New Features Coming To Unreal Engine 5 in 2024

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  • Опубликовано: 15 ноя 2023
  • Epic Games has released their roadmap for Unreal Engine 5 in 2024! We will get a lot of new features, in this video I will cover the most important ones.
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Комментарии • 447

  • @UnrealSensei
    @UnrealSensei  6 месяцев назад +41

    Start creating in UE5 with the UE5 Starter Course:
    ruclips.net/video/k-zMkzmduqI/видео.html
    Check out the Unreal Masterclass:
    www.unrealmasterclass.com

    • @Worlldsinger
      @Worlldsinger 6 месяцев назад +3

      using the most up to date version of UE, does the starter course guide still translate well?

    • @UnrealSensei
      @UnrealSensei  6 месяцев назад +5

      @@Worlldsinger Yes there are no changes in the Starter Course between UE5.0 and the newest version. The only different part of the course is that back then we couldn't enable Nanite on foliage. Now we can!

    • @ETAD1K
      @ETAD1K 6 месяцев назад +1

      Good videos mate wish they were longer. Would you do a video of what the next generation of gaming will look like?

    • @jimj2683
      @jimj2683 6 месяцев назад +2

      How far behind do console games lag these cutting edge game engine features? Even the best games on console now look like they are far behind the best demos we have seen of unreal engine 5.

    • @user-je8lw4gs2k
      @user-je8lw4gs2k 6 месяцев назад

      good day sir how to fix this error? "UATHelper: Packaging (Android (ASTC)): ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
      PackagingResults: Error: System.NullReferenceException: Object reference not set to an instance of an object."

  • @now_ever
    @now_ever 6 месяцев назад +244

    There is a lot of exciting features, but as for me, CPU-multithread improvements is key for everything. Because, it's no point to use Unreal with ultra realistic graphics, when it's so demanding. But CDPR's Red Engine show that it's possible to deliver a great visuals with great scalability. So, I genuinely hope that Epic team were able to reach this level of scalability.
    P.S. The next feature after optimizing the engine, I would love to see new terrain features. Especially some kind of RunTime deformation, like in Battlefield. Would be great addition to Chaos.

    • @radarodonnell
      @radarodonnell 6 месяцев назад +19

      I would guess that a good part of CDPRs fees to Epic will be paid in Unreal Engine improvements.

    • @isays
      @isays 6 месяцев назад +5

      I was thinking the same thing WRT terrain features.
      It'd be pretty difficult to make something like a city-builder game without the ability to randomly generate a landscape and then alter that landscape at runtime.

    • @now_ever
      @now_ever 6 месяцев назад +3

      @@radarodonnellI hope so

    • @Khalid_Looby
      @Khalid_Looby 6 месяцев назад

      cpu multi threaded impvoements? how u know it is coming? please share so i read! thnx

    • @robinv1485
      @robinv1485 6 месяцев назад

      We already have it with the voxel plugin. BF was not true deformation btw

  • @boraozenbirkan6853
    @boraozenbirkan6853 6 месяцев назад +75

    0:00 - Substrate: More advanced materials
    3:38 - Better Landscapes
    5:20 - Procedural Content Generation
    8:42 - Machine Learning & AI
    10:40 - Performance Boost

    • @aryantzh2028
      @aryantzh2028 5 месяцев назад +2

      performance boost for powerful cpu & gpu, not for older cpu & gpu, sad.

    • @AnshinGG
      @AnshinGG 4 месяца назад +2

      ​@@aryantzh2028 bruh, multi-core rendering and processing works for all multi-core processors, which is pretty much everything since 2006, unless you're still using XP on a Pentium 3.

    • @MonsterTamerBloba
      @MonsterTamerBloba 4 месяца назад +1

      Thanks for the timestamps!

    • @boraozenbirkan6853
      @boraozenbirkan6853 4 месяца назад +2

      @@MonsterTamerBloba You're welcome!

  • @darrennew8211
    @darrennew8211 6 месяцев назад +25

    This is the first explanation of Substrate that has made any sense to me. Everyone just shows the truck and says "You can do things like this truck!"

    • @user-ct8my8rv9c
      @user-ct8my8rv9c 6 месяцев назад +5

      Because most don't understand it themselves and are just rushing out videos to be first and play to the algorithm

  • @6Twisted
    @6Twisted 6 месяцев назад +8

    You should upload in 1440p or 4k for a higher bitrate. 1080p turns a lot of the details you're trying to show to mush.
    For reference 1080p is 1mbps, 1440p is 4mbps and 4k is 13mbps.

  • @0rdyin
    @0rdyin 6 месяцев назад +61

    Substrate materials approach is pretty good for art direction and artistic flexibility which is lot more similar to Pixar Renderman's pxr layered surface material system... but I'm scared about its performance constraints as unreal engine in its current material system is already very performance demanding.... The shader complexity will sky-rocket leading to another cause of stutter..

    • @peterallely5417
      @peterallely5417 6 месяцев назад +31

      Epic have said they aim to release substrate as complete when it has the same or better performance as the current material system, so here’s hoping.

    • @raven_glass
      @raven_glass 6 месяцев назад +2

      I'm excited because substrate can replace shaders and decal effects. For example if you want to make an object look frozen or burnt you can apply substrate directly to the texture rather than a fake looking shader or decal.

    • @UnrealSensei
      @UnrealSensei  6 месяцев назад +18

      Substrate's complexities are optional. If you are treating it like a normal PBR material the performance will be the same and in some cases it will be more performant

    • @samuelenslin1850
      @samuelenslin1850 6 месяцев назад +3

      @UnrealSensei Honestly, as I am only creating linear content with it, substrate is the most exciting feature for me right now. Our company only recently mde the switch to Unreal and it took me a long time to build a custom shader library with master materials tailored to our needs. But as there is almost no feedback, let alone good tutorials on the subject and I have limited ressources for RnD and substrate is mutually exclusive to the current material system, I am still hesitant to make the switch. I know you can use the conversion node and Unreal supposedly already makes that conversion automatically for all existing materials, but again, I´m not super experienced yet and was just dreading that a lot of things already being actively used in our projects would break and I wouldn´t be able to fix it easily...
      When I started out, I was really excited to use material layers, as these are the closest to what I was used to coming from offline renderers. I even started building our master materials to use them, but then discovered some major drawbacks:
      Until today, I couldn´t figure out why I wasn´t able to animate material parameters in sequencer ( i don´t remember if it was just for the blending function or the whole materials), which was a deal breaker.
      Another drawback was that you couldn´t mix translucent materials with any other materials correctly, but thats not possible with anything else but substrate as well...
      So...just as inspiration...If you´re deciding on what tutorials to work on, something that covers not just substrate in general, but specifically all the things you need to consider when rebuilding your existing material library, I would be VERY interested...:)

  • @DevGods
    @DevGods 6 месяцев назад +13

    Hopefully they optimize substrates shader instruction count. A simple material like the one you showed with the dirt and metal is over 2K shader instructions. That’s crazy for games

    • @gavinderulo12
      @gavinderulo12 6 месяцев назад +1

      I feel like this is more geared towards the movie production side of unreal.

  • @ookami-chan3328
    @ookami-chan3328 6 месяцев назад +23

    Words cannot describe how excited I am for these features! Thank you for covering them!

    • @WinrichNaujoks
      @WinrichNaujoks 6 месяцев назад

      You'll never see them in real life.

    • @mr.doctorcaptain1124
      @mr.doctorcaptain1124 5 месяцев назад

      It’s all going to be useless if they don’t get performance fixed.
      Graphical fidelity has been greatly increasing but performance is in the crapper for the last few years

  • @Highcastle_of_Geek
    @Highcastle_of_Geek 6 месяцев назад +10

    Always looking forward to your upcoming tutorials. PCG will be especially useful.

  • @drinkwwwaterrr
    @drinkwwwaterrr 6 месяцев назад +11

    These are all awesome! All i want now is for Epic to focus on making the size of the engine smaller and and adding more dedicated 2D tools

  • @circlePulse
    @circlePulse 5 месяцев назад +4

    Wait, what?? Unreal didn't have multi-threading? My browser literally has multithreading!

  • @RahulVenugopal
    @RahulVenugopal 6 месяцев назад +4

    Love your content, just bought your Mastercall course :)

  • @shocker_103
    @shocker_103 6 месяцев назад +33

    PCG is a really interesting and cool feature to create the world more quickly. (After long pre setting)
    I'm looking forward to some tutorials. 😊

  • @insertanynameyouwant5311
    @insertanynameyouwant5311 6 месяцев назад +4

    Blender user here. Honestly I gave up learning UE5. Your tutorials were so inspirational and at some point I thought I got a grasp on it. But no, when I don`t follow any tutorial, I`m like a blind, and the software is counter intuitive, 95% of stuff I did I don`t remember. I don`t know if it`s because I`m used to Blender interface or/and because it seems similar but basically nothing alike.... Maybe the next year I`ll revisit it and give another try.

    • @shikhermyv
      @shikhermyv 6 месяцев назад +2

      You are just fine. Unreal UI sucks, badly designed.

  • @FaonPage
    @FaonPage 6 месяцев назад +2

    Short, easy to understand, covers all major changes that are coming, exactly what I needed !

  • @apixel.content
    @apixel.content 6 месяцев назад +3

    Looking forward to your upcoming tutorial on PCG and substrate material in the future :)

  • @MADMOVIESINC
    @MADMOVIESINC 6 месяцев назад +2

    Fantastic update, as always. Thanks, man!

  • @SkSafowan
    @SkSafowan 6 месяцев назад +26

    Your videos are always top notch,
    Even who don't know anything about game development can understand these very easily.
    I always look forward to these type of Unreal Engine Review videos from you.

    • @paulgavian90
      @paulgavian90 5 месяцев назад

      Right, Ive always wanted to be an architect but more so a video game maker. Still spend 3hrs minimum daily in gaming. All I ever did is mod command and conquer games and copy and paste codes.

  • @pssstockarena
    @pssstockarena 6 месяцев назад +1

    i love your work man. keep it up!

  • @HighPerformanceGames
    @HighPerformanceGames 6 месяцев назад +1

    Great list of new futures! Substrate materials is huge, it will be more performant heavy, but hopefully they will optimize it as much as possible.

  • @sabofx
    @sabofx 6 месяцев назад +1

    Epic improvements! Thanx for the heads-up! 🤗

  • @jimmwagner
    @jimmwagner 6 месяцев назад +1

    Thanks for the overview!

  • @luismkts
    @luismkts 6 месяцев назад +1

    Great explanation as always! Thanks USensei

  • @gergonagy3249
    @gergonagy3249 6 месяцев назад

    Thanks for the vid, literally the best news I could hear this year about the UE 5 :)

  • @dukeofwelfare
    @dukeofwelfare 6 месяцев назад +1

    I'm excited to see where all this motion matching is going to get us, makes animations look so much more realistic

  • @IlseMulAuthor
    @IlseMulAuthor 6 месяцев назад +2

    I'm looking forward to the development of PCG. I;m just starting out in Unreal, but it looks very interesting! It would also be great if a Voxel Plugin like feature were to become a permanent feature of Unreal, including runtime options so that players in your game can also change the terrain to their liking working within the boundaries you as a game dev set of course :D

  • @ra3oon684
    @ra3oon684 6 месяцев назад +2

    First off, thank you for your vids. Would it be possible for you to make a whole toutorial on to setting up a whole PCG world? That would be absolutely awesome ❤

  • @ind_subh
    @ind_subh 6 месяцев назад +4

    Hope they also provide some updates for metahumans as well.. Morph sliders ,custom normals , customisable hair systems ... Like Character creator or daz 3D... Also a direct pipeline from marvelous designer to unreal would be a win win.❤..

  • @juschu85
    @juschu85 6 месяцев назад +3

    I hope making landscapes 3D also includes spherical landscapes, so we can use them to make planets

  • @felixfischer5736
    @felixfischer5736 6 месяцев назад

    Hi, great video. Is your course also covering some parts of programming? Something like how to structure code assets? Using subsystems or when better choose code over blueprint etc? Basically a course about how you glue everything together?

  • @polpez5603
    @polpez5603 6 месяцев назад +1

    wonderful ! many thanks !

  • @mohammadalaaelghamry8010
    @mohammadalaaelghamry8010 6 месяцев назад +1

    Great. Thank for the updates.

  • @dhruvilbhayani2668
    @dhruvilbhayani2668 6 месяцев назад +2

    Would really appreciate if we can get a PCG tutorial on how to make forests like you did!

  • @raven_glass
    @raven_glass 6 месяцев назад

    Excellent presentation. Very impressed with the hands on examples you give. How do you think PCG will be able to work with dynamic seasons and climate?

  • @gibbs3000
    @gibbs3000 5 месяцев назад +2

    The real time muscle and clothing deformation is a really cool feature, definitely going to add some realism to games. Can't wait to see what new features we see in 2024.

  • @tomshepard9050
    @tomshepard9050 6 месяцев назад +3

    AI deformation is impressive. I hope there’s development on cloth sim environmental collision. All games have lack lustre cloth physics like an afterthought, where it is extremely impressive to look at if done right.

  • @gamemakerdude
    @gamemakerdude 6 месяцев назад +1

    These features are awesome! I just wish they would make it easier somehow to navigate in-game menus with a controller (without using a cursor).

  • @lucychka
    @lucychka 6 месяцев назад +1

    I'm pleased with the progress.

  • @dreamisover9813
    @dreamisover9813 6 месяцев назад

    Those are some really outstanding features! The latest updates with Unreal 5 have been amazing. Should I want to work on a highly realistic game in the future, I might try to learn it again (currently still sticking with Unity).

  • @ANTVirGEO
    @ANTVirGEO 6 месяцев назад +1

    Thank you!

  • @Gratata1
    @Gratata1 4 месяца назад

    Amazing videos man! I just started getting into game dev for the first time and I'm already moving around unreals UI easily cause of all your well timed tips 👏

    • @Gratata1
      @Gratata1 4 месяца назад

      Do you make more short form tutorials for specific functions? I.E. a grapple hook

  • @Zumito
    @Zumito 6 месяцев назад +1

    Substrate is not only for blending materials, also is BSDF which allow us to make another types of materials like blurred glass

    • @lilpain1997
      @lilpain1997 6 месяцев назад +2

      thats in the vid is it not? He literally mentions glass...

  • @stevefreeman6646
    @stevefreeman6646 6 месяцев назад

    Interesting about the CPU info you gave, and I look forward to the true multithreading feature. Even with just dual thread interrupts in UE, I'm glad I went with a i13900K. Becoming even more evident was during compiling tasks, compared to 12th gen devices (hours to minutes). Of course, all is for naught if you don't have the right memory, drives, and MB. GPU? For my work, RTX 4070ti works fine (image sequence rendering tasks). The first thing I noticed with this CPU was when moving my projects to a newer version of UE, especially when re-compiling was involved.

  • @Hokunin
    @Hokunin 6 месяцев назад +2

    Totemo subarashii desu, Unreal sensei!!!

  • @danielnygren1
    @danielnygren1 5 месяцев назад +1

    As an oldtime gamedev in the late 90's, words cannot describe my fascination about this amazing new tech. Thank you so much for your informative exciting videos! 🙏

  • @-Burs
    @-Burs 4 месяца назад

    What a great year to be alive! :)

  • @ygreq
    @ygreq 6 месяцев назад +1

    Epic presentation as always!

    • @Personian
      @Personian 5 месяцев назад

      Unintended pun?

  • @music_creator_capable
    @music_creator_capable 6 месяцев назад +1

    Very cool video!

  • @prestante
    @prestante 6 месяцев назад +1

    Thanks!

  • @erickendoka2953
    @erickendoka2953 6 месяцев назад +1

    Thank you sensei.

  • @Drahoslav_Lysak
    @Drahoslav_Lysak 6 месяцев назад +1

    Great video 👍

  • @th4fl4sh4
    @th4fl4sh4 6 месяцев назад

    Whenever I watch UE5 videos, it's like watching a magic show. Just incredible and I wish I could work with this tech.

  • @rocker10039
    @rocker10039 3 месяца назад +1

    I wanna see compatibility for blender materials, I hope we can export those someday

  • @samuelenslin1850
    @samuelenslin1850 6 месяцев назад

    Also, side note on PCG: I´ve seen a lot of different procedural, node based systems in other DCCs and the thing that made them most successful was always, when they either themselves released compacted modules that included a bunch of more complicated logic in a simplified node OR were able to engage a community of devs to do that, so the less technically versed artists were able to just pick them up and modify them as needed, without having to take a deep dive for everything they need.
    You mentioned that briefly and Unreal in general is doing a pretty good job at packing complex tools into simplified modules/UIs, so I´m looking forward to more PCG based content.
    Like, 90% of what I personally would actually need would be a procedural scatter tool, that has the option to also drive scattering with textures ,a few scaling /exclusion options and good management of species and color variation, something like forest pack woud be amazing in Unreal.
    I feel ultimately its something that should be integrated by Unreal itself and just be part of the foliage system though, as its so quintessential for environment creation.

  • @JimDHart
    @JimDHart 6 месяцев назад +1

    I'm still hoping to see some improvements in volumetrics. VDB advancements would be great.

  • @hytalegermany1095
    @hytalegermany1095 6 месяцев назад +1

    Hey Nice Video!
    Could you make a tutorial on how to bake niagara fluids into sparse volumetric texture?

  • @TrueTwilightGrim
    @TrueTwilightGrim 6 месяцев назад

    Outside perspective, might be worth it for someone to make a PCG exemption zones for objects added into scene and/or exemption zone brush tool

  • @NorseGraphic
    @NorseGraphic 6 месяцев назад

    It’s almost like UE5 utilizes the layering system from Photoshop, but a lot more advanced with the use of nodes. Having separate layers helps with adding decals onto the base material seamlessly. In video games when two textures are placed on top of each other there’s a flickering. It’s a lot more economic just adding extra layers on top of each other with new materials, than adding a plane geometry with it’s own material.

  • @bakli322
    @bakli322 6 месяцев назад +1

    super excited about these new changes, way to go epic games!

  • @michaeleber4752
    @michaeleber4752 6 месяцев назад +1

    I hope they include an editor that doesn't crash every 1-5 minutes of use.

  • @TryallAllombria
    @TryallAllombria 5 месяцев назад

    Is it planned to get procedurals stuff running in runtime ? or is it only in editor ?

  • @niks660097
    @niks660097 5 месяцев назад

    Nanite meshes that can be splined or skinned would be a game changer for performance and workflow.

  • @MrLarsalexander
    @MrLarsalexander 4 месяца назад

    With PCG to remove foliage/meshes spawned at a certain area you can make a spline_bp that will remove anything that is inside the looped spline :)
    Or, if you have set meshes to only spawn on certain landscape material layers, then you have some layers that don't let meshes spawn on it....

  • @thaZeref
    @thaZeref 6 месяцев назад +2

    Wonder if Apple hardware raytracing with m3 series is coming out soon too

    • @thedillydotcom
      @thedillydotcom 6 месяцев назад +1

      And the upscaling support too. Even though they have beef with apple, they’ve actually been cranking out updates to bring better unreal engine to macs by improving support in the dev tools. I think that’s the most important thing is development parity with pcs. You can’t build great games for mac if you’re running a mac and your IDE is puking or wont let you run the tools with all the features you need for testing and building.

  • @DavesChaoticBrain
    @DavesChaoticBrain 6 месяцев назад +1

    I need to make a terrain like the one shown at 8:08 where the oasis is just a small part of a big sandy desert. Where can I go to learn how to do that?

  • @Icefall3D
    @Icefall3D 4 месяца назад

    Much of PCGS woes listed can be remedied by greater modularization of PCG elements. Grouping into area, and spline based tools allows for greater placement then all you have to do is include null objects to remove portions of PCG allowing you to add in your buildings or paths, etc. Or the opposite where you start big and go to small and put in greater structures and path in pcg around the object. Solution while we wait for greater PCG integration

  • @zenwilds2911
    @zenwilds2911 6 месяцев назад +2

    The only thing UE5 is missing is to easily create characters.
    Imagine a Marketplace full of different wings we can attack to our characters, completely with flying animations.
    Or quickly transforming into a dragon.
    Creators for the Marketplace need to get on this.
    It's not only studios that would buy this. It's amateurs who create their own games/settings for fun.
    I would buy so much more from the Marketplace if I was given options for character creator.
    Ashes of Creation is making great models for UE5. I hope that somehow we can play around with something like them.

  • @sleepykittyMMD
    @sleepykittyMMD 6 месяцев назад +1

    Gawd dang that engine can make some pretty stuff

  • @suryopras
    @suryopras 6 месяцев назад

    I've seen the most proper Lumen GI this year on Robocop Rogue City. The lighting and shadows are truly unlike anything I've ever seen before in any other game. UE5 Lumen is awesome!

  • @michaelginn
    @michaelginn 6 месяцев назад

    Can't wait for this update and watch the updated guide. Also if anyone has any links or stuff for magic VFX or magic based game engines would totally help.

  • @21EC
    @21EC 5 месяцев назад +1

    11:18 - I can't believe this, since I have 16 cores CPU and I thought its already using all the cores :) yes ! its gonna probably give me way more FPS now using their newest engine

  • @tmaintv
    @tmaintv 6 месяцев назад

    Good video mate, do u know what the forest road asset at 25 secs is from at all?

  • @TUKMAK
    @TUKMAK 6 месяцев назад +8

    2024 is going to he HUGE for games! ❤ hype

  • @komegaming3500
    @komegaming3500 4 месяца назад

    I have been watching your Tutorials and they are great! But if I want to create a Game I dont know how, I only see all those great game tutorials for Unity, so it would be really cool if u could start a Unreal Engine Game Tutorial to Dark Souls, a Tower Defense game or something in Low Poly.

  • @davidbasilefilho
    @davidbasilefilho 4 месяца назад

    You should do a tutorial on using C++ with UE5. We would really appreciate it if you did

  • @USBEN.
    @USBEN. 6 месяцев назад +1

    Damn son, feels like this will be my goto production software for animation and games.

  • @Foxcoder
    @Foxcoder 3 месяца назад

    Great , hope 2024 be productive.

  • @andrewkarn9255
    @andrewkarn9255 6 месяцев назад

    I like how all the cosmetic beach and cliff rocks in ark ascended are clearly not on the ground and just awkwardly floating above it

  • @SanyaBane
    @SanyaBane 6 месяцев назад +1

    Thanks

  • @BakeNLikeJake
    @BakeNLikeJake 4 месяца назад +4

    So when is Unreal engine 5.4 coming out ?

  • @rubenkuhn400
    @rubenkuhn400 6 месяцев назад +2

    Lets go, first! Love your work!

  • @CyberWolf755
    @CyberWolf755 6 месяцев назад +1

    Weird how one of the most advanced engines, hasn't leveraged multi-threading more, especially for rendering. Just recently, they added Mass for large simulations, but more of their systems could have leveraged multi-threading before, like physics and animation

  • @prometheus_beard
    @prometheus_beard 6 месяцев назад +2

    Awesome! I'm making a series of films in UE 5.3 but the last few might be in 5.4 now! That just blew my tiny little mind dude!
    Would love your thoughts on my cg for my 100k draw video man. Took me 10 days to make a 2.5min video, but I got myself up to speed and working much faster now on film 1.

  • @samgreenfield3641
    @samgreenfield3641 4 месяца назад

    I,m learning unreal atm ever since i saw the short film irradiation i was hooked i saw that you have a course but it says that vfx film making part of the course coming soon i was wondering if i should wait not i've been trying to gather as much info from youtube as much as i can but difficult anyway great content can't wait for the next video.

  • @Taquitoman138
    @Taquitoman138 6 месяцев назад

    Will PCG's allow you to input custom models for procedural dungeons or interior buildings?

  • @WitPop
    @WitPop 6 месяцев назад

    Hello! What assets did you use for tropical environment demo?

  • @nursultannazarov8379
    @nursultannazarov8379 4 месяца назад

    Hi. Can I get a link where Multithreading is mentioned? I couldn't find it in the Road map.

  • @StandaloneVR
    @StandaloneVR 6 месяцев назад

    Hi, are those effects being implemented on PS5 and Xbox? Thx

  • @lolmao500
    @lolmao500 6 месяцев назад +1

    Lots of good stuff

  • @georgeo309
    @georgeo309 6 месяцев назад

    would love if they add a baker for quixel mixer

  • @SmokeyDoggvideos
    @SmokeyDoggvideos 6 месяцев назад

    Growing up playing GTA1 when it was brand new and I was a kid. to seeing the development of graphics lately... blows my mind

  • @valt1337
    @valt1337 6 месяцев назад +1

    wow, so many cool features that you`ll never see in a near future game

    • @Personian
      @Personian 5 месяцев назад +1

      I hate how Unreal has all of these cool features but most Unreal games just choose not to utilize all these things
      LIKE, WHY?

  • @user-vc3dh9jp6v
    @user-vc3dh9jp6v 6 месяцев назад

    I have seen a paid plugin for multithreading within unreal. Had some good reviews.
    Also great video.

  • @SOF006
    @SOF006 6 месяцев назад

    Finally multi threaded support - This is what I care about most

    • @Personian
      @Personian 5 месяцев назад

      They could make an update that adds literally nothing but multi-threaded support and make the FPS and performance much better and I would still be happy

  • @peterallely5417
    @peterallely5417 6 месяцев назад

    Re PCG can’t you add a tag to the building so that when you place it certain spawned meshes move out of the way

  • @Chef_-xv7ms
    @Chef_-xv7ms 6 месяцев назад +1

    l just would like to say if we had teachers like you in our schools or college or uni more people will learn a lot quicker because it is minimized to make it digest easier! thank you

  • @The_Pariah
    @The_Pariah 6 месяцев назад

    While I love coding, I've never coded a single "3D thing" in my life.
    But I absolutely love watching Unreal Sensei's vids b/c they are so damn imformative and they give me insight into how the games I love actually work.
    10/10 channel.

  • @ignacionevarez3254
    @ignacionevarez3254 6 месяцев назад

    @UnrealSensei, what do you think the experience of using Unreal Engine in Mac Studio with M3 Ultra will be like?

  • @istanbulprivate
    @istanbulprivate 6 месяцев назад

    I hope AI tools would add more especially for Control Rig and Animation stuff.

  • @larnregis
    @larnregis 4 месяца назад

    11:00 I'm astonished/surprised there are enough calculations still done on the CPU for multithreading to have such an impact.
    I would've expected Unreal Engine mostly working on the GPU.