Views : 26,146
Genre: Education
Date of upload: Aug 20, 2022 ^^
Rating : 4.951 (8/648 LTDR)
RYD date created : 2024-02-24T22:08:39.724753Z
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Top Comments of this video!! :3
Kinda wierd the lack of mention of Light Weight Instaces in this road map, that feature seems to be a HUGE HUGE game changer and yet only 1 youtuber noticed that feature, theres only 2 videos about it. Apparently they added this lightweight instancing feature as a plugin in 5.0.1 but now in the current version it seems to not be working.
I advise everyone that wants to do open world maps or maps with a lot of stuff to look into this. Its basically hierarchical instancing but you can place as many of the same actors in the world and then combine them as 1 huge instance, saving a lot of draw calls.
I hope they keep looking into this feature bc it has a lot of potential.
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Nanite compatible with World Position Offset means much more than animated folliage, it means Animated Nanite Meshes -> Skeletal Nanite Meshe, Animated Static Meshes through materials (which is a big thing as this the way you can have many, many animated characters on screen with good performance) basically thats one big feature that wasnt present in Nanite at launch, maybe we can have Nanite characters soon.
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From a cinematic animation short film creator view: 1. We want a dedicated rigging system with Control Rig for which animation could be easily applied among various character without retargeting.. 2. Content Browser is a good start point to store our all type works for future use. 3. All humanoid rig should be single one so they could be use in any Metahuman character. 4. Retargeter should be more simple use any external mocap data like Rokoko or Auto Rig Pro type. 5. There could be dedicated material Editor from Epic outside of the Unreal Engine Editor which should have a provision for drag and drop material storing into its content browser.
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@leonaise7546
1 year ago
It’s nice that epic is doing this. Indie devs/companies will be able to make AAA quality video games easier now.
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