Summary of Unreal Fest Day 2

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00:00:00 - 01:00:00

The video discusses the challenges faced by the development team at the Coalition, a video game company, during the pandemic. The team found that, due to the limited bandwidth and storage available, they were often forced to duplicate or shuttle information between different parts of the company. Additionally, due to the time zones and other geographical differences, it was difficult for team members to communicate with each other. The pandemic also caused a number of problems with code and content updates, and with supporting remote workers. The video discusses the results of a study conducted in which the Coalition reduced the size of virtualized assets by 38 gigabytes, reduced the need for a VPN, and deprecated old tooling. In the next phase, the Coalition will roll out the technology to all employees.

  • 00:00:00 The second day of the Unreal Fest featured music from a variety of countries. The music was enjoyed by all in attendance.
  • 00:05:00 The video showcases various Unreal games played at the Unreal Fest 2017.
  • 00:10:00 The second day of the Unreal Fest featured a variety of foreign performers.
  • 00:15:00 The YouTube video "Unreal Fest Day 2" features a talk by a group of students about counting to 10. At the end of the talk, the students say goodbye and count to 10 one more time.
  • 00:20:00 This video features the performers at Unreal Fest, a music festival in the United States. The performers discuss their music and their experiences at the festival.
  • 00:25:00 The talk is about how Unreal Engine is addressing the challenges of bigger projects, virtual assets, and distributed work. Virtual assets will let you split up your assets into small, structured data and bulk, unstructured data, which will reduce the amount of data that needs to be synced.
  • 00:30:00 The Unreal Cloud DDC allows remote team members to have a quick connection to the project's assets and content.
  • 00:35:00 The Coalition is a Microsoft first-party development studio located in Vancouver, Canada and specializes in developing Gears of War titles. In Gears of War 5, the Coalition developed the Cloud DDC technology, which allows multiple studios to work from home.
  • 00:40:00 The video discusses the challenges faced by the development team at the Coalition, a video game company, during the pandemic. The team found that, due to the limited bandwidth and storage available, they were often forced to duplicate or shuttle information between different parts of the company. Additionally, due to the time zones and other geographical differences, it was difficult for team members to communicate with each other. The pandemic also caused a number of problems withcode and content updates, and with supporting remote workers.
  • 00:45:00 The video discusses the challenges remote workers face when trying to use existing tools, and how virtual assets can help solve these problems. Fidelity's adoption of virtual assets has helped reduce the amount of time the team spends sinking every day, scaled over multiple branches, and made it easier for users to access the bulk data they need.
  • 00:50:00 The video discusses the results of a study conducted in which the Coalition reduced the size of virtualized assets by 38 gigabytes, reduced the need for a VPN, and deprecated old tooling. In the next phase, the Coalition will roll out the technology to all employees.
  • 00:55:00 The video explains how Unreal Cloud EDC works and how it is useful for reducing replication needs and improving remote working experiences.

01:00:00 - 02:00:00

The video discusses the second day of the Unreal Fest, including how the editor supports interactive login with auth code with Pixi, and how the deployment is set up with five regions serving 40 million cash key lookups per day. The total cost for the service is around 35 dollars per user per month.

  • 01:00:00 DDC provides a general mapping from key to value, as well as a namespace feature which allows for different users to have different access to different objects. The system also includes a garbage collection feature and a foreign storage feature which allows for large amounts of data to be stored without having to write it to a file system.
  • 01:05:00 The video discusses how Unreal Fest Day 2 works, including how the editor supports interactive login with auth code with Pixi, and how the deployment is set up with five regions serving 40 million cash key lookups per day. The total cost for the service is around 35 dollars per user per month.
  • 01:10:00 This presenter talks about the Unreal Cloud DDC, which is an experimental status that means that some features are not yet ready for use. They talk about Virtual Assets and how you can turn them on in your projects. They also talk about work offline mode and how it would enable you to work even if there is a bad network connection. They mention other things that are under consideration, like textures being stored on the system.
  • 01:15:00 The speaker discusses the day's events and Paul Chip Chase, one of the lead programmers on Virtual Assets. They mention that Chase couldn't make it to the conference but he is probably watching from live stream. They also mention that there are not many questions left, but people are free to reach out to them later.
  • 01:20:00 In the second day of the Unreal Fest, attendees can enjoy more music and games.
  • 01:25:00 The second day of the Unreal Fest featured international music acts. Highlights included performances by Grammy-nominated rapper, Kanye West, and Dutch DJ, Tiësto.
  • 01:30:00 The second day of the Unreal Fest featured more foreign games, including a demonstration of the game "Nioh."
  • 01:35:00 The second day of the Unreal Fest featured more international performances, including performances from foreign artists.
  • 01:40:00 The second day of the Unreal Fest featured a variety of foreign and indie games.
  • 01:45:00 The second day of the Unreal Fest featured more foreign games and videos.
  • 01:50:00 The video is of the second day of the Unreal Fest, and Jack Condon, an evangelist working for Epic Games, talks about the event.
  • 01:55:00 The presenter is talking about how to work with data in Unreal Engine, focusing on the data table. They discuss some of the considerations for a data-driven design, including system transparency, user-generated content, and scaling. Finally, they talk about cooking time, and how to deal with lots of assets.

02:00:00 - 03:00:00

On the second day of the Unreal Fest, attendees were able to see a variety of foreign games and videos. There was also a competition in which teams of three could compete to see who could complete the most challenging tasks.

  • 02:00:00 The video discusses the advantages of using a data table in a project, as well as Blueprint's ability to create pipelines between different tools. It also touches on the potential implications of importing and editing data from a different source.
  • 02:05:00 The video discusses the use of data tables in Unreal Engine 4, and shows how to create composite data tables that allow multiple people to work on the same data at once.
  • 02:10:00 In this video, the author shows how to create a blueprint async action base, a blueprint HTTP request, and a blueprint web API asset using only 5.1 features. He also demonstrates how to use web API to access server information without writing code.
  • 02:15:00 The presenter demonstrates how to create a new blueprint class and inherit from an object, then shows how to reference individual assets within the class using a soft class pointer. The presenter also discusses how to use BP assets for holding static data.
  • 02:20:00 The video discusses the benefits and limitations of data assets, which are similar to BP assets but are specifically built for game design purposes. The author demonstrates how to create and use a data asset in C Plus.
  • 02:25:00 In this video, the author discusses the use of editor "blueprints" to change the experience of how players look and augment their data. They also discuss the use of instance properties, which allow for the attaching of a uobject to another object and editing its default exposed parameters inline in the details panel. This allows for the creation of custom design patterns and the easy communication of tool intent to designers.
  • 02:30:00 This video discusses various aspects of using Unreal Engine 5.1's editor, including how to create your own meta tags, editor widgets, and data validation plugin. It also discusses curve tables and how they can be used to store data, as well as how to use gameplay tags for hierarchical data management.
  • 02:35:00 The video covers how to use the asset registry to load data, and how to use the content browser and asset audit window to view data.
  • 02:40:00 The author discusses the various types of data and how they can be used in game development. He also provides tips on how to best use each type of data.
  • 02:45:00 On the second day of the Unreal Fest, attendees saw a variety of foreign games and videos. There was also a competition in which teams of three competed to see who could complete the most challenging tasks.
  • 02:50:00 The second day of the Unreal Fest featured more foreign video game developers and games.
  • 02:55:00 The second day of the Unreal Fest featured more music and festivities.

03:00:00 - 04:00:00

The Unreal Fest music festival, which took place on June 15th in Los Angeles, showcased a variety of games, music, and art from different developers and artists. The event provided a look at the different activities and events that took place during the day, and offered advice on various aspects of game development.

  • 03:00:00 This video features footage from the Unreal Fest event, which took place on June 15th in Los Angeles. The video showcases games, music, and art from various developers and artists, and it provides a look at the variety of activities and events that took place during the day.
  • 03:05:00 This talk will discuss how to quickly build tools in Unreal using blueprints, menus, utilities, and widgets. Specific examples will be given of how this can be applied to solving production problems.
  • 03:10:00 The author discusses the importance of testing, modularity, and iteration in game development. He provides several examples of how these concepts can be applied in practice.
  • 03:15:00 This video covers various aspects of game development, from high-level concepts to the most detailed level. It offers advice on using a scripting language, Angelscript, to improve iteration times.
  • 03:20:00 The author of the video gives a brief overview of action utilities, highlighting the importance of context. He demonstrates the use of a simple blueprint function to remove material overrides from actors. He also provides a more complex example of an asset action utility which loops through all the level actors and returns the class of the first actor that has a material override.
  • 03:25:00 The author of the video discusses how a static mesh component can be used to determine if a mesh component has material overrides. The function is found in the blueprint function library, and can be used anywhere in the Unreal Engine.
  • 03:30:00 The video discusses how an asset validator, or tool, can be easily created using functions from a blueprint library and a class called "you developer settings." This makes project-agnostic tools, which are useful for developers, easy to create.
  • 03:35:00 This YouTube video shows how to add tools to the character customization editor in Unreal Engine 4. The video includes a description of the API and examples of how to add new tools.
  • 03:40:00 The video discusses the importance of focusing on the functionality of tools, and how to make them more accessible and responsive. It also discusses the use of Skyhook, a tool developed by Niels Fest which allows communicating between apps.
  • 03:45:00 The video discusses how to rename a few blueprint nodes in order to make work easier, and how this can help improve one's game development skills.
  • 03:50:00 This video features highlights from the second day of the Unreal Fest, a video game festival in San Francisco. Highlights include performances by Japanese pop singer Ami Suzuki and American metal band Mastodon, as well as appearances by game developers from Epic Games, Blizzard Entertainment, and FromSoftware.
  • 03:55:00 The second day of the Unreal Fest music festival featured performances by foreign artists.

04:00:00 - 05:00:00

The second day of Unreal Fest featured more international game developers and artists than the first day. Highlights included a presentation by Valve Corporation's Gabe Newell and a showcase of upcoming Unreal Engine 4 games. Attendees could also try out new games and meet the developers behind them.

  • 04:00:00 The second day of the Unreal Fest featured more international games and developers.
  • 04:05:00 The second day of the Unreal Fest featured more foreign games and developers.
  • 04:10:00 The second day of the Unreal Fest featured more foreign games and music.
  • 04:15:00 The second day of the Unreal Fest featured more foreign games and developers.
  • 04:20:00 The second day of Unreal Fest featured more music from international artists.
  • 04:25:00 The second day of the Unreal Fest featured more foreign artists, including some who performed their latest songs in their native languages.
  • 04:30:00 The second day of the Unreal Fest featured more international games and attractions. Highlights included a ride on a roller coaster inspired by Unreal's games, and a performance by a group of dancers dressed as robots from the game Unreal Tournament.
  • 04:35:00 The second day of the Unreal Fest featured a range of international game developers and guests. Highlights included a presentation by Valve Corporation's Gabe Newell and a showcase of upcoming Unreal Engine 4 games.
  • 04:40:00 The second day of the Unreal Fest featured more than a dozen international game developers and artists discussing their work and experiences in the industry.
  • 04:45:00 The second day of the Unreal Fest featured more than a dozen international games developers and exhibitors. Attendees could try out new games and meet the developers behind them.
  • 04:50:00 The second day of the Unreal Fest featured music from various foreign countries.
  • 04:55:00 The second day of Unreal Fest featured performances by international artists.

05:00:00 - 06:00:00

The video discusses the challenges and benefits of transitioning from Unreal Engine 4 to Unreal Engine 5. The video highlights the improvements in usability and workflow, and discusses how the team overcame the challenges by creating a playable experience as their main goal.

  • 05:00:00 The second day of the Unreal Fest featured more music from various artists.
  • 05:05:00 The second day of the Unreal Fest featured a variety of foreign artists performing music.
  • 05:10:00 The second day of the Unreal Fest featured a variety of games, including foreign titles.
  • 05:15:00 The second day of the Unreal Fest featured music from around the world.
  • 05:20:00 The second day of the Unreal Fest featured more foreign games and videos. There was also a thank you from the organizer.
  • 05:25:00 Crystal Dynamics shares its experience transitioning from a proprietary engine to Unreal Engine. The team discusses the challenges and advantages of making the switch.
  • 05:30:00 The video discusses the challenges of transitioning from creating engines to creating games with Unreal Engine 4. One of the main problems is the history of Crystal's proprietary engine, Foundation. The evaluation showed that Unreal was a good fit for the team, but it was not easy to make the switch. The video also discusses the benefits of using Unreal Engine 4, including the ability to create tools and pipelines without needing to interface with code.
  • 05:35:00 The video discusses the transition from Unreal Engine 4 to Unreal Engine 5, highlighting the improvements in usability and workflow. The video then discusses the challenges faced in transitioning to a new engine, and how the team overcame them by creating a playable experience as their main goal.
  • 05:40:00 Unreal Fest Day 2 covered the differences between Blueprint and Code, how close Blueprint is to code, and how easy it is to move Blueprint code over to Code. One of the benefits of this proximity is that developers are able to work more closely with each other. One early challenge Unreal Fest Day 2 addressed was the transition to a multi-user workflow.
  • 05:45:00 Unreal Fest Day 2 covered a variety of topics, including the pros and cons of having experts in-house, transitioning to Unreal Engine 4, and the advantages of using Unreal Engine 4's validation and automation features. Scott mentioned that he misses the material system in Foundation, and the lack of modifications that he can make without making source code edits.
  • 05:50:00 The video discusses how Unreal Engine 5 was changed from a proprietary engine to a free and open source engine. The video also discusses how the team trained new hires on the new engine.
  • 05:55:00 The video discusses the challenges faced by artists transitioning to Unreal Engine 4, and how careful management of high-risk projects helped to keep the team intact.

06:00:00 - 07:00:00

The video discusses Unreal Fest Day 2, which included a focus on how the game will be different from other titles and how that will set it apart. The video also discusses the Unreal Engine 4's "ugs" tool, which is provided by Epic but is not part of the normal engine build and is outside of the game.

  • 06:00:00 The video talks about some of the reasons for the recent "unreal" game engine overhaul, which was undertaken in order to make the game more enjoyable and efficient to work with. One of the major changes was the transition to a Jenkins-based build system, which allows for more data-driven custom moves. Another investment is the redesign of the character movement system, which is intended to make games with advanced movement more possible.
  • 06:05:00 The video discusses the differences between the Unreal Engine and the Foundation Engine, and how the former was rewritten in order to more closely resemble the latter. It also mentions that there is a certain risk when switching to Unreal that the developer might lose ownership of the technology they've developed.
  • 06:10:00 The video discusses Unreal Fest Day 2, which includes a focus on how the game will be different from other titles and how that will set it apart. The video also discusses the Unreal Engine 4's "ugs" tool, which is provided by Epic but is not part of the normal engine build and is outside of the game. The video also discusses how often to sync the game and warns of potential performance and optimization issues.
  • 06:15:00 On the second day of the Unreal Fest, the speaker discussed the pros and cons of moving from a proprietary engine to Unreal Engine 5. If you are interested in learning more, they are hiring.
  • 06:20:00 This YouTube video documents the second day of the Unreal Fest, an annual festival in which game developers from around the world come together to share their work and discuss gaming culture.
  • 06:25:00 The second day of the Unreal Fest featured a variety of music from various countries. Highlights included music from China, Japan, and South Korea.
  • 06:30:00 The second day of the Unreal Fest featured a variety of foreign music. Highlights included Japanese rock band, The Gazette, and Belgian electronic duo, Yelle.
  • 06:35:00 The second day of the Unreal Fest featured a variety of foreign games.
  • 06:40:00 The second day of the Unreal Fest featured more international games and developers.
  • 06:45:00 The second day of the Unreal Fest featured more music from international artists.
  • 06:50:00 The second day of the Unreal Fest featured a variety of foreign games.
  • 06:55:00 The video discusses the Niagara debugger, custom decal response, and receives decals setting in Unreal Engine 5.

07:00:00 - 08:00:00

The "Unreal Fest Day 2" video discusses some of the features of Unreal Engine 5, including the ability to save variables as presets, the implementation of a "B test" console command, and the ability to generate runtime virtual textures. The video also demonstrates how to use the Niagara 3D game engine to create effects such as volumetric fog, explosions, and footsteps.

  • 07:00:00 The "Unreal Fest Day 2" video discusses the placementable clouds system and how it can be used to customize a scene. The Volumetrics plugin is mentioned as being a useful tool for accessing the system, and the custom Prim data feature is also highlighted.
  • 07:05:00 The video describes some of the features of Unreal Engine 5, including the ability to save variables as presets, the implementation of a "B test" console command, and the ability to generate runtime virtual textures.
  • 07:10:00 In this video, the presenter demonstrates how to control various effects in Unreal Engine 4 using emitters. He shows how to create a Ring of Fire using a standard emitter and how to control visuals with an actor tag collider. He also discusses how to use the advanced search syntax to find assets with specific metadata. Finally, he demonstrates how to use the columns view to simplify keyframe management.
  • 07:15:00 The video covers the various features of Unreal Engine 5, including animation mirroring, texture baking, and geometry scripting. It also mentions the possibility of baking textures to vertex data, which can be useful for reducing the size of textures used in a game.
  • 07:20:00 In this video, the creator shows how to use the Niagara 3D game engine to create effects such as volumetric fog, explosions, and footsteps. He also explains some caveats to using the effects.
  • 07:25:00 In this video, the presenter discusses some common Unreal Engine 5 topics, including material design, named reroutes, and Niagara G buffer access. He also demonstrates how to create a sequence of player camera Blends.
  • 07:30:00 The video discusses how the "Unreal Fest Day 2" video created a blend track that can be used to create effects such as people being dissolved or arms collapsing when a person is moving.
  • 07:35:00 The video discusses various Unreal Engine 4 commands used to disable the rhi thread and improve performance. It also discusses procedural foliage and camera locked movement.
  • 07:40:00 This YouTube video explains the features of the Unreal Engine 4 simulation stages tool. These features are useful for iterating over different data in a scene, keeping objects in one place after physics simulation is finished, and making an organic-looking mess.
  • 07:45:00 This video features footage of the Unreal Fest, a gaming festival in San Francisco. The video focuses on the various games that were being played, as well as the atmosphere and crowd.
  • 07:50:00 The second day of the Unreal Fest featured a range of international artists performing in a variety of genres. Highlights included a performance by Grammy-nominated Latin Grammy-winning band, Maluma, and a DJ set by international superstar David Guetta.
  • 07:55:00 The second day of the Unreal Fest featured a variety of foreign games and presentations.

08:00:00 - 08:40:00

The video discusses the various challenges that developers face when trying to break their games. The presenter recommends early planning and working with the design and platform teams to get a good design.

  • 08:00:00 The second day of the Unreal Fest featured a variety of foreign-made games.
  • 08:05:00 This video is a compilation of footage from the Unreal Fest Day 2 event. The video features various video game developers and artists discussing their work and the gaming industry in general.
  • 08:10:00 The presenter talks about the difficulties of implementing crossplay in games, and how to approach the problem. They mention that it's more complicated than it sounds, and that player experience is also important. They finish by mentioning that it should be a standard.
  • 08:15:00 The video discusses the need to get platform owners' approvals before implementing cross-platform features, the pressure versus monetization problem, and the need to implement low-latency connections and backend structures to support cross-platform play.
  • 08:20:00 The video discusses ways to establish a low latency connection between platforms, and the solution is to use relay servers. It is noted that this is not a new problem, and that it has been solved in different ways for different applications.
  • 08:25:00 The video discusses ways to implement cross-platform multiplayer using signaling between servers. Server-side events or websockets are two possible solutions.
  • 08:30:00 In this video, the presenter describes the various technologies that developers need to consider when creating a multi-platform game. Most notably, they discuss cross-platform certification, which can involve sending game versions to both platforms for testing. The presenter also discusses the various challenges that developers face when trying to break their games.
  • 08:35:00 The speaker discusses the challenges of implementing cross-platform features, and recommends early planning and working with the design and platform teams to get a good design.
  • 08:40:00 The video discusses how cross-platform development does not mean the product is automatically compliant with all the laws and policies that a company may have in place. The speaker then goes on to say that the company is always responsible for the product and invites interested individuals to apply.

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