Introduction to AnimMontage

Introduction to AnimMontage

Lina Halper on Apr 23, 2014 | Blueprints Features Learning

The name AnimMontage came from our cinematics director, Greg Mitchell, when we asked for his help naming an asset that can contain animations that you can stitch or edit with sections you can jump between. Montage is defined as “the technique of selecting, editing, and piecing together separate sections of film to form a continuous whole”, and I think this still works very well for what this asset does.

Cascade VFX Tutorial – Lesson 3

Cascade VFX Tutorial – Lesson 3

Tim Elek on Apr 22, 2014 | Art Features Learning Tutorials

Building upon the previous Depth Fade tutorial, today we will show you how to fix another common rendering artifact: near camera clipping.

Crash Course in Animation Notifies

Crash Course in Animation Notifies

Benn Gallagher on Apr 21, 2014 | Art Blueprints Features Learning Tutorials

Blueprint notifies are a way to trigger some custom logic defined in a blueprint at specified times in an animation sequence or montage. The concept is similar to the animation notifies in UE3/UDK but with a much smoother workflow and zero code involved. To create a new animation notify, create a new blueprint and choose AnimNotify as the class in the ‘Custom Classes’ section of the new blueprint dialog:

Input Action And Axis Mappings In UE4

Input Action And Axis Mappings In UE4

Marc Audy on Apr 18, 2014 | Blueprints Programming

In Unreal Engine 4 we wanted to make binding input events as easy as possible. To that end, we created Input Action and Axis Mappings. While it is certainly valid to bind keys directly to events, I hope I can convince you that using mappings will be the most flexible and convenient way to set up your input.

Collision Filtering

Collision Filtering

James Golding on Apr 17, 2014 | Design Features Learning

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the different responses to collision, how we use channels to filter collisions, and outline the difference between simple and complex collision geometry.