ivedone a project or two in unreal 4 a while back, but when importing it into the engine (via Datasmith) it broke my scene into meshes with the pivots all in the wrong spot so my modular work couldnt be snapped together ( i ended up eyeballing it). i have yet to try unreal 5, curious if they have improved this or if there is a workflow that works well?.
I tried importing my sketchup model in to unreal for the purposes of making it destructible. I wanted to be able to use gun in an FPS perspective and wreck the building.
Mainly because I read so frustrated making it I thought it would be a rock and roll way to move the project! (Kidding not kidding)
Although editing the UV for Shapr3D was challenging, we saw nothing but meshes that we put there by intention. Curved surfaces were nice and clean and edges were well defined (even if you had to zoom in quite a bit).
My simple tileset working fine in CesiumJS and Cesium for Unity flickers weirdly in Cesium for Unreal (UE 5.2.1 with Cesium for Unreal 5.2.0). The tiles are sometimes completely invisible and sometimes behaving like they are semi-transparent or something. The regular CesiumWorldTerrain works fine. See this video:
cesium_unreal.zip (1.8 MB)
Show Plugin Content is enabled in the screenshot above, should the plugin itself be present in the root of the hierarchy to the left then? Or is there another more general Content Browser somewhere? Sorry for being an UE noob, but sometimes things seem unnecessarily complicated. No fault of yours of course.
I just got this bug as well. I had been using Cesium for multiple projects prior without issue. The flickering also goes away when the Cesium Google Tileset is selected in the Outliner. Unselected, it flickers while navigating the scene.
We have been able to install the zoom SDK into unreal engine
however we are in a situation that we keep searching for Two days now the way to find out which REDIRECT URL we have to enter to be able to login from zoom to unreal and from unreal to zoom
A few months ago I asked myself "What if I could write a game in Rust, but use Unreal as a renderer?". After a bit of thinking I came to the conclusion that exposing the Unreal renderer to Rust via C ffi was way more work than I was willing to do. But what if I could just build on top of Unreal instead? I could just move actors (Unreal gameobjects) around with Rust. That seemed much more manageable, so I sat down and hacked something up.
I investigated how Unreal drives animations. And in this example the character here is already rigged and has animations. Those animations are driven by an AnimationBlueprint. All I had to do is pipe in the velocity that the character is running at, and the AnimationBlueprint would to the rest. I just exposed an ffi function GetRustVelocity and my character was running.
But I wanted to do more than just moving around. I wanted to play sounds, do physics, have 3d pathfinding, spawn particles, create prefabs, do networking. This made me realize that I actually did not want to use Unreal just as a renderer, I wanted to use the whole engine. Why implement it myself if I can just expose a few functions?
unreal-rust is an opinionated Rust integration for Unreal. Rust cares about ownership, mutability and lifetimes. Mapping Unreal concepts to Rust 1 to 1 would only cause a headache.Instead unreal-rust will be written on top of the Unreal AActor and expose its API in a Rust friendly way.
The first big change is that unreal-rust will use an Entity Component System (ECS). For unreal-rust I decided to use bevy instead of rolling my own. I am just a single developer and I have to pick my battles. Writing and maintaining an ECS would distract me from doing actual work. The folks at bevy have done a wonderful job of making the ECS user friendly ?.
I want to deeply integrate Rust into Unreal and everything should be accessible. You can add Rust Components to AActor in the editor. For example you can add a CharacterConfigComponent to the PlayerActor, which you can then access from within Rust. This allows to configure your character from Unreal without needing to touch any code.Additionally you can access Rust Components from within Blueprint. This allows you to drive Animation blueprints, or pass data into your UI.
To make your Components visible in the editor/blueprint all you have to do is to add the Component derive, give it a unique UUID/GUID (which your editor of choice can generate) and register it with register_components. And if you want it to show up in the editor, you can just mark it with #[reflect(editor)].
The component should be immediately visible in the editor and you can add it to any actor you want. Right now sadly it only supports a few primitive types like Vec3, Quat, f32, bool, and some assets like UClass and USound. I have plans to extend it to user defined structs, hashmaps, arrays etc and also add custom drawers like having a slider for an f32 instead of a input box.
Now you can add any Component to an actor in the editor. This essentially gives you a way to have prefabs. You can create a PlayerActor, give it the components you want, configure it and when you place it in a level unreal-rust will automatically register it and add the components to the actual Rust Entity.
Blueprint is Unreal's visual scripting system and it is heavily used in the engine. You can drive animations, materials, particles, sound, gameplay through it. It is important that unreal-rust can be used in Blueprint as well.
We can now access the MovementComponent inside the animation blueprint and drive all of the animations. This is everything that is required to make the player character run, jump, and glide. The rest is handled inside the animation blueprint itself.
C++ has one big flaw in Unreal. You can easily crash the editor, either by triggering an assert or accessing a nullptr. This makes it quite difficult to experiment with the engine, especially if you are new. In Rust however crashes or panic are well defined and can be caught. That means if you ever unwrap an Option::None or do out of bounds access, unreal-rust will simply catch the panic, exit play mode and log the error to the console. It will never crash the editor.
Now you add this component to an actor in the editor and save it. But a few months later you realize that a simple float for the gravity is not enough and you want a direction as well. So you change the type.
At which point do we automatically add the new gravity_strength field to all actors in the editor? We could do it during hot reload. You add the field, compile the code and then inside the editor we will update all of the MovementComponents.But after a few minutes you decided that was a bad idea and revert the code again, and remove the gravity_strength field. But all of the MovementComponents in the editor will still have the gravity_strength field in them. We need a way to remove them, or you might store too much unnecessary data in your editor components.
What if we were to remove the is_falling field here? Do we remove the connection from is_falling to is in air?? If we do this might break all of your bluprints, and you might have to recreate the connection in the future. If we keep the connection, the blueprint will fail to compile.
I could go on, but hopefully you get the gist. None of this is particularly difficult to solve, but it requires a bit of engineering. And before that is solved, I do not recommend to use unreal-rust in a real project.
I could simply use serde and call it a day. But serde does add quite a bit of compile time. I could use bevy_reflect and or mini_serde but I lose some of the niceties of serde like renaming fields and doing data upgrades.
While there are still a lot of problems, I do want to make unreal-rust into something real, it will just take a bit of time. There is an infinite todo list but the next big thing will be samples. I want to heavily drive this project through real world samples where I try to create some game mechanics like the Inscryption card game, God of War axe throwing etc.
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Version 2 includes new functionality like the ability to push your animation directly into Unreal Engine through Asset Linking. This means that you no longer have to export a file from Maya to get your data into Unreal.
For more details on how to connect Maya to Unreal, see Connecting Unreal Engine 4 to Maya with Live Link or How to use Unreal Live Link for Autodesk Maya plug-in. To learn more about the plug-in features, see the videos on the Maya Learning channel.
However, when the camera is linked to the level sequence in Maya Unrea Live Link, UE Live Link subject role is changed to the 'Level Sequence Role' and FoV is no longer supported. Because of this, the level sequence camera linked to Maya has the transform keyframe baked normally, but the Focal Length cannot read, so the keyframe is not taken at all.
I've installed V2 of the plugin (with maya and unreal fully closed, on windows 10 pro), then Maya 2022 still says "update available" on the plugin. It links again to download it. What is the solution? Do I have to change something inside Plug-in Manager?
I like the new update with maya livelink knowing if it's Zup or Yup but there's a bug I encountered that I see other people also seeing
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if I link a root bone, and direct control the rootbone, or attribute from maya, it transfers over the values live to unreal5. if I control the attribute or bone from another control. unreal5 only updates if i scrub the maya timeline. the same issue is visible in this youtube video i found for maya live link and unreal 5.
Ideally I'd like to see the skeleton update when i move a control
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