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Unreal Engine 5

  • Zarsky
  • May 13, 2020 at 4:15 PM
  • blackdog
    • April 13, 2022 at 11:14 AM
    • #121

    Funny how in a demo that mentions collision avoidance, it clearly shows the NPC go through the player ?

    I dunno the video doesn’t seem much of a showcase of what they claim. A scene like the Matrix “Red Dress Woman” would have made more sense.

    Also I don’t remember seeing NPCs collide in awkward ways in GTA, not even older ones.

    Good graphics tho, if that could be the next Watch Dogs would be sweet

  • FMPONE
    • April 20, 2022 at 2:04 AM
    • #122
    Quote from will2k

    On 4/12/2022 at 12:21 PM, will2k said:

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    GTA with this technology would be insane

  • Zarsky
    • May 11, 2022 at 8:24 PM
    • #123


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    https://www.artstation.com/artwork/3qBzaY

    ?

  • Dabu
    • May 12, 2022 at 1:09 AM
    • #124
    Quote from FMPONE

    On 4/19/2022 at 6:04 PM, FMPONE said: GTA with this technology would be insane

    peoples say UE5 is realistic but does real life use UE5?

  • ZZZ
    • May 12, 2022 at 4:37 PM
    • #125
    Quote from Zarsky

    20 hours ago, Zarsky said:


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    https://www.artstation.com/artwork/3qBzaY

    ?

    I thought it was recorded with a cellphone. Guess not.

  • Zarsky
    • May 16, 2022 at 7:52 AM
    • #126
    Quote from 0kelvin

    On 5/12/2022 at 6:37 PM, 0kelvin said: I thought it was recorded with a cellphone. Guess not.

    He used a VR controller for the camera movement to get that natural "casual phone recording" feel.

  • Beck
    • May 16, 2022 at 10:06 AM
    • #127

    So when are we getting our Cloverfield walking simulator?

    Very impressive though!

  • sn0wsh00
    • August 1, 2022 at 10:23 PM
    • #128

    I recently tested the Mesh to Metahuman tool on some Source Engine models, just to see how well it ports those models into UE5. My results can be divided into three tiers.

    First is the Louis Tier:

    [Blocked Image: https://i.imgur.com/KrsQc9C.jpg]

    Not only did Metahuman make Metahuman Louis look a lot like L4D Louis, but it did so without me making any edits to the mesh's markers outliner. All other Metahumans in this post were generated from edited markers.

    Next is the "I Guess I See The Resemblance If I Squint" tier:

    [Blocked Image: https://i.imgur.com/8HuzlHM.jpg]

    From left to right: Alyx, Chell, Coach, G-Man, Gordon Freeman.

    And finally, the Zoey tier. I could be the hair, but I don't think so:

    [Blocked Image: https://i.imgur.com/aylwT41.jpg]

    On a somewhat related note, if you're using Blender and you want to export your mesh as an OBJ for use in UE5, make sure in the transform options that Forward is set to Y Forward and Up is set to Z Up.

  • sn0wsh00
    • February 6, 2026 at 1:11 AM
    • #129

    I've been tinkering around with the r.UseLegacyMaintainYFOVViewMatrix variable in Expedition 33 and it has me a little confused. Based on Epic's own description, r.UseLegacyMaintainYFOVViewMatrix is "Whether to use the old way to compute perspective view matrices when the aspect ratio constraint is vertical." It sounds like it means whether or not the game should use vertical instead of horizontal field-of-view, yet in my testing, the horizontal FOV doesn't always seem to match up to the corresponding vertical FOV.

    With the variable set to true, here's how the game looks like with an FOV of 85:

    [Blocked Image: https://i.imgur.com/z5jFwg0.jpeg]

    At a 16:9 aspect ratio, the corresponding horizontal FOV is 116.91. Yet, when I set the variable to false and set the FOV to 116.91, I get this view:

    [Blocked Image: https://i.imgur.com/blwcEgF.jpeg]

    I have to set the FOV to 112 to make it match the view of the first image:

    [Blocked Image: https://i.imgur.com/By9vd6l.jpeg]

    Even more confusingly, with r.UseLegacyMaintainYFOVViewMatrix = true, setting the FOV to 54.5 (top) matches the r.UseLegacyMaintainYFOVViewMatrix = false view at 85 degrees i.e. the corresponding horizontal FOV:

    [Blocked Image: https://i.imgur.com/igplMU0.jpeg]

    [Blocked Image: https://i.imgur.com/vMSRjCy.jpeg]

    So yeah, I have no idea what's going on.

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