I'm a fan of the series Halt and Catch Fire and I really like the effects with the credits at the beginning of each episode. So I decided to recreate this effect in Unreal Engine, but I'll only show you a simple version #gamedev#UnrealEngine#UE5
https://t.co/dfn9PQX9OK
Saturday, coffee, game dev, a minute of training for your brain with Unreal Engine exercises: Vector Length, Power, Step, 1-x and this is my rap #gamedev#UnrealEngine#UE5
Got some cool environments you're working on? How about the characters, props, textures and more that inhabit them?
Give us a look! #ScreenshotSaturday
📷: Saara Vakiparta
Real-time water force field simulation in Unreal 5.8, now updated with an actual force that repels the water with varying strength, instead of just a collider sphere.
My Source 2-like probe system + light baking for UE5 is pretty much done now fully.
As seen in the video, with the right volume setup you can have super thin walls without light leaking. Plugin releasing in like a week, after my vacation.
#UnrealEngine5#UE5#GameDev
been toying around unreal 6.0 for a while now, verse thing is annoying, useless, but i understand the reasonings they put in public. rip unreal in advance!
Almost done with my personal environment project in UE5! Tossed in the Epic Games test character to run around and preview the space. #EnvironmentArt#UE5#Gamedev
Here is a full showcase of my custom Source 2-like light baking and probe implementation for Unreal Engine 5.
Features showcased:
- Volume based probe system (full density control, fade between volumes with a volume fade slider, automatic volume priority and custom priority overrides)
- GPU Lightmass with expanded features like a custom denoiser and overall QOL (like a bake volume which only bakes objects inside the volume for fast prototyping)
- Custom Box Capture implementation to make it easier to use (basically just a custom way of scaling the box capture component since its so annoying)
- A custom fullbright viewport option for easier map editing (without having to get visual clutter in the way)
Will eventually release on FAB as a plugin for UE 5.7. Everything is running inside an Epic Launcher Downloaded version of UE5 in this showcase.
#UnrealEngine5 #UE5 #GameDev
Monday, the start of a new week, but when you're an indie dev, this week never ends... Coffee, Unreal Engine, an intellectual brain exercise for a minute with UE5 material. Space, spiral, movement, cosmic energy, I don't know #gamedev#UnrealEngine#UE5
Rain Effects test from Sky Creator 2.0 (heavy in development) - all dynamic objects can interact with puddles with zero setup.
#UE5#vfx#techart#shaders
This system now fully works as a plugin, so i will be able to distribute it as a FAB plugin! 🥳
Still adding some more QOL features, then i will be able to release it :)
#UnrealEngine5#GameDev#UE#UE5
I used math to create a panner material that stops in intervals in Unreal Engine 5
It was sth I thought was easy to implement but struggled with for a couple of days.
After figuring it out, I thought I'd make it into a tutorial
https://t.co/0DraQcEDnL
#ue5#gamedev#unrealengine