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Study mode:
on
1
Intro
2
Tools goals
3
Fortnite - challenges
4
Disclaimer
5
Topic breakdown
6
Water: UE 4.26
7
Sky & Atmosphere
8
General Editing
9
Runtime Virtual Texturing
10
Streaming VT
11
Lobby Volume 1
12
Lobby Volume 2: Height
13
Main Island Volume 1
14
Main Island Volume 2: Height
15
RVT Texture Settings
16
RVT includes roads - Terrain only
17
RVT - Terrain + Static Meshes
18
Road Spline Geometry
19
RVT Split Screen Comparison
20
Runtime VT - Fortnite setup
21
Shader complexity
22
Performance
23
Useful debug - RVT mips
24
Landscape Edit Layer System
25
Landscape Splines
26
Where to start
27
Custom BP Brushes
28
Blueprint setup
29
Shape generation
30
Custom Brush example
31
Reorder Layer stack
32
Custom Brush Caveat
33
Water System
34
New Water Spline
35
Water Mesh Actor
36
Material Setup
37
Gerstner Waves
38
Per Water Body Waves
39
SingleLayerWater
40
Fluid Simulation
41
Fortnite uses new Sky Atmosphere
42
Volumetric Clouds: 4.26
43
Cloud Material
44
Stylized test
45
Grid-based editing
46
One file per Actor: 4.26
47
File contention
48
Actor Foliage - paint Blueprints!
49
Foliage Paint Actors
50
Hierarchical Scattering
Description:
Explore the worldbuilding techniques used to create Fortnite Chapter 2 in this conference talk from Unreal Fest Online 2020. Dive into advanced Unreal Engine tools like the layered landscape system, custom procedural height field brushes, and scattering tools. Gain insights on grid-based streaming levels and get an early look at the water bodies system. Learn how Epic Games leveraged these features to craft the expansive and dynamic world of Fortnite. Discover practical tips for artists and designers on efficiently building large-scale environments in Unreal Engine, covering topics such as Runtime Virtual Texturing, landscape editing, custom Blueprint brushes, and stylized atmospheric effects.

Building Worlds in Fortnite With Unreal Engine - Unreal Fest Online 2020

Unreal Engine
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