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ECGC: Unreal Engine 4.1 All - Blueprints & Tech Demo

2014-04-24
and I'm like Zak taking over he's going to dig and paired them with some really incredible stuff becoming yet seen on our website I hope you enjoyed wow that's amazing I wasn't expecting that so good morning my name is zach carter work for epic games i'm a tech artists out there which essentially means that my job is to play with Unreal Engine 4 all the time and play with all the cool toys and features and then I get to show it off to people this might mean I have the coolest job ever but the jury still out now showing curious how many of the folks in the audience on our students oh my god that's like all i should have asked how many aren't okay how many of you have been playing with Unreal Engine 4 already few of you ok ok so that you haven't who has experience with you DK or unreal engine 3 that's that's a large chunk that's great ok let me hit a power point I did not bring a power point I'm not sure if I should apologize for that instead we're actually going to be taking a look at stuff right inside of Unreal Engine 4 today and what I'm going to do so we've got we have a time here right so for the next 45 minutes or so I'm going to give you guys kind of tools then we'll show you some of the features that are available in Unreal Engine 4 and some of the projects that we kept they kept put together to help you learn more about the engine to make you a little bit more comfortable as you build your game project then we're going to take a little break because I've had a whole lot of coffee and then once we come back from that I'll show you guys as some of the more advanced aspects of the introduction one of my favorite features which is blueprint our visual scripting system you'll learn more about that as we go forward so more started wow I'm sorry real quick just refresh my memory about half a dozen you've been playing with Unreal Engine 4 are you guys liking it so far that this can totally be a little bit of an interactive demo you guys are welcome to ask questions get my attention if you need me to go back over something I say please feel free to just be friendly in here it's totally fine if you heckle there may be severe consequences whether there may not be I'm not sure I decided so what's that's good for starters is if you guys just kind of a quick introduction and overview to the user interface foreign religion before this is most helpful for those who have been playing with you III obviously things look a lot different now we have completely redesigned our UI solution for the editor tool say using a system that we call slate so because you have the source code to the entire engine you also have access to slate so if you want to start writing your own editor interface pieces you can totally do that for the first time ever it's very easy to do so at a high level run for we have I always feel obligated to mention then you are across the top but really whoever cares about the menu bar on any application so we'll kind of gloss over that I've got a toolbar here across the very top of your interface with a lot of things more important things are going to do like saving or playing the game so i just hit pledge of them and start running around in my level and of course this is a completely accurate representation of what the game is going to look like well set of access to things like blueprints which i'll talk about a little bit more later and we have power to simulate the game which means if i don't necessarily want to play and i just want to see what the game would do if I wasn't in it playing on its own I could just simulate and stay back here in the editor and still move around playing new things now over to the left hand side we have modes panel the editor cannot be placed in a variety of different modes to help you get whatever job it is you're trying to do done so for instance by default this is in placement mode which allows me to place objects into the map we'll do a little bit miss later lot to do kind of a live demo world build an environment for but for instance I can bring in a piece of geometry just by dragging straight to replacement browser or delete it when i'm done with of course there's other things i can add it to i can add things like lights or things like trigger volumes basically anything that is an inherent part to the engine that I need to make my game it's all available right here I had some other modes as well we have the ability to paint like new vertex painting right here in the viewport we can work with landscape so I need to make me mountainous area is ringing them in terrain I can do that as well we can hang down foliage and we still have geometry mode for those you who remember playing with PSP brushes back in the day quick heads up turn BSP is steadily going away we're going to start calling a geometry throughout today by call it vs vfb more times please try not to rip me too much i'm still trying to use good so i jumping down a little bit we have the content browser if you guys are familiar with our religion 3 you remember the content browser but it has had quite a facelift now so we have a list on the left that gives us access to all of the folders and our project by the way again this is just kind of for the ue free people in the crowd we've got away from packages now everything in your unreal engine 4 project is its own asset which makes transitioning your asset from one project or the other easier than ever because you don't have to worry about those package dependencies that you had to stress about before so the the concept browser is very easy to access highly filterable so it's very easy for me to expand the filters i'm looking for something like materials i can just jump to whatever full 15 minute filter by material and here they all are you'll also notice a few things like if you take a look at the icons there in the content browser we're getting real-time feedback so i can see what things like that will look like if they're animated see the animation on them I can also doing a live freedom preview of each thing so if you take a look I've here at the very bottom i have few options and you'll see we have thumbnail edit mode when i turn this on i can actually click and rotate any object here in the content browser so i can zoom then on it i can check it out the men multiple angles in the case of materials i can swap out the object they're applied to so if i want to see that on multiple objects all without having to open it up so i get fast access to that kind of thing now that's also useful for things like static meshes so if i want to take a look at a mesh i can preview it right here without having to bring it into the into the world of course on the Diamonds click on done editing and whatever I've done will be saved as the new thumbnail so it's also a way to kind of thumbnails nicely arranged now we have the viewport which is big it's beautiful it's also allows you to see your world we're not going to worry too much about that at the moment because I could go on one's about you how you navigate it and whatnot but you'll see me do that and it's not as much fun when you don't have a computer in front of you play on the right hand side we have the scene outliner so I have any Maya people in the room if I click off thank you so much so usually like I asked that question and most of us are really I've never touched Maya but they use macs and that's fine max has an equivalent as well but I'm am I person from way back so it kind of warms the both of my heart so we have the scene outliner actually this is just like the outliner in mile this gives you a list of all of the actors or objects that are live in your game the currently exists here level so you can give quick access to search through them to group them into folders if you like so very useful thing and this will actually update live as you play game so if you're spawning things like Jeff dial bombs character whatever that list will constantly update keep track of what's going on in your game in the lower right-hand corner we have the details panel really this is just a properties window so its context sensitive as you select different things it will update to show you the properties or whatever it is you have selected now that's just the parts of the interface you can see for anybody who has any experience with the Unreal Engine really in any of its flavors you know there's a lot of editors very within it so for example if I take a look at any of the materials I can double click on one of them in the content browser and that's going to bring up our material editor which again I like throwing out treats just for the folks who've been playing with we can be free in the past we have really streamlined the material editor made it a whole lot easier used and now it finally moves from left to right don't know why but that really excites me because having agreed everything in the opposite direction was always kind of fun but now it's also easier than ever to create nodes or your network so for example you just drag an empty wire out into space type out what you need and not only does it come in but it's already connected and ready for to use so creating these materials is faster than it's ever for and there's plenty of other editors to be had we're not going to necessarily go over all of them what I'd like to do real quick though now that you kind of got a general idea of the interface I do want to mention how accessible and how customizable this interface is you've already seen me grab a couple the splitter bars and slides and stuff around so obviously the interface is very fluid but you can also grab any of these tab panels you see and rip them off float them however you want redock them pretty much anywhere you need them to be and it's the first time we've ever been able to do that so you can completely redesign the UI however you you like to work which is super handy once you get into multi-monitor setups which i highly recommend you Dukes working on one monitor even tried em home it's a little awkward sometimes so what next let's take a look at some projects that we have made available to folks who are just getting into the engine so everything I'm about to show you is completely available by our marketplace looks you just come in feel free to grab a seat you don't have to be shy there's plenty of seating kind of scattered around if you've already got to see people are coming in please try to make room for them to sit down so uh one of those the projects I'd like to show up the most probably is our content examples project this is actually so important that when you sign up for Unreal Engine 4 we automatically q this one for download because we want you to have this so very badly Oh God so the content examples project is really just a collection of levels that we have put together to help showcase a variety with features of Unreal Engine 4 so for example I'm going to go to file and then choose open level and you see I have this massive list of levels each one showing off a different aspect so let's grab something those are not kind of simple we'll grab one over the material properties right so pull open this up so when you start editing a material and actually something else I can point out it's compiling the shaders in the background it's going to do this day's synchronous so I can still move around I can still edit things in the level and as soon as that's done then everything will kind of clean up the knowledge of those shaders will come in we're also doing this with things like building lighting so if you have experience in Unreal Engine 3 for instance if you have ever built lighting traditionally what you had to do is click build and then you walk away or sometimes a few minutes for sometimes significantly longer so we've done away with that you can now start building your lighting and as long as you're not doing anything that invalidates your lighting like moving meshes around you can continue working so by all means open up the material editor or work on a particle system anything you need to do we are as if it's like a double edged sword some people get happy about this other people groan we're working hard to eliminate coffee breaks so now that's all of those are compiled take a look at any one of these materials I'm going to select any of these objects that you see here and you'll notice over the details panel we have access to all of its properties and we have the materials that are applied to it so I'm just going to double click on the material right here in the details panel and that opens it up here in the material editor so what we're looking at in this actual level is when I select the main note in the base of this material we have a series of robberies we have things like the blend mode the decal mode is like translucency and the first time you look at this we don't expect you to have any idea what they do and you're probably available what can I do to test them out do I need to make a whole bunch materials and plug stuff in well the truth is we've done it all for you so as you go through the content examples project by the way I'm gonna hit G to go into game mode that hides out any of the little actor in icons we don't necessarily need to see so here's this first stand just shows off the blend mode property and the different points you can use it so each little item there shows you what that setting is going to do and you can just go stand by stand and see an example of each property and how it should be used so in this case this is pretty simple right it's just taking a look at various materials and you can if you want you can grab each material you can open it up see the settings that made it possible and you can play with them and make changes to them yourself if you like any of these materials you can also scrap them and use them in your own projects that's faster than having to create one on your own so obviously this goes on and on because there are a lot of different properties you can change on materials so in this case we are actually bypassing depth of field which always throws me off we go in there because I feel like my contact lens slipped again so you can see like we're outside everything looks fine but as soon as deputy field hits those materials on the rider bypassing that in their remaining sharp I have several different examples as well now let's jump out of this level let's take a look at some other things so moving on to slightly more complex topics we have examples of navigation mesh so here we have a really simple character that it's just moving back and forth in the level and I can hit the P key and I can actually visualize the navigation mesh he's moving around it so we could see how our characters kind of navigate through here we have kind of a one-way setup you see the little line there means that you can run off this ledge and hop off of it like so but that's a one-way connection if you can't go back up that so now he's going to navigate back around the edge it's just showing off new features of the nav system and one that I like to show up probably okay hang on I was going to show off the cool stuff but for the sake of dramatic effect will probably hold off on that one c7 up there one more then we'll kind of move on so here's an example of claw which if I go ahead and see me like this you see our apex cloth solution and we've tried really hard to make these examples as practical as we can so here we have an actual rundown of the different types of fabric you might want to create so of course you see like burlap sold rubber and so on so there are the settings right there that you would need to make that happen in your own games and other examples of cloth on static and skeletal meshes animation I love that we actually have a pocket set up I don't know why that excites me but for me it's always the little things right a demo of cloth collision of course over here and I run away to the end at the very end we have a little playable character that you could possess and run around and you can see cloth on an in-game character out of curiosity does anybody recognize this guy yeah he's from Samaritan you call alright so that's at a glance that's the content examples project of course there's a lot more levels in there and we are working hard to release new levels all the time in fact this latest release we've got of you before this coming up very soon is going to have some new levels for you to open up and play with now let's check out some of the other projects we have to offer as well so we also have games that you can play because oh right as I've seen that too right that's a like the story of my life as soon as patience runs out we're pretty much done so this is a game that we actually put together just to help show off how to build different types of names I'm just gonna go to play this live but I suck at this game so okay I'm going to teach you how to play you jump over obstacles and you slide under other obstacles you that's all there is to it it's just a little platform running game to kind of get you I get started with how to create these types of games on your own and we have a lot of these different projects we're working on more all the time so so we need to jump out of their open up another project now there's another demo that i'll be honest i'm usually a little reluctant to show to me because i'm not sure if folks are usually ready for this level graphic fidelity so i'd like to remind people to what you're about to see is not pre-render this is actually playing back live I know try to remain calm if you can revolutionary you've never seen a game like this ever demos right always drink demos now the great thing about this example actually to kind of get on a semi serious note is this was actually created by one of our artists not by a programmer it was created entirely using blueprints which is our visual scripting system that they went on burlington for but those of you who are familiar with unreligious three a little bit we had kids mix which was a visual scripting system is highly dependent on your levels for Unreal Engine 4 we have evolved that into something that is far more robust and powerful so what I'm going to do is show off the actual blueprint that makes this game possible it's all one signal visual script and I'll admit there's a little bit going on here good news is actually a lot of this is actually not connected right now so there's already support it is set up and waiting to be connected for things like leaderboards for breaking ads put this on a mobile device it's all kind of set up and ready for you to go but to show you how easy it is to manipulate a network you'll notice there's already some comments here to kind of help guide you around here we have this section for the flapping so this animates the upward movement on the chicken whenever we cap and if we take a look we got a timeline here they just called flat up now timeline for those of you who might have a little bit of experience you eat three or four essentially that's matinee light that is a way to apply animation curves to an object if we open this up there's actually the curve that defines how the bird is moving up and down it's really all there is to it but this is x numeric value of 500 many programmers in the room just actually wow that's a pretty big turnout of programming so when you see a number that it's gonna punched into a note like this that's essentially the same thing is hard coding what I'm going to do real quick yeah you so what we've done we've taken the vertical movement okay nobody could actually read typos on the screen from here that's fine so we takin the vertical movement and we multiplied it by 500 I'm going to turn that into a variable something we've not going to change later and let's name this variable something like flat heights and then I'm gonna make it public that watch this really carefully i'm going to kind of move the screen around a little bit here now i have the blueprint for this game selected and i'm going to close off some of its properties all the stuff that I don't necessarily want to see let's select this variable that I've created and let's put it into its own property category let's call this cheater and now when I compile check it out over here in VIP from in the actual details panel we have a new group of properties called cheater with a variable plat pipe so let's pull that from 500 down to save 250 and then let's just replay the game yeah awesome seven minutes and now we have tapi chicken with precision control exactly if you actually the last so honest last time I gave this device turned off collisions and it everybody watch me go up to 63 you guys seem pretty cool so I won't do that so again just to kind of reiterate we have a lot of projects that we have made freely available for you to download dissect your welcome to pull any elements from them into your own projects if they'll help you the bottom line is we want you to be successful once you get your hands on these tools and start using start making games now this is something that we tend not to stress but I mean for obvious reasons but those are college students for the most part I understand some of you so that $19 bear i was in college once i still remember vividly that nineteen dollars a month I the first thing into my to be like I'm already struggling to buy Brahman right so we I do like to mention that once you grab Unreal Engine 4 what you download is yours to keep and it is not going to magically stop working one day so if you are on the fence you're not sure if you want to try out Unreal Engine 4 or you're worried about the investment in any way whatsoever strongly encourage you just to throw that $19 one time if you're still worried about cancel for a while the tools that you download the source code that you download those are yours to keep yours to keep developing with I'm going to switch off when you're ready once you feel like you understand the tool well enough then you're welcome to come back to resubscribe get the latest version get all of the new content that we make available because that's what we're doing is wearing centum izing these subscriptions by way of adding new content adding new features updating the engine but if you're satisfied with what you get that first month we encourage you to use it get used to Unreal Engine 4 get a project going get some funding is going to jump on Kickstarter get things rolling and then when you're ready let's subscribe and let's make some some awesome games now all of that stuff out playing oh I have some other cool pics a show of it maybe we'll okay sorry you guys wanna see some like cooler looking stuff yeah yeah it's probably why you're here isn't it that happens okay who's here for the graphics see it's a trick question I assume you're like afraid to raise your hand you're like well I'm here for the gameplay graphics are cool too your unholy friends it's here for blueprints a few of you that's okay we're going to some cool think of a blueprint if you weren't here for blueprint before will be when you leave I can convert you I can also load a really high-end gorgeous matte apparently so did you guys uh I guess since it came out in GD CEO 23rd I can't but it's already 2014 everybody gots to the infiltrator demo right you've all seen that maybe we could open them true if you guys are up for this first time okay so we'll come back to that one may diverge just a little bit so some of this up it i want to show we might actually show after our break we are kind of running close to the end of my first session let this kind of compile shader for just a moment and you can pop back out here to the background so what i want to do is give you kind of a feature walkthrough to show you some cool things that that the engine can do show you how to build some environments so to get started let's just build a simple room will populate it with a few assets and show how quickly and easily we can do that sort of thing in Unreal Engine 4 and in the background because I am doing so many things at once pathetic lemme help that one to stop we're busy now thank you alright cool so this starts to spin only a really simple set and show how easily we can do des I'm going to bring in a piece of geometry from the placement browser just a quick drag and drop and it appears and that map I was trying to open where to go completely jumps in now I had that plan I intended to do that I'm glad you're all impressed by that so this is the beautiful interlude right we'll just take a look at some pretty graphics this is another showcase that we made available to the public to showcase particle effects in Unreal Engine 4 some of the cool things you can do with them so that's still compiling shaders and it's a good idea to let it keep doing that because I want you to get the full impact of how beautiful that map is so the meanwhile will do two things at once and kind of like this because it does kind of show off how lightweight and how streamlined the engine has become we have a really high-end map running over in that other instance of the editor but I'm still over here working in this one and everything is going to work just fine so let's take our little piece of geometry just brought in and let's resize it real quick by the way for those of you who've been working in the upper religion for a while this is the SP you'll notice that I'm not having to rebuild I am just quickly grabbing the settings of the brush I'm changing them around I can move it put it wherever I wanted to be and I don't have to rebuild the geometry everything is just updating line in real time let's take this brush I'll make a duplicate of it and we'll set its brush type over to subtractive so you can see it's carving out some geometry will resize this to make it a little bit smaller some spell Ryan and then with the careful application of snapping and not hitting the windows key I will make this into a really simple to waltz in let's forget sorry I'm like a precision that right alright so we've got a really simple set let's put a door in it so this negative shape that I've got i'm just going to really quickly do that off alltrack same as it always was curious let's give this some door like dimensions so an X will say about 20 which is our wall thickness by the way I don't know if you guys obviously cannot see the numbers on punching in so for a door we're going to go 150 in width x 250 and the height those you have no sense of of sizing scaling me that's in centimeters so we've officially moved on the real units over 2 centimeters making it a lot easier to gauge the size of all the objects in your games oh and hit n just slap that down with floor and sink that into the back wall and flood it up we get a little doorway here now let's make this a little bit prettier I want to put some brick material down on the walls and I want to do it quickly so I'm just going to grab one of the wall surfaces and then run a quick algorithm to select all the adjacent walls and over here in the content browser I can just poke around and find let's say this little brick material here drag it onto one of them and applies to everybody for the floor we could grab a little wood floor so let's rotate that 45 degrees because you know that's stylish everybody likes that sort of thing we'll put something shiny up on the ceiling just to show off some reflections and just like that we have a very simple environment that we created in just a few moments now let's start populating this with some objects so I've got what might be the most stylish table and chair set ever I'm so glad people laugh at them and I told that joke at GDC if you were like yeah now I also got a ceiling lamp to bring in now this ceiling lamp was created using blueprint which again is our visual scripting system you've already seen a little bit of that with the amazing tapping chicken but that means in this case is this is more than just a match this is something that has built up of a variety of components it has matt has a light and it has some scripted behavior to control how it works so I can select it and I can actually turn it on and it starts illuminating the scene let's go into game mode to get rid of the extra details we don't need to see we can also do some slightly fancier stuff too why I can make a duplicate of it and change it light tight to a floor lamp with a single check box at the end key to slap that down to the ground and now i have the same asset twice in the level of course doing two different jobs for the door will just bring in a little door match which somewhat alarmingly conveniently fits right into that hood like I've done this demo a couple of times so with that let's go ahead and just test this out so we'll play it from the current camera position and I can just walk around of course if it looks great and the door just works because this dork was also created using blue printer back we can select it we can open up its network and there you go there's all the behavior that makes that are open now it's a little bit more complicated than your normal swinging door but that's because it's actually gauging why the players standing in swimming two different directions okay so now that we've built a little environment let's go back to our interlude just have to show you this Matthew this is awesome so what I'm going to do real quick so I'm going to hit play and then we'll go full screen on this this is still playing back in the editor we just made the viewport full screen so that will just keep looping and of course if you want you can fly around this it's just a game environment that you're welcome to explore there's a lot of really fun and pretty things going on here we have a lot of examples like this this ship with the engine that you can take apart also this is just information for your HP to remember the elemental demo we released couple years back very soon that is going to be in your hands if you want to take that apart clip as well so let's jump back I go ahead and close this now let's take a look at the other features of the engine so here we have so an example of several of our materials so we have now moved on to a physically-based material system so for instance I instead of using things like diffuse specular power but not we're actually using real-world physical terminology to define our materials so here I have base color on the far left and as I change that you can see the color of the object changing we also have roughness so just like in the real world the more abroad for the rougher surface is the less shiny it's going to become so here are the very low roughness value seats red glossy and as we increase roughness that colossi just blurs out and eventually obliterated we can also control how Metallica services so this surface well looks like shiny gray plastic if we increase its metallic parameter is you change over to chrome doing just those three properties you can really define a wide variety of physical surfaces I'm going to kind of shoot through these just for the sake of time so we have kind of a security camera example here we have some materials where the actual material itself is perturbative the vertices of the match so if I jump into wireframe mode you can actually see the wireframe being disrupted by the material here we have an effect where we're taking the final rendered image of the scene and we're feeding that through material and I do some change them to create kind of this Tron style glowy effect this example is just doing a white back and forth between one of the many render buffers that we use to draw each frame so in this case we're looking at the roughness bumper or how about these one of these surfaces are we now also separate objects or some separate materials into material layers so here we have four small rock at each one with its own material type we have a movement on chrome copper and red plastic and the big rock in the back is actually using all of them as individual layers and placing them on the surface with pixel accuracy and it's time to show this one off too so here we have three different types of us here we have ice wood and metal and I can throw fire at them and you see how they react one way or crow water and you see they ramp an entirely different way there's a lot of power and animating and updating of materials so I want to talk a little bit about blueprints which I've mentioned a few times throughout this demo blueprints again on visual scripting system now you've seen it at this point to create entire games you saw me Creed's or I had a little ceiling light that has a blue cut behavior now we're going to dig a little bit deeper into it I'm going to simulate the games instead of play and we'll select this little bouncing ball and open up its blueprint wrap this guy's graph is pretty simple all we're saying is we have a little time line which is essentially again just an animation curve it is constantly updating the location and the scale of this all works i'll try to make the most of my screen space here and notice as I play the game that the wires that make up this net network are actually starting to illuminating glow you can watch data move through a blueprint network which is a powerful debugging tool if you're not doing the behavior you need watch those wires make sure that what you want to have happen is actually executing within your script now also you limit it on each balance this lower branch is firing and that's creating a little wave ring effect you see down there I'm going to right click on this bottom most node I'm going to add a breakpoint now all of my programs they're going to know what a breakpoint is so let's go ahead and add it in order to see the next time that no gets hit it pauses the game and jumps us right to that location in the blueprint brat this is a very powerful way to debug your blueprint grasses if you're not getting expected behavior you can set these breakpoints up anywhere you meet them and even if you don't have the blueprint window open it's going to pause the game open up the window and say that thing you were looking for it just fired that just happens now what you want to do we can just step forward one more execution if we want or if we're satisfied we can just resume and keep on playing we'll go ahead and remove that and continue now of course that's kind of a simple set up just for you doing something like bouncing a ball up and down you can also use blueprint to create powerful level design tools so here I have a simple metal rail but it's actually a blueprint object with its own procedural length so I can change a property make that rail longer or shorter and that length is independent for each instance of the rail and of course I need to do something like rotated everything just works so this way I can quickly build tools to help my level designers get their jobs done far more quickly blueprints can also communicate with one another so here I have free blueprints I have this set of gears in the back a little button and I have a light bulb if I hit play and stand on the button the gears start turning that's because the button has been told to communicate with the gears basically it's been set up in such a way where the button looks at the gears goes hey whatever you're supposed to do to do it so I'll jump out of the game will select the button and instead I'll tell it to talk light bulb and now the next time I play we get this amazingly branded light bulb which I don't know if you can see from there but i would love to fill my house or my good and we knew some more sophisticated things too so you come over here and simulate and you see if you got this little butterfly flying around this butterfly has an AI system created entirely wooden blueprint I'm going to open that up and zoom out a little bit because it's a little complex now I don't have two monitors to show this off but what's happening in the background like actually on the screen right now so here are little butterflies recharging himself here in a moment he's going to feel completely charged and he's going to strike off in a new random direction and fly around he'll avoid obstacles eventually go get tired again he'll land and you'll repeat the process as he makes all of these decisions we can actually watch the blueprint network illuminate to show each thing so it's kind of like having a window into his brain or if you look at it another way it's kind of like having a robotics project that you can analyze in real time now you can also just do some fun things with blue crane so here i have a little kind of arcade machine i'm going to step on the button in front of it and that was created entirely in blueprint and exists as a game literally within my game so I jump in i start playing and i only start that portion when i step on the button now behind me i have this little UFO sitting here looking all human pretty and if i step on the button in front of it I can take it over I get a new camera I get new controls this basil taking out control will pull me back down wa SED will start moving me around so these kind of hover style controls and i can come over here and float ominously over these little ones disinfecting cows oh it's it's so good well so all those cows are physics objects so I can try to pick them up and put them back in there and the catch to this though is it's harder than it looks because sometimes house bounce I didn't know that before I played this game we got those and the cool thing is that all of everything you see here this entire level that I've showed up was actually created just by two artists no programmers were needed to help put this together so why don't they just a sec and show you how blueprint made this possible I'm going to press the f10 key what that does is that ejects me from the game's name is actually continuing to play without me I'm going to select our little UFO and open up its blueprint graph now there are several things going on here at first just looks fairly simple in a way it is so actually handling the motion and what the other ship is doing is pretty straightforward but then we have this section called the sequences for the abduction beam this is actually a collapsed graph unto itself so if you double-click this node and open up a much larger graph of things that are going on now if it looks a little scary at first the other thing but to make this happen there's a lot of stuff that needs to take place and more you start real the building games we're going to see this kind of thing we have the visual effect of the beam we have to turn on and off we have to apply physics to an object that we've dumped once we make it to the ship we've got to store whatever that object was then spit it out later and then when we spit it out we have to control what happens that's four separate things and then we have four networks to make each one of them happy now to show that off to the highest level of of accuracy and they kind of show the cool things you can do the interface I'm just going to take the UI and rip it to pieces for just a moment so let's take our network hit Windows key right and we'll line this up it's fairly well just enough to see it now let's take our viewport so the actual viewport for the editor is a tabbed pedal just like everything else we just hit the tab away let's rip that off and we'll do windows left all right looking good so far I think I still need my toolbar just 27 so let's repossess this guy for just a minute by the way having two monitors the best thing ever know just what I'm you throw that out as an advert for dell monitors so now watch this so as I just turned the beam on and off you can see that uppermost Network toggling on and on so those two wires are switching now in the center those are the second one down the wire is trying to the code is trying to execute but it's only making it so far because it's not finding anything to pick up by the way you'll hear me say there's a lot of they talk about blueprint I'll say the script or the code is trying to execute but why am I saying that these are nodes and connections right when you work with blueprint you are actually creating compiled scripts this is not a network that has to constantly execute during the game and slow you down kind of the way kismet used to when you're done you've actually created your visual scripts those get compiled very much the weight on the real script did back in the day so now watch that second sequence as I pick an object up well you see the whole thing starts to fire and then as soon as this got attention to shift the third one will execute so now we stored that object let those stores you more so you can see that and then when i spit something out we can watch that fourth section execute and the best part is that these are not all just a bunch of individual or disparate pieces everything is set up to work seamlessly together we can take just a second I'll reassemble my UI very quickly don't really need the blueprint window open anymore let's take my viewport and put that roughly back where it belongs I'm gonna play again let's go ahead just go fullscreen on everything so as I mentioned all of these pieces are designed to just work together so there's nothing really stopping me from grabbing a couple of cows and then returning back to my level play with the butterflies or check out the Sun which has magically changed now that I'm piloting a spacecraft all the way back to that environment that we built earlier of course we can fly around inside here take a look at all the furniture we build and of course always fun to blow things up right did I get a roller is it gonna roll off so close that's really the whole reason I get this demo so now that you've seen a selection of features available inside of Unreal Engine 4 I want to show you what a very small group of our folks at ethnic ramble do with this is what I must show you is the work of just three guys who took a weekend bears on a game team so they don't have a whole lot of time to spare at the moment and they put this together now once again this is going to play live in the editor but i'm going to go fullscreen just for a slightly more cinematic event but it is real time so we can take a look at my ring or replacement I'm pretty sure the moral of that story is that once you become enough of a badass to catch a knife from somebody throws it at you do not pose with drop the knife right so again that was just the work of three of our guys they did that over we can actually do their own mocap in our studio what you saw there is how they decide where they're going to go to lunch every day so that really is the end of my demo are there any questions that i can answer from folks yes sir I'm a traditional what means I'll be incorporating okay so yeah so the question was how can you integrate my code and blueprint together so we're so that we're using a lot of epic is for our programmers to create generic classes to approach any given cats we're and take a pic right but you can expose aspects of that code in blueprint so that somebody can go into the editor they can instantiate that class and then expand upon it in blueprint so in that way the artist has I'm sorry the programmer only has to create something very simple with the appropriate hooks for the artist to use and then the artist can grab it and use blueprint to turn it into whatever is they need any other questions yes sir so that is something that of course we would be interested in if folks what no question was this demo being as cinematic as it is are we looking at on religion for is being a solution that could be used in movies and software innovations movies or animations up we have a lot of people who are using the engine in a wide variety of ways not all of which I'm allowed to talk about publicly the demo level with the cave was all that like the wall is everything made an editor so the question was the effects cave with all the particles was all of that made an editor actually that cave is made out of a single static mesh of a rock about yay so big that is constantly just duped it rotated and formed into a cave and once that level is made public and it will be you can totally take it apart in fact I think there's only two different types of rock in that entire project and then just get duped and scaled and rotated into whatever you need so you overlap then intercourse with yes I see anything else in the back so right now we have a unreal front end which is our solution for equitable sorry my bad the question was what do we have for solutions for getting out to the different platforms that we support essentially so we have the Unreal front end which allows you to export out right now in pc into mac android android and iOS are supported the official output for those is pc to android mac to iOS we also have html5 support which is coming it's our it's already in the engine we're continuing to develop that we also have oculus rift support there is no time there is a subscription model does not include consoles like ps4 and xbox one however that's not really on us that is Sony and Microsoft of course with their licensing however if that's your target that's what if you know you want to make the next ps4 game or next Xbox one game get your project starting Unreal Engine 4 and then come talk to us because we're more than willing if you've got a project and it is up off the ground and you know that's where you want to go we want to work with me we want you to be successful yes sir how is a quality it would be your question there is your hardware and your load terms because I mean again you're just you're processing whatever you got into whenever html5 magic it's just a question of how like all that has get processed down with the pc so that it becomes hardware dependent but if you're puttin anything out on the web you generally want to target a lower end as you've never really carefully control but something's gonna open it up yes sir no so we don't have a script editor actually the question was do we have a script editor to allow for code editing and surfing and repeat your question on so the answer is no right now we do everything through visual studio which ties seamlessly into you before and if you need to use the Express Edition that works just fine as well so you can actually open up classes code classes directly from the editor and that will launch visual studio for you and take you right to whatever it is you need to edit we also have a hot compiler so if you change something going don't change a number of properties for simple things I'm changing a property value you can actually compile that in the editor and have the change take place live so when demoing that what I tend to do is we'll have like a gun with like a projectile of some sort we can change the power that projectile and tell it to compile in the editor and then start playing the game and we'll have our original value and then as soon as the hot compilers done some of my gun becomes more powerful so some kind of semi limited real time compiling a request over here yeah how easy is it to move these loot print objects between assets so like if I playing in here I say hey I really like that life it was easy to turn on off and I want to stick that into a new game how he's easy to just drag it out of an existing project it's approximately this easy to move things around check out sir I have like say we like this light and I want this light to be in my next great game I just need to right click on it and we have migrated and this is going to tell me to save so let's go ahead and make sure we say stuff or X I don't need to save then it's going to list off all of my dependencies because that blueprint object was a mentioned that was materials all this other stuff so it says here's all the stuff you have to have to migrate that one asset you want it you click OK you track down the folder for your new project and you hit okay that's it moves it over so we do a lot of that actually which is why we had to have that tool any other questions yes at the back so Scaleform is no longer in Unreal Engine 4 we are we're taking out as much of the third party software as we can which if you think about it is exactly why we're able to get the source code out to people right so we don't have a scale form solution at the moment we have slate which is c++ orient right now we have a goal in our working toward a visual editor for slate and other plans kind of on the line that we're working on to make the UI integration much easier for people to use but that's kind of where we're at the mall folks I am pretty much out of time so I'm going to have to go ahead and wrap things up now thank you all very much for attending and please enjoy the rest of easy peasy
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