the Protagonist will have a drone, I am still experimenting with the movement of the drone, after the 2d project it is difficult to remember how to do it correctly
Mon fils m'avait vanté les qualités supérieures de #UnrealEngine5 , mais la démo initiale ne m'avait pas convaincu au delà du raisonnable. Ici, c'est carrément « creepy », comme disent les Britons…
I continue to play with Unreal Engine 5. Сreate a project, add two templates (vehicle+3d person), second camera for person, a new input event, changed the blueprints for changing the camera and reaction to the car... and all this in 15 minutes
Enhanced Input in Unreal Engine 5 is great. I like the Input System in Unity better than Input in Unreal 4. But Enhanced Input better than Input System in Unity. I didn't dig very deep, but what I can do in UE5 is store the Input Action separately to use it later in different Contexts and that cool!
Today I watched this video completely with breaks for food and toilet, my knowledge was systematized and spread out on the shelves. I recommend it for Unity developers
Unreal Engine 5 is voracious, editor is insatiable for resources, eats up all the video memory. My laptop starts cooling with distracting hum. Even when the scene is without light with a few objects. I'm not used to this when working with Unity. How do you live with it?
My latest personal project where I was in charge of managing the team and all the #VFX. Done using #UnrealEngine5#blender#EmberGen and many more software.
Feel free to share it.
I finally installed Unreal Engine 5 and create first blueprint without looking into the documentation. My first acquaintance with the editor precisely from the output of the symbol-by-symbol text. I composed it in my head as a C# in Unity 😆
It's all new for me, studying Unreal Engine I try to compare it with Unity
In Unity you create a shader first, then create a material from it. In Unreal you create a Material... this is the first thing that seemed strange to me as a developer on Unity.
The first thing I thought was that the concept in Unity should run faster because I'm creating a shader. To answer this question for myself, I need to find a pipeline illustration of how it works in both engines
I continue to study Unreal Engine and again I want to point a finger at the Unity and say that this is how it should be done -> Reference Viewer in Unreal it's an incredible tool that shows the depth of how and where an asset is used in a project
Working on bow animations and locomotion! When the player aims the bow the camera will lock on rotation and strafe movement starts until the arrow is fired.
Bow mesh and crosshair is still missing but will come soon
This moment fully reflects my state now, acquaintance with Unreal Engine. Lumen wow, Niagara and fluids amazing, MetaSound nice, Nanite - mother of gods, tools that make large open worlds - just what I wanted in 2012...
I continue to get to know the new game engine for me...
To better understand the system and begin to learn the details of the tools, one must first understand the architecture and pipelines. Therefore, find video courses that explain the general picture of the ecosystem at least superficially, and only then study other material
Another important topic that should become a core in the brain is the style, conventions and rules of working: terminology, asset naming conventions, content directory structure, etc