Unreal Engine 5.4 Feature Overview | Inside Unreal

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Unreal Engine

Unreal Engine

Ай бұрын

We'll be sitting down with some of the team this week to discuss & breakdown some of the key features in the latest 5.4 update. From rigging, to rendering, to motion matching & more - we've got you covered! Come learn about the latest & greatest while also getting the opportunity to ask questions to the team directly.

Пікірлер: 59
@Rodutchi
@Rodutchi
The motion matching instructor needs a full vid of his own, he is a amazing teacher but would love it he had more time to even go deeper into the tech.
@maltalent
@maltalent
you guys should get a 20$ budget to get real mics... cool video though !
@_Clivey
@_Clivey 21 күн бұрын
You said 2 months ago that you agreed and would fix this "Please update the launcher so we don't have to hunt the updated asset in Unreal. Just add "Updates" to the filter instead of a little orange icon that's impossible to find amongst 100's of assets" .....WHERE IS THIS UPDATE?
@ashleymcgillivray1802
@ashleymcgillivray1802 28 күн бұрын
dude is not lising
@graviton1350
@graviton1350
If I were Epic Games, I would hire Jose permanently. He is in his element and solves problems constructively, this way the Motion Matching process would be more effective and faster, especially when someone works with passion in a given topic, best regards. Somehow I didn't notice before, but under the Credits Jose is already employed at Unreal Engine. This means that we have the same thoughts, greetings once again to the entire Unreal and Epic Games team.
@iajhy
@iajhy 21 күн бұрын
Maya, they're coming for you.
@user-fx5uo7uz7p
@user-fx5uo7uz7p 9 сағат бұрын
its beyond wild what this actually is. i still remeber unreal tournament vollecters edition tin, with unreal engine education bundled with it. back then you didnt have the interet to download it all.
@vitamincpp
@vitamincpp
Nice GFX features, but what about the new networking features (physics replication, resim, predictive interpolation, etc.)?
@feistyharleywitchgaming7514
@feistyharleywitchgaming7514
good morning
@Shammikaze
@Shammikaze 12 сағат бұрын
"The Plugin" was referenced a few times during this presentation, but I either missed what "the plugin" was, or it wasn't specified... Which plugin(s) do I need in order to use the new Motion Matching and Animation/Sequencer improvements?
@uenote3280
@uenote3280
0:00:00
@KristjanZadziuk
@KristjanZadziuk
Great presentation Jose, you guys have solved many issues we ran into at Ubisoft in the early days and its super exciting to see... I love that "traditional dance cards" have basically become "choosers" which are much more scalable and easy to work with instead of huge animation files. We had our dance cards split up into STARTS, STOPS, PLANTS, CIRCLES etc, so Epic's solution is very elegant.
@KartoonDevelopTips
@KartoonDevelopTips
Thanks!! I've really waited for this one. Great presentation Jose!
@BigSaur
@BigSaur
Lets give Jose and Chase a whole episode. They only had time to cover things at a high level. Also, Brian talks like John Carmack offloading stream of consciousness - Great to see! :)
@unrealengine-emira3480
@unrealengine-emira3480
This is one of the best and most important live tutorials, I hope I can see more of this type about (Animation Motion Matching, Customizing Metahuman)
@phantomabid
@phantomabid
Jose explaining motion matching be like:
@PhoenixTheGame
@PhoenixTheGame
Jose should have an entire episode dedicated to him. He was only able to touch on topics at a high level!
@DeBaRe
@DeBaRe
Thx to all of you, great work!
@abdulshabazz8597
@abdulshabazz8597
Concerning control rig, what would be great is auto rigging based on motion matching... Every rotational sphere, which I would model internally as a pair of non-consumer facing 1D spin matrices to support parallel computation of the component motions. I still have some changes to update in another aspect of the engine's audio features, but I'll open up a pull request when I can for you guys to review my code...
@alienrenders
@alienrenders
Your DualQuatSkin component is exponential in runtime. If there is a bone influence that affects multiple vertices, that bone matrix gets converted again and again for each and every single vertex. Also, your Dual Quaternion base class has a bug in it for the multiplication operation. Please consider merging my pull request. I have a proper Dual Quaternion Skeleton node and I've fixed the DQ bug. I've also added lots of missing operations on the Dual Quaternion class. I've added unit tests for all the existing and added operation for dual quaternions.
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