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Posted

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

  • 3 weeks later...
  • 2 months later...
Posted (edited)

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:

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:

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:

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.

Edited by sn0wsh00
Wording
  • 3 years later...
Posted (edited)

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:

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:

blwcEgF.jpeg

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

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:

igplMU0.jpeg

vMSRjCy.jpeg

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

Edited by sn0wsh00
wording

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