@@mikesamsonov I found that the PoseSearch module has been updated recently. I downloaded the ue5-main branch on January 29, 2023 and found that the PoseSearchDatabase UI had changed again. There is no before or after setting of the animation sequence.
@@user-ct1vb2ko5i Yes, I found a new way to do IN/OUT animations, you can create Animation Composite, and drag and drop multiple animations into it, then you can add it to the database as longer sequence
I personally like 'em snappy. I always test how responsive a character is, by rotating the analog stick a couple of times, or pressing WASD over and over. If they rotate perfectly, then it's a good character, if they get confused sometime after the 270-degree mark, it's acceptable, etc. By far the worst example was Sam from Death Stranding. I absolutely adore this game, but the floatiness and weight of the player character (by design, of course) took some getting used to for me.
@@April480p I can appreciate both styles, realistic and responsive movement. The realism helps with immersion by making you forget for a moment that you're just playing a video game, RDR2 and TLOU being good examples of that.
Yes, I have tried to fix it but this is animation set feature I used, it's MovementAnimsetPro from the marketplace, otherwise turns look very sharp. I believe with better animations and some tuning it can be fixed.
I just tried and I see it's heavily broken in official release, even UI is broken. I managed to setup simple thing but I would not recommend to use official version of 5.1, it's better to use GitHub version.
Awesome work! In the release version of 5.1, I'm having issues getting Motion Matching to work at all. The motion database asset's build index button doesn't seem to be doing anything. Have you run into this issue? Is the process vert different from what worked in 5.0?
did you figure this out? im just getting engine crashes every time i try to use the motion matching animation blueprint node. maybe im doing something wrong. do you know if there's a tutorial somewhere on how to set this up correctly? im also having the same problem as you with the index button
Hey! I see you have Nanite landscape. Are you able to keep the existing layered Landscape material after converting the landscape to nanite? I can convert the landscape to nanite but the landscape material disappears after conversion. I can then add a manual simple material (not containing any landscape layers) and it works fine but I lose the editability of landscape painting. Did you get the layered landscape material to work properly with nanite?
Do you know if they plan smthn to do with displacement for landscapes\static meshes with nanite? Or they assume that we'll just kitbash the whole ground for detailed environments? That's not clear for me tbh
Good question! There is Virtual HeightMap already in UE4/UE5, you can displace a landscape with radial geometry (with LODs depend on distance from the camera). But there is also Nanite DisplacedMesh component, that made for normal StaticMeshes, but the concept is compatible with landspace actors, and maybe that NaniteDisplacedMesh will work with those actors on Landscape. In general with many details Nanite landscape can be huge in term of memory and filesize, so that obviously required some dynamic displacement solution. Maybe it will be interesting to use DeformGraph (a new type of blueprints for compute shaders).
@@mikesamsonov I know Virtual HeightMap, but it's not Nanite is it? And it seems like it's a pain in the ass to set it up, as someone even made a plugin to simplify this. I see, I haven't heard of Nanite Displaced Mesh and DeformGraph, so they do have some plans on displacement, that's good, though I don't know how will it work yet
Great question, I think using Nanite benefits the performance, even though it's not that faster than usual non-nanite meshes. But other things like Virtual Shadow map and Lumen work better with nanite. And recent Lumen change (2 days ago) that brings stable lighting to the foliage and trees would be very attractive. Unless you have completely custom LODs with custom lighting then probably no nanite. Btw, VR will support Nanite eventually.
Hm yeah I've been trying to optimize the trees I have by reducing polycount and making octahedral lods for the last few weeks. Guess that's not necessary anymore.
@@corvus3052 I think so, but I also think that Nanite impostors does not need a material, it just rasterize material id, to the g-buffer and then material pass with fill it up.
Have you noticed any breakdown of the leaves on the trees over distance? That's the issue I've been seeing with Tree leaves that don't use Translucency in 5.0.2
I haven't tried trees without masked materials, I assume that means all leaves use real triangles. In that case they will degrade and disappear from distance due to the fact that it's separate clusters in the nanite. I guess all leaves should have connected via degraded triangles to form a continuous mesh. I think it's a bit of waste of triangles. For UE5.0 is better to use either impostors (like octahedral impostors) for all trees or manual LODs that keep leaves.
@@mikesamsonov I see, so Nanite trees use one cluster for the leaves to prevent degrading over distance, but they are too performance heavy? I was afraid this might be the case.