Unreal Engine 4.1 is here, with full support for Xbox One and PlayStation 4 at no extra cost to subscribers. Click above to read about all the improvements!
Since releasing Unreal Engine 4 to the community last month, we’ve been working with Sony and Microsoft on a process for opening the engine up to all subscribers seeking to build games for PlayStation 4 and Xbox One. This effort has now succeeded!
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.
Building upon the previous Depth Fade tutorial, today we will show you how to fix another common rendering artifact: near camera clipping.
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:
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.
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.
A previous blog post offered a crash course in blueprint networking, but now we’re back with a thrilling six-part mini-series on creating blueprint content that works in a networked game!
Greetings to you from the Epic Cinematics Team! Today we’re launching the first of our tutorials on using Matinee – our dedicated cinematics tool in Unreal Engine 4. Through the production of 11 game titles and numerous visual demos at Epic, we’ve shaped the design and function of Matinee and it has progressed into the mature tool it is today.
In an earlier post, we discussed asset diffing in Unreal Engine 4, but only briefly covered our tool specifically for diffing blueprints. We’re back today with a tutorial video designed to further explain the Blueprint diff tool.