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Post Info TOPIC: Unreal Engine 4


Connoisseur of Bourbon!

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Unreal Engine 4
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Here's some screenies I took in the editor:

The 'Effects' level that comes with the 'Content Examples' pack:

UE43_zpsc97a7fc0.jpg

 

Screenie from 'Mobile Temple' showing off some nice materials: (really love that copper material!)

ue44_zps38dbf47e.jpg

 

Screenie from reflection subway:

UE42_zps9c042ab3.jpg

 

Screenie from 'Strategy Game':

ue46_zpsd6a44dd8.jpg

 

Screenie from 'Shooter Game':

UE41_zpsb61f78c6.jpg

 

Another screenie from 'Mobile Temple':

ue45_zps3759a637.jpg

 

 



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Unreal Old Friend

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How good would a new UNREAL game look with this engine? Theres a petition running at change.org. you can find a link through the epicgames forums in the UT3 general chat. Thanks for the screenies LPS.

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yup thanks bro....superb visuals...

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Unreal Old Friend

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Thanks for those screenshots!

Although the last screenshot makes me especially sad that the (original) Unreal franchise won't get a sequel. This looks like Sunspire/Skytown/the interior of a Nali monastry... Sly. is sad that Epic has no plans in reviving the franchise with those looks.

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Absolutely stunning !!!!!!!!!!!!!!

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Yeah I forked over for an initial subscription and have been checking out those examples. Pretty amazing stuff.



-- Edited by MauL on Sunday 23rd of March 2014 08:30:09 PM

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MauL, can you get the 'shooter game' to work with bots? I can run the level but can't get AI in. :(
Really loving those small maps that show off all the engine features. The level streaming methods are much improved over the old engine and will allow dev studios to make some massive maps if they contain indoor and outdoor enviroments.

One thing I have noticed is that there's no gravity actor. Still not sure how gravity works in the new engine as I can't find any particular actor related to gravity. It would be nice if they had gravity actors that worked like light sources so the further away you get from them the less gravity pulls you towards the actor. This way you could create an asteriod field and each asteriod has a gravity actor inside it, so the player could walk all around the surface then dbl jump to lift off the surface into a low grav area between the asteriods. Would make for some rather interesting gameplay.

I've downloaded some tutorials on Blueprint now. It looks much improved over kizmet so I'm rather interested to watch them and see Blueprint in-depth.

EDIT: Blueprinting has completly replaced Unrealscript.  After watching a couple of vids it's looking like a very useful tool!  Especially when creating object blueprints. (eg, creating a pre-setup light source plus mesh to go with it).  You can also watch blueprints in realtime so you can see your coding running on the fly.



-- Edited by Lord_PorkSword on Monday 24th of March 2014 02:16:51 AM

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Well, theoretically, C++ replaced Unreal Script and Blueprints Kismet.
On the website of the Unreal Engine are some tutorials, one of it is showing how to make a pickup with Blueprints, it's amazing what they have done to the Unreal Engine! The lighting looks stunning, much smoother than Unreal Engine 3 (if I'm honest, the previous demos did not do justice, seeing it like this on screenshots and records of the example maps they have provided does much more justice to Unreal Engine 4), not to mention that they finally have added realtime reflections! That was something I was waiting for since UDK got released and raylights got added!

I wish I could get my hands on it right now! biggrin



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Lord_PorkSword wrote:

MauL, can you get the 'shooter game' to work with bots? I can run the level but can't get AI in. :(
Really loving those small maps that show off all the engine features. The level streaming methods are much improved over the old engine and will allow dev studios to make some massive maps if they contain indoor and outdoor enviroments.

One thing I have noticed is that there's no gravity actor. Still not sure how gravity works in the new engine as I can't find any particular actor related to gravity. It would be nice if they had gravity actors that worked like light sources so the further away you get from them the less gravity pulls you towards the actor. This way you could create an asteriod field and each asteriod has a gravity actor inside it, so the player could walk all around the surface then dbl jump to lift off the surface into a low grav area between the asteriods. Would make for some rather interesting gameplay.

I've downloaded some tutorials on Blueprint now. It looks much improved over kizmet so I'm rather interested to watch them and see Blueprint in-depth.

EDIT: Blueprinting has completly replaced Unrealscript.  After watching a couple of vids it's looking like a very useful tool!  Especially when creating object blueprints. (eg, creating a pre-setup light source plus mesh to go with it).  You can also watch blueprints in realtime so you can see your coding running on the fly.



-- Edited by Lord_PorkSword on Monday 24th of March 2014 02:16:51 AM


 I have not been able to get bots in so far.  I tried the normal addbots commands but that didn't work.  The console now brings up suggestions as you are typing and I could see there was nothing close to "addbots" in there.

The only gravity I see so far is in the world properties.

Blueprints is actually quite incredible.  It seems like they are touting the idea of building an entire game with Blueprints and not even touching C++ if you don't want to.  Hourences is using tons of Blueprints stuff to build Solus.



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Sly. wrote:

Well, theoretically, C++ replaced Unreal Script and Blueprints Kismet.
On the website of the Unreal Engine are some tutorials, one of it is showing how to make a pickup with Blueprints, it's amazing what they have done to the Unreal Engine! The lighting looks stunning, much smoother than Unreal Engine 3 (if I'm honest, the previous demos did not do justice, seeing it like this on screenshots and records of the example maps they have provided does much more justice to Unreal Engine 4), not to mention that they finally have added realtime reflections! That was something I was waiting for since UDK got released and raylights got added!

I wish I could get my hands on it right now! biggrin


The lighting really is incredible in UE4.  I put a sparking emitter down next to an object and ran it and it flickered totally realistically off the object.

I'm getting about 30 fps running "Shooter game" in full screen whereas I usually get 60fps in nearly every game out there.  This really does indicate they are doing a LOT more in this engine.  It will be amazing to see the new games coming out on this and probably worth upgrading.



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Apparently this is how you get bots working in 'shootergame'.
"If you want to simply have Bots running around in the Shooter Game sample, look in the Content Browser under the Game/Blueprints/Pawn folder and drag-and-drop the BotPawn into the level. When you hit Play you should see them running around and coming after you. "

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Here's a quick vid I made of UE4's 'ShooterGame'.



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lol...they just have to set some servers with this and hop...UT is back!!! insane GFXs....thx for sharing Mick

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These screenshots look awesome as hell! Damn, I love this kind of stuff! Hey, how about some wireframe screenshots, if you don't mind? I like to see, how much detail they put in these environments, plus I love wireframes, hehe! Just saw this video yesterday and hell I was blown away! I mean, this little game or environment looks so well-designed, vivid and fabulous graphics. Now imagine a new Unreal or Unreal Tournament game with this kind of graphics and typical Unreal feeling! Hell yeah, sign me up, I'm in! Shut up and take my money! :)



-- Edited by VaLkyR_Anubis on Thursday 27th of March 2014 09:28:52 AM

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Liking UE4 more and more and more!!
Been looking at the weapon examples this last day or two.
It's all controlled with blueprints with no coding needed, if you keep it simple.
This is good because I've just can't fix a damn coding issue I'm having with the Dispersion Pistol in Legacy atm. If it was UE4 it'd be much easier to solve issues I reckon!


VaLkyR, If I get time on the weekend I'll post more screenies!


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Unreal Old Friend

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This vid is really incredible. It is so advanced over the UT3 era editor.  I seriously need more free time!





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MauL wrote:

 I seriously need more free time!




 Couldn't agree more Mate!



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Hey folks smile

Just to mention that I completely change my blog and added this brand new UE4 resources page for you all. I’ve searched and gather all the links to all UE4 tutorials made by Epic to date. Hope it will help you out learn the new engine biggrin



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Cheers Steve!

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Lord_PorkSword wrote:

Cheers Steve!


 ...+1



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Does anyone of you know if UE4 could run on my system?
I intended to buy it in the near future, but before doing so, I'd like to know if it's even worth it (since I won't buy a new computer for now).
Windows 7
AMD Athlon II X4 360, 3GHz
ATI Radeon HD 5770
4GB RAM

I already asked this in the answerhub of the Unreal Engine 4 website, but I guess it will take a while and I won't necessarily get an answer, so I thought it might be better if I ask this here as well - greater chances.

EDIT: I got an answer from a community member: 30-60 frames depending on scene with pretty much the "same" setup (has a different processor but is in power quite equal to mine). That's neat.



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You'll need a 64bit OS to run the editor. I also recommend 8GB ram minimum!

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Well, I have a 64bit version of Windows 7 (didn't even bother getting 32bit). But now I realized I forgot to ask how a screen with a resolution of 1280x1024 would influence the performance...

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Well, that resolution is rather low so you should get decent FPS. Not talking about those showcase levels which are pretty demanding, but working with the editor should go all well. Except for light rebuilds with only 4GB of RAM.

I'm getting ~90-100FPS on the default startup map (~60-90FPS on simple levels) with a HD5850, which is like 40-50% faster than your HD5770. But then again that's 1920x1080 resolution which is also x1.58 more pixels, so in the end it's pretty much equal.

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Unreal Old Friend

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That sounds good. Thanks!

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calculating Pi by hand

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Sorry I mixed up the values a bit. Those FPS are valid for the editor but obviously the 3D viewport does not cover the whole screen. When playing in editor at full res it's more like 60 FPS for the default map and ~45-55 FPS for simple levels.
However this is still fine and with no tweaking of any kind.

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Do you happen to know if 5:4 is supported? It would be a pity if I was resticted to 16:9 on a 5:4 screen.

In UDK I have to do Win+UpUp to maximize properly, but that's no big deal since it still supports such ratios properly per default (as the game content shipped with it is based on UT3), not sure how the default stuff is in UE4 of course.



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wiki.unrealengine.com/UE3_to_UE4_Transition_Guide

Yes!

Just not an extended guide.. :(

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