Discover and read the best of Twitter Threads about #UE4

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#UnrealEngine #UE4 #UE5 #UETips
Here's one WPO trick I used to create this night sky.

The challenge was to create subtle per-star lens flares that would always face the camera and remain straight, exactly like billboards. 🧵⬇️
To create star billboards, each star would need to rotate around their own pivot point to face the camera but pivots are all lost once exported to a single mesh... :(
... I could bake pivots in UVs but that'd actually be overkill here! I don't actually care about the precise XYZ position of each star... 🧐
Read 14 tweets
Particle occlusion using scene depth from a cubemap. This is basically the same idea as how you would do shadows for a point light. Breakdown in the thread. 👇

#UnrealEngine #UE4 #UE5
Material setup: Image
A scene capture cube can be used to capture a depth map at the time of spawning the particle. Then the cubemap depth can be used to mask particles out per pixel or per sprite.
Read 7 tweets
I made a input buffer system. In this clip you can see how pressing block mid-combo would result in some harsh transitions and then how I rectified that with input buffering!
🧵(1/3)

#indie #indiedev #indiegamedev #indiegame #gamedev #gamedevelopment #ue4 #gamedeveloper #ue5
Here's the simple version of how I achieved it:
- Create a bool to check if your input was pressed.
- This is checked in an event tick notify end which is placed in the animation as a notify.
- If true send an event to your character BP e.g Block.
🧵(2/3)
In the end you should have a notify window which can be placed anywhere to stop these nasty transitions.

This is a basic version of a buffer system, this is simply checking if an input was pressed and what to fire from there!

Inspiration: @sekirothegame
🧵(3/3) Image
Read 3 tweets
#UnrealEngine #UE4 #UE5
Cute simplistic trees are available as a Tier 2 reward on my Patreon :) Have a look at the thread below to see how they were made ⬇️
0/22 First of all, some technical stats: Each tree is ~3K tris for LOD0. 2 draw calls per tree (one material for the leaves, one for the trunk). 2*1K textures (one normal map, one mask). ~160 pixels instructions for the foliage material.
1/22 It all begins with the leaf texture creation. There's many ways to do this, I tend to model a single leaf in 3D then group a bunch of them together like so. Image
Read 24 tweets
#UnrealEngine #UE4 #UE5
Dunno why I love to prototype random stuff in BP so much. It's 5am, what am I doing🤪I guess this could be used to generate random positions with random radius and no overlaps. Blueprint graphs below ⬇️
Tick event to see the simulation progressing. Clear & Generate Circles are two functions callable in-editor. Image
Spawn logic Image
Read 6 tweets
#UnrealEngine #UE4 #UE5 #UnrealTips
1/7 Translucency see-through trick that might be useful... sort-of? This is usually done with custom stencil/depth (which has its benefits) but using a translucency material allows you to cheat a bit...⬇️
2/7 First we'll make a translucent material that has Depth Test disabled. Then we're going to sample the SceneDepth and recompute the world position of anything that was occluding our view... Image
3/7 ... then get the squared distance (cheaper) from that scene world position to the camera and compare it with the squared distance of our own position to the camera. If ours is higher, means we're behind something! We can then get a binary mask with an if statement.
Read 7 tweets
Does the future look grim?

(On next steps of interactive audio authoring)

1. A thread 🧵...

#gameaudio #gamedev #sounddesign #reaperdaw #audiokinetic #wwise #fmod #ue4 #unity3d
2. The most difficult thing is making decisions!

(because you have to think) Image
3. Making decisions requires bravery, experimentation, and exploration of the unknown.

If you are not practicing that then you are just gambling.
Read 25 tweets
🦊𝗦𝗰𝗿𝗶𝗽𝘁𝗲𝗱 𝗘𝘃𝗲𝗻𝘁𝘀 𝗶𝗻 @CryoftheFox .

In the pre-production phase of our student project, I've created multiple Scripted Events. Let's take a look at some of them! :)

🧵👇

#buasgames @BuasGames #indiedev #CryoftheFox #gamedevelopment #gamedesign #UE4 #gamedev
Here you can see a quick little animation that is meant to invoke fear to the player. These little scary suprises help us increase the tension of the section.
Here I rotate the camera with the corner to make sure that the player always notice the prey they are hunting. This quick glimpse of the prey invokes curiosity and makes you want to run after it.
Read 5 tweets
1/6 A year and a half later, I finally finished my black hole project. #madewithunreal and now powered by #Niagara, this shader/sim implements physically correct gravitational lensing, which bends the light in all kinds of groovy ways! #gamedev #realtimevfx #astronomy #UE4 #UE5
2/6 A weird phenomena of gravitational lensing is the photon-sphere. @ScienceClic hooked me up with the equations I needed to represent this. When done correctly, zooming the camera in yields the same image repeat over and over to infinity (it gets small though)!
3/6 The accretion disk was my main focus this time around. I ended up learning how to write fluid solvers because I didn't want a static texture that was just warping around the event horizon. I wanted something alive, dynamic and violent.
Read 6 tweets
some people asked have me for a breakdown of this effect, so here goes! (1/6)

#VFX #UE4 #realtimeVFX #gamedev #Arcane
the lightning is a very simple hand drawn spritesheet (8 frames) that is then playing over a sphere for the volume and twisted UVs for extra movement. the same sheet and material is used for all the spark elements with all variation done within the Niagara systems.

(2/6)
the floor effect is very straightforward. sine wave with animated distortion texture. using a smoothstep on the values and lerping between two colours (which ended up being this blue/purple and black). then the same again for the bright edge. all on a flattened disk mesh.

(3/6)
Read 7 tweets
🪐How I made planets for my game.🪐
(links below)
#screenshotsaturday #gamedev #indiedev #UE4
I used 3 spheres, the left one have inverted normals. Scale them differently to get better results Image
Glow shader (for inverted sphere) Image
Read 9 tweets
Something else I worked on on Weird West (@WolfEyeGames) is the hiding of walls/floors/etc between player and camera. Roofs dissolve out completely based on some more-involved-than-you'd-think traces, walls dissolve (using TAA dither) from ankle-height up in a plumbob shape #ue4
Initially I was not using a plumbob shape and just trying to math my way out of the problems that come with using a cylinder, this is better and was a suggestion from @kurtruslfanclub (DSD's does that) Image
That shape reduces a lot of times close to the player character where bits of wall off to the sides of the player would be hidden incorrectly (using a cylinder shape). I do also spheremask a small area right around the player for if you're right up against a wall
Read 22 tweets
Been a while, Omen Smoke Material;
#VFX #RTVFX #VFXFriday #Art #Valorant #Ue4
Not as good as it could be, spent maybe 40 mins on it
For anyone wondering what the material looks like
Read 3 tweets
Watched the GDC talk from John Edwards on sand rendering in Journey & took a stab at implementing a sparkle effect in #UE4 (short thread)
Needed a sparkly normal map to compare against the camera vector, here's how I built one in Substance: Image
And here's how I sampled it in a surface material. Note that this plugs into emissive & as a result isn't physically correct. Also to get nice pronounced sparkles, I had to switch from Temporal AA to FXAA & boost the bloom in my scene. Image
Read 4 tweets
В этом месяце на портале Unreal Online Learning добавилось три новых учебных ресурса.

unrealengine.com/en-US/blog/new…

#UnrealOnlineLearning #UnrealEngine #UE4
1. Создание системы сохранения и загрузки на Blueprint'ах.

unrealengine.com/en-US/onlinele…
2. Углубленный взгляд на инструменты для художников для работы над окружением

unrealengine.com/en-US/onlinele…
Read 4 tweets
A #gamedev thread on Nintendo Switch input latency for @UnrealEngine (#UE4) games.

Featuring @DreamscaperGame, our #indiegame leaving Early Access in August. It is a deceptively simple game that uses low-poly models & textures but hi-fidelity shading and post-processing.

(1/X)
Now, we had a couple of goals for Dreamscaper:

1) Launch one of the best-looking third-party titles on the platform.
2) As an action game, everything (especially parry/dodge) needs to feel responsive.
3) Let players control the trade-off between fidelity and performance.

(2/X)
RE: 1 & 3 - Working with my insanely talented friend @paulsvoboda we decided that, by default, we would first get the game running at near-native resolution with the highest fidelity possible at 30 FPS. We are extremely proud of how far we've pushed the device's hardware.

(3/X)
Read 15 tweets
Incoming #leveldesign update on the @PlayApex map I’ve been building in #UE4. I've been looking at how the LD in Arenas support the combat loop and tried to match that a bit more.

Here's an updated top down. *Some small changes noted below aren't added. 1/12
So, none of these Arena maps are created equal. I also dislike turning maps into formulas but kind of have to if I am going to rationalize things without the resources or people to test the map. I might be way off with some of this stuff. 2/12
Okay so, looking at the existing layouts there's somewhat of a 3 lane structure. When you head L or R from the spawns you have a mostly safe path that connects to a point of interest. 3/12
Read 12 tweets
We've been experimenting with visuals and mechanics for a potential @LetThemCome sequel. Powered entirely by procedural animation tools of @UnrealEngine and Niagara VFX, check out a teaser of our vision on Youtube #gamedev #indiedev #UE4

We'll be sharing some of our findings and breakdowns in the following days, starting with how we brought these creepy fellas to life with procedural animation in #ue4! #gamedev #indiedev
One of the first things you'll need to start with for procedural animation is IK. Luckily, #UE4 comes with a very convenient Two Bone IK function you'll find in animation blueprint. All it needs is an IK bone target position which you set at the base of the foot! #indiedev
Read 8 tweets
Volumetric Fog in @UnrealEngine isn't limited to just one generic density slider. You can actually apply the properties to a material and use objects or particles to set up little artistic fog regions! It's a great way to quickly add a bit of character to an area. #UETips
Here's the #UE4 material! I'm using the radius of the sphere for one mask and I'm also using the Distance To Nearest Surface to keep the fog clinging to actors in the scene. The Volume Texture is just Voronoi noise from the built in Volumetrics Plugin. Image
You'll still need the ExponentialHeightFog actor in your scene with Volumetric Fog enabled. Even if the density is 0! To use DistanceToNearestSurface you'll need Distance Fields enabled in the Project Settings. If you want the fog to still be visible in the dark add some emissive
Read 4 tweets
A new year and a new Mapcore challenge thread! This time the challenge is to recreate a scene or a part from a Counter-Strike map in a futuristic style. The first thing that came to mind to reference was Another World... #gamedev Image
I feel that taking an iconic level like Dust 2 and doing a completely different take on it would be good fun. I don't want to spend too long on it though, so I've picked one specific area to work on; Site B tunnels/car. #gamedev Image
First thing is to refamiliarise myself with the reference material and grab some shots that speak to me. So I put together a small collage/ref sheet with some of the areas I'd like to riff off. #gamedev Image
Read 80 tweets
Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26

#UE4 #realtimevfx #cloudscape
Some details: Cloud rendering w/new VolumetricCloud component by @SebHillaire for 4.26.

Clouds painting is a 2d map with RGBA colors. The curves also form an RGBA texture, so depending on which color you paint, that decides which curve profile to use.

Curve DF:
Because the curve profiles get converted into SignedDistanceFields (could get similar result by blurring too), when painting density, the density determines how far along the curve you are for each point. So just adjusting density of the mask gives (cloud compositor here):
Read 5 tweets
Hey #VirtualProduction enthusiasts, time for a #UE4 tweetorial.
Surely you have seen the new Live Link Face App. You need a character with a set of blendshapes that match with the 51 produced by ARKit.
What happens when you don't have as many blendshapes, or with different poses.
2- Into the Permanent Free Collection in Unreal Marketplace you can find the Stylized Character Kit: Casual 01. A great asset but with a limitation. Instead of 51 morph targets only has 7. And not based on specific muscle movements but on emotion poses
3-You can read the documentation to know how to configure and use Live Link Face App.
But in THIS CASE the 1rt problem is how to recognize what "Blend Shape" should move my few morph targets?
There is a plugin: Live Link Curve DebugUI, you can use it to view the curves and values
Read 10 tweets
this technique to render realistic smoke / cloud super FAST is not as well known as I thought so here we go
(a thread)
#UE4 #gamedev #techart #vfx #realtimevfx
we know the smoke / cloud simulation must come from *somewhere*, like Blender or Houdini simulation. when we make a flipbook, the most traditional way is to BURN EVERYTHING we see as end result on the sheet. but that feels a little dry doesn't it
one way to get more gold outta the simulation: bake out the normal. although normal doesn't work well with volumetric rendering, you can do it if you want and it does add some details to the result (example from Houdini)
Read 11 tweets
I’ve seen a lot of threads about how hard it is to get a job in VR. I would love to help in any way I can. I’m blocking tomorrow 10am-12 noon to do Zoom calls with people interested to get in the VR industry or advance in the industry. DM me if you want to connect. #VR #VRJobs
I know it is a US holiday tomorrow. I’ll be happy to do this again later on a non-holiday if there is interest.
The 1-on-1 sessions got booked. Feel free to DM questions OR I am happy to #AMA on this thread AND I set up a Group Zoom call for 12:30pmPDT tomorrow to answer Qs on getting a job in #VR. If you work in the field & want to join in and answer Qs, pls do so! hp.zoom.com/j/99991743542?…
Read 13 tweets

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