yeah I had a feeling he had to rush and wasnt even able to get some breath between sentences, visibly rushing due to time constraints, and its harder to listen too, so yes Epic, give the guy more time. And a raise please :D
I've known Alex for 7 years; this is who he is in everyday life too: happy to share a lot but also has a lot to do so let's share as much as possible as quick as possible.
Thank you everyone for stopping by! This was a fun (and harrowing) talk to put together. Very grateful to the Agile Lens team and everyone who contributed their own things they wish they learned sooner. The QR code still works for the presentation materials (can't post the link here or the comment will get flagged)-- be sure to head over to my training center website if you'd like to see the Part 2 of this talk. Lastly, what are other things you wish YOU learned sooner?? Cheers :) -Alex
Thank you Alex :3, one thing I wish I learn before is tips of optimiza my game, pixels I use, poligons by screen, nanite, enable and disable little things to improve my performance,combine techniques (I combine the use of lods, nanite, impostors and layer levels with hit boxes to increase the performance of my game in gigantic ways but it takes me a lot of time and dedication) I wish I know if there is an easy way to do this, Im native spanish srry if my english is not the best
that would be great. I've been there this year and it's simply impossible to attend everything. There's like 7-8 lectures happening at the same time and in most cases i really wanted to be on at least 2 or 3 of them. Still great experience and a lot of fun.
Having my full name (Alex Moro) said aloud on the Unreal Engine channel feels like some sort of Achievement. :-D (I think the closest I've come before was being acknowledged as the person responsible for the Robo-Recall poster in the background of a 'Inside Unreal' host's apartment)
One of the best talks that I saw! If he was in my University I would never miss a lesson :) Then only moment, showing talker is understandable but when there is so much information and camera jumping from slides to person - it's hard to follow sometimes. Thank you!
Unreal: Dont load into a large level you silly ! Also Unreal: Lets make everyone load into a large 8000 shader nothing burger of a map , on project creation.
I'm 13:42 seconds into this talk... and I just caught myself saying 'I wish I learnt that sooner!!!!' (+ if I had already learnt it, well... I wish I had remembered it🤣)🤘🎉
Very informative talk, thanks! For future presentations uploaded to RUclips could we have the multicam editing toned down? I found it very distracting and hard to focus, and I can't see any reason for it except to perhaps make the talk more exciting, cheers!😊
20:43 you really have to careful when using moddeling mode if you want to use engine contents, it’s safe to copy assets you wat to edit to somewhere in contents folder and then edit that copied asset by the way engine contents and plugin content has some useful assets for quick prototyps like (Vive Controlers, Vive Trackers, VR headsets, some materials, logos and more)
Thank You! This is a very important question for me! What is the difference in performance between a project that is being executed by the editor and a project "cooked" for distribution?
15:28 The main question is. Why they are enabled in the first place? There is now way people will use multiple IDE integration plugins at the same time. Same goes for Version control. Using SVN, Git and P4 at the same time? Who made that decision? I want to hear a sensible explanation.
The thing that annoys me the most is clicking on an actor in the view and it moves. Why? Why does it move just to select something? So I end up locking the position of the actors. But then you can't duplicate it with the ALT key. WHY??? Please fix this.
28:30 - I called the "variant" of this I put together for an old Unity game "RestorableStateSwappables" and then it turned into a "SimpleStateMachine". I was thinking I would need to do this for UE5 as well, and still might have to, for allowing game characters to change their own environment or build the game from inside of VR to make adjustments. I even have a VR handheld controller rig. But don't doxx me unless you've got some work for me. ruclips.net/video/0pvmSXo1eBc/видео.html Placing the red EditSphere over the other activates the equivalent of "AutoCapture", then I set up the "non-collider" collision triggers for enabling swiping back and forth between states. Not sure how to handle the part where the user wants to replace one state with another, without forcing them to disable "AutoCapture" and "Play" modes so that they can iterate through to the target state (variant's) index without saving or experiencing any of the states (sorry, variants) in between... Well, back to it. Just happened to have clicked a link for background noise and heard someone describing what I was building.
u from unreal engine should put a butto to do it automatic, like one button or option to LIGHT, MEDIUM OR MAX, something like this, u know the tips but WE need spend ur time to do this changes.
00:04:25 Disabling C++ & Plugins to load a project as a blueprint only project
00:06:28 Open Unreal in an empty map to reduce editor startup times
00:07:37 Triggering a Prepare for all shaders
00:08:57 Performance optimizations for UnrealEditor
00:09:21 Scalability Settings
00:10:16 Various Editor View Modes
00:10:54 Show Framerate and Memory
00:12:01 Capping framerate
00:13:03 Disabling Realtime Rendering
00:14:47 Reducing Cook Size
00:16:03 Bulk Editing with Property Matrix
00:18:21 Fix Pivot Point in Editor
00:19:38 Fixing bad UV's in Editor
00:20:42 Don't edit Unreal by Accident
00:22:42 Tape Measure Tool
00:23:27 Perspective view Drag Select
00:24:00 Adding Game Modes
00:27:38 Variant Manager Plugin
00:31:01 Pixel Streaming
00:37:12 Virtual Camera
00:40:39 Control it all Remotely
00:44:48 Create Components
00:45:23 Collab Viewer Template
00:45:44 Breakpoints, Print Strings, Instance Debugging
00:46:29 Sound FX
00:46:59 Soft References
00:47:29 Event Dispatchers
00:48:09 Interfaces
00:48:35 Deep Search
00:48:53 MultiGate
00:49:11 Switch
00:49:29 CE cvar
00:50:26 Blueprint Function Library
00:50:46 Blueprint Macros
00:51:21 InterpTo
00:52:07 Simplify Materials
00:52:49 Getting ahead of Performance
00:52:52 Finding Bottlenecks
00:52:59 You've found your Bottleneck (GPU)
00:53:36 Material parameter Collections
00:53:37 Event Tracks
00:54:11 Keep State
00:54:21 Incompatible Skeletons
00:54:47 Collab Viewer Template
00:55:13 Emulate Stereo for VR
00:55:47 XR Scribe
00:57:38 OpenXR
00:58:24 Alt + Esc
Hero !
God Bless you.
*I save this reply so I can go back to this great timestamp here via notifications
FYI Unreal, give this guy more time. I would watch him for the 3 hours he needed! 😉
yeah I had a feeling he had to rush and wasnt even able to get some breath between sentences, visibly rushing due to time constraints, and its harder to listen too, so yes Epic, give the guy more time. And a raise please :D
I've known Alex for 7 years; this is who he is in everyday life too: happy to share a lot but also has a lot to do so let's share as much as possible as quick as possible.
I would watch 10 hours of this honestly
Thank you everyone for stopping by! This was a fun (and harrowing) talk to put together. Very grateful to the Agile Lens team and everyone who contributed their own things they wish they learned sooner. The QR code still works for the presentation materials (can't post the link here or the comment will get flagged)-- be sure to head over to my training center website if you'd like to see the Part 2 of this talk.
Lastly, what are other things you wish YOU learned sooner??
Cheers :)
-Alex
Excellent talk! Thanks for the crucial tips and tricks!
@@GoatOfTheWoods always happy to help !!
Thank you Alex :3, one thing I wish I learn before is tips of optimiza my game, pixels I use, poligons by screen, nanite, enable and disable little things to improve my performance,combine techniques (I combine the use of lods, nanite, impostors and layer levels with hit boxes to increase the performance of my game in gigantic ways but it takes me a lot of time and dedication) I wish I know if there is an easy way to do this, Im native spanish srry if my english is not the best
Thanks so much for sharing the talk! Any chance you could share the MetaHuman Optimization?
@@kthxbye1132 hopefully that talk is posted soon!
Yay, more Unreal Fest videos! Give us everything you've got, please!
Yes..drip-feeding 2 videos per day is sad :(
that would be great. I've been there this year and it's simply impossible to attend everything. There's like 7-8 lectures happening at the same time and in most cases i really wanted to be on at least 2 or 3 of them. Still great experience and a lot of fun.
@@pawechlebowski3410waiting for Unfeatured Features and PCG talks by Murphy and Langmead 😊
@@btwosoft See the thing is though not everyone wants all of the Videos all at once but some do
Superb, concise and geeky in the best way!
awesome as always Alex!!! Thankyou for the Fest!
you're welcome !
Having my full name (Alex Moro) said aloud on the Unreal Engine channel feels like some sort of Achievement. :-D (I think the closest I've come before was being acknowledged as the person responsible for the Robo-Recall poster in the background of a 'Inside Unreal' host's apartment)
THANK YOU ALEX MORO :D
Wish they would release the unreal fest gold coast sessions they were so good!
Great talk! A lot of the merge and split options for meshes in Modelling tools have been a lifesaver on top of the UV options
One of the best talks that I saw! If he was in my University I would never miss a lesson :)
Then only moment, showing talker is understandable but when there is so much information and camera jumping from slides to person - it's hard to follow sometimes. Thank you!
this is such a kind comment, thank you !!
This is awesome, I just learned a few of these recently, great to see them all mentioned here.
Very helpful, please do a full series!
Alex is Amazing! Talk is super useful. Do more stuff like this!
Just a note on blueprint breakpoints: the blueprint debugger includes a callstack! Incredibly useful!
YES! haha definitely meant to get to more of that, thanks , great tip.
Thank you Alex that was awesome!!!
Unreal: Dont load into a large level you silly !
Also Unreal: Lets make everyone load into a large 8000 shader nothing burger of a map , on project creation.
i hope they change it hahahaha
Excellent presentation Alex! I'm sharing it w/ my community. :)
This guy is brilliant
I'm 13:42 seconds into this talk... and I just caught myself saying 'I wish I learnt that sooner!!!!' (+ if I had already learnt it, well... I wish I had remembered it🤣)🤘🎉
haha amazing !!
this is s tier tips! thanks!
Awesome tips! thank you!!
Awesome work @ibrews
Thank you 🎉
Amazing guy! Thank you!
Very informative talk, thanks! For future presentations uploaded to RUclips could we have the multicam editing toned down? I found it very distracting and hard to focus, and I can't see any reason for it except to perhaps make the talk more exciting, cheers!😊
Very nice , thanks ,from brazil
20:43 you really have to careful when using moddeling mode
if you want to use engine contents, it’s safe to copy assets you wat to edit to somewhere in contents folder
and then edit that copied asset
by the way engine contents and plugin content has some useful assets for quick prototyps like (Vive Controlers, Vive Trackers, VR headsets, some materials, logos and more)
Excellent
Geeez I love this video so much, thaaaanks
thank you!
Awesome! Very helpful!!! :D
Thank you very much, this is very very helpful
You’re most welcome !
Give this man an extended video.
Nice talk thanks, can you link your marketplace asset you mentioned with the metahuman in it?
Timecode? Maybe Body of Mine which is an app on the Meta Quest App Store ?
It is possible to get the material for the MetaHuman Optimization ? I try to reproduce it but it's kinda hard
Where's the CDPR lecture?
That one I REEEAAAALLLYYY want to see.
11:25 is what i was looking for
Thank You!
This is a very important question for me!
What is the difference in performance between a project that is being executed by the editor and a project "cooked" for distribution?
cool tips. thanks, man
so, is not disable rendering right?
00:22:40 No alternative way to Verify for Linux users?
15:28 The main question is. Why they are enabled in the first place? There is now way people will use multiple IDE integration plugins at the same time. Same goes for Version control. Using SVN, Git and P4 at the same time? Who made that decision? I want to hear a sensible explanation.
apparently because they're the plugins "most people" need by default but tough to know how Epic decided what that was.
it's you again!
Where do people go to join unreal instances?
The thing that annoys me the most is clicking on an actor in the view and it moves. Why? Why does it move just to select something? So I end up locking the position of the actors. But then you can't duplicate it with the ALT key. WHY??? Please fix this.
🖤🖤
How can I get access to the slide?
see the QR code in the presentation (can't post links in comments)
@@ibrews Thanks! QR Code is available in 3:40 for whose looking for!
28:30 - I called the "variant" of this I put together for an old Unity game "RestorableStateSwappables" and then it turned into a "SimpleStateMachine". I was thinking I would need to do this for UE5 as well, and still might have to, for allowing game characters to change their own environment or build the game from inside of VR to make adjustments. I even have a VR handheld controller rig. But don't doxx me unless you've got some work for me.
ruclips.net/video/0pvmSXo1eBc/видео.html
Placing the red EditSphere over the other activates the equivalent of "AutoCapture", then I set up the "non-collider" collision triggers for enabling swiping back and forth between states. Not sure how to handle the part where the user wants to replace one state with another, without forcing them to disable "AutoCapture" and "Play" modes so that they can iterate through to the target state (variant's) index without saving or experiencing any of the states (sorry, variants) in between...
Well, back to it. Just happened to have clicked a link for background noise and heard someone describing what I was building.
GIVE HIM MORE TIME! only 60 minutes...
Unreal Tournament when
Couple of cool things. But mostly very beginner stuff.
FIX the godamm dnymic spltoghin shadwos for standlone VR its broken since ue5 is out!!!! (forward shadin genabled ofc and multview)
listen up-busters 😬😬😅🤣
u from unreal engine should put a butto to do it automatic, like one button or option to LIGHT, MEDIUM OR MAX, something like this, u know the tips but WE need spend ur time to do this changes.
Too bad this video is so heavy on the least interesting tips.
How can I install on fedora Linux
No point , unreal is built for creating game on windows, you would just get random issues and have trouble building for windows or other platforms.
@@jfht318 I've actually seen docker container for linux handle Unreal Engine very well!