Scene Construction 1:10 Environment Light Mixer - Quickly setup lights in a map 1:53 Cube Grid (Modelling tools) - Quick level design prototyping 2:43 Draw Spline Tool (Modelling tools) - Creates BP and modify spline 3:39 Landmass Erosion 5:00 RVT (Runtime Virtual Textures) - Smooth blend mesh in environment 6:14 Texture Variation Node - Break tiling texture in material 6:41 Landscape Physics Material Node - Custom fx for gn or different footstep sounds 7:51 Water System Overrides - Modify from project settings 8:32 Console Water Variables - VSM Filtering (Virtual Shadow Map) 9:17 Property Coloration Viewmode - Ctrl+Click on any property in details and it will grab all from the scene! 10:10 Render Resource Viewer - View what eats up the VRAM 10:59 Local Exposure - Blend between different exposures in the same view 12:13 Location Volume - Named markers for an area in map partition (Shared between team) 13:15 Use Pinning - Prevent actor from streaming out 13:30 Custom Filters - Regular expression used as filters 14:02 Source Control - In-engine source control 15:04 Diffing Selected - Not just blueprint, works on other asset types too 15:17 Diffing Selected - Use step to jump between changes 15:43 Diffing Selected - Lock and Unlock Panning/Zooming 15:54 Review Tool - Perforce only, Inspect specific changelist 16:32 Custom Validation - Setup in BP and C++ to prevent errors Working with Nanite 17:34 Nanite Tesselation - Off by default enabled using cvars 18:48 Nanite Landscape 19:09 Nanite Landscape Displacement 19:50 Nanite Vertex Color - Store data and reduce texture overhead 20:53 Nanite Spline Mesh - Spline Mesh Actor 21:24 Nanite Spline Mesh - 'Max Edge Lenght Factor' 22:08 Nanite Foliage 'Preserve Area' - Maintain visual consistency 22:42 Nanite Mesh can be controlled by WPO (World Position Offset) 23:20 Nanite setup troubleshooting WPO using 'Pixel Programmable Visualizer' 24:14 Nanite Overdraw mode 25:20 VSM Nanite Overdraw (Virtual Shadow Map) 26:01 Nanite Overrides - Selector in the material graph if mesh uses nanite 26:30 Nanite Overrides - Disallow nanite with translucent material 26:45 Level instances - Group nanite assets as placeable assemblies 28:08 Level instances - Actor Filters 29:16 Level instances - Easily break them to base actors 29:47 Level instances Zoo - Showcase your assets easily as they are instances PCG (Procedural Content Generation) 30:10 PCG Intro 30:34 PCG Data Asset Support - Convert level instance to PCG data assets 31:58 PCG Sample landscape layer data - Painting landscape layer and PCG filling it with rocks 32:32 PCG Discard points on irregular surface 33:23 PCG Spline Water Data - Gets information from water system like stream speed 33:52 PCG Hierarchical Generation - Logic processed based on distance (PCG LOD?) 33:35 PCG Biomes Plugin Custom Tools 37:15 Interchange - Custom ruleset and import popup when importing certain assets 37:46 Geometry Scripts - Intro 38:06 Geometry Scripts Booleans - Cut holes in any mesh 38:28 Scriptable Tools Mode - Add your custom click, drag, etc.. tools 38:57 Toolbox Plugin - Custom button belt that does whatever you program Bells and Whistles 40:10 Animation Analysis - Works in blendspaces and sets values based on analysis rules 40:58 Harmonix Plugin - Create custom MIDI Sequences 41:54 Soundscape Plugin - Procedural audio in the environment without hand placing them 42:29 Data Channels - Detected by Niagara and spawns effects using one single Niagara asset 43:07 Niagara Simulation Stages - Output to Render Texture and do cool stuff 43:40 Niagara Caching - Caching to quickly play it back anytime later 44:12 Color Picker - Create your theme colors and save them (Can be shared between teams) 44:53 Translucency Overlay Material - Setup custom shadows using translucency pass 45:22 Post Process Material Chain Plugin - Output PP to RT to PP to... (RT = Render Targets) 46:15 Slate Post Buffer - Render scene with UMG to texture 47:00 Console Variable Tool - Window > Console Variables and it shows all 47:18 ABTest - 'abtest' before any console command and it will alternate between them automatically 47:42 Use '?' in console command for description 47:56 Texture Graph - Create procedural textures inside Unreal 48:21 Data Flow - Sets geometry collection and ruleset for destructible objects 48:52 Physics Control Component - Add physics on top of existing animations 49:13 Cheat Manager 49:38 Blueprint C++ Header Preview - Generates C++ header based on blueprint 49:56 Gameplay Tags - Can be used without GAS and it makes things easier 50:48 Leet mode '-leet' - Run the project with this command and it replaces text with leet
I'm awestruck by the fact that one person knows so many of these gems across so many parts of the engine. Brilliant video, but watching it once isn't enough. In a perfect world, one would revisit this about once a month and try to pick up five or six of these tips at a time.
Looking forward to the PCG talk! This one was insanely informative and useful as always. Chris is really Omega Level OP as an evangelist and teacher! Love to watch him!
Never miss a stream with *Chris Murphy* in it.. just like its used to be *Zak Parrish* .. as always jam-packed with a lot of extremely useful tips and techniques
I'm getting "who is this guy" vibes from this! He just goes through that presentation like he is doing this daily in front of millions of people! Also all of these super good tips in there! That is a cool video!
I don't know if I'm happier or sadder to see a lot of solutions that gave me so much headache this year. But it's great to know that they know exactly what problems we face and where they can improve, and it's amazing how much better it gets with each update.
well, this is going straight to the replay list.. Awesome talk & tips, thanks chris. Even your old UE4 videos sometimes open new worlds of opportunities and are worth the rewatch.
@@chrismurphy6966 aha, i have to enable it first, that would be a show stopper. I found it, it was shown in the first second of the point. Never thought to look at the dropdown menu in the viewport. Missed that bit, thanks! Is there any way we can have all the outliner shortcuts (end, shiftdrag, ctrl click etc) working in the componentlist in blueprint editor as well?
Teases dynamic destructable meshes using a feature called Dataflow Graphs and there is ZERO, i mean ZERO documentation, examples, tutorials, nothing. I want to use it!
Great talk! Been wondering about the filters for quite a while now, especially about where I can find the specific attribute names to actually write them in to the filter? E.g. wanted to make a filter on "approx size" but never figured out how to address the approx size attribute
Seriously, UE needs a team to write all of these things out on the website documentation. There is absolutely too many tools that are basically hidden. UE is like a video game itself with secrets you can only find if you have a subscription to Nintendo Power.
@UnrealEngine can you do a video on how to integrate a local LLM like llama into our projects to handle npc chat? Id like to make lore as a series of spreadsheets that point to each other, so only certain types of npcs know certain types of things, but its all dynamic conversation etc.
3:39 Landmass Erosion, Has anybody able to use this?It instantly crashes the map for me whenever I use it.Tried on a small landscape and i still crashes everytime.Is there any plugin I need to turn of aside from landmass to make it work?Either that or my PC just cant handle it..
For me it crashes if I add it using "Landscape" tool as "Sculpt" brush. If I drop its bluperint into level by hand it doesn't crash, but after I play simulation landscape doesn't update even tho it shows in its "details" view that "saved height" texture is different then original height (aka it has some kind of erosion on it)... still trying to figure out how it is itended to be used.
@@borkoaleksic3629 Chris replied on X like about the time of this unrealfest and said he might make a video on it.Cant find more info about it so thats the best we can get hopefully soon .
Most of these cool tricks doesn't have a proper document. I mean I can't even find an official "manual" on how to use simulation stage properly. All you do is gives us hope and leave us to death, How crue Epic
@@Dhieen Don't know, but I assume it must be enough otherwise Epic wouldn't have bothered with making it an option and choosing to not enable it by default.
26:44 wait does that mean i can have windows with transparency in a wall mesh that is nanite? like the brickwall material + the glass material in the same mesh with nanite, ubt the material disable nanite on the window? because now my windows are just opaque
The "disallow nanite" is for the *mesh component*, not the material, to override what the mesh asset says, in case the component changes the material (e.g. a component replacing the default marble material of a nanite statue with a glass/crystal/ice material).
@@NahorCA so its not possible to have a transparent material in a nanite mesh? i cant disable nanite on a specific material of the mesh? So the only thing useful for this i think is disable the normal map of the mesh ebcause nanite adds tesselation
@@Dhieen > so its not possible to have a transparent material in a nanite mesh No, it's a known limitation of nanite: no translucent materials (transparency via masking however is supported but to be avoided because it's costly. Epic recommends modelling individual leaves in a foliage, rather than using a masked material for groups of leaves). If I remember correctly, if you use a translucent material, it will behave as if it was a masked material (any pixel not fully transparent will become fully opaque) > So the only thing useful for this i think is disable the normal map of the mesh ebcause nanite adds tesselation I'm not sure I understand what you're saying. Tessellation is optional. Normal maps are needed for lighting (depending on your art style of course), regardless if tessellation is enabled or not. Nanite can only be used if the asset has been cooked with nanite in mind, via the "enable nanite" property in the mesh asset. But then that property cannot be changed at runtime (AFAIK). The "dissallow nanite" property on the mesh component is what allows enabling/disabling nanite at runtime if need be. In the case of your wall+glass, if you want to enable nanite for the opaque wall but on not the translucent window, use two different meshes. I'm no modeller, but I would think that what you should be doing anyway, since it would be more modular (e.g. replacing the glass with closed shutters) and optimized (e.g. replace the glass with an opaque quad when too far to see the inside of the room)
@@NahorCA oh yeah true the solution of having glasses separated from the walls can be interesting, in my case its a cathedral so all glasses looks the same for now but its true i could add more variation like broken glass, glass with wood beams on top or something, would be cool in this case But i had trouble with transparency anyway, with volumetric fog, fog cards in front of the glass, i couldnt find a good shading solution
His presentation sucks and killed the features before presenting them! Please next time hire someone who has had enough sleep and likes what he's doing.