Unreal Engine it is a very interesting toy after Unity...
I created several mirrors through the Camera + Render Texture to show how the protagonist looks while moving, when he changes his vision vertically, looks funny 👽
Here is the result from the side... next I want create a separate button that blocks movement and control only the camera (tilts up side body in different directions)
Playing with Unreal Engine at night, I taught the protagonist to bend forward a little, it looks cool, you can look through the door 🚪 but it's probably not very practical, I'll try to make it sideways
Today in Unreal Engine, I learned how to make different states with animations and work with AI and NavMesh, one crow flies after the protagonist, another just sits on a car and another one walks on the ground and eats something
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