ...I love how much new stuff im able to do with UE...its a miracle for game developers all over the world...I work on environment creation... mostly self taught stuff...I have a friend who does the coding and everything else... Hopefully one day make it into the market 🤞😑
7:55 One tip about that which i figured out only after days of painful troubleshooting. This feature is heavily dependent on the Z-Axis. When your landscape is too high, it essentially starts to glitch out heavily or refuses to work at all. Try to keep your landscape near 0 on the Z as much as possible because of that.
blockout tutorial please! Or more ultra beginner ones. I haven't touched unreal since unreal 4 and it's been enough years that getting back into it is like running into a brick wall
Please! Unity! Watch this video! We are crying, Unreal user took 5sec to setup their scene while we are still struggling with the character controller. Come on Unity, this is "Unreal" in 2022!
I can't wait.. I've been learning music cause I want to do my own soundtracks, but I'd want to create games.. One of the games I want to make to start would be a recreation of the Movie, "Firestarter" The old one, not the new one though the new one is more like the book than the old one. Start with the chase scene, then the airport scene.. Then you gotta hitchhike.. Find the old dude and burn up all the agents.. Then you play as Rayburn where you have to capture Charlie without letting her know your there or she'll cook the whole forest all the way to the end of the film where Andy tells Charlie to burn it all down and Charlie gets a massive level up and waste the whole place..
I love seeing cubegrid because that kind of functionality has existed in virtually every other 3D engine since the beginning of time and UE4 just told level designers to screw off and make meshes. Better late than never, I guess. Looks like a solid tool.
Agreed. Sketchup was so easy to make geo precise objects. Thats what we need in a 3D engine - protractor, draw shapes in 2d then extrude. Blender controls and 10000 engine/layout changes are annoying - because it still doesnt do what Sketchup did so easily.
SERIOUSLY. UE4 introduced so many cool features, but the decision by Epic to ship an engine without such a ludicrously important feature as the ability to add level geometry in engine (brushes don't count since those were officially considered defunct for final geometry) fucking baffles me to this day. Well, at least they're sort of getting around to fixing their shit now.
Unreal Engine 5 looks insanely good. As a 3D artist, i should be taking advantage of UE more, but I'm working on extremely limited hardware. Maybe when I can afford new hardware is when I'll finally dive in.
Last winter I played Shadows of the Tomb Raider and it was fun, there was some nice landscapes and forests, tunnels and all, but the experience would've been completely different with UR5. Some clips in the UR5 demonstrations reminded me or it but way better in quality like 5:49
considering that now these things are something that any monkey can do, it's the time to build up some skills that actually differs from what everybody can do. Fortunately, UE5 not only has made some things simpler but has also bring new layers of complexity to dig in.
Considering how good games looked already in UE4, I couldn't see how things could get much better. But UE5 feels like such a step up from the previous generation it's like the NES skipping to the N64.
What about Stylized style with Lumen, do you think it is usable as it is right now? Especially for trees. I would love to have this lightning and emissive properties but it seems to be hard with stylized style.
Lumen shouldn't do you any trouble in that regards. It really "just" lights the scene really well with bouncing lights. The Textures you use are far more important for your stylized assets
@@Linkario86 Ok thank you for the answer! I have not tried to make stylized trees yet in UE5 but when I imported previously made ones they were not so good. I guess I need to change a few things. At least this is promissing!
@@Pixellions what kind of style you're going for? Like a Sea of Thieves kind of style? In any case try playing around with the texture maps in the texture editor. A bit more saturation here, a bit less crisp normal map info there
I love this video.. it makes me want to come back to unreal engine. :D A huge.. huge thing, for me, is the pipeline for making large worlds. This is something that I would love to see the process for. Say if you have separate map scenes you want to attach or if there is a way to have a large map only having partitioned LOD distances to reduce crashing. is it possible to add a dungeon to an overlord without loading zones?
Maybe you spoke on this in another video, but can you confirm or deny how does the performance hit your rig when you add all that stuff in your scene? I'm following development of a mmo game called mortal online 2 and the CEO said they want to use ue5 asap but there's 2 areas in its development that they're trying to work around bc if they port the ue4 engine to 5 it would add a heavy strain on the player's rig. I wonder if maybe they don't know the simple tricks you found out? I think it was something to do with luman and terrain?
Can we like, have a more modern roblox now? In the sense of making games and have a place/market of sorts to play them. I’d love to see even Vr support for these games. It would really change the whole gaming scene. If roblox can work easily as a free studio software, why not make something like that with this? I think it be a lot more fun, especially since Roblox is a little more thrown towards kids, but this could allow more mature content, and be a lot more graphically inclined. I speak of roblox for its business and creative prospective, not necessarily it’s games and audience.
If only there's a way to port existing maps from other engines into unreal engine 5, Imagine older mmo's like Star Trek Online that is still popular but the engine and graphics are outdated...by a lot. Perhaps there is already a way to do it?
We need better VR features on Unreal Engine 5 so that way more smaller games could come out. Having played through VR epics like Half Life Alyx, Boneworks and Lone Echo I need similar games with a story and amazing graphics. 👌😁
ok fine, i'll give it a go this weekend. geez. i know i promised this when udk first came out, but come on. can't i even procastinate for 15 years in peace?
"i bet you thought this took me a couple hours, but it only took me 5 seconds." hmmm i was expecting you to say "i bet you thought this took a couple days, but it only took a couple hours". that sounds more reasonable to me.
Ok, but did they fix Bot AI not knowing how to jump onto and over platforms, e.g. SideScroller template? (I tried many tuts and custom jumppoints - none worked.) And did they add a real Save Game Manager that gives us a simple flag to automatically save ALL variables of Interactables, or things that change in a Level? Because those 2 things paralyzed my game, and Im not paying to buy something from a 3rd party dev, that the Engine devs should have created as a Basic game requirement. (Esp when there is a FREE Save Game Manager in the Marketplace for UE 4.26, but Epic refuses to update it for UE 4.27. I don't have 4.26, and no one at the forums is willing to compile a FREE community asset to work with the last 4.x engine. So a Dev team and community that refuses to support the last 4.x - kills the engine and creation. And since I know they aren't diligent about addon updates - I fear moving to UE5 since addons that work in 4.27 may not in 5.)
Volumetric Fog material + other cool stuff can be found here:
dev.epicgames.com/community/learning/talks-and-demos/vyn9/unreal-engine-5-guided-tour
What is the actual shader set to? I can only copy the nodes and it's not written anywhere what the shader is being used as.
Change your material to 'Volumetric'
@@StylizedStation It seems to be Volume with an additive blend mode, and you need to add the exponentialHeightFog with volumetric turned on to get it to work. Let me know if there's a better way, appreciate it.
@@ConceptualVision Check out the video in the blog link, they have a basic setup on screen you can copy
could you perhaps pin this comment for future reference?
Great vid btw
Unreal Engine 5's been a blast to work with for the past few months - it's such a powerful force multiplier, especially for solo artists or small teams!
Are there people working solo who have released successful games using Unreal Engine before? Can you tell me some examples of games?
@@jellosquishier Alot of games but I don't remember names
@@blocco973 i think superhot but im unsure
@@medorami9764 superhot was made on unity
Bright Memory: Infinite started off as solo game till microsoft picked it up, also game called "Pumpkin Jack" was solo dev.
The niagara fluid system is really interesting to me, i would absolutely like to see some tutorials on that
its not easy to do tutorials for so we don't have many, and those people that spend time with Niagara are notoriously mean and sell everything at a high price :(
@@tehf00n Welcome to the world of bleeding edge tech.
I would love to work and learn more with you , please can we chat more on telegram or whatsapp , or any platform you prefer. Thank you
saw how it was back UE4
As a Unity GameDev this Engine is beyond perfection. But I love Unity too!!!!
If anything, I'm happy to see that Unreal's getting its own versions of a lot of Unity's features (like ProBuilder). I think that most of Unreal's additions will end up in other engines too, in the future, so I'm quite happy about that!
The overall ui and workflow seems to have been optimized and improved on quite a lot too, so I might go back and try Unreal in the near future :D
@@desmasic Updates are a _nightmare_ in Unity, that's for sure. I feel like things have gotten better in that regard though. The worst part with Unity today is their hub. I'm glad it's optional, but they're pushing it strongly while it's been buggy for _years._
The thing I love with competition is how each one pushes the other to better themselves. Years ago, developing with UE was hell. But they got a better Blueprint system now, that makes scripting so much more accessible. Meanwhile, Unity has much better graphics options than before, since that's the main advantage of UE and Unity tries to beat it. Of course they're still far from UE in that regard, but at least they're trying.
But can we take a moment to appreciate the fact that both are free, that both are powerful and that both have a reason to exist? UE is more powerful so it is the way to go for professionals, but Unity is more accessible so it's more popular with the indie community.
I also prefer Unity when it comes to new tech integration. As far as I know, UE doesn't even have any option for Augmented Reality. I wish I could use Quixel megascans with AR, but everyone I see developing for AR uses Unity, so I'm pretty sure UE options for AR are limited as of now.
Yes. Yes sir I would love a Cubegrid run-down. That would be amazing.
One of my childhood dreams is to one day see "Might and Magic 8" getting a graphics update. Now seeing what UE 5 can do, that would be epic! This game gives me so much nostalgia and I would gladly pay 60 bucks for it :D
Love all the new stuff, however, I have been avoiding lumen lately only because the fps drop is quite drastic in comparison to just faking it with some other stuff. Obviously if you're going for hyper real lighting it's worth it but if you're just doing stuff like an indie horror game, or a game with static lighting I'd just fake it. Saves lots of fps.
It does not matter how good a game looks, if it runs like shit then it's completely worthless; a lot of devs need to learn this lesson!
That's going to depend on your intended audience and how much they are willing to spend on GFX cards, right?
Every new game feature started like this. Back in the day almost nobody was able to run Crysis, with it's destructible buildings, but these days every little kid is playing Fortnite, which is the same thing, and even more destructible.
Lumen, with it's lighting and ray tracing, is the future. We'll just have to wait for hardware to catch up.
Also: you could make a setting to have Lumen on or off.
@@The_O considering the current supply issues and price of graphics cards atm it's probably going to happen slower than previously.
@@NathanEllery it’s getting better!
@@NathanEllery to be fair both prices and supply have gotten light years better just within the last few weeks
Lol 7:45 “is pretty complicated.. ok we’re done”
This is just a huge blow to Unity. I mean both are stepping up their game but Nanite and Lumen alone are already such huge arguments. Quixel for texture is just... Goddamn I couldn't get such nice texture just like that and so easy to drag in.
So after Initial Unity learning, I switched to Unreal as soon as I heard about Nanite and Lumen
Right, I'm also leaving behind all those error messages in the console and that mess with the 3 different incompatible render-builds.
Im soo glad I switched to unreal engine...I used to work with unity , which is a decent Engine for mobile but its a empty shell....it requires to buy a ton of plugins to get a very simple version of unreal engine's free stuff with better quality.
Started with Unity too, was sick of it because I needed days to set up a camera that followed the player and that you would have to pay 40€/month for a dark UI.. for a beginner with no intend to spend a lot of money or being able to create the tools myself UE is the way to go
@@rageinthecage3900 Unfortunately I live in a doomed country where is sanctioned to the neck and every 1$ is woth almost 30 bucks of our own currency...thus leaving me with nothing to buy stuff legally...so out of desperation I needed to use pirated stuff and plugins for it... though it was a pain to find and get some stuff for free....I managed to do so...but even with free pirated stuff I was frustrated with the amount of plugins that I had to install just for some basic functionality of UE...I thought to myself if I , a person who didn't paid anything was pissed off then what are those who pay feel. If I lived in Europe or US I would have gladly paid for all those stuffs... I dumped unity after the third game I barley made and used UE4 ever since that....I was making games for fun and unity left a pretty bad taste in my mouth.
Good for you though... you have better chance at doing game dev for a living...
@@erfanbahrami573 Oh man that is tough.. Glad you chose Unreal, that it is free for everyone opens up gamedevelopment for a lot of people even in "doomed countrys". I am from germany btw
@@rageinthecage3900 Iran here...Love to visit Germany (and stay forever 😆) ...I love how much new stuff im able to do with UE...its a miracle for game developers all over the world...I work on environment creation... mostly self taught stuff...I have a friend who does the coding and everything else... Hopefully one day make it into the market 🤞😑
@@erfanbahrami573 good luck mate 🙂
In what world do we need our block out to look more organic?
So glad you mentioned the real time fluid simulation. That is just as impressive to me as Nanite or Lumen.
I would love to work and learn more with you , please can we chat more on telegram or whatsapp , or any platform you prefer. Thank you
7:55 One tip about that which i figured out only after days of painful troubleshooting. This feature is heavily dependent on the Z-Axis. When your landscape is too high, it essentially starts to glitch out heavily or refuses to work at all. Try to keep your landscape near 0 on the Z as much as possible because of that.
blockout tutorial please! Or more ultra beginner ones. I haven't touched unreal since unreal 4 and it's been enough years that getting back into it is like running into a brick wall
I'm a unity user but I decided that this video looked pretty cool and I dont really know loads about unreal so that's why I'm here!
awesome vid, thanks for the upload!
Great overview of some top features.
Please! Unity! Watch this video! We are crying, Unreal user took 5sec to setup their scene while we are still struggling with the character controller. Come on Unity, this is "Unreal" in 2022!
Please bro do a liquid simulation tutorial!!! I would appreciate it! 😀
5:19 hi! how could you make the sun light like that
awesome! just started a week ago learning UE5, and I'm impressed! :)
When I get my pc Im gonna have so much fun with this. I have a bunch of ideas on what to make and hopefully make some money from my ideas
do a tutorial!!! also great video
That light feature and the spline used to make landscape were actually in ue4 i used it quite often when starting a new project,
Can't wait for your tutorials all in all! :) Thanks for your vid!
I can't wait.. I've been learning music cause I want to do my own soundtracks, but I'd want to create games.. One of the games I want to make to start would be a recreation of the Movie, "Firestarter" The old one, not the new one though the new one is more like the book than the old one. Start with the chase scene, then the airport scene.. Then you gotta hitchhike.. Find the old dude and burn up all the agents.. Then you play as Rayburn where you have to capture Charlie without letting her know your there or she'll cook the whole forest all the way to the end of the film where Andy tells Charlie to burn it all down and Charlie gets a massive level up and waste the whole place..
"The next one I'm gonna show you is pretty complicated, so please bear with me (...2sec) Ok we're done" LOL
Thank you very much!
This is Awesome, thanks so much for showing this!
lumen and nanite are definitely the most impressive parts of UE5
One thing they need to work on is terrain and tooling on maps over 4k. It's a joke how this has been put on the back burner for so long now
subbing for the Cubegrid tutorial
Fluid Simulation! 😍
I love seeing cubegrid because that kind of functionality has existed in virtually every other 3D engine since the beginning of time and UE4 just told level designers to screw off and make meshes. Better late than never, I guess. Looks like a solid tool.
Agreed. Sketchup was so easy to make geo precise objects. Thats what we need in a 3D engine - protractor, draw shapes in 2d then extrude. Blender controls and 10000 engine/layout changes are annoying - because it still doesnt do what Sketchup did so easily.
SERIOUSLY. UE4 introduced so many cool features, but the decision by Epic to ship an engine without such a ludicrously important feature as the ability to add level geometry in engine (brushes don't count since those were officially considered defunct for final geometry) fucking baffles me to this day. Well, at least they're sort of getting around to fixing their shit now.
I've been using Unreal Engine for over a decade and it still makes my weenie tingle when they release new things.
Unreal Engine 5 looks insanely good. As a 3D artist, i should be taking advantage of UE more, but I'm working on extremely limited hardware. Maybe when I can afford new hardware is when I'll finally dive in.
thank you i make a open world time travel game like "No Time" and this help,s me very much and sorry for my bad english im from germany
Please do a cube grid tutorial. PLEASE.
Nice vid lov the part about the technique lol, do you have any card building deck tutorial? Thanks.
Last winter I played Shadows of the Tomb Raider and it was fun, there was some nice landscapes and forests, tunnels and all, but the experience would've been completely different with UR5. Some clips in the UR5 demonstrations reminded me or it but way better in quality like 5:49
considering that now these things are something that any monkey can do, it's the time to build up some skills that actually differs from what everybody can do. Fortunately, UE5 not only has made some things simpler but has also bring new layers of complexity to dig in.
examples ?
Yep, it was easy to detect monkey games by noticing that they're resuing the same assets, but now everyone has loads of assets haha
@@teaboy9614 You'll adjust. You can't hide bad game design under a quality engine.
If you add a Cube Grid mesh to a Blueprint it will update the BP if you update and re-edit the Cube mesh.
Thanks!
I really wanna get into UE but I have no idea where to even begin.. All these features are sick!
if i have no idea what i'm doing and never done this kind of thing before, how long would it take to actually learn this stuff?
Great video! Is it possible to get a custom sky while still keeping the blueprint functionalities (dynamic lighting, moving clouds...)?
the Engine is a literal Game changer
Amazing Video!!! ❤❤❤❤
Considering how good games looked already in UE4, I couldn't see how things could get much better. But UE5 feels like such a step up from the previous generation it's like the NES skipping to the N64.
There isn't a better open world engine in the world. Check out the Matrix Awakens demo. It's sickeningly good.
What about Stylized style with Lumen, do you think it is usable as it is right now? Especially for trees. I would love to have this lightning and emissive properties but it seems to be hard with stylized style.
Lumen shouldn't do you any trouble in that regards. It really "just" lights the scene really well with bouncing lights. The Textures you use are far more important for your stylized assets
@@Linkario86 Ok thank you for the answer! I have not tried to make stylized trees yet in UE5 but when I imported previously made ones they were not so good. I guess I need to change a few things. At least this is promissing!
@@Pixellions what kind of style you're going for? Like a Sea of Thieves kind of style? In any case try playing around with the texture maps in the texture editor. A bit more saturation here, a bit less crisp normal map info there
Trees with one sided leaves are probably still a problem with Nanite.
@@RM_VFX yes, one sided things are not yet supported with Nanite, gonna Turn it Off or find a better Solution. :/
Imagine where Unreal will be in 5 years 😍
Just just tell it what you want by talking.
Imagine we've been saying that for 40 years.
6:04 Where can I find that material download? I don't think I can find it in the description.
amazing video thank you!
Uh yeah ! Tut this up ! I even clicked the thingies.
damn it is just amazing and got more easy
"this is a technique I like to call "a pain in the ass" - LOL! Yep, that is exactly true. Great phrase
thx for sharing
I love this video.. it makes me want to come back to unreal engine. :D
A huge.. huge thing, for me, is the pipeline for making large worlds. This is something that I would love to see the process for. Say if you have separate map scenes you want to attach or if there is a way to have a large map only having partitioned LOD distances to reduce crashing. is it possible to add a dungeon to an overlord without loading zones?
that is actually nuts, can ue5 export models?
Okay, i DId laugh when you were telling us it was complicated, and you literally just drag&dropped an ocean hahaha
It’s basically like eevee
Pretty cool indeed.
Nice video. Could you please provide a link to the volumetric fog material? (:
"What can you do with UE5", man just asked a question with endless answers ;DDD
Cant wait for sim city 10 and city skylines 5000!
I don't have blueprints in sculpt. Any suggestions?
Maybe you spoke on this in another video, but can you confirm or deny how does the performance hit your rig when you add all that stuff in your scene? I'm following development of a mmo game called mortal online 2 and the CEO said they want to use ue5 asap but there's 2 areas in its development that they're trying to work around bc if they port the ue4 engine to 5 it would add a heavy strain on the player's rig. I wonder if maybe they don't know the simple tricks you found out? I think it was something to do with luman and terrain?
goddamn is so hyped to start creating stuff with ue5
This is al I ever wanted.🤩
Can I also do animation on Unreal Engine
5 like Blender or is it only use for creating
VideoGame?
yes you can
You are a beast !!!
Cant wait for new tomb raider and the witcher new saga to be release
where is the download link
Is it just me or was the fluid sim running at like 15fps?
What are your PC specs?
How does Ur engine not lag? Mine is lagging because of 10 trees and I already did some performance/ fps tricks… i don’t understand this xD
Can we like, have a more modern roblox now? In the sense of making games and have a place/market of sorts to play them. I’d love to see even Vr support for these games. It would really change the whole gaming scene. If roblox can work easily as a free studio software, why not make something like that with this? I think it be a lot more fun, especially since Roblox is a little more thrown towards kids, but this could allow more mature content, and be a lot more graphically inclined.
I speak of roblox for its business and creative prospective, not necessarily it’s games and audience.
If only there's a way to port existing maps from other engines into unreal engine 5, Imagine older mmo's like Star Trek Online that is still popular but the engine and graphics are outdated...by a lot. Perhaps there is already a way to do it?
I wish they'd optimize it for VR. Nanites and Lumen are still problems as far as I can tell.
I'm thinking maybe after a thousand donuts I'll give it a try
this is nice but i dont see any displacement?
We need better VR features on Unreal Engine 5 so that way more smaller games could come out. Having played through VR epics like Half Life Alyx, Boneworks and Lone Echo I need similar games with a story and amazing graphics. 👌😁
WOW!!!
Landscape brushes in their current form cause a memory leak. They cause an insufferable amount of crashes and are generally pretty buggy
Still can't understand why they're making the engine free. Blows my mind
Cause a good engine where it's easy for anyone to create high quality games will generate lots of revenue for Epic Games, very simple.
free to use, pay royalty fees for commercial purpose, ez bizy.
i dont think u have lumens setup ryt
5:17 so ray tracing was literally useless now lmao...
Tutorial all the things! Please…
ok fine, i'll give it a go this weekend. geez. i know i promised this when udk first came out, but come on. can't i even procastinate for 15 years in peace?
Great video!
Would love to do a Matrix themed collaboration!
💊🐇🕳🔋🍪📡
#BeyondTheGlitch
The answer to thumbnail question is: "nothing of value". As an artist I can't program game logic to save my life 😂
"i bet you thought this took me a couple hours, but it only took me 5 seconds." hmmm i was expecting you to say "i bet you thought this took a couple days, but it only took a couple hours". that sounds more reasonable to me.
Ok, but did they fix Bot AI not knowing how to jump onto and over platforms, e.g. SideScroller template? (I tried many tuts and custom jumppoints - none worked.)
And did they add a real Save Game Manager that gives us a simple flag to automatically save ALL variables of Interactables, or things that change in a Level?
Because those 2 things paralyzed my game, and Im not paying to buy something from a 3rd party dev, that the Engine devs should have created as a Basic game requirement.
(Esp when there is a FREE Save Game Manager in the Marketplace for UE 4.26, but Epic refuses to update it for UE 4.27. I don't have 4.26, and no one at the forums is willing to compile a FREE community asset to work with the last 4.x engine. So a Dev team and community that refuses to support the last 4.x - kills the engine and creation. And since I know they aren't diligent about addon updates - I fear moving to UE5 since addons that work in 4.27 may not in 5.)
This dude is funny
and I wont get copyright claims for using their textures???
🤣 It's better than creating 400 donuts lol...
Pls we want tutorial 🙏
400th donut in blender… very targeted
To this engine they should design complimentary mighty 3d printer and would be able to create real worlds!
5:45
...
...it's free?
Awesome