video
Multiplayer in Unreal Engine: How to Understand Network Replication
https://www.youtube.com/watch?v=JOJP0CvpB8w
An overview of the essential concepts for writing multiplayer game code in Unreal, in under 25 minutes or your money back.
Added 1 year ago
Unreal Engine C++ Project Setup, From Scratch
https://www.youtube.com/watch?v=94FvzO1HVzY
This video demonstrates how to create an Unreal C++ project from scratch, starting from a fresh install of Windows. Along the way, we'll look at the anatomy of an Unreal project and learn a bit about the build system, and we'll demonstrate a Visual-Studio-free workflow.
Unreal Engine 5 With Shadeup. Intro to Compute Shaders. Part 1
https://www.youtube.com/watch?v=19q6eXw2pI0
A good starter point for compute shaders in UE. Part 1 of 3 of Compute Shader Destruction System In Unreal Engine 5 with help of Shadeup Plugin
Modular Game Features in UE5: plug ‘n play, the Unreal way
https://www.youtube.com/watch?v=3PBnqC7TxvM
In this feature video, we’ll take a look at Modular Game Features, a system that lets you inject new content and experiences into your game via a plugin architecture. This allows you to add features without having to create new dependencies within the core game. Join us as we take a close look at the system and discuss different use cases.
Added 1 year ago
A Gearbox Plugin for Codeless Automated Tests | Unreal Fest 2023
https://www.youtube.com/watch?v=wu5cOM7L5vs
An interesting talk about an internal plugin at Gearbox for testing.
GPU Crash Debugging in Unreal Engine: Tools, Techniques, and Best Practices | Unreal Fest 2023
https://www.youtube.com/watch?v=CyrGLMmVUAI
Debugging GPU crashes on PC can be challenging. We'll go over best practices and the tools available in Unreal Engine to debug such crashes. This includes a new GPU breadcrumbs system, which provides the equivalent of a GPU “callstack.” Additionally, we'll examine case studies and discuss classification tools we use internally to automate crash grouping in Jira. This approach allows us to focus on the most critical crashes, eliminating the need for manual digging through logs.
Lyra Starter Game Overview | Tech Talk | State of Unreal 2022
https://www.youtube.com/watch?v=Fj1zCsYydD8
In this tech talk, you’ll find out what the Lyra Starter Game is, why we made it, and how you can use it to get a headstart on creating your new cross-platform game in UE5. We talk about what’s included in the sample and the modular development ethos behind it, and give a quick tour of how a gameplay experience is built in UE5.
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024
https://www.youtube.com/watch?v=WGv_BjxvJ8M
Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances. In this talk, Grant Johnson, Senior Graphics and Engine Programmer at Creative Assembly, will look back at the problems the team faced building these environments in a multiplayer first-person shooter set in space, as well as diving into their solution (dubbed ‘Chocolate Rendering’): a modern geometry renderer injected directly into the engine. This talk will highlight how to reduce level streaming costs and increase unique instance counts while still using the foundations of Unreal Engine. Grant will also specify the team's approach to minimise engine modifications and ensure seamless future integrations.
Added 1 year ago
How Sprocket Games Achieved 10x Playtest Velocity for an Unreal Engine Game by Nicolas Tittley
https://www.youtube.com/watch?v=3NDHJB1K-ws
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. In this talk, we’ll present and review the solution developed by Sprocket Games to build a modern multiplatform Unreal project in AWS, leveraging Epic’s BuildGraph system and TeamCity’s Kotlin DSL. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
Automating your UE development pipeline using TeamCity
https://www.youtube.com/watch?v=q8igPUY_djc
Video overview of Streamline Games' TeamCity setup.
3D Toon Rendering in 'Hi-Fi RUSH'
https://www.youtube.com/watch?v=gdBACyIOCtc
'Hi-Fi RUSH' is a 60fps rhythm action game rendered in a stylish 3D toon art style using a customized Unreal Engine 4. In 'Hi-Fi RUSH', the developers at Tango Gameworks used toon shading for the entire world, both character and environment, while providing modern 3D graphics features, all at 60fps at native resolution. In this GDC 2024 talk, learn about the development of a deferred toon renderer developed for toon shading a 3D world in a 2D way. Various customized UE4 render passes along with added render passes of their own are stylized and combined inside deferred rendered post process volumes.
Maximizing Your Game's Performance in Unreal Engine | Unreal Fest 2022
https://www.youtube.com/watch?v=GuIav71867E
Everyone on your team should be able to gauge the performance impact of their work. In this session, Unreal Engine Evangelist Ari Arnbjörnsson uses the new built-in tools of Unreal Engine 5 to find nasty performance traps and bugs he deliberately planted in his demo project before the presentation.
Added 1 year ago
Alex Quevillon
https://www.youtube.com/AlexQuevillon
A great channel about some less-covered features of UE, on the C++ side.
The Unreal Engine Game Framework: From int main() to BeginPlay
https://www.youtube.com/watch?v=IaU2Hue-ApI
What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player controllers, and the like) fit together.
Blueprints vs. C++: How They Fit Together and Why You Should Use Both
https://www.youtube.com/watch?v=VMZftEVDuCE
It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.
Added 1 year ago
Visual Tech Art
https://www.youtube.com/@VisualTechArt
Senior Technical Artist, specialized in Shaders, VFX, Procedural Content Generation and any cool visual stuff that has been working in the video game industry for several years.
Asset Dependency Chains: The Hidden Danger | Unreal Fest 2022
https://youtu.be/4-oRyDLfo7M
When you are dealing with assets, it’s easy for dependency chains to get out of hand. And sadly, you don't always notice them until they become a big problem. In this talk aimed at programmers and Blueprinters, Lucid Games’ Studio Technical Director Mark Craig shares tricks developed at the company for spotting, analyzing, and fixing such problems—so you don't make the same mistakes.
Added 1 year ago
Lyra Cross-platform UI Development | Tech Talk | State of Unreal 2022
https://youtu.be/u06GAVxyIag
In this tech talk, you’ll find out how we're using CommonUI on Lyra to streamline cross-platform development and how we leverage materials to develop performant and good-looking UIs.
We’ll also discuss some of the development and performance benefits of using Unreal Engine materials as the foundational UI art asset in UMG, as well as why you might choose them over a more bitmap-heavy implementation method.
Broken
TODO: Replace with Ari's talk once it's out
https://www.linkedin.com/posts/flassari_unreal-fest-seattle-2024-is-on-the-way-september-activity-7229917147206955008-BfG6?utm_source=share&utm_medium=member_ios
Ari Arnbjörnsson: "I’ll be speaking at Unreal Fest Seattle! Come watch my talk where I myth-bust “best practices” in Unreal Engine:
“Are Ticks really that problematic? Should you avoid using the Construction Script? Is the ChildActorComponent truly cursed? Should you never use Cast?
You've probably heard many of these so-called "best practices”. Let's put them to the test and find out which ones are true and which ones are bust!”"
Added 1 year ago
Optimizing the Game Thread | Unreal Fest 2024
https://youtu.be/KxREK-DYu70
In this talk, Tanglewood Games will dive into the Game Thread in UE5 and explore how we can profile and optimize this.
Added 1 year ago
Crashing With Style in Unreal Engine
https://youtu.be/ow__LgMF5gE
A build without symbols is a doomed build. A game without crash reporting will stay broken. Join Ari as he tries to break the record of live crashes in a single presentation to teach you how to get the most out of your Unreal game crashes.
Setting up an Unreal Engine Studio the Epic Way
https://dev.epicgames.com/community/learning/tutorials/8JYW/setting-up-an-unreal-engine-studio-the-epic-way
Another great talk and resource by Ari Arnbjörnsson. Good information about how to setup CI/CD, UGS and Perforce, among other things.
Ghislain Girardot
https://www.youtube.com/@ghislaingirardot/videos
Cool YouTube channel with TechArt-related tutorials.
Broken
Complete Game Optimization for Unreal Engine 5
https://courses.tomlooman.com/p/unrealperformance
Unreal Engine is a complicated piece of software, throughout the course you will gain a solid understanding of how the many CPU threads and GPU operate and how it all ties together to create a fully rendered frame. We’ll dive deep into the process of profiling, finding bottlenecks and discovering opportunities to improve the overall performance.
Added 1 year ago
Lessons Learned From A Year of Unreal Engine AAA Development | Sumo Digital #SDC2022
https://youtu.be/U0RCO0id1kI
Learn common lessons that any company new to Unreal would benefit from, by Ari Arnbjörnsson.
Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management | Unreal Fest 2024
https://youtu.be/dj4kNnj4FAQ
As you continue to push the boundaries of the next-gen graphics features of UE5, you may find yourself in unexplored territory with an overloaded backpack and nary a trail marker in sight. How do you find your way back to the trail? Should you be changing how you pack your bag for the trek? Was there anything you could have done before you set out to make things easier? Let’s dive deeper into debugging Nanite, Lumen, and VSM performance issues so that we can get back on to the trail. Then, we’ll learn more about managing the memory of our new graphics features, including how we can leverage virtual texturing to make sure our pack is properly balanced. Along the way we’ll learn about what we can do to make sure we’re staying on track far into the future.
Added 1 year ago
Workflow Best Practices & Avoiding Common Pitfalls with Perforce & Unreal Engine | Unreal Fest 2024
https://youtu.be/A8JzPKlHz8o
Ryan Maffesoli, Sr. Solutions Engineer at Perforce, demonstrates workflow best practices and common pitfalls seen through Helix Core and Unreal Engine deployments for studios big and small — including his admin support of Epic’s 4000-person global art jam (Project Titan). Ryan teaches you all the save-your-bacon tools, tips, and techniques he’s learned over the years, so that you can improve your onboarding and keep your creative projects running smoothly and securely.