I'm wondering how the old Unrealscript stuff that has to do with networking and replication is handled now. Is that still Blueprints? Or did they move that to a lower-level? Edit: Also wondering about UI stuff. Is that still mostly Scaleform? They used to have an Unreal UI system, is that gone?
Scaleform is gone, but you can still buy a licence and integrate it yourself. UE4 now use a built-in system called "Slate" to manage the UI. Both for the Editor and In-game context. Blueprint allow you to create anything. From controlling the player to creating a door or a storm effect.
If I'm not mistaken before the removal of the SVOGI they also had fully dynamic emissive material lighting which was so impressive, I hope that they'll reimplement that system again, I think it's a matter of not enough hardware power for the average consumer at the moment which would be only a matter of time. :)
True. This kind of pipeline has been used for many years and nearly every large Arch Viz or VFX company(I'm also sure game studios does this too) already uses this. But if you don't really know this from the get go, without the exposure(like a dedicated layered material system) people might just skip it and do it like…
Ok, so since the NDA is off, I would really love to hear about some things that were previously secret. Namely Networking and UI. - Networking: Has this changed at all? None of the promotion videos I've seen in the past year touched on this. I'm specifically curious about how replication is handled with Blueprint now, and…
It's kinda complicated to get an idea of the new system. I mean the rumored hardwere with the Liverpool Fusion CPU on X86...? Fusion and still a dedicated GPU? x86? really? Weird. Then a GPU codenamed Tahiti. There is an AMD Tahiti-XT out right now, that is supposd to go against the 570 or even 580. But is not really cheap…
The Infiltrator demo is impressive, but this is NOT running on next gen console hardware. I would be curious to know if this tech demo is using SVOGI. If I had to guess, I bet it is. In that case it is pretty irrelevant as a game using it would have to be PC only. I was disappointed to learn the new consoles will not be…
HOLY BALL NUGGETS!! I had severe eyegasm during that dynamicly lit particle systems room. I don't know why but this video had way more impact for me than others. Epic, y u no give it to us already! btw.. got to love the way they just had to put zillion particles on that gizmo that represents the player in the end :poly136:
A question: i have seen that there exists a HeightToNormalMap function within UE4 (now...no clue since when). Does using that node add to the workload of the system? I ask because in my head it would work out well just putting the height map into the Alpha of the Albedo and getting a normal map for free. Ofcourse it would…
Ok. Then you don't have any particles casting lights, any dynamic reflections, movable lights etc ? Everything is perfectly static ? What I mean if you have light mapping in engine, you have to mix lightmapping with dynamic lighting to blend together nicely. I believe that maintaining two almost separate lighting system in…