#unreal engine 5.4
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3dvirtualand · 1 year ago
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Biopunk Girls https://unrealengine.com/marketplace/en-US/product/biopunk-girls This product contains 100 4k realistic Biopunk Girls images for games, films and virtual productions.
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thon717-altcontrol · 4 months ago
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Decaying speed
To make the speed decay its super simple, all you need to do is make a delay based on how fast you want the speed to decay, set the speed variable and minus from the set, you can change the value of the set to be whatever you want, so you can make your plane slow down really fast or pretty slow, depending on the pace of your game
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thon717-y2rapidprototyping · 10 months ago
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Back to basics (unreal engine 5.4)
today i am prototyping an endless runner type game, similar to the view of subway surfers, starting with movement i removed the camera nodes and moved the forward and backward nodes and added an 'event tick' node. this node will activate every time the game ticks, so all the time
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this makes sure that the character is always moving forward, so you cannot stop unless you crash. The plus 1 node makes the speed slowly increase to make the game harder the longer you are alive
The final Part to step 1 of an endless runner is to change the camera, if you have it far back behind you it makes a great third person experience
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3dcinetv · 10 months ago
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Blender to Unreal Engine 5.4 - IK Rig (No errors! No plugins!)
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theunrealdesigner · 2 months ago
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Neon Genesis Evangelion concept using the power of Unreal Engine 5.4 ✨ Took me 8 complete hours. 🥲
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maximuswolf · 2 days ago
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Unreal Engine 5.6 vs Unreal Engine 5.4 Comparison - Significant Performance Improvement | RTX 5080
Unreal Engine 5.6 vs Unreal Engine 5.4 Comparison - Significant Performance Improvement | RTX 5080 https://youtu.be/EOb4b1Y-Mw8?feature=shared Submitted June 20, 2025 at 11:40AM by RayS0l0 https://ift.tt/fjniVks via /r/gaming
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brocoffeeengineer · 20 days ago
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Real-Time VFX Revolution: Transforming the Future of Games and Film
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From the pixelated worlds of early video games to today’s hyper-realistic cinematic universes, the evolution of visual effects (VFX) has reshaped both gaming and filmmaking. Among the most exciting shifts in this landscape is the surge in real-time VFX—a field that's not just transforming how media is made but is also placing new demands on animation professionals across the globe. As real-time engines like Unreal Engine and Unity blur the lines between post-production and live creativity, the race for talent skilled in real-time VFX is heating up.
What Is Real-Time VFX?
Real-time VFX refers to the creation and rendering of visual effects instantaneously, as the content plays or is interacted with. Traditionally, VFX was done in post-production, requiring long hours of rendering for even short clips. Real-time VFX, on the other hand, allows artists to create effects—like explosions, magic spells, environmental effects, or weather changes—that can be seen immediately in engines used for games and virtual productions.
This real-time rendering capability is crucial for immersive experiences, particularly in gaming, virtual production (as seen in The Mandalorian), and interactive media like AR/VR. Real-time VFX artists are now expected to blend both artistic creativity and technical fluency with game engines, scripting, shader development, and particle systems.
Why the Surge in Demand?
The real-time VFX industry is growing rapidly, and this isn’t just because of entertainment. Let’s explore why:
Gaming's Evolution: AAA studios and indie developers alike are pushing visual fidelity further than ever. With more players engaging with hyper-realistic games like Hogwarts Legacy or Call of Duty: Modern Warfare III, the demand for real-time effects is increasing exponentially.
Virtual Production: As seen in major Hollywood productions, virtual production techniques using LED walls and game engines are becoming the new norm. This shift requires real-time rendering for everything from environments to lighting.
Metaverse and XR: The metaverse, though evolving, still fuels interest in interactive and immersive environments. Real-time VFX is foundational for augmented and virtual reality experiences.
Streaming and Cloud Gaming: As streaming platforms adopt cloud gaming (e.g., Nvidia GeForce Now), instant loading and rendering capabilities demand real-time optimization.
AI Integration: Generative AI tools are accelerating asset creation, but still require human-guided real-time VFX to maintain quality and creative control.
Latest News: Unreal Engine 5.4 and Real-Time VFX
In May 2025, Epic Games released Unreal Engine 5.4, boasting enhanced Niagara VFX system capabilities. This version introduces real-time fluid dynamics and volumetric smoke simulations, empowering artists to push visual boundaries even further without expensive hardware. Developers can now simulate cinematic-quality fire and smoke in real-time, which traditionally required hours of offline rendering.
Moreover, Unity’s latest roadmap promises better real-time lighting and improved shader graph tools aimed at easing the workflow for artists entering the real-time VFX space. The shift is not just in capability but also in accessibility—these powerful tools are becoming more artist-friendly, lowering the barrier for newcomers.
Core Skills Required for Real-Time VFX Professionals
Given the technical depth and creative scope, here are key skills that are increasingly sought-after:
Game Engine Proficiency: Knowledge of Unreal Engine, Unity, or proprietary engines is non-negotiable.
Shader and Material Creation: Understanding HLSL or node-based shader creation is vital.
Particle Systems & Simulations: Fluency in Niagara (Unreal) or Visual Effects Graph (Unity) is in high demand.
Scripting Knowledge: Python, C#, and Blueprint scripting help automate and enhance workflows.
Lighting & Rendering: Real-time lighting, shadowing, and optimization are essential.
Understanding GPU Workflows: Efficient use of GPU for performance-focused rendering.
Studios aren’t just looking for animators anymore—they want tech-savvy artists who can bridge storytelling with engineering.
Real-Time VFX in Film: A Game-Changer
The influence of real-time VFX in film has shifted the traditional post-production timeline. Productions like The Lion King (2019) and Avatar: The Way of Water adopted real-time techniques to visualize scenes on set, saving both time and cost.
In recent months, major studios like Warner Bros. and Disney have increased investments in virtual production stages. These setups depend on real-time VFX pipelines that integrate directly with pre-visualization, offering directors live feedback and more efficient shooting schedules.
It’s no longer about what can be done in post—it’s about what can be done in the moment.
Global Demand, Local Impact
Cities around the world are rising to the challenge of supplying talent for this booming field. Studios in Canada, the U.S., the UK, and parts of Asia are expanding their teams, offering remote roles and hybrid opportunities. Interestingly, Bengaluru has become a vibrant hub for creative technologies, combining its IT legacy with creative media innovation. Institutions and production houses are fostering a new generation of artists equipped with skills in real-time pipelines, drawing global attention to Indian talent.
Professionals enrolling in advanced programs like an Animation course in Bengaluru are exposed to not just foundational principles of animation but also the latest in real-time production workflows. This hybrid skillset is what makes talent stand out today.
The Future of Real-Time VFX
As hardware continues to improve—think GPUs with AI cores and real-time ray tracing—the creative ceiling keeps lifting. Artists can now iterate faster, experiment boldly, and produce content that’s both technically and emotionally impactful.
In education, the lines between departments are also blurring. Animation is no longer confined to keyframes and storyboards; it's about live interaction, system logic, and visual scripting. The artists of tomorrow will be part designer, part coder, and fully adaptive.
The demand for such hybrid talents is already evident, and the next five years will likely witness exponential growth in industries seeking them—not just in gaming and film but also in architecture, advertising, education, and even healthcare.
Conclusion
Real-time VFX is not just a trend—it’s a paradigm shift in the way digital content is conceptualized and created. The demand for skilled professionals continues to rise globally, and India, particularly cities like Bengaluru, is keeping pace with this momentum. With dedicated programs like the 3D animation course bengaluru, aspiring artists are gaining the tools and industry exposure needed to thrive in this fast-evolving domain. Whether it’s cinematic production, immersive storytelling, or virtual experiences, real-time VFX is where imagination meets immediacy—and those who master it will lead the next chapter of digital creation.
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vitaliadev · 25 days ago
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Unreal Engine HTML5 gamedev.
TL;DR: UE 4.23.1 for native, 4.27 with github; possibly 5.4 with UE from source but need to test if it is true. (i'm not interested in pixel tracing option)
My tests will be here:
ok, im tired with build issues when im jamming, so i'll try to play around with old UE version at natively allows HTML5. there's a way to do it with 4.27 as well, but (4.23.1), but i want native UE support, not extra steps for now. ther4's also seemingly 5.4 support with UE source on github, but i'll need to test it. 4.23 compared to 4.27 (and surely 5) has more templates to play around with.
Because UE5 is wastly different in some aspects, i will stick with 2d and sidescrollers for now:
classic sega etc games (contra, mario bros, charlie the circus, little mermaid, chip n dale, ninja, motobike etc)
fighting games from side, not necessarily 2d.
will use Paragon assets for some ideas
animal assets like cats, horse and wild animals work (except wolf) from freebies
maybe fixed camera /demake horror games.
V is also supported, but i'm still not getting into Vr i guess? dunno
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so yea, 4.23.1 is the LAST version that supports natively HTML5:
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How to package is actually here, other buttons don't allow saving the project as HTML5, they just build:
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518mb packed, 240mb zip. too big for itch??
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2. maps only: 81m very quick packaging; 24.6mb zip YOYOYO IT WORKED the key is to find .html file in the packed by UE folder, change name to index.html Thenturn it into .zip and upload to itch.io
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fmp-bb · 1 month ago
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What type of materials I used in the process of making my game
some of the materials I used too code my game was unreal engine 5.4 and a video.
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and then this is the code for the crouch
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The materials used designing my level: Here is the process of making my level and I used photoshop to draw a rough begging, of the start area
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3dvirtualand · 1 year ago
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Biomechanical Woman. This product contains 100 4k high quality realistic Biomechanical Woman images for games, films and virtual productions. https://www.unrealengine.com/marketplace/en-US/product/biomechanical-woman
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thon717-altcontrol · 5 months ago
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Creating Movement On my Plane
The movement for spinning and moving up and down is all pretty similar, so i will compile it into one post. all you need to do is get the correct vector for the type of movement, multiply the value, to make you turn faster or slower, and add it to a 'add torque in degrees' node. this will affect its acceleration.
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The rolling wont be used in my final game, the video tutorial i was using just added it and i cant in my game.
This now leaves me with a fully working plane that i can use for whatever i want. next i am going to add proper sound and maybe some smoke effects coming from the back of the plane.
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thon717-y2rapidprototyping · 10 months ago
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making smooth movement in unreal engine 5.4
when i made the lane switching, it sort of just teleports you to the next lane, using a timeline with a lerp can fix this
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the timeline was just set to go from 0 to 1, and the lerp will make it slowly change lanes,
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all of this makes the character 'slide' to the other direction smoothly, without teleporting the character
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fmpdas25 · 2 months ago
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Development // Packaging
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Before I packaged my game, I went through and walked around every level. Seeing if there are any issues. To which I found out that the stairs in the mall level didn’t work because of their collision. Same with the top of the staircase. I simply fixed this by going into the mesh and changing the collision complexity to "Use Complex collision as simple".
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Another issue I came across when packing my game was that. The build tools that unreal engine requires to package games didn't work with the version I had installed. This is because for this project I decided to go with Unreal Engine 5.5 instead of 5.4. Simply because I wanted to access new features and bug fixes to things like water and improvements on the lighting system. The issue was fixed when I simply updated visual studio which in turn updated the build tools.
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movindul-mga2024mi5015 · 2 months ago
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Process - Creating Level
I tried to make everything on Blender and then import it over to Unreal but because there isn't a definitive proper workflow between Blender and Unreal it caused alot of headaches and I also did not really want to switch over to Maya as I really dislike modelling in Maya even though there is a better connection between Maya and Unreal.
So after doing some research I found out that modeling compacted spaces in Unreal is significantly easier than i thought it would be. I was using Unreal Engine 5.5 were a folder called “Starter Content” wasn’t there but then after going into Unreal Engine 5.4 I was able to locate this folder where it made my life a lot easier and actually made it more fun to create the level.
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being-mughal · 4 months ago
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Blog Post 6: Android Studio and Meta Quest Link Setup
The following technical obstacle involved connecting Android Studio to Unreal for developing APK files destined for Meta Quest usage. The required SDKs together with NDKs needed installation while I established the proper environmental variables. The tutorials provided assistance while omitting certain small updates that required me to solve them by using Unreal forums' resources.
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I managed to setup the Meta Quest Link which allowed me to conduct direct testing successfully. The headset successfully displayed the environment which felt amazing even in its preliminary form. The established integration became important for continuous testing of game mechanics among development cycles.
Reference: Meta (2024) Build for Android with Unreal Engine. Meta Developer Documentation. Available at: https://developer.oculus.com
VR with DM (2024) How to package your Unreal Engine 5.4 projects – ANDROID/VR project. Available at: https://www.youtube.com/watch?v=NfI_WlKFUak (Accessed: 27 Feb. 2025)
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fmp2rubix1786 · 2 months ago
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16-Bit Glitch Effect Gameplay Video.
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This is a video, showcasing me playing my game with a new glitch effect. Its not all glitch, but it has the aesthetic and colours I want for it to be passed off as retro. Below is the code I used for the material.
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I first needed to place a post process volume in the world. This will effect everything around the player in the game.
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This is the code for the material in this post process volume. The scene texture is what sets the scene's colours and sizes, and I wanted it to effect the post process input. The colours of this texture need to be multiplied by the quality of the pixelation I want, which is 16. I then need to floor this code, so that this value can stay, and then this needs to be bdivided by 16 to get a new value.
These are the other codes I tried but failed as it made the background a pure colour rather than a see through colour.
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Scrap code forkmm the tutorial that went wrong:
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AI Prompt (for the tutorial that helped me get this): How to create a 16-Bit Glitch Effect In Unreal Engine 5.4. Please answer this simply, step by step. If there are any tutorials on this on YouTube, please send the links, if not, don't send anything.
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