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๐Ÿงต unreal engine general /ueg/

Anonymous No. 1001762

Am I hallucinating or was there an Unreal Engine General (/ueg/) at some point? It was nuked when the moderators did that oopsie a few months back, wasn't it? I double checked on /vg/ too but it doesn't seem to be there either.
I'm making a new /ueg/ then, please forgive the absence of links and other useful information normally associated with such kinds of threads but I was never a regular and therefore did not save them.

What're you up to anon?

Anonymous No. 1001764

Recent Unreal Engine is so bloated I'd rather use UE1 or UE1.5 if I ever want to use UE at all. Those were actually super moddable btw, something completely nonexistant in modern engines.

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Anonymous No. 1001765

Want some copypasta anon?
> Tried UE, it's fucking 30GB download, I had to wait for half an hour for it to open for the first time, all controls in viewport are different to any other 3d related program I've ever used, the GLTF import screen has so many option it took 10 minutes to read. Imported light still didn't look anywhere close to how it looks in Blender both in "Standard" and "Raw (Deprecated)" light export modes. I used a 3rd person character preset for project and I couldn't run it because it lags too much and I didn't bother to figure out how to make collisions work at that point, navigating scene in viewport also lags quite a lot unless I choose unlit mode to turn off the lights. Overall, I'm sure there are probably ways to handle all this in UE, but it probably will take way more time than working around it in Godot. I also finally have a good idea of biggest reason of lights being broken in Godot - it's probably because I used radius in Blender and it doesn't export, in Godot size stays 0. So this is something I will try fixing next, only using 0 radius point lights on Blender side.

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Anonymous No. 1001766

I'm getting 2 problems with lighting and would like to request assistance please:

1) lights on the left are supposed to be RectLights and yet they're behaving exactly like Point lights. I don't want that, I want what is essentially a spotlight but square, which RectLights are supposed to do. What am I doing wrong?

2) the spotlight lighting the table on the right is supposed to cast shadows in-game: in the editor it looks fine but in-game it's not casting them. What am I doing wrong?

Anonymous No. 1001767

>>1001764
>Unreal Engine is so bloated
I hear you. If they made a indie-friendly variant that is lightweight (without all these features professional game or movie makers use but that a small time dev will never bother with) and more intuitive they'd eviscerate the competition in that field like Unity and Godot

Anonymous No. 1001776

>>1001767
if youre not using inverse kinematics or behavior trees or mesh cutting or custom shading then yeah use unity or godot. bye.

Anonymous No. 1001780

>>1001776
You're telling this as if you can't use all that in Unity or Godot. Maybe Behaviour Trees is some specific fancy system in UE, but custom shading is just basically being able to write shaders?

Anonymous No. 1001839

>>1001780
what about editing bone weights and constrains?

Anonymous No. 1001863

>>1001780
a behavior tree is some paint by number graphical node based programming thing thats used to gimp prospective programming student's developement.
its a big cartoon videogame you can play that does all the hard work of writing a switch statement for you

Anonymous No. 1001864

>>1001839
No idea what's that. Can't you do it in Blender where you model and rig and animate in the first place? Or is that something specifically for ragdoll physics?

Anonymous No. 1001882

>>1001766
>RectLights
Looks rect to me tbdesu. Why is light from the tubes leaking over the shelves onto the wall like that? But maybe check your light's doors or something I'm not really sure what you're looking to accomplish.

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Anonymous No. 1001931

I really want to make a UE5 cinematic of a sci-fi train traveling on a high-rise bridge over a large forest environment but I'm in a total rabbit hole of how to approach learning everything. I have an educational license to autodesk so I have access to maya/3ds max and I've started learning the basics of modeling. how to build a train/bridge... how to animate a train... how to create a realistic environment.. how to create a great virtual camera for the scene... it's so overwhelming

Anonymous No. 1001997

>>1001882
>Why is light from the tubes leaking over the shelves onto the wall like that?
That's exactly the problem I'm looking to resolve, I opened a Unreal thread about it but to no avail. I did adjust the barn doors to no avail, alas. I just want the RectLights to act like Area Lights in Blender, just a square cone of light

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Anonymous No. 1002000

>>1001997
Never used Blender so idk but that sounds like how I remember rect lights working. If you want to simulate light from the tubes you can just use a point light but stretch it out with source length. If it's still leaking maybe try making some fake shadows.

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Anonymous No. 1002030

>>1002000
>If you want to simulate light from the tubes you can just use a point light but stretch it out with source length
I like this idea for a workaround, I'm about to hit the sack so I'll test it tomorrow, thank you for the suggestion anon, nice trips too

Also, I figured out why my RectLights behave like Point Lights, and that's because our project is using the forward renderer, which doesn't support RectLights, so what ends up happening if you put them in your scene is that the engine converts them into Point Lights (but still leaves parameters unique to it in the settings like Barn Doors for example which isn't very transparent and just confuses the user as was my case, but it's ok, now I know what the problem was)

Anonymous No. 1002043

>>1002030
>forward renderer, which doesn't support RectLights
Goddamn that's fucked, I've only ever used deferred so that's new for me too. Good luck with your project anon.

Anonymous No. 1002049

>>1002043
Yeah, forward can't do area lights. It's a technical rabbit hole

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Anonymous No. 1002050

>>1001762
explain nanite pls no dumbing down

Anonymous No. 1002065

>>1001762
So nanite works with skinned meshes ie characters now, topology, polycolounts, retopo - all btfo or? Just need to find away to texture sculpts now because substance can't handle anything above a million polys and polypainting sucks

Anonymous No. 1002119

>>1002065
>So nanite works with skinned meshes
No? Did I miss something? Because this would be huge. ยจ
>topology, polycolounts, retopo
If they actually got it working, yeah.
>b-but animation
Topology only matters for animation because of low polycounts making each triangle matter because it will be visibly fucked up during animation. High polycounts don't care about animation and topology because it's such high frequency that it will not be visible that there's a single rigid flat triangle in the elbow.

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Anonymous No. 1002137

>>1002119
Nanite now supports skeletal meshes as of 5.5.

https://www.youtube.com/watch?v=Tb-GyNlzg5o

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Anonymous No. 1003082

>>1001762

Are there even jobs for Unreal Artists?

Anonymous No. 1003615

>>1003082
Yes.

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Anonymous No. 1003982

Are there any places to pirate this shit ?
I want to try something with their buildings but I sure as fuck am not gonna pay money for it.

Anonymous No. 1003984

>>1003982
nvm, I formatted my sentence wrong, what I meant was like pretty much all of their stuff in general.

๐Ÿ—‘๏ธ Anonymous No. 1004183

Is there a way to make frosted glass in UE5? I'm working on an archviz project and I'd like to make bathroom windows frosted.

๐Ÿ—‘๏ธ Anonymous No. 1004185

Is there a way to make a frosted glass material in UE5? I'm working on an archviz project and I'd like to make bathroom windows and shower doors frosted.

Anonymous No. 1004211

>>1003615
where they at though?

Anonymous No. 1004213

Bros, please help me understand if possible.

While I understand PBR, I'd like to understand how (if its even possible) to use a non-pbr material. I don't think everything needs physically based lighting calculations. From what I understand, non-pbr materials use a diffuse map, normals, and specular map as opposed to the Albedo, normal, metallic and roughness maps of PBR.

Is it possible to do this in UE4/5? From what I can tell the only advice is to just use PBR and turn off Metallic and that will essentially emulate it.

Anonymous No. 1004323

>>1004213
Diffuse/Norm/Spec is just the older traditional workflow for trying to achieve the same result as PBR before PBR as you know, it generally isn't supported by default in most engines nowadays sadly. Theres no way to use these old maps in Unreal unless you convert the old workflow to PBR like this
https://marmoset.co/posts/pbr-texture-conversion/

or you can make/buy a custom shader inside the material editor that handles these older maps for you. Theres a cheap phong shader on the marketplace here
https://www.fab.com/listings/905eeac6-5eed-4935-a92b-f5530a60e7aa
but it's pretty jank currently and I'm not sure how well it does with big projects.

You can achieve a decent look using the default PBR materials in unreal by just setting metallic to zero like you said . I'm creating my whole NPR game just using the Base Color with maximum roughness and everyone else at zero and it looks good enough for me.

Anonymous No. 1004345

>>1004323
Thank you! I'll look into the Marmoset but I appreciate the help. I can't do shaders but maybe I'll learn or see if there a better option out there. I know the shader route is how alot of the PSX people do things.

Do you have any screenshots of your NPR game that you can share? I'd like to see the results.

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Anonymous No. 1004354

>>1001762
What's a good plan for me using UT4 Mordhau edition? I want to edit Mordhau levels for single player use, some scripting. The first thing I want to do is to arrange a painting gallery in one of the levels.

Anonymous No. 1004356

>>1004354
*UE4

Anonymous No. 1004640

bump

Anonymous No. 1004710

>>1001762
I'm probably way too much of a normie but I at least trust you shitposters and /3/ aficionados.

I'm familiar with UE4 and have no real reason to use 5. I only ever hear shit about 5 (which I get because holy shit have there been some shit optimized games the last couple years).

Can someone who uses them more explain if the issues are with the engine or the devs?

I'm trying to do some indie development with UE4 because I dont need any of the new shit since I'm not going for realism, I wanted to know if I should honestly switch to Unity or if I fell for the normie bait.

Anonymous No. 1004711

>>1004710
everybody wants to use unreal 5, but nobody ever produces anything and if they do, it takes them forever and it runs only at 60fps on a 80 series card with rtx

Anonymous No. 1004802

>>1004711
How hard is ue4 to learn? I just want to edit Mordhau levels in the Mordhau (UE4) editor.

Anonymous No. 1004804

>>1004802
Almost nobody out of the millions of people who try it have ever produced anything worth mentioning with it

Anonymous No. 1004805

>>1004804
Why's it so hard?

Anonymous No. 1004807

>>1004805
studios with hundreds of employees all using the software also have trouble making things that people give a damn about. As an individual with no skill and asking what engine to use you such a long uphill battle ahead of you that will surely end up in failure

Anonymous No. 1004815

>>1004807
I wanted to mod Mordhau maps, which means UE4. Is it impossible?

Anonymous No. 1004847

Anyone made custom characters for metahuman? Using those custom third party plugins for maya to take your mesh and turned it into the native ue5 dna stuff?

Anonymous No. 1004922

>>1004807
>>1004804
In other words you were too stupid to learn.

Anonymous No. 1004923

>>1004922
>t. has never made anything behind loading the demo scenes included in the engine

Anonymous No. 1005406

>>1004211
he lied, no jobs

Anonymous No. 1005575

>>1004345
I don't want to post any screenshots of my game because my art style isn't finalized yet BUT I do have a new piece of information for you lol.

https://www.youtube.com/watch?v=wI0YdkiduYY
The first part of a series for creating your own lighting model in engine just dropped on youtube from an industry veteran. I've been hoping he'd upload something like this for a while now.

Anonymous No. 1005662

>>1001764
Hammer sucks on Linux, it basically doesn't work. Unreal ed werks

Anonymous No. 1005745

Any word on when DLSS or FSR will be compatible with UE 5.5?