Unreal Fest Online 2020
2020-07-14
-- online --
who it's for
Unreal Engine developers, technical artists, tools and build engineers, rendering engineers, gameplay programmers, audio engineers, architectural visualization specialists
topics
Nanite mesh streaming; Lumen dynamic global illumination; Niagara GPU VFX workflows; real-time ray tracing optimizations; Gameplay Ability System usage; cross-platform build farm design; CI/CD for mobile games; Unreal Insights performance profiling; editor automation and testing; mobile animation and bone limits; dataprep and ArchViz workflows
| title | author | length |
|---|---|---|
| Unreal Engine for Next-Gen Games | Nick Penwarden, Marcus Wassmer, Jerome Platteaux | 47m |
Engine demonstrates concrete next-gen gains: Nanite: 33M‑triangle statue, 500 instances = ~16 billion source triangles streamed and rendered at frame rate with… | ||
| The Evolution of Real-Time VFX with Unreal Engine's Niagara | Wyeth Johnson | 28m |
Niagara is a programmable, node-based VFX system proven in Fortnite and UE5 demos that pushes simulation onto CPU and GPU, adds a 30% instruction cost… | ||
| Building Worlds in ‘Fortnite’ With Unreal Engine | Ryan Brucks | 38m |
Epic describes how Chapter 2’s island is built using concrete UE features: runtime virtual texturing combines terrain and props to cut shader cost (≈1 ms to… | ||
| Crash Course in Digital Audio | Aaron McLeran | 35m |
Overview of concrete takeaways: Unreal Engine uses real-time decoding to 16-bit assets and renders in 32-bit float, yielding 16-bit -> ~96 dB SQNR and 32-bit… | ||
| A Deep Dive into a Cross-Platform Build Farm | Ardrian Hardjono, Chris Carr | 30m |
BossAlien builds a hybrid build farm combining on‑prem Windows and macOS machines with AWS Linux and Windows EC2 agents, Jenkins + Perforce + EC2 Fleet, and… | ||
| Optimizing and Building UI for AAA Games | Carey Hickling | 24m |
UI costs 8 ms per frame in real profiling and the costly hotspots are AHUD Tick, SlatePrepass and DrawWindow; avoid runtime widget creation with pooling… | ||
| Make It Fast: Simultaneous AI Actions in Gears Tactics | Matthias Siemonsmeier | 28m |
System pre-plans turns into a linear plan of AbilityElement and SyncElement nodes, uses a simulated WorldState with pre-rolled outcomes, then reorders nodes in… | ||
| CI/CD Infrastructure for Efficient Mobile Game Development | Vladimir Alyamkin | 20m |
CI/CD automates asset validation, AI level tests, nightly non-Unity full rebuilds and patch builds for mobile Unreal projects using Bamboo/TeamCity/Jenkins… | ||
| Capturing the Reality of Space with Ray Tracing in Deliver Us The Moon | Koen Deetman, Daniel Torkar | 37m |
KeokeN retrofits Deliver Us The Moon to real-time RTX in Unreal Engine, trading full-ray options for targeted effects to hit performance goals: average… | ||
| Technical Animation Challenges on Mobile Titles | Bogdan Diaconu | 23m |
Mobile skeletal meshes hit a hard 75 bone limit, so the solution separates characters into modular meshes with an identical shared bone hierarchy and uses… | ||
| Benefits and Pitfalls of Using Gameplay Abilities Framework | Mateusz Buda | 31m |
Flying Wild Hog uses almost every part of Unreal’s Gameplay Ability System and reports faster iteration: core gameplay mechanics ship in less than three months… | ||
| Speeding up Game Logic in Unreal Engine | Daniel Rätzer | 37m |
Claims an ECS-style framework called FGL that stores small USTRUCT POD components in contiguous pools, schedules processors via an extended taskgraph with… | ||
| Developing AI in Racing Games Using Reinforcement Learning | Giuseppe Campana | 22m |
Milestone builds racing AI using actor-critic neural nets trained for thousands of episodes with a catch-up reward (time gap to others) and quantized action… | ||
| Porting The Sinking City to Nintendo Switch | Konstantin Yakushenko | 28m |
Port moves a 2 km^2 open-world Unreal 4.20 game with 33 km of streets from PS4/Xbox/PC to Switch in four months by profiling memory, render and game threads… | ||
| Harnessing the Unreal Engine Automation Framework for Performance Measurement | Jonathan Quinn, Jonas Nelson | 30m |
Dovetail Games uses the Unreal Engine Automation Testing Framework plus a C# in‑house automation tool to run nightly FPS, frame‑time, memory and load‑time… | ||
| Gamification of Transport and Infrastructure Engineering | James Jackson | 32m |
Arup proves Unreal Engine plus Datasmith can replace a week of V-Ray renders by exporting an entire highway model and outputting 8,500 frames of 4K animation… | ||
| Using the Dataprep System to Automate AEC Visualizations | Tom Shannon | 25m |
Dataprep automates converting BIM into interactive Unreal models by running pre-import preview recipes that preview meshes, materials, and actor hierarchy… | ||
| Creating Interactive Archviz Walkthroughs in Less Than an Hour | Fabrice Bourrelly | 35m |
Builds a working archviz walkthrough in Unreal Engine in under an hour and renders the short animation in minutes, using Datasmith import or direct modular… | ||
| Real-time Ray Tracing for Architectural Visualization | Matt Doyle | 37m |
Shows how Unreal Engine 4.25 runs the freely available ArchViz Interior sample on an RTX 2080 Ti, how to enable DX12/movable lights and ray tracing, and where… | ||
| How Twinmotion is Democratizing Visualization at CannonDesign | Ernesto Pacheco, Ryan Pietrowski | 26m |
CannonDesign reports that Twinmotion (since 2019) lets many studios produce production imagery without render farms, linking SketchUp/Rhino/Revit/3ds Max… | ||
| How Unreal was Used in the Design of the World's Most Advanced Research Facility for Neutron Science | Marcus Helmback | 26m |
Unreal Engine is used to turn Revit, STEP and IFC models into interactive VR and real‑time coordination tools for the European Spallation Source, cutting a… | ||
| BIM-Integrated VR with Unreal Engine | Gerrit Hoppe | 28m |
Unreal Engine connects real-time VR walkthroughs to the BIM iteration loop by exporting issues directly as BCF JSON struct (camera vector, snapshot, selected… | ||
| Achieving Higher Visual Fidelity with Ray Tracing | Daryl Obert | 34m |
Step-by-step setup for Unreal Engine 4.25 ray tracing: enable DX12 and ray tracing, turn off the reflection denoiser via console to get crisp rays, set… | ||
| Using Unreal Engine for Design Reviews Part 1: Variant Manager | Pablo Selener | 28m |
Shows how Unreal Engine uses the Variant Manager to assemble a 150% vehicle model so every option can be toggled, not just described. Walks through importing… | ||
| Using Unreal Engine for Design Reviews Part 2: The Product Configurator Template | Pablo Selener | 35m |
Shows how to use the Variant Manager plus Blueprint function caller to make package presets that flip multiple variants (rims and paint) by reading string… | ||
| Automotive Marketing: Edit Your 3D Scene and Generate High-Res Renders | Flavien Picon, Florian Dirmhirn | 31m |
Shows how to edit CAD-imported assets inside Unreal using Datasmith and the new Modeling Tools plugin (enable Modeling Tools Editor), letting users cut… | ||
| Using Unreal Engine for Linear Animation | Tony Bowren | 26m |
Unreal Engine is presented as a production-ready linear animation pipeline that records real-time performance into Sequencer using Take Recorder, Live Link… | ||
| Using Unreal Engine for Television Production | Patrick Wambold | 29m |
Walks through a concrete motion-graphics build: media playback uses Media Source → Media Player → Media Texture → Material; image sequences (EXR recommended)… | ||
| External Control of Unreal Engine for Live Events | Patrick Wambold | 27m |
Shows how Unreal accepts real live-event inputs and actually uses them: MIDI input is discovered and prints note numbers, then binds notes to move tagged… | ||
| iPhone Facial Capture with Unreal Engine | Ryan Mayeda | 29m |
Live Link Face on iPhone uses the TrueDepth front camera and ARKit to stream frame-accurate blendshape and head data into Unreal Engine over Live Link… | ||
| Crash Course: An Introduction to Unreal Engine | Luis Cataldi | 36m |
Crash course that runs a practical tour of the Editor showing project structure, Unreal unit = 1 cm, content import via Quixel Bridge and Datasmith, and mesh… | ||
| Diving Into Niagara: Intelligent Particle Effects | Arran Langmead | 30m |
Niagara 4.25 walkthrough shows six concrete VFX builds: a burst-spawned deck of cards that uses skeletal mesh bone positions (execution index equals bone) to… | ||
| How to Use Blender with Unreal Engine | Kaye Vassey | 20m |
Two Blender add‑ons bridge Blender and Unreal: Send to Unreal pipes FBX straight into a running Unreal Engine via Python hooks so edits (mesh bevels, LODs… | ||
| Quixel Mixer Workflow and Applying Megascans in a Virtual World | Galen Davis | 27m |
Step‑by‑step demo of Quixel Mixer 2020 showing how Mixer and Megascans create a finished Unreal scene: tileable Thai beach base is mixed with snow scans for… | ||
| Collect, Analyze, and Visualize Your Data with Unreal Insights | Ionut Matasaru | 34m |
Unreal Insights is a standalone profiler that actually records high‑frequency structured events and streams them live tracing over TCP port 9080 or writes… | ||
| Applying for an Epic MegaGrant: Make Your Submission Stand Out | Jeff Peres | 19m |
Epic MegaGrants is a $100 million no-strings-attached fund for projects built with or enhancing Unreal Engine and open 3D tools, already awarding over 600… | ||
| Using Unreal Engine in Simulation Applications | Sébastien Lozé | 25m |
Unreal Engine is being pushed into simulation with concrete tooling and integrations: Datasmith API for CAD and large-file optimization, Marketplace content… | ||
| A Fully Immersive Driving Simulator for Autonomous Vehicles | Juan Espineira | 22m |
A 3xD 360 drive-in simulator uses eight projectors and an nDisplay cluster with a single master node running vehicle dynamics and an Echo TCP server to sync… | ||
| Exploring the Ford Mustang Mach-E: the Real-Time Future of Automotive Visualization | Ben Walker, Robin Lowry, Torenne Chin, Julian Fraser | 25m |
Built a full real-time product visualizer for the Ford Mustang Mach-E using Unreal Engine 4 with Substance materials, Perforce pipelines, CAD data prep and… | ||
| Automotive and Healthcare: Communicating Complex Ideas Through Immersive Technology | Dan Chapman | 25m |
Cassette shows concrete deployments using Unreal Engine and VR where measurable results back the claims: a multiplayer racing game at Formula E teaches… | ||
| Immersive Cinema Experiences with Unreal Engine | Alexandre Piedade | 21m |
Describes a pipeline that powers a 360° theatrical piece using three 4K HDR projectors and aligned left/front/right cameras with calibrated FOV, lens and clip… | ||
| Work-From-Home Virtual Production | Matt Workman | 29m |
Builds an indie virtual production studio in a basement using HTC Vive Pro tracking with four base stations and Vive Trackers, a Blackmagic Design DeckLink 8K… | ||
| Real-Time Control of Special Effects Hardware Through Unreal Engine | Kristof Klipfel, Dennis Dubinin | 36m |
Plugin ships with Unreal Engine 4.25 and exposes DMX Engine, Protocols and Fixtures assets for sending and receiving lighting data; supports Art-Net and sACN… | ||
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