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Ethan 🎩

@metatutor

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Ethan 🎩 pfp
Ethan 🎩
@metatutor
Motion Design has its own unique integration of the established Niagara particle system that can benefit you by quickly creating lively motion graphics by way of creating "clones” or multiple instances of existing geometry. Unreal Engine offers a solution that enables you to do that in a performant way that also provides the means to influence a variety of those actors properties either as a group or on a granular level. Enable the ClonerEffector plugin, or enable the Motion Design mode and dive into the magic. https://youtu.be/5P-sO_2aiwU?si=naLhVTnh7ERP4yKJ
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
There are several different ways that you can run Python scripts in the Unreal Editor, each designed for a slightly different usage scenario. You can choose whichever fits your needs. If you start the Unreal Editor from the command line or from a script, you can specify a Python script file in the command line arguments. If your Python script requires additional command-line arguments, include them after the name of your script. https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-python
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Ethan 🎩
@metatutor
Using a Modular Character blueprint, you can construct a character at runtime using multiple Skeletal Mesh assets that are able to be swapped using blueprint logic, rather than importing a single Skeletal Mesh model for the full character. Using a Modular Character blueprint is a more flexible option when creating characters with a modular appearance and performs more efficiently than swapping an entire mesh. https://youtu.be/Mq_0JotOrl8?si=YRSbVx8dizXwDw6C
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Ethan 🎩
@metatutor
It's important to note that Smart Objects do not contain execution logic. Instead, they provide all necessary information to the interactor to be able to perform the interaction, depending on its implementation. Each interactor (Agent or Player) does its own implementation logic for a Smart Object. The SmartObject subsystem is responsible for keeping track of all Smart Objects available in the level. Smart Objects are automatically registered with the subsystem for access and tracking. This subsystem is automatically created in the world when the Smart Objects plugin is active. https://dev.epicgames.com/documentation/en-us/unreal-engine/smart-objects-in-unreal-engine---overview
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
Major updates to both sequencer and control rig. 5.5 brings usability improvements to Sequencer, enabling cinematic artists to control their view of contents within a sequence, gain easier access to properties, and filter viewport by sequence contents. This provides a more controllable interface to reduce workflow fatigue, helping users to create faster. Modular Control Rig moves into Beta, adding many quality of life improvements refining the user interface to help build rigs faster. https://youtu.be/cfoh5FHS5RA?si=HjlhXRxr9Y7_70TE
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
StateTree is a general-purpose hierarchical state machine that combines the Selectors from behavior trees with States and Transitions from state machines. Users can create highly performant logic that stays flexible and organized. As a simple example, you could create a time of day system using StateTree. You would create a State for each time of the day, and underneath each State you would create separate Tasks. Each Task could handle different elements, such as fog density, sky sphere color, and so on. Check out the recent talk for a deepdive. https://youtu.be/YEmq4kcblj4?si=he0jCv_KFO6yxOhH
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Ethan 🎩
@metatutor
The Groom component enables you to attach a Groom Asset and bind a groom to a Skeletal Mesh's surface. An optional Binding Asset caches the projected data of the groom onto the Skeletal Mesh, which saves GPU costs of doing this at startup when one is not created and assigned. https://dev.epicgames.com/documentation/en-us/unreal-engine/hair-simulation-and-rendering-quick-start-guide-in-unreal-engine?application_version=5.5
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
To keep MegaLights working well within a scene, it’s best to avoid placing lights inside scene geometry and to optimize a light’s bounds. You can use the console command r.MegaLights.Debug 1 to visualize where rays are being sent from a selected pixel. You can freeze a selected ray using this console command r.ShaderPrint.Lock 1, which allows you to fly around the scene to inspect traced rays. https://dev.epicgames.com/documentation/en-us/unreal-engine/megalights-in-unreal-engine
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
The In-Camera VFX Editor, also known as the ICVFX Editor, is a tool designed to make working with Unreal Engine easier for Stage Operators on Volume shoots. The primary goal of the In-Camera VFX Editor is to bring the most demanding tasks and often used tools into one interface that can be used as a companion to the main Editor window. Where 3D operations such as moving actors in the level are more intuitive in the Editor Viewport, the In-Camera VFX Editor offers specific stage-centric view styles that are tailored to the shape of the nDisplay Config Actor. https://dev.epicgames.com/documentation/en-us/unreal-engine/in-camera-vfx-editor-for-unreal-engine
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Ethan 🎩
@metatutor
DNAViewer contains all the required classes for reading and creating a functional rig in Maya from the DNA file. Every DNAViewer option is configurable so you can get the exact results you want. The dna_viewer_run_in_maya.py file demonstrates how to use a GUI window in Maya to create a scene with a functional rig in a non-programmatic manner. https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-dnaviewer-tool
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Ethan 🎩
@metatutor
DNACalib contains commands that directly affect DNA data. While you can run the reference implementation from inside Maya (both MayaPy and the GUI’s script facilities), it doesn’t match or respond to Maya scene changes. It’s your responsibility to create wrappers that can affect the scene and the DNA data at the same time, if that’s what you wish to use.
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
The Groom Binding Options dialog contains some advanced options you can use when creating a binding asset. Use Num Interpolation Points to define the number of samples used for the hair global interpolation, which is optionally enabled within the Groom Asset Editor under the Interpolation panel with the setting RBF Interpolation under the Hair Interpolation section. Global interpolation preserves the original groom shape under large skeletal mesh deformations. https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-bindings-for-grooms-in-unreal-engine
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
Using the StaticMeshMorpher MS maxscript and the StaticMeshMorphTarget Material Function, StaticMeshes also have the ability to be setup for deformation using morph targets. This method performs the deformation by using multiple UV channels, vertex colors, and the WorldPositionOffset. The offsets of the vertices for each morph target are stored as vertex colors in a UV channel. The StaticMeshMorphTarget Material Function then extracts these and makes them available within the Material. https://dev.epicgames.com/documentation/en-us/unreal-engine/static-mesh-morph-targets-in-unreal-engine?application_version=5.5
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
The Epic Developer Community is expanding, with a new Indies space for small teams. Join us in the Indies space, get the latest news, engage with industry partners, and discover learning resources. Whether you’re building with Unreal Engine or another engine, everyone is welcome. https://dev.epicgames.com/community/epic-for-indies
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Ethan 🎩
@metatutor
Datasmith brings entire pre-constructed scenes and complex assemblies into Unreal, regardless of how large, dense or heavy those scenes may be. Rather than forcing you to deconstruct your scenes and assemblies into individual chunks, then pass each chunk to the game engine separately through an FBX import pipeline, then re-assemble the scene in the Unreal Editor, Datasmith re-uses the assets and layouts that you've already built for other purposes in other design tools. https://dev.epicgames.com/documentation/en-us/unreal-engine/datasmith-plugins-overview
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Ethan 🎩
@metatutor
As you develop your projects in UE the list of Assets in your Content Browser will expand. This runs the risk of creating redundant variations of assets you're experimenting with, or introducing ambiguity with overly similar names. For example, it is possible for you to have a folder named "Soldier" with a Blueprint, a texture, and a model that all have the name "Soldier" in them. Here is some recommendations to organize your workflow! [AssetTypePrefix]_[AssetName]_[Descriptor]_[OptionalVariantLetterOrNumber] Establish a common naming convention for individual Assets early in development. This will make it easier for you and your team to locate files and prevent potential conflicts or ambiguity. https://dev.epicgames.com/documentation/en-us/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects
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Ethan 🎩
@metatutor
When you want more control over the way your objects are animated, the Curve Editor can be used to modify and fine-tune your keyframes. Using the Curve Editor's graph, you can create new keyframes, edit tangents, and use various built-in tools to adjust your animation curves. https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-curve-editor-in-unreal-engine
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Ethan 🎩
@metatutor
The making of Senna https://www.youtube.com/live/Bs_DTCGi4GU?si=YmDBbjHn5Zk0nbrV
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
Niagara key concepts https://dev.epicgames.com/documentation/en-us/unreal-engine/key-concepts-in-niagara-effects-for-unreal-engine
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Ethan 🎩 pfp
Ethan 🎩
@metatutor
If there is any possibility that your project might need multiplayer features at any time, you should build all of your gameplay with multiplayer in mind from the start of your project. https://dev.epicgames.com/documentation/en-us/unreal-engine/networking-overview-for-unreal-engine
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