Talk:UnrealOni: Difference between revisions

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==Adjustments==
==Limits of Github==
===v2===
* 1 GB storage
* Reduced capsule size for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat.
* 100 MB max file size
* 3 collaborators for private repositories
* LFS
** 1 GB bandwidth
** 1 GB storage
 
 
==Limits of SVN==
 
 
 
 
<!--
==v2==
===Changes===
* Pickup system: in v1 player actor was checking for overlapping items, in v2 overlapping item sends signal to player. (Advantage: much smaller code. Disadvantage: player can't pickup items he was spawned on because the items beginOverlap function won't fire in such a case.)
* Reduced capsule radius for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat.
* Reduced Konoko's Capsule Half Height to from 96 to 80 and moved her mesh to Z -82.


===Bugfixes===
===Bugfixes===
'''Editing a Montage for height adaptions:'''
* Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset.
* In the animation select root bone, disable other axes (eye symbole), click big "+" button. Edit the key... Click arrow symbols to adapt diagram.
'''Temporal solution for climbing up:'''
'''Temporal solution for climbing up:'''
* Increased grabbing height in MoveToLocation macro. Height Location subtracts now 95 instead of 120. (In theory this number should match the characters capsule height?)
* Increased grabbing height in MoveToLocation macro. Height Location subtracts now 107 instead of 120. (Is this somewhat related to character's capsule height?)
* With increase grabbing height the character comes out to high. As consequence Climb_Montage uses for now ClimbAdjTest and Crouch_to_StandClimbAdjTest. The the later makes Z start at 0 and goes down -60. The -60 is not fully taken into account, however it avoid a camera glitch that would be appear between 0 and -40.
* With increase grabbing height the [[UnrealOni/Tutorials#Editing_an_animation_for_offset_corrections|character comes out to high]]. As consequence Climb_Montage uses for now ClimbAdjTest and Crouch_to_StandClimbAdjTest. The latter makes Z start at 0 and goes down -60. The -60 is not fully taken into account, however it avoid a camera glitch that would be appear between 0 and -40.


'''Temporal solution for climbing around a corner:'''
'''Temporal solution for climbing around a corner:'''
* CornerLeft and CornerRight uses now Z values of -10.
* CornerLeft and CornerRight uses now Z values of -10.


==future version==
===Changes===
* Merge General BP Interface with ONCC interface
* redo health system
===Bugfixes===
'''Prevent rolling animation when character should just grab a ledge:'''
'''Prevent rolling animation when character should just grab a ledge:'''
* Add here
* Happens when you jump from a higher placer to a ledge.
* Add here ...


'''Prevent ledge grab when character falls far too fast'''
'''Prevent ledge grab when character falls far too fast'''
* Add here
* When jumping down very deep ...
* Add here ...
-->
 
==Unreal Engine 5==
* To be released 2021/2022.
** Trello still lists a 4.26, which might be the last update for main version 4.
** A separate (preview) of 4.26-Chaos (destruction physics) has been released too.
 
[https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5 UE 5 is basically UE 4 fully matured.]
 
 
Features:
* UE 4 projects can be ported
* Nanite: Objects with extreme high poly count are not longer a problem
* Lumen: Real time illumination (and no more normal maps and baking required)
* Niagara: Advanced particles system
* Anims that better interact with env
 
 
==Programs and automation==
Epic seems to keep adding Python support so some aspects of workflows can be automated with more ease.
 
Therefore Blender and Unreal seems to be a good combination in the future.
 
 
'''List of interesting programs beside UE4/5:'''
* '''Blender''' (general 3D and animations)
* '''Subtance''' (high-end material creation)
* '''Zbrush''' (so far more suited for "organic" character creation than Blender)
 
At some point [https://www.youtube.com/watch?v=eW_00xWZNIE Datasmith (export addons for more professional programs) / Visual Data Prep] might be worth a look.
* [https://www.youtube.com/watch?v=oSRZ1ipQ19o Visual Dataprep (Mathew Wadstein)]
* [https://www.youtube.com/watch?v=T3808gO4Zl4&t=363s Visual Dataprep with a material substitute table (Unreal Engine)]
 
 
'''List of languages that can work together:'''
* '''Blueprints''' (you could say "Visual Scripting of C++")
** It allows relative easy programming (or more exactly "scripting") for doing standard stuff. Professionals consider it more as "rapid prototyping" to demo something.
* '''C++''' (add new functionality)
* '''Python''' (automation, managing assets)
 
 
'''Things that can be automated'''
 
Objects: Within Blender Python can be used to generate series of objects differing in color, material and what not.
 
Export: export settings can be called from script.
 
Import: Python works also with the Unreal editor...
* import per se
* class creation


===Internal improvements===
Placement: Python can place assets into a level.
* Merge General BP Interface with ONCC interface
 
<!-- export? -->
 
 
[...]
 
==Working with C++==
Note of warning: Unreal Engine gets updates on a regular basis. To have always the most and up-to-date features available one would need to transfer own code from an old engine to the new one.
 
 
==Best practices to import old content?==
* items
* textures
* materials
* sounds
* particle
* collections (tables)
** [...]
* text pages
* levels
** core geometry (workaround for collision problems? breaking things up?)
** furniture (with/without collision boxes)
** animated objects
** ENVP particle
* characters
** animations
** char particle
* cutscenes
** BSL scripts?
** FILM?
* [...]
 
[[Category:Fan-made games]]

Latest revision as of 21:47, 5 February 2023

Limits of Github

  • 1 GB storage
  • 100 MB max file size
  • 3 collaborators for private repositories
  • LFS
    • 1 GB bandwidth
    • 1 GB storage


Limits of SVN

Unreal Engine 5

  • To be released 2021/2022.
    • Trello still lists a 4.26, which might be the last update for main version 4.
    • A separate (preview) of 4.26-Chaos (destruction physics) has been released too.

UE 5 is basically UE 4 fully matured.


Features:

  • UE 4 projects can be ported
  • Nanite: Objects with extreme high poly count are not longer a problem
  • Lumen: Real time illumination (and no more normal maps and baking required)
  • Niagara: Advanced particles system
  • Anims that better interact with env


Programs and automation

Epic seems to keep adding Python support so some aspects of workflows can be automated with more ease.

Therefore Blender and Unreal seems to be a good combination in the future.


List of interesting programs beside UE4/5:

  • Blender (general 3D and animations)
  • Subtance (high-end material creation)
  • Zbrush (so far more suited for "organic" character creation than Blender)

At some point Datasmith (export addons for more professional programs) / Visual Data Prep might be worth a look.


List of languages that can work together:

  • Blueprints (you could say "Visual Scripting of C++")
    • It allows relative easy programming (or more exactly "scripting") for doing standard stuff. Professionals consider it more as "rapid prototyping" to demo something.
  • C++ (add new functionality)
  • Python (automation, managing assets)


Things that can be automated

Objects: Within Blender Python can be used to generate series of objects differing in color, material and what not.

Export: export settings can be called from script.

Import: Python works also with the Unreal editor...

  • import per se
  • class creation

Placement: Python can place assets into a level.


[...]

Working with C++

Note of warning: Unreal Engine gets updates on a regular basis. To have always the most and up-to-date features available one would need to transfer own code from an old engine to the new one.


Best practices to import old content?

  • items
  • textures
  • materials
  • sounds
  • particle
  • collections (tables)
    • [...]
  • text pages
  • levels
    • core geometry (workaround for collision problems? breaking things up?)
    • furniture (with/without collision boxes)
    • animated objects
    • ENVP particle
  • characters
    • animations
    • char particle
  • cutscenes
    • BSL scripts?
    • FILM?
  • [...]