I was able to load a 10 million polygon photoscan of Ziggy in the @UnrealEngine. Using #UE5's Nanite meshes I was able to load 1000 instances of it at 60fps before I got bored. That's 10 billion polygons and it didn't even blink. It could have handled a lot more than this.
It's honestly weird. They announce the eventual deprecation of a beloved, flagship feature, 5 years before it's going to happen, with no information on the way forward. We can't even begin working with Verse in UE5 yet (only UEFN) to prepare. Not to mention we won't be seeing any new version updates in Unreal for yet another 2.5-3 years, when we have been getting updates every 6 months for the last half decade.
A thing to keep in mind is that BP will be deprecated no sooner than 4-5 years from now, and then will still work in UE6 for a while after that until there is a suitable way to migrate (so likely we still have BP for many more years after that). Cascade, for example, was deprecated 4 years ago and is still being used to this day by many, myself included, and won't be removed until UE6 comes out.
So it's not happening anytime soon, but it's also a bit of a slap in the face to the last 10 years of people using BP for development, a massive chunk of the FAB marketplace, countless indie developers, and newcomers to the platform.
On one hand, I understand sometimes you need to get rid of the old to make way for newer, better workflows. here are lots of people who are happy about this, but it's the way this has been communicated that is just so...bewildering.
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
Drive characters’ bodies, faces, and more from regular video with the MetaHuman Animator Markerless Motion Capture plugin on @Fab. No suits or markers needed!: https://t.co/ORDT5F6uzn
More than mesh! Mesh Terrain is a new experimental feature in Unreal Engine 5.8.
Author complex terrain without being locked to a heightfield. It’s more than just mesh—it’s partitioned for collaborative workflows, supports world partition streaming and scales across platforms. Full 3D manipulation.
With Guillermo del Toro’s recommendation, I started watching Apple TV+‘s “Widow’s Bay.” It’s so incredibly good that I couldn’t stop, so I binged through Episode 9 in one go. This horror-comedy, executive produced by Hiro Murai, is set in a cursed island town 40 miles off the coast of New England. Dense fog, violent storms, and all kinds of supernatural phenomena descend upon the town. It’s packed with horror elements, one after another. Fans of Stephen King and horror in general will love it. The pacing is excellent, and the balance between horror and humor is just right. Ironically, the mayor’s tireless efforts to attract tourists reminded me of Mayor Vaughn from “Jaws.” The townspeople are wonderfully eccentric as well, with personalities straight out of “Twin Peaks.” It’s been a long time since a series pulled me in this completely. I can’t wait for next Wednesday’s final episode.
Timelapse of all the geological sim features working together on bare bedrock - avalanches, rock crumbling, sand and soil creation and so on.
Seems okay - I can let players start out with all sorts of weird terrains and trust that it'll become something plausible over time.
Ever noticed how Subnautica 2 has almost no seams? In the sand, on the rocks, in the cave walls. None!
Check it out next time you are swimming around! 👀
Being able to say I had something to do with this game has been such an honor!
#gamedev@UnrealEngine