Workflow Enhancements | Live from HQ | Inside Unreal

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>>Amanda: Hey everyone! Welcome to this week's news and community spotlight. Want to get an early look at the latest version of UE4? Unreal Engine 4.24 is on the road to release and preview 1 is now available for download. Get it today to check out updates to Pixel Streaming and ray tracing. Try out the Sky Atmosphere Component and test the new AutoSDK and BuildAgent developer tools. Try out beta features such as the Landscape Blueprint Brushes and the Landmass plugin, updated Material Layers and the OpenXR plugin. The 4.24 preview 1 forum thread contains a complete list of updates and we invite you to share feedback on this and subsequent releases there. Keep in mind that preview builds are not production ready, so if you're testing out the features, we encourage you to use copies of your projects. Have you grabbed this month's free Marketplace content? If not head over there now to snag this month's products: a Ballistics FX pack, interactive lights, a Mesh placement system, and aquatic environment pieces plus a few construction and Hollywood set prep packs that will help add authenticity to your next project have been added to the permanent collection. Norwegian studio Rock Pocket Games made the jump from their successful bright, colorful brawlers and platform puzzlers to something new. The moody and atmospheric Lovecraftian and horror game, Moons of Madness. Watch our spotlight to hear how the team worked to keep gamers on the edge of their seats as they step into the space boots of Shane Newehart, a technician spiraling into madness on the new frontier of Mars. With multiple projects across a number of platforms, Force Field Entertainment is a studio that specializes in VR. Their first UE title, Landfall, launched on Oculus Rift in 2017 and since then they've gone on to build many different experiences using Unreal for a wide variety of VR platforms. The team has kindly put together a detailed guide on how they optimize their environments to let key elements shine up close without compromising their workflow. Make sure to check it out if your next project is in VR. Two-Person team Flight School Studio released their genre-mashing pinball brawler Creature in the Well to much deserved high praise. Dive into our interview with them to find out how they delivered the surprise hit as a small team including notes on melding distinct gameplay mechanics and their unique comic book-inspired aesthetics. And don't forget that the 2019 Epic MegaJam starts next week and it's the five-year jamiversary of UE4 jams. This is your chance to compete in our biggest jam yet featuring a GDC 2020 grand prize package from Intel, custom MegaJam branded PCs from Falcon Northwest and much more. We'll announce a theme on the November 14th livestream. Get all the details and sign up on the official itch.Io MegaJam page. Alright, here are this week's top Karma earners. Everynone, DDemon, GEODVS BlueMind Studio, TRI99er_, Tuerer, unearlywhales, Bojan Novakovic, M.Janssens and T_Sumisaki. Thank you all so much for helping out others on AnswerHub. Over to our spotlights. First up is a beautiful interactive architectural demo created by Fleximage. What you see is all built by their team and imported into Unreal via Datasmith. You can download the application and try it out for yourself via their website. Here is Guntastic! Sit on your couch or take this 16-bit party brawler online to battle in lightning-fast one-shot, one-kill rounds. Participation is heavily encouraged because after each round anyone still live is forcibly eliminated. Wishlist it now on Steam. And the final piece this week is Dawn of an Old Age, blending a beautiful live dance performance with interactive visuals. Projected onto both the dancer and the wall, the visuals leverage motion tracking to influence the particles and graphics onscreen, get additional details and watch their full video available in our forums. Alright, thank you so much for tuning in. We'll see you next week. >>Victor: Hey, everyone and welcome to the Unreal Engine livestream. I'm your host, Victor Brodin and with me today I have Technical Writer, Tim Hobson. >>Tim: That is correct. >>Victor: Thanks for being back. >>Tim: Gladly. >>Victor: Always having a good time when you're around. Today we're going to talk about- a bit about workflow enhancements and sort of a few ways- Some have existed for a while and some are new in 4.24- of how you can improve productivity. >>Tim: Absolutely. Yeah. There's a bunch of settings that are just kind of like new and experienced users may not know about that we'll just kind of- >>Victor: Or it's a little refresher, right? >>Tim: Yeah, yeah. It's a refresher. Absolutely. >>Victor: Cool. Yeah, let's dive into the Editor. >>Tim: Oh, okay. I guess I got to do something, right? >>Victor: Well, I mean I can sit here and ask you questions about what you had for breakfast and some other interesting- but I think most of them are here to watch a little bit of what we can do in the Editor. >>Tim: Okay. So, I guess the first thing we're going to start off is a little bit more of an intro thing for some newer users. I want to start out with the project setup and just kind of like project setting stuff. We're going to dive in there and then we're going to kind of bounce around. But we're going to kind of focus on project setup, Editor setup, some level editing stuff and then we'll kind of bounce around a little bit. >>Victor: Yeah, a little Editor Utility Widget. >>Tim: Yeah. So, the first thing I'm going to do is go up here to the Edit and Project Settings and then I'm just going to dock this up here because we're going to come back to it a number of times. But here on the Project Settings there's a couple of defaults. So, if you're a new user or anything you have things in here where you can actually set your Project Thumbnail. If it's something that you want to do, if you have finalized art or something that you want to have that icon for when you look at it in the Epic Launcher. We also have some description stuff. And then the other one here that- the Maps & Modes, this is a really useful one. You'll notice anytime that you open up the Editor it's always going to the default starter map or whatever. So, you can actually set a Startup Map and you can set a Game Default Starter Map. So, like whenever you do standalone games and stuff like that, you can be working on whatever level it is, but if you want to start on your main menu for your game you can have it default to starting with that. >>Victor: That's good in case it's an open world game and probably every time you open and you start the Editor, you don't want to have to load that entire thing because maybe you're just iterating on something else. Right? And that's when it's good. Maybe you can just have a blank map. That's the Startup Map, that's usually what I do. >>Tim: Yeah, exactly. So, I mean there's, there's a couple different workflows, but these are some things that we tend to start with. Same for Default Game Modes. It's like once you kind of get those in place, if you want to move beyond just our standard default templates stuff that we have. Then let's jump down here to the Rendering Settings. I tend to default to disabling a couple of them for my normal Editor workflow. So, if we come down to Rendering here and then we scroll down to the very bottom, we have some Postprocessing defaults here. One that I tend to disable when I'm working in the Editor is Auto Exposure. And this is if you ever go from a bright scene to a dark scene and, or you have a bright light source and you're looking at that and you look away, it takes that second for that, that history to kind of clear and it's like and levels out in the scene. So, I tend to disable this one typically all the time. One thing you should know about that is, so that would disable it here while working in the Editor, but if I were to hit G and go to Game Mode, that does not disable it there. So, you would still have those defaults that are applied for your game while you're playing or checking things out in the Editor. >>Victor: Okay. >>Tim: So, it's not going to be something that you have to constantly go back. But it's a good workflow thing that I use. And then the other one I'm going to jump over to is- Let’s see here. We have Editor or was that Editor Preferences? I'm sorry. If we go to Edit, Editor Preferences, we have a whole bunch of other settings here. Oh, actually let me go back to Project Settings to just kind of clear up a couple things here as well. So, with Project Settings we do have these two areas where you can set preferences and settings. The Project Settings are going to be for your specific project that you're working on. So, anything that we change in here is only going to be a per project basis whereas when we come over to Editor Preferences, anything that we set here is going to be on the Engine level. So, any of these settings here are going to apply to any of the Editor or any Engine version that I create and or- sorry, any project that I create going forward, these Editor Preferences are going to carry over. So, some of the keyboard shortcuts that we have for doing the previews in the scene and stuff like that are going to carry over. >>Victor: So, if you added those into the project. >>Tim: Yeah, exactly. So, but the next thing- so in the Editor Preferences, we have a lot more, since these are more around the Editor and how you'll be using it, there's a lot more accessibility things in here. Like we understand that there are people that have colorblindness kind of things going on or you may just have a different setup for how you want to color selections or anything in the levels. So, we have a bunch of settings in here for our user interface that we can change the- you know, I'm not going to go through every single one of these, but there are literally hundreds of them. But the accessibility ones are really kind of cool here. So, you can actually switch to whatever type of color deficiency that you have. And depending on the severity of that, you can actually increase or decrease that. If you're still having issues where it doesn't quite meet your needs, we do also have the color selections here and then you can also change some of the other settings around as well for like the output log and just anything that does have colors. >>Victor: Yeah >>Tim: Sorry, forgive me a little bit because I have to go back and forth between lists because it's a lot to try and remember and just not in a very linear flow. The next one is for Graphs. So, this one's kind of cool. It's like I've seen people, like they don't like having the graph, the grids behind their Editors for like Blueprint and Material Editors, so, disabling that- >>Victor: Oh, I've never seen this. >>Tim: Now when I go- and where's my Blueprints? There we go. Open Level Blueprint. You now get that nice clean, if you absolutely hate grid lines and being able to see them. The snapping still works. So that's not gone away but that's one thing too. So, I'll just drag this here because I'm sure I'll come back to Blueprints at some point. And you can also adjust the Grid Snap Size too. Let's see here. And then let's just come back over here to keyboard shortcuts. If you're, like we do have a lot of keyboard shortcuts in the Editor and we have them all over the place for different Editors and different things that you can do. So, for instance, like the Blueprint Editor here we have a bunch of console- not console commands, but hotkeys that you can, you can use these if you're not familiar with any of them. This is somewhere that you can come and you can actually look and if, you know, you're like, I absolutely hate this one key command. You can actually set your own right here >>Victor: Or set up a whole slew of new ones. >>Tim: Yeah, exactly. Because you'll notice there's actually a lot of ones in here for like Show Floor, Show Grid, you know. So that thing we just did, we can actually set up a toggle for that if we want it while working in Blueprints. But yeah, there's a whole lot of options you'll see throughout here. So, I just encourage everyone to just kind of dive through and just find what works for you. So, the next thing this is another one too, it's like the save frequency that comes up. So, it's under General and then Loading & Saving right here. We do have an option in here, so, you'll get this little TOS pop up in the top- in the bottom right down here. >>Victor: You should probably see it in- You just didn't see. >>Tim: Yeah. So, right now it's set to save every ten minutes. And then there's an interaction delay of like the 15 seconds and then it gives you a warning of that 10 seconds where it pops up and before it's going to save. You know, if you find that, instead of just fully disabling this, I do always encourage everyone to keep the auto save on. You just might want to extend or if you're a little bit more paranoid, probably decrease it a little bit. Because depending on the number of Assets, how large the level is, number of changes you made, you may have more to save so it can take longer. So, it may make sense not to interrupt your workflow every 10 minutes for this. This is another one that I like and I've used on a number of occasions. It's called the Show Frame Rate & Memory Usage. And I don't remember where it was, so- >>Victor: We can search for it. >>Tim: But the one thing about all of this is we have the All Settings; we added this a number of releases back. But no matter which one I'm into, it's like if I type Show Frame Rate, it's going to show up regardless. So, when I enable this one, I go back to my Editor and I now get the frame rate up here and the memory usage for this level that's actually happening. >>Victor: Okay. So, it is for whatever's being rendered inside the viewport? >>Tim: Mm-hmm. >>Victor: Okay. Trying to dip it? >>Tim: Yeah, I'm trying dip it, but it's like maxing out at like that 120. T sorry- I'm just going to Max FPS. Yeah. >>Victor: Alright. >>Tim: Okay. So yeah, we limit it a little bit. It doesn't help like when you're in an optimized scene, for example, trying to mess with it. But yeah, you can totally control all that right there. But the memory usage is a really good one, I think, especially if your driver crashes or something like that and you can probably try and keep an eye on something. >>Victor: What I like about it is that it's not covering up your, the viewport. >>Tim: Yeah. So, the other option here that most other people do is the Show FPS, which you can also enable with the console command, show. What was it? That just like, totally forget it. >>Victor: Stat FPS? >>Tim: Stat FPS. There we go. Which does the same thing. So yeah, you have these toggles here in the level viewport so that's just one way to keep your viewpoint a little less cluttered if you're focused on that. There's some other console commands for like stat unit that has some useful information too for debugging. >>Victor: And the graphs. >>Tim: Yeah. So, it's just another little hidden gem, just kind of away. So Editor Preferences, we'll come back here. Another one, this one's enabled by default, but in case someone ever disables it for you, you should probably know about it. The Use Less CPU when in Background. So, if I minimize the Editor yeah, we've kept this on enabled for a long, long time. But it's an option that if you're thinking something's running in the background, go ahead and check and make sure this is actually enabled for your project and it wasn't accidentally disabled. And then there's another TOS pop-up that happens for enable Editor monitor. >>Victor: I should mention someone in chat said that they couldn't find, Show Frame Rate. Does that exist in older Editor versions as well? >> Yeah. I've used this since like four dot something, like early on versions. >>Victor: So, it's not new. We're in the preview 1 for 4.24 right now. >>Tim: Yeah. Show Frame Rate & Memory. Oh yeah, I should point out where that's actually located. So, if you come here to General, was is it Performance? Right here. And then under Editor Performance you can find the toggle and then there's a, there's a couple of other ones in here. Actually, the next one we'll talk about, it's right here as well. So, the Monitor Editor Performance. This is something that doesn't automatically change your Editor performance or anything like that, but it gives you, the warning, gives you the option to scale it down. So, for instance, like you were talking about the FPS dipping. So, if we're ever working in the Editor and we see the FPS is starting to drop or whatever, the Editor monitors that and it goes, Hey, you know, it's like I see, you know, you've got some stuff going on. Do you want to, you know, scale down the scalability settings so that way everything renders a lot smoother and you can work in the Editor so you're not getting that sluggish frame rate? And if you say yes, what will happen is under Settings here in the toggle, in the main toolbar under Scalability, it'll adjust these between low, medium, high, epic. And you know, I don't think it automatically ever sets cinematic, but the four here and it'll automatically switch between certain ones. So, it's like you can actually, like for instance, if I'm working in the Editor and I was like, I know I don't really care about shadows right now. And it's like, I know it's a big cost for me, but it's like I want to see some of the other effects that I've got, I can actually disable that or put it on low and then continually work in the Editor and look at everything else at a higher quality. I mean, I don't suspect that's most people's workflow, but it's an option there if you want it. >>Victor: Yes. >>Tim: You know what I completely forgot to grab at my desk? The keep calm and look for the checkbox. >>Victor: Ohhh. >>Tim: That is a fail on my part. >>Victor: I mentioned that last week too. >>Tim: I know, I should've given it to you right then. >>Victor: So, you can just imagine the- We were supposed to have a little nice. It sits at your desk, right? Yeah. Keep calm and look for the checkbox. >>Tim: It has sat there for Five years now. Eric Ketchum made it for me because he made it when we were on support. Yeah. >>Victor: Maybe next time. >>Tim: Yeah. For next time. Yeah. Alright. Let's get out of these menus a little bit and start looking at some of the level editing stuff. So, some of the viewport controls. Actually, I lied, I'm going to go right back to the Editor Preferences. So, if I come here to Editor Preferences and then Level Editor and then I come down here to Viewports, under Controls here, there's a lot of options for however you like to work. So, for instance let's see here. For you people that like to work inverted on the Y axis, there you go. Checkbox, have at it. The invert mouse Y, my wife would love those kinds of settings like she used to like an invert type person. Same for mouse sensitivity. Some of these ones for the Flight Control Cameras are kind of cool if you have that kind of workflow. Like right now it's for flying around in the Editor is like, you right click on the mouse button and then use the WASD keys to fly around. If you just don't want to have to always press that right mouse button you can totally just use the WASD keys. >>Victor: I think a game pad works by default. >>Tim: Game pad does work by default. >>Victor: Yeah. Which is really neat. >>Tim: I always have my Xbox One hooked up, so it's like, when I do have to fly around some of the levels, it's really kind of a quick way to do it. Let's see here. Same with the Foliage Editor Controls. Again, we have some drop-downs here for placing those and depending on different people's types of workflow. Another one here that's kind of cool that I recently rediscovered is the Enable Combined, Translate and Rotate Widgets. So, what that one does when it's enabled is, let me find an Asset and I'll just drag it in here. So, I drag this- let me go out of Game View. Oh, do I have no convolution on that for- Yeah, there we go. So, what you get with this one is you get this nice little translate and circle option and I can just stay in this, this movement of grabbing the Translate Widget so I can just move everything around where I want. But if I now highlight over the circle that's here, around part of it anyway. I'm not grabbing it like I did a second ago. No. Oh, there we go. The arrow on it. I'm sorry. I don't use it very often, but like I said, I recently rediscovered it, but I can grab that arrow and I can do quick rotates. So, for your level designers this can be something where you can drag something in real quick. Let's do this guy. Grab the yellow circle and I can move it where I want and you can see this all blue arrow right here and then I can just completely just kind of rotate it and face the direction I want. Again, that one was the Look and Feel, the Combined Translate and Rotate Widget. That one's been in for a long time. And again, there's some other ones for like Arcball Rotate. I think that one is one we introduced last release. Oh go ahead. >>Victor: They were wondering if it's possible to save the Project Settings as default for all of your projects. >>Tim: You can export them and then re-import them for your projects. >>Victor: Okay. >>Tim: Yeah. So, whenever you go to Export you can save the INI file for that and then just- now I don't know whether I want you to say encrypt, I don't do this very often, so. >>Victor: So, it is possible. >>Tim: Let me try the- yeah, because we have an export for each one. So, I imagine that's the only the ones that you really need to focus on. So, if you change a lot, like in whatever your project description or whatever else, I'm just speculating on some of that because I don't, like I said, I don't really do that. I don't want to speculate too much. So, let's come back here again for the Look and Feel. There's a- actually is it under that one? Actually, yeah, I know it's called Background Drop. So, Background Drop Distance and this one's located in Level Editor, Viewports, Look and Feel, and then- so, level Editor, Viewports, let me clear that and actually navigate to where it's at. Look and Feel. Oh yeah, the advanced options. Background Drop Distance. So right now we have it at like, what this does is there's a sphere around where your position is in the world and when you go to drag, you may have noticed this, like if you have nothing for it to land on, it looks like it's far away and then wherever you move it, it's just kind of out there in the world. Right? So, for instance, let me come out here. I dragged this sucker in and you can see he's like right there, right? Somewhere on the other side of that, whatever, I guess. It looks like he snapped too that- >>Victor: Sky Sphere or no? >>Tim: Oh that's, there's like some planes that kind of sit around that. Let me come out here. But there's a specified distance set at 768 units that, yeah, because that's not snapped to anything. It shouldn't be. Or is that- >>Victor: That's the Sky Sphere. Isn't it? >>Tim: It is. >>Victor: There are more planes. >>Tim: Yeah, I know. Right? Okay. So here we go. I'm beyond like anything it can snap to. >>Victor: Okay. >>Tim: You can see that like right here, it's just like, there's like, it looks like it's a little bit closer, but it's just like that sphere of 768 units that it's away from me. That's what that edits. So, it's like if you have a larger open world and you're want to drag something further away potentially or you just don't like that at 768 units. You can actually increase this, decrease it. So, like if I just go down to 250 I think it's going to be slapped right on my face. So, it's like, again it's right there in front of me. So that's an option as well, you know, these are just kind of like hidden little things. Another one, this one I use actually quite often. Let me get back to the real world over here. >>Victor: Oh, there's a basement. >>Tim: It's where Victor's office is. >>Victor: It might be dark like that. just because we like it dark. >>Tim: Okay. So yes. So, if we take cameras here and when you drag them into the world, you get this whole Preview Camera and you'll notice this is really small here or really big depending on your DPI scale, which has been scaled up for this, for the stream. But what you can do is under the Editor Preferences, at Look and Feel again, we have the Camera Preview Size and I'm just going to minimize this because it does it in Realtime. >>Victor: You know I love this because I didn't know about this feature either. >>Tim: Oh, you didn't either. >>Victor: And I've disabled it entirely when I actually could have just shrunk it down. >>Tim: So, if we come back down here, now I'm working in a smaller window. Oh, there we go. That five. So now I can actually, depending on whatever you want, you know, if you want it smaller or larger, you can increase that size because I tend to use it a lot for things like when I'm doing camera placement or whatever and I don't always want to pilot the camera, it's a real quick way. So, I don't have to like squint my eyes, get right up on my monitor and look at every pixel, you know, I can actually kind of see something really quickly this way. And with the new settings here too, it's like we also get some of the, especially with the Cine Camera you get these some of the digital presets that are already here, and scaling that up actually gives me that full view of it instead of it just kind of shrinking off screen. >>Victor: A nice workflow there, if you want to be able to sort of quickly see the camera's perspective and you make it basically your entire viewport, you can just use the World Outliner to De-select it, right? >>Tim: Yep. I'm going to come back to some selection stuff in a second because, it's in my long list of things over here that we're going to cover. >>Victor: It is a long list. Yeah. There's probably 10 times more to cover. >>Tim: Oh yeah. We can totally do another stream on this. I won't, but we can if you ask. Okay, so for the World Outliner while working here and then we'll come back over here now. So, keep things on level editing. One thing I actually- I knew I could do this in Content Browser. I'd never tried it in the World Outliner, but for instance, I can use- if I wanted to search for a couple of different things, I could type in like fog and then I can do the pipe and then let's just say directional light. And I get both those, I get anything that has fog in the title and then I also get the directional light that I'm looking for. >>Victor: That's really neat. >>Tim: Because I do find that in my normal workflow just with setting up a lot of stuff, it's like I tend to want to switch back and forth between panels quite often and I use the World Outliner a lot to search but sometimes I'm constantly having to go there and type over and over again, you know, for the same three different things that I want in the world if I have a long list of like for a scene like this, there's a lot of lot of Static Meshes that I don't necessarily care about, but this is a good way to kind of have some of those. I did open up the documentation because we do have- I want to show that we do have an Advanced Search Syntax page and this is all for the Content Browser as well. So, you can find a lot of things through the Content Browser. We have examples set up here, the operands that you should use. And you can search not just by name, you can search by Asset type and things like that. So, you don't have to use just filters. You can actually scale it down a lot more, be more granular and a lot of the settings that are contained. Like if you ever hover over a Static Mesh, I'll show you real quick. I had to re-enable something because for these streams I do, Slate Enable Tooltips. I disabled those because what we get otherwise is, we get a lot of this information and just have popups that are constantly happening. But you can start searching some of this stuff using those operands. So, it does give you more, like if you wanted to see what polycounts are and stuff like that, you can actually get that granular with it and find those Assets that are really high-poly or something like that. So yeah, there's really kind of cool stuff that that Jamie Dale added. >>Victor: Thanks Jamie. >>Tim: Yes. So really, really kind of nice. And then I'm just going to disable that again. If you don't like the tooltip stuff popping up all the time or if you're working in Content Browser, that's another thing too. So, this was not what I intended to show, but it's a slate.EnableTooltips 0. So again, part of my normal workflow just because I'm typically grabbing a lot of screenshots for documentation and things like that, so I don't necessarily need to worry about a tooltip showing up in there, especially when I start moving the mouse and hover over things. >>Victor: Tim knows everything. He doesn't need tooltips. >>Tim: No, I do, I absolutely do. >>Victor: I find them useful to see the native parent class of the object. >>Tim: Yes. >>Victor: That's what I like to use them for. >>Tim: Okay, so the next thing let's run through a couple of- I think the scene actually works kind of well for us. We got some translucent objects. So, there's a couple of key commands that you can use while you're editing as well. So, one that I use often too is like I don't always want to have to go into you know, Play in Editor or PIE using- so we have over here with play. You know, I don't want to necessarily have to simulate the scene or you know, or PIE to get that game look for something because it's typically going to go back to where my player start is and it's going to reset some things. So, hitting the G key switches over to Game View. I talked about this a little bit earlier when we were talking about disabling some of those Post Process things. But what Game View does is it, it gives me essentially the look of the game or the viewport as if I'm playing the game in the Editor. So, it won't start any Blueprint interactions or anything like that, but it gives me that, that final like rendered look. So, it's a really clean way for me to kind of work with things without having to jump around a lot. The one thing there too if you like using that workflow is when we go to Show and then under some of the Show flags here, those Post Process settings that I was talking about disabling in the Project Settings for just your normal Editor workflow. These are not reset here. So, if I set them here while I'm in Game View, like for instance, let's just say I don't care about Bloom, Depth of Field is not going to do anything on here. Want something that is very- like Tonemapper. There we go. Disable them because that's a definitive look. Like when I switched back, you'll see those things kind of turn back on. I've got the Bloom again and that Tonemapper is turned back on. So, if I toggle between the two, they're going to be separate in that sense. So, I can come back and I can toggle those back on again. But again, you know, like this is typically what I do for while working with eye adaptation like disabled in the Editor. When I switched the Game View, it gives me that final look. You know, it's like we have some things like when we're working more physically based, like, and more physically accurate values for lighting. The Auto Exposure becomes very important for some of those. Let's see here. Another one is the T key. T as in Tim. So, I have here, well this project here has, you know, I did not make it. We have these fog planes here that are, you know, it's like, let's just say I'm trying to select something in the background and I keep selecting these translucent fog planes. I'm tired of selecting these. I want to select right through them because I could see through them, if you hit the T key, we're going to toggle and it'll go to whatever- It will not select translucent objects. So that's a good quick way to kind of toggle translucency. >>Victor: Does that include something that's masked as well? >>Tim: I didn't try it. I typically have more trouble with fog planes. >>Victor: Yeah. Usually- >>Tim: I don't think it would be a masked object. >>Victor: Okay. >>Tim: But I've not tried like clicking it. Like I don't know how much of like a masked area. You know what we could try, I think the trees are- well it's got multiple Materials and yeah, I don't know. You know what, let's just do it real quick. >>Victor: Figure this out? I mean, additive Materials are pretty quick and then we can have a definitive answer. >>Tim: I don't think that floor has any collision because I think I accidentally deleted it because everything keeps going through it. And I'm like why? That is one thing to kind of note too. If your floor doesn't have any collision, you know, then we show going off to that far distance for snapping to things. If it doesn't have collision, it doesn't know where it can hit. And that's going to be the next key thing I show in a second. >>Victor: Is there a quick way to see if the T button toggle is currently active? >>Tim: Active? >>Victor: I don't think so. Oh, if you have- >>Tim: I don't know everything, people. >>Victor: No, we'll ask questions and we'll talk about it and then we can try to figure it out. They wonder if there's a way to see if selecting translucent objects are active, I think I usually just keep- >>Tim: What do you mean by active? >>Victor: If it's possible to click through them or if you can actually select them in the viewport. >>Tim: Ah, yeah, I'm not sure. >>Victor: I think I usually just keep clicking T until I can select what I want. >>Tim: Usually my workflow is like, if I am working in the scene and I'm trying to select something translucent and I can't, that's just, I don't even think about it now, I just hit the T key and then just up, there we go. That's just become part of my thing. It's like, I'm not sure to see if it shows a toggled state. Materials. I know there's the masked Material thing in here, right? >>Victor: Are they in the starter content or in the Blueprints project Assets. Because I don’t think that tree Is part of- >>Tim: I thought there was like the prop bush kind of thing. which actually, yeah, it's right there. That's a masked Material. So, T, I can select that. I can select that. T off, I can select through that and I can select that. So masked Material does not toggle the translucency. >>Victor: Alight. >>Tim: There we go. Figured it out. There you go. That's- Real-time thinking right there, right? >>Victor: Yeah. >>Tim: Okay. Another key that's really kind of useful for your level editors and just people placing things. So, when you drag something into the level hit the end key on your keyboard and it'll find the next surface down under it as long as it has collision. So, I think this floor over here does not have collision. And for that copy real quick, I just did a- I held alt and then drag. And so, put that above surface hit end and it went bye bye down to the next surface, somewhere in the depths of that basement. Now one thing to note there is if it doesn't have any collidable surface below it, it won't move at all. It'll just stay in that one spot, but it's just going to go down to the next surface that it finds. >>Victor: Or I think if it's already overlapping with something. >>Tim: Right. So yeah, if it's overlapping with something, that's not going to go anywhere because it essentially has, it's in some kind of collision at that point. So, like there, end, and nothing's happened. Spacebar is another one I like too. And actually, I'm going to come back over here because I want to make sure that I don't keep this thing enabled. I like it, but just for the stream, it's throwing me off a little bit right now. I disabled that combined Rotate Widget and Translate. So now we're back in our normal stuff and one way to quickly toggle between our translate our rotate and our scale is hitting the space bar. So, you can just quickly just toggle those And then you can also up here we have the world space versus object space. So that can be helpful. Like, if I want to move an object in a certain way, I'm using object space right now and the translate widget, I can move the direction that the Z is for that one. Versus if I go back to world space that Z is always up. So just other kind of quick little things. And I'm going to do this one with a Cine Camera because piloting Actors is not something I use it for very often. But let's find us a camera. Actually, you know what I'm not even going to use, I'm not even going to drag it in. I'm just going to do this really awesome thing right here for the dropdown. We have the Create Camera Here and I just want to thank Austin, when he added the Cine Camera here, because that made life much easier for me because I think I was the one that they'd have to fill documentation at the time. And I was constantly trying to create cameras for these shots and I'd always have to drag in that in place of one of the other cameras and then replace them. So, one of the things is, let me get out of Game View here and I go back and I can see my camera. I've got it lined up for wherever I want, right? And I'm just going to reset the rotations and stuff too. This is the Arcball thing that I enabled earlier. I didn't actually show it. You can grab the little light sphere that you can see here and you can do just kind of like free rotate thing, I'm probably making it look really- So, rotate that around. But then I can come over here and I can go to perspective. And then what you'll see is I've got my cameras here. I can choose whatever camera I want to pilot and then when it goes into this pilot mode I can just free fly that around the world and get it placed wherever I want. So, this is how I create a lot of the shots that I do for any of my rendering documentation is I'll usually pilot the camera, get a really nice shot that I want, adjust some of the settings. That's the beauty of it too, is over here in the Details Panel. It gives me all the settings while I'm in this mode. I mean, obviously I can select other things in the viewport while I'm piloting as well and have those. But it enables me to be able to work this way. And then if I want to, if I'm done with piloting and let's just say I'm not done with piloting that, but it's like, I just don't want to see that perspective. What I can do is I can eject, Oh, I didn't eject, I just disabled. The, the option here for the Camera View versus the Game View. This is what I was getting at with the settings. So, if I go and adjust my settings, let's see here. Let's just- not that camera, that camera. You can see that I can adjust the settings here and I'm changing the focal length on this right now. I think. I can't see what that one is. Yeah. Focal length. And then if I disable, it gets rid of that cinematic view. Well that part didn't change but the depth of field stuff would, yeah. So, it would show the Game View versus the Editor View. I can also eject, keep that camera there where it's at. The ejection process allows me to get out of that camera, it stays there wherever it is. And it's kind of in that position until I choose to move it again. If I want to go back and, and use the placed cameras, I can go back to that. That piloting mode, you can do this with any Actor as well. So, the cameras automatically show up here in our placed cameras so that way we can, you can jump to them. If I want to pilot an Actor, let me find a sphere, right click, then where is it? >>Victor: It might actually be further up in the menu there. >>Tim: Yeah, I think it's- Ah, this is the thing you ran into, yeah. It's off the screen. I can't see it. >>Victor: The option is there. There's pilot, right? >>Tim: Yeah. Because this means you should be higher. Yeah, it's just pilot. So, it'd be the this same kind of thing and then you would have the camera perspective. So whenever you- because I can't do it right now, I'm just going to tell you, but whenever you do it, for instance like the sphere here, I would be inside the object, so there's not the two sided of Material on this, so I'll be able to see through, but let's just say if it was a two sided Material or if I'm going to pilot that tree over there and just like, I want to be able to plant more trees around or whatever I'm going to have all that geometry in my way. So, was it hitting the G key should disable that so you can just see the view of the world while you're piloting. Because I can't do this, that's going to frustrate me, but that should be all you need to do to make that. Let's see here. Let's go back to some of the other ones. Another one too. Let's look at some of the other view modes. So, if we come to perspective, we have some of our top view modes and our different views. It's like, let me go to the top here and any of our orthographic views, we can do a middle mouse button and drag and you can do a quick measure to see in units. So UE4 defaults to centimeters or 10 centimeters per snap of a unit kind of thing. And that's what we've got here. So, you can drag that out and kind of see what distances are between different things If you need. I'm sorry, I might have to start going through these a little quicker. I am slow today. >>Victor: Technically we have another 45 minutes, but a couple of questions. We've been on like for 45 minutes. >>Tim: Oh, has it been that long? Okay, so quickly, another one here that we have is in these text boxes. Let's just say for scale we can do like, you can actually do your, your math operands. So, multiplication, division, all that. So, if I just go like five- where's my plus button? that's five. And then we get 10 for whatever the scale of that object is on that. That's one thing that's like, I don't think a lot of people always, I always forget about it. I'm always like whipping out calculators and stuff and it's like I can just sit here and use these text boxes. Last one I'm going to show for the level editing here is, let me get back to my perspective. And this is a workflow that I use very often and I use multiple Details Panels. So up here on our Windows, we actually have a bunch of different options for different panels that are maybe closed. The ones with check boxes beside them are already opened. The one for Details Panel, you can have up to four Details Panels, same with Content Browsers. So right down here you can have up to four of those. So, the difference between or with these, or not difference, but something that you can do with them, let me scale this down, is we have these little lock buttons that are all over the place for these kinds of panels. So, I've seen people ask it's like, I'm working on something but I'm constantly having to select off it and go and try and move around the world and it's selecting wherever the other Actor is. These locked panel buttons whatever I select. So, let's just say the tree here and I lock on it. I can click off it. And then I can keep the settings here because I think I saw someone had posted on the forums or on the UE4 Facebook group that's community run. They had two details panels open, but every time they selected, it was selecting that Asset for both of them. So, this is again one workflow. Same for the Content Browser. I actually didn't realize this one until recently. The Content Browser has a lock key. So, it's like whatever folder I'm in, I can stay in that spot and work from it. >>Victor: That's really handy when you're iterating between two things, right? >>Tim: Yeah. And I do that very often in my workflows just for, like right now it's like I'm working on the Sky Atmosphere documentation. So, as I'm working on that, I'm constantly switching between the Directional Light and changing some settings and the Sky Atmosphere stuff. So, it's like, it's one of those things that just have those both those panels opened and I have them locked. That way, I can just keep both those settings there and it makes things much quicker for me to turn around and adjust that way. So, let's see here. Let's open up a Material real quick. Lauren gave me a bunch of stuff to call out on this and she gave me a bunch of little things to call out because like, man, she does so many quality of life improvements. >>Victor: She's joining chat too. >>Tim: Yeah. So, she's in chat. She's participating in this like, she does so many little quality of life things. And this one is one that was integrated. Someone from our community, Coconut Lizard, and I'm going to pull up his website real quick here too. He's actually got documentation on this thing that he had added and it got integrated into the Engine. So, your features, man, if you make something that's really useful for these things that can be broadly used, submit those pull requests. We call you guys out here on the stream now and even in the release notes we put your names at the top for those kinds of things. So yeah, definitely. Yeah, he's got some really kind of cool stuff on here. So, going into it, I think there's probably a few things that aren't- didn't get pulled over, but regardless, it looks kind of cool. So, what this thing does, like when it's enabled here in the Material Editor is, let's just say I select this Lerp node. I can see the path of all of that going down and it just kind of grays out all this other stuff so that way I can kind of keep myself focused on what that is without all the other noise. And especially as your Materials start to grow or even in Blueprints as things start to grow, it's kind of the same thing. Over here, we got the option are enabled. If we just do a branch- >>Victor: It looks so strange without the grid. I've never seen that before. >>Tim: It's throwing you off. It's like you're just lost in deep space or something. So, like right here it's like I've got these nodes selected and it just shows me the path. So, same kind of operation, everything. The one difference in the Material Editor that I noticed was that you can actually lock that node state as well or you can just focus on the whole chain. So really another kind of cool thing. And while we're here on the Material Editor, this is another Lauren feature. This one's got a couple of parameters in it. As your Material Graph grows, if you have really large lists of parameters that are kind of scattered about, instead of having to go and constantly kind of search and find them, you do get all those parameters listed over here and the parameter defaults and you can actually change those there. >>Victor: So that's all that have been exposed? >>Tim: Yeah. So, this has been converted into a parameter. Like if I were to convert this to a constant, and then apply the changes, it should disappear from this panel. I say should, did it or is it somewhere else too? >>Victor: Well, top, there's another top there. Maybe it's new to me, so. >>Tim: Yeah. That's what she wanted me to show too is if I take that Material, she added this one. Let me make Material Instance out of it, and then I'm going to open up the Material Instance here and we have those parameters here for bottom and top. Let's just say that I changed this one to not be its default. There is now an option in here for Show Only Overridden Parameters. And what it's going to show is it got rid of all the other parameters that were listed there and it only shows that one. This is something that I do use very often as well. Maybe not in the Material Instance Editor that I use, but we have this in other editors. So, for instance, like the Details Panel here, but this eye icon that you click on, the Show Modified Properties, I use that one often, especially with some of my lights, there's so many different properties and settings there that can be changed. When I start to do troubleshooting or I'm not sure why something looks incorrect, that's probably the first thing that I go to. >>Victor: Okay. >>Tim: Because it just shows me what's been changed with that, especially if I'm debugging whatever scene I'm looking at and trying to figure out why something is not looking correct. >>Victor: If you screwed it up. >>Tim: I should say most of the stuff that I'm looking at is my own projects, where I did it before and it's like I'm moving, I was like, okay, I'll use this again. It's just like, Oh, why is this messed up? Because I don't work with other people's projects. Okay, so let's see here, Parameters tab, Material Instance, showed that one, showed that one. Alright. So, in this as well, let me come over to Content Browser, Content Browser has some more stuff I can show. Okay. So, in the Content Browser here, the bottom right, the View Options, I have to tell people this one occasionally. It's like I do try and reference it in docs wherever I can just because some of those things do come up and it's like these properties are just kind of, you may not always see them. So, with all of our plugins and stuff, like we were starting to rely a little bit more on like a plugin content. So, for instance, like with this upcoming release, some people who've already tried it, the Sun and Sky plugin, it's a content plugin. So, it's really cool. Right? It's built off- there used to be the one that I think it's still there, the Sun Positioner which is, it's all under the same plugin, but it, the steps to enable it was, it was a plugin content, but you would never see that folder when you enabled the plugin so we have these options here where you have to come in to Show Engine Content. And then what this does is add some Engine content folders below here and it's just things that are in the Editor. And then on top of that it's like we have the Show Plugin Content and what that gives us is the different plugins that are enabled. So you can actually start to grab content from there and see how something's working. Like Engine Content I tend to enable when I'm working because there's things in the Editor that are in the Engine that we include by default. Like for instance, like, I may not always have a Skeletal Mesh in a dummy project that I make and it's like we always have that little orange, the old orange. >>Victor: TTP? >>Tim: He has a name? >>Victor: TTP character. I mean that's what the file name. >>Tim: I thought you called him Tiki Pete. >>Victor: I think it's Tutorial Third-Person_character. Yeah. >>Tim: I know. I swear I heard Tiki Pete. >>Victor: Okay, Tiki Pete? Maybe we just named him, although that has no relevance. >>Tim: Yeah, absolutely. Actually, I was like, man, he's partying all the time. It's like train of thought, totally lost. But yeah, if you wanted to also work with like your own developer content folders you can have your own like content folder that you have for just yourself. where it's like, you may be working on something, you don't want to necessarily check it into your project fully at that time. >>Victor: Also, a good thing to call out that if you modify something, one of the files in Engine Content, that is by default, it is set to be ignored, right? So, if you make a change- >>Tim: Yeah, it gives you some pretty hefty warning like, hey, you're affecting more things because this is, you may be changing it in what you think is your project, but that is actually going back to the Engine root folder and changing that. >>Victor: What I usually do is I make a folder, it's called Engine Content Copy and if there's anything that I want to use from the Engine Content, I will copy it and move it over to my folder on the project. >>Tim: You know what I do? I grab this right here and I just drag it from the modes panel directly in without having to go through that whole thing. >>Victor: I do like to know which folder I've copied content from because I usually want to exclude that from my package builds. I generally don't tend to do that. >>Tim: Usually these dummy objects are all I'm working with when I'm just doing a little test stuff. So yeah, but, the ones for our basic Assets, that was one thing, once I discovered that I didn't have to go sifting through folders, I can just do that move, copy, whatever. >>Victor: Nice. >>Tim: Don't do the move. I think you get like nasty words like validation failed, whatever. It's like, Nope. >>Victor: Yeah. Because some of that stuff is required for the Editor. I mean you're going to find all the Editor Textures and everything else in there. If you've ever packaged for Android you can see all the Textures coming >> While we're here in the Content Browser. Let me disable some of this so I can get rid of the clutter again. The Show Favorites. So, if you have a larger project or even just a project that's like this one, not super large or whatever, but let's just say you want to mark some Assets and mark some folders favorite. What you can do is click Add To Favorites and under your Favorites option here. So again, View Options, we can go to Show Favorites, right click on whatever the folder is or the Assets. Victor, I think you jinxed me because my right click menu is- >>Victor: What did I do? >>Tim: -is all not working. Yeah, my right click menu is not working. Oh, for the Assets. But anyways, right click, Remove From Favorites, if it's one that you have in there. Another one we can do in here too; I've used this in the past for projects that I've had just because I'm totally a color person. I like being able to set a color for a folder because I can quickly reference it. This is how I do Photoshop files. Yeah, so go to set color and then you can use from existing colors or quickly create your own new ones. So, for another filter thing that we do have, so we've got the Filter Options up here. I think we've opened up several different Assets and we get down to other filters down here. And this is another one that Lauren added recently, the Recently Opened. And then if I go back up to my- Now that is going to be per folder, I think, that it's going to remember what Assets I did open. But if I come back up here to my general Content Browser or content folder that's going to show every folder and hierarchy under it. You can see that these are the several Assets that I did open. By default, there's like 20 that it remembers, but you can change that in the Editor Preferences. Let's see here. What was that called? Number of Assets? Yeah. So, Content Browser and then Content Editors, Content Browser, and then Number of Assets to Keep in Memory Filter or Recently Filtered. You can change that to a larger number or a lower number. >>Victor: So that's a possibility to have more of a favorite toggle almost, right? Because you're iterating on maybe five to six different Assets. Yeah, that's really nice. So, there are plenty of other useful features like Show Redirectors. One of the filters I like is Show Redirectors. >>Tim: Oh. Is that one? >>Victor: Yes. >>Tim: Okay. Look at all the filters here, man. >>Victor: Yeah. >>Tim: Is it under the- >>Victor: I believe other- miscellaneous. Actually, yes. It's in there. >>Tim: Yeah. I'll have to look at that cause that's- >>Victor: Redirector. >>Tim: Speaking of redirectors, let's do this real quick. Oh man. You killed my, yeah. Let me try closing that and let's see if reopening it gives it back to me. I was going to share the reference for your real quick. I've totally lost my right mouse button. What is up with that? >>Victor: I wonder, I don't think it's a battery issue with the mouse. Might want to restart the Editor. >>Tim: You can, >>Victor: We've got time. >>Tim: Alright. >>Victor: I'd rather it works for you. We are on preview 1. >>Tim: Yeah, that is true because, and then I need to wrap up real quick so you can show your really cool column. >>Victor: That'll be quick. >>Tim: I know it'd be quick but- >>Victor: I can show that anytime, Tim. I'm here every week. Alright, well we do have quite a few questions as well. Someone was wondering how to change the UI scale size and keep it after restart, even on 4K display everything is huge. >>Tim: I'm not sure on the 4K display because I don't have 4K monitors. >>Victor: Okay. I do, but I never adjust anything while I'm working with them. I guess it depends on the size of your actual monitor. >>Tim: I think I'm one of the few people that opted not to go with the 4K monitors. I like my 2K and I was just, I was like, yeah, I don't need to change my workflow. >>Victor: Don't take away my 2K! >>Tim: Okay. So, let me see if I get my Content Browser. Bring it back up. Hey, there we go. We got it back. Okay, so if we go here and Asset Actions, I believe it was no, oh, Reference Viewer. It's right here in the main thing. Depending on your Assets and how large your project is, even for small ones or whatever. If we open up the Reference Viewer here, the Material that I've opened, what this shows is anything where it's actually being used elsewhere. And it's all in a hierarchy kind of structure too. So, it's like if I start- so this is the Asset here in the middle that I've got. I can actually go and click back through and I can keep working my way back to see where it is being referenced. So that Material Instance went to a Material. That Material is here that is assigned to this Static Mesh that is in this level. But this is probably a very simple one just because it's not a giant world where you're using a lot of Assets between different things, but if it's using multiple levels, what you'll see here is it's not just contained to just this level, you're also seeing other levels that it can be used in as well. So, for tracking down issues especially if you get late in a project and you're trying to slim it down and you're trying to get rid of things, and you're like, hey, we've been working on this project for like two years. I don't need like half these Assets anymore and I want to just start getting rid of them. But you constantly get those reference redirects and it's like, oh, this is referenced on this Asset and all this stuff. If that ever starts to give you issue, you can start to use this to track down some of those and kind of see where everything is being referenced. Another one, let's do this real quick too. Let's select an Actor in the world. Actually, let's select him in the- disable my recently opened, come down here to props and then I'm just going to select several different props here. And then I'm going to right click and then go to Asset or Asset Actions. And then I'm going to go down here to Bulk Edit via Property Matrix. So, the Property Matrix does this thing where it contains a bunch of- let me rescale this a little bit- it contains the Assets that you've selected and then some other additional information. So, it's like if I select on each one on the right side over here, we have settings that are relevant to that one. And these are going back to the base Asset in this case. So, these are original import settings. If I ever want to change those, instead of opening up the Static Mesh Editor and then going through the Details Panel and finding those settings, I can do this as well. Show you what the collision is set as, some of your level details. You're not going to find every property setting in here. Like for instance, you're not going to find Materials in here, but it's like you'll find some that are relevant to you. And it depends on the Asset, what properties are available. But the cool thing about it too is if I select some of these, like you'll notice there's pins over here on the side. Let's just say I want Lightmap resolution on those. It'll show me the Lightmap resolution for these Static Meshes and everything. Whether it's allow for- things start to overlap, so you have to expand memory menus again, but you can start to see some of these things and maybe a quicker way to edit things for you. >>Victor: And to give you an overview of all. >>Tim: And to give me an overview. There's also another way to get an overview. So, since you said that, I'm going to go share this real quick. >>Victor: See, this is why the stream is taking longer. >>Tim: This is why it's taking longer. Because like we can always just kind of- I was going to show this at some point anyway, but I always plan these to go like, like oh man, I'll go really quick. But if we go to Window here and then Statistics, I use this one all the time for static lighting builds. It can be used for more than that. So, it gives you the primitive stats. So, any of the objects that I have in the world, like you'll notice there's a whole lot of things listed here. And then these are, when I select them too, it's going to- Alright. Don't know why it's opening up the Content Browser. A second ago, it was highlighting the Word Outliner. >>Victor: Maybe it's overlapping. >>Tim: Maybe. But there's anyways- on that there's, there's a number of settings in here, so it's like the primitive stats. It'll show you any of the objects in the world. The Lightmap that it stored, the triangle count that it has. Just a whole bunch of information. The way I use it for, if you're interested in your Texture stats, you can kind of see those as well. The static lighting information. I'll show these is really quick. The light build info is one. There's none here right now because we haven't built lighting on this machine yet. It's a project that comes with built lighting. But what you would see here is what Assets took the longest to build. And for people that are just like, Oh I created a Lightmap resolution, but man, it's just stuck on 0% or whatever. This is the first thing that I come and check whenever I'm doing those kinds of things and something's getting hung because it's typically one or two Assets. They have a lot of light interaction and they have a high Lightmap resolution. So, it takes them longer to build. And it's like that one or two or several Assets that are holding up your build process where everything else might finish. But that's a good place to check. And then the static lighting info. This is just more like high level for the Asset itself. So, it shows you the resolution for Lightmaps that is set. And then it shows you some of the Texture information for what that will be generated in the end and what not, and then what the Asset is and where at what level it's referenced in. So, in this case, the Blueprint of this one, but yeah. Do you want to show your thing real quick? >>Victor: Sure. >>Tim: I can give my voice a rest. >>Victor: I realize we didn't plan this through entirely because we going to have to work on the monitor a little sideways. >>Tim: Oh yeah. >>Victor: It came up when we were talking about the Property Matrix and I remembered that there was a time where I wanted to apply a default Material to a lot of different Meshes inside the Editor. And a long time ago that option used to exist in the Property Matrix. It doesn't anymore because it was considered a dangerous operation. There was some caveat there. And then with the release of Editor Utility Widgets, I thought maybe it's possible to build an Editor Utility Widget that can do this for me. And it totally is. So, let's go ahead and move everything around a little bit. So, if you don't know what Editor Utility Widgets are, they are a way for you to script Editor functionality using Blueprints, which can be really handy. And now I have no idea where your Content Browser went. >>Tim: Oh, it's closed. >>Victor: It is completely closed. Alright, well let's go ahead and fix this. >>Tim: So once again, we go to Window, Content Browser. >>Victor: Content Browser one, and then I'm going to put it down here because that actually works for me. Alright. And I actually like to go View Options and then I go List View. >>Tim: Oh yeah. >>Victor: Because then this, yeah, I prefer this. I even, I'll never edit all this. I like to put it down here or over there. It doesn't really matter. We'll keep it here to stay consistent with what Tim's been doing. I don't really need molds for this, so we can just go ahead and do that. Let's go ahead and go to Content, let's make a proper folder, Editor Utility Widgets, simple like that. Do we have any filters or anything? Nope, it's all- Alright. So, the first thing I think, Oh, alright, let's go through and do the basic first. So, we right click in the Content Browser, we go to Editor Utilities, and then Editor Utility Widget. Now since 4.23, we also have the Blueprint option which if you were not familiar with the previous concept of Blutilities, this is essentially that just better. And it ties into how you work with- so the Widgets are for what you present in your user interface and then the Editor Utility Blueprint can contain data and knowledge about the scene, et cetera. So, it's a nice way to work with both of them, but for this use case, all we need is Editor Utility Widget. So, we're going to make that and let's call it Utility Widgets Apply Materials. So, I think I mentioned that what I want to do here is to have the possibility to set the default Material on any number of Static Meshes the Content Browser. So that's easy. So, we made it. Now, this is how if you've made UMG, if you worked with UMG, it looks like this, you get a canvas panel and you have the little graph here where we edit. For Editor Utility Widgets, you shouldn't really use the canvas panel. You don't need it because you kind of want it to scale when you're moving the Editor Utility Widget around inside the viewport and so previously, you'd have to go here in here and you'd have to delete it. Alright, that's the first step. However, there's been a really nice new feature added that Lauren just told me about. So, I was going to go ahead and show that off. I believe it's Project Settings and then let's search for widget. And it's called the Widget Designer. So, let's see. It's under Editor, Widget Designer. Yeah. It's just right here. Under Editor, Widget Designer for Team and I thought this was amazing. Use Widget Template Selector. If you check this checkbox and now let's go back and delete the one that we made and then let's go ahead and make a new one, Editor Utilities, Editor Utility Widget. We get this little selector here where we can pick the default that we want which is really neat, and so we got all classes as well. And so, you can pick if you want the canvas panel, I guess there's no option for none. That's kind of what I was expecting, but it's okay. But it's neat- >>Tim: What's your advice Lauren. >>Victor: Maybe. I did see, so I was playing around with this just right before we went live. But the Default Root Widget, I'm not entirely sure how to work with it, so I'm not going to show it off. But there seems to be other options. Deeper resolutions, a bunch of options there, especially I mean if you're a designer and you do this over and over and over, that can be quite nice. Or if you don't want anyone on your team to use the canvas or you want any of the elements to be default. Alright, let's go ahead and F2 to name it properly, Apply Materials. And this is pretty quick. All we need in here, first off, delete the canvas panel. Let's go ahead and grab a button. Drop that in there. And as you can see now it scales entirely too. So, no matter how I move this around in the Editor, it will look great. And then let's add text to the button. We will need a text a little bit descriptive. It can be named that. But what's it going to say, it's Apply Material. Simple like that. Let's compile that, oh and let's be real proper button, not 53. It's button Apply Material. Alright, let's head over to the graph. We are- It's awesome, I'm loving it. Yeah, it totally works. We don't need any of these. So, we can just go ahead and select the button and then down here in Details Panel, under our Events we have On Click. So, whenever we click this, and we're going to do a couple of things. The first thing we want is that we want to Get Selected Assets, which what this will do, and to showcase this actually I'll show it. What this function will do is that any Assets that you have selected in the Content Browser it knows which ones those are. So, the function will return whichever ones you have right there. So, we'll do a little For Loop to iterate through these. And then for each of these, we want to Cast to Static Mesh and see if, is this a Static Mesh. If it is, we're going to want to go ahead and add this to an array. And a nice way to make that array, this is sort of backwards is how you'd do it in code. You would declare to the variable first. Here we can just add a function and then promote to variable. So, we'll call this Selected Static Meshes. And the Cast is just to make sure that we only want the Static Meshes here because they're the ones we want to operate on. If this fails, we're going to cast to a Material Interface. And this is actually something I had to talk to Lauren about a little bit because, I don't want the person, I don't want to have two buttons, one for Material and one for Material Instance. I want to be able to operate on both and not care which one it is. And Material Interface is actually the parent class of Material Instances and Materials. You might think that the Material Instance inherits from the Material, but that's not the case. It actually inherits from the Material Interface. And so that's where we want to cast. We want to know that we're talking to one of these. And so, if we're not a Static Mesh and then we cast to Material interface, that's what it is. We want to select this as the Material that we actually want to apply to all of the Static Meshes that we have and so that it becomes a default. So, we'll drag that out. We'll promote that to a variable. If it's true, we'll call this Selected Material. Alright. And once this is done, we only care about Meshes. We care about the Materials. Once we're completed, we'll do another For Loop on our selected Assets. And now I guess you could, Oh, we have unrelated notes on, don't we? Yes. Yeah. We can go ahead and just compile this to Collapse to Function. Apply Materials to Selected Static Meshes. Very descriptive, easy to know what it says. What I probably would do here is to grab the selected Assets and promote them to a local variable. Local Selected Assets. Alright. We're almost done. And we can show how amazing this is. I thought this helped me a lot. We can do that right there. And then down here we can clean it up a little. Local Selected Asset. Alright. And then on them, we simply to want to, Material. I don't want to cast. Is it Set Material? I think it's Set Material. Set Material. No apply. I guess I do have my notes, but that's boring. What am I trying to operate on here? That is set to object. Oh, we don't want to operate on the Assets. We want to operate on the Selected Static Meshes. One step too far. That happens. Alright. Now that we are actually referencing the correct data type, we can go apply, it's Set Material, and we want to set that to our Selected Material. Get Selected Material. Alright. And now if I didn't screw anything else up, we're going to go ahead and compile this. The tricky thing that threw me off first when I started working with these is that, okay, so I have my Editor Utility Widget here. We open it up, we just get here, like how do I get it? You right click and then you run it. And so now we get our own custom Editor interface that we can put anywhere. For something like this. I don't do it too often and so I usually hide it somewhere over here. But let's go ahead and find some Assets here. What do we got? We got Meshes. Alright. You don't need to use this project later, do you? Because I'm just- >>Tim: No. >>Victor: Okay, cool. Let's go ahead and do Filters. We can do Material and then let's also add Static Mesh. Okay. And so now we should be able to find, there are probably no Materials inside Meshes, but we can go ahead and select- >>Tim: Could you select the next folder back up the Assets one? >>Victor: Okay. >>Tim: Yeah. >>Victor: The top one. Then we get all of them. Perfect. Alright, so we have a little boulder, deselect that for now. We'll get this one out. Alright. So say if you have a ton of Meshes and you want them all to have the same Material instead of going in one by one, sort of setting the default here, what this little script does is that if we- Oh, I don't even know which ones I dragged in now. >>Tim: Just this. This one right there. Yeah. >>Victor: And then can I select all of them? No, shift B doesn't- Oh, it does. Okay. Awesome. So, what I did there was that I control, click all of them, and then shift B will find whatever you have selected in the viewport inside the Content Browser. So, I have all them selected. We will show Materials again- Are they going to stay selected if I click here? It doesn't really matter. And then we'll select a Material, say this blue one here, whatever that is. Are you still selected? I don't know. Let's try it. Apply Material. No, I don't think they are. So, let's do what I- because what I want essentially is to have all of them in the same folder so that we can select them or not in the same folder, but at least- >>Tim: We're using a second Content Browser? >>Victor: Here. It would, but I can also just do this. It would be easy if I didn't have to show it off that it actually does in real-time. Oh Jesus. I had all selected. Okay. So, these three, all right, we drag them out here and make sure these are selected. We'll pick this Wood Floor Material and then we'll apply Materials and that will actually set the default for all of them, which saves a ton of time. And so just a quick little walkthrough of the Editor Utility Widgets and what kind of things that you can do with it. This was something that I thought of and I wanted the functionality, which wasn't in the Editor and it wasn't, so it just took me a couple of minutes to put this together. I believe you can do with Skeletal Meshes as well, and you might want to be smart here and put in maybe a warning or something. If you have something selected that isn't a Static Mesh et cetera. Now it won't do any of the operations on it, so it's fine, but it's always good to plan a little. Now I've been talking, I get a little bit dry. >>Tim: We got time to show one more thing and then- >>Victor: We do actually, we're not too bad with time. >>Tim: Alright. Okay. This one takes two minutes, but it's a 4.24 feature. >>Victor: Oh, this is the big one. This is the grand finale. We've had several questions about this one, so. >>Tim: Okay. This is grand finale on showing stuff and then we'll answer a couple of questions, but, okay. So, Victor as he has pointed out, he has messed up my Editor workflow here. >>Victor: There you go. >>Tim: Like drastically. >>Victor: You did the same for me. >>Tim: So, we have this really awesome kind of thing here now. You can actually set up your own kind of layouts in the Editor. I tended to use this a lot. Again, this is something that affects my workflow more than most other people because I tend to work out of a default Editor workflow just with the layout and everything just because of the way that I write documentation. So being able to quickly go back to a default Editor workflow, it's really beneficial for me. Gives me my Content Browser back in the right space. It gives me everything laid out back as if I had just installed the Engine. So again, if we go here to Window we have under Layouts now we have a couple of different options. So, we have Load Layout where you can actually load a default layout or loading any other ones that we've saved and created. We'll create one in just a second, or we can choose to import a layout. I was watching something Grayson was doing the other day and I took and I went and created his layout, which is totally fine for his workflow, but I cannot work that way. I don't know where everything is. I call that one Sequencer layout because he had some really kind of cool stuff he was showing. So, this is something that I followed him at Unreal Academy and I was so afraid of like messing up his workflow. I always like checking the schedule and double checking to make sure I wasn't going to affect his browser layout because once you decide on that for the Engine, you have to reset it every time. You don't have to do that anymore. So, I now have this imported layout that Grayson uses here and then what you'll notice is that it doesn't say I've imported it, but it doesn't say it over here at all. So, what I might need to do is, even though it's there, I just need to save that layout and it's going to go ahead and save it for my Editor session that I've got here. So, I'm going to replace that one, and then when I back to Window and then come down here to Load Layout, I did not save it? Let me change something first. Let me drag that a little bit. One of the things I will do differently than his is let's just say I want a floating window too, because it'll remember those, I tend to have a second Content Browser occasionally inside the Details Panel that's floating. And then I'll come back up here to Save Layout and just call this Tim's layout. Then now here under Load Layout, you'll find that I've got Tim's layout here and then the default one. So, if I switch back and forth between the two, I can now do this without having to restart the Editor or do anything. >>Victor: It looks really nice when you switch too, I like that fade. >>Tim: So, yeah, and then I'm going to just do this too. Slate Enable Tooltips. Kill that because it was getting in the way. But one of the other things you're talking about too is like let's just say if I wanted to give Victor my layout for something or let's just say if Grayson came back on to do another Sequencer then you wanted to- didn't have a project set up and you just can do everything just like from scratch without having to spend that five minutes, setting everything up. >>Victor: If someone is doing a tutorial, they can share the layout so you as a user can load us in layout so that it's easy to follow along. >>Tim: Yes. That's definitely a possibility as well. There's the issue you can run into, especially in people having, tutorials and stuff like that and you know, they're doing different Editor layout. It becomes hard when you have to reference, let's just say our documentation where we're working off the default view because we assume that's what everyone's going to start with. But with this option it's like we have to take into additional consideration. So, it's like if there's a better Sequencer workflow and we're showing that tutorial, it's easier to go, hey, download this workflow and or this layout and import it. So, when you go to save and export, the one cool thing about this, it's kind of let's just say here, I've got my Details Panel open, I'm going to set this for some defaults. Whatever, and then when I come to save, I'm going to choose export. And when I export this, I'm just going to call this one Victor's. >>Victor: I appreciate you saving my layout Tim. >>Tim: I didn't do it for the Details Panel because it was an Asset. Let me open up one of the Static Mesh Editors real quick. See this is already messing with me because I was trying to find an object. Alright. You know what, I'll show you why this thing is awesome. Back to default layout. Now I can find things again. I did this, I triggered it earlier, but it can save settings for some of the settings too. So, for- I don't know if it would work for this, but we'll try. >>Victor: Select import and- >>Tim: Yeah. Let's save that. I don't know if it's just can do it on an Asset when on, but I'm still learning this one. I'm not writing documentation for this. I don't know this as well. But you just get to see a little bit live me figuring things out here for a second. Save, export, then we'll call this one Victor's again. Yeah. Here we go. So, with this one, the Preserve UI Layout Name and Description Fields. So, what this one was saying is essentially, it's like I've changed some of those default settings for things. If I want to preserve those values when I send, let's just say I'm sending this, this layout to Victor, if I want to preserve those values for him and he wants to take a look, I just would click Preserve Values and then it would save all of that stuff into the INI file that he goes to import. If I click clear values, all it's just going to save, it'll save the positions of where everything is, but it won't save those edited values that I've added in. So just another option that you have there. That's all I've got to mention. >>Victor: That's quite a bit. >>Tim: Yes, that's quite a bit. >>Victor: Yeah. Good job. Almost impaled a knuckle there. Alright. We got this. Plenty of questions. Let's try to go through them as quick as we can. A few of them were about can we save the layout or how we have our- >>Tim: Yeah. Just kind of play around with it. Because really, I mean, it's pretty straight forward. The remove layouts. I didn't show this really but, if let's just say I never tried to remove the default and I'm not going to do that because I like default. You know what, I don't like Tim's layout. So, let's just get rid of that. >>Victor: And does that actually delete the file or does it just remove it from the context menu? >>Tim: Let's find out. Ask your question. I'll pull that up real quick and go to Show in Explorer and then I can open up mine. >>Victor:Alright. Does the Unreal viewport support 3D mice for example, space mouse? Not natively. >>Tim: Not natively. Someone made a plugin actually have one of those 3D mouse a long time ago because I used it in 3DS Max actually quite a bit for rotating and moving around the world. It was pretty nice. It looks like it did delete it from my files. >>Victor: Okay. So be careful. Pretty good. So, you might know this one, how to select- this was before when you were doing, showing of some of the selection options, how to select in viewport object, but just selection mode without move like Q. >>Tim: To lock it? No. I don't think there's an option for that. I know that's been a top requested feature for a long time. I don't know what the plan is. >>Victor: How to PIE with the Cinematic Camera. You need to have the Cine Camera as part of your pawn. Right? >>Tim: You're getting into Blueprint stuff. >>Victor: Okay. So, I know that that's one way to do it. Essentially you will have to replace the camera in whichever pawn you're possessing with the Cinematic Camera and that way you'll be able to use the Cinematic Camera. I think I might've done that for one of the VR streams I did. Can I snap object to position under mouse? >>Tim: I want to say I think so, there's- we have some snapping options, I don't tend to work with a snap. >>Victor: I think if you hold V as well. >>Tim: Yeah. So, in the docs, we do have some snapping options that are control commands- transform Actors. Trying to remember real quick, there's some key commands that you can use. But we also have these settings up here under settings and then snapping that may work as well. I don't think it's a snap under mouse >>Victor: Enable Vertex- Yeah. And then I think holding V, there are a couple options. >>Tim: There are a couple that aren't ones as part of this to enable all the time. But there's- I'm planning on putting my list of everything that we've kind of gone over. I'm going to clean it up and link to documentation, all the stuff that we have documentation for in this, because, these little things, they don't always get their own page, but they're just kind of, they may be like a tip or a tool tip or something mentioned in a page somewhere. >>Victor: We'll make sure to put that up on the forum announcement post. We'll have a link there. >>Tim: Yeah. >>Victor: And you'll probably tweet about it as well. >>Tim: Yeah, I'll find that because it's in one of the pages. I'm sorry. I can't find it right away. >>Victor: Alright. Moving on. Is there a way to spawn the selected Actor at mouse position? Let's say I want to spawn out a lot of the same Blueprints on the ground. I think El Houssine has made or is working on a plugin for Editor Utility Widgets that will allow you to do this. And so that's part of why we're developing that because people can make their own specific custom use cases of how they want to work with the Editor. >>Tim: I'm just going to go ahead and highlight his page here. >>Victor: So much of his stuff is great. >>Tim: He's got a lot of really kind of cool workflow and template kind of like sample projects that he's done. Highly recommend checking out his site it's UE4resources.com, I've talked to him on Twitter a number of years now. Dude is just like full of like knowledgeable, the stuff he makes is just amazing. Like when he made this site, it's just like there's tons of stuff that he just keeps adding to it. It's just amazing. UE4resources.com. Yeah, definitely check it out. >>Victor: Anyway, I've seen that he's working on a plugin that allows you to have input at Editor time in the viewport. I'm probably botching, he has probably a much better explanation of what it can actually do. And so, some of the things he was showing off, that combined with Editor Utility Widgets, he was able to just click to place things inside the scene. So, keep on following him on Twitter and then I'm sure he'll announce when that is released. Let's see. Any chance we can have a custom entity list. We have recently placed lights cinematic. Would be nice to have custom categories to quickly access, organize our Blueprint Actors. A favorites is what I'm thinking of. >>Tim: Yeah. >>Victor: Or just put them in the right folders, use the folder hierarchy to- >>Tim: I guess with the description there, it's like that for me would be the favorites right now. So, View Options, Show Favorites, and then if you're working with Editor, you can add whatever the Assets are. Did it break again? It did break again. >>Victor: Well I guess we're going to go file a bug report when we're done with the stream. Will there be any stream for the new Static Mesh Editor from Inside Unreal? Yes. I would love to do that. I would have to figure out who the best person would be for that. >>Tim: Static Mesh Editor? >>Victor: Mm-hmm. >>Tim: Wow. Okay. I don't know everything. >>Victor: It's in preview now. There's so many things. >>Tim: So many things. It's like, if I could just invent time, >>Victor: Let's make it right now. What would be the best- Okay. I like this question. What would be the best workflow advice you guys could ever give? I know what my answer is, but I want to hear yours. >>Tim: I want to hear yours first. >>Victor: Source control. >>Tim: Oh yeah. I was just going to say this stream, but, I mean, everyone has their own kind of workflow. For me that's a very objective kind of like, or subjective question and it's hard to say because throughout the stream I've told you what works well for me and that's what a lot of this is just kind of like some hidden things. But when something does work for me very often, it depends on what I'm working on and I can't narrow it down to just like one simple thing. But source control is a good one, and depending on the project size or whatever, it's like, for me Google Drive is a good backup thing if I'm not using source code for just like simple little projects. but you know, it just depends on the person, I guess. >>Victor: Yeah, what you like to do. Source control and scope out your work, there's a lot of that, I've been thinking of doing another stream where we bringing on some veterans that have been in production for many, many, many years and what they've learned. >>Tim: I think I wiped it, but even just the difference between this and this layout that we have here and Grayson's layout that I've marked up here, that's a completely different workflow for the work that he does constantly with the Sequencer and the Take Recorder here and just the way that he has all his panels laid out, that's a very specific workflow that's not going to necessarily work for everyone. It may not work for everyone that does that type of work, but it works for him so I think as the Engine grows, we just start to add these features that are really kind of help you improve that workflow. And I think Lauren does a really good job. You know, she helped me with calling out some stuff earlier today. You know, just like things I wasn't aware of that just like the recent filters and just some of the Material stuff for the high nodes and stuff like that. It just improves everyone's workflow. Like she absolutely loves doing those small little things that it's not necessarily this huge giant feature, but it improves your workflow and it's like, it's so small, you may not notice, but when you do there's a little bit of seconds here and there, it's just amazing to get back. >>Victor: Straightened connections. It's so good. >>Tim: Yes. That one too. >>Victor: Let's see. Oh, we got plenty of questions to see. Yeah, we have a little bit of time left. How to save that folder color. If I moved to another machine, it is lost like, locally saved. Oh, to another machine. Okay. So that would be part of what we were showing off in Project Settings. Right. How you can export your- Oh but that's specific to the project. So, Editor Per Project User Settings. Might that be the INI that you actually need to- >>Tim: Yeah, that's probably the Per Project. That's probably a little bit more, post that question on the forums and let me get back to you. Because there are some things where you can go through the INI files and you'll have, there was like one thing that we debated on showing on here it's just we're going to run out of time, but it's a Blueprint kind of like hotley kind of thing. >>Victor: Well, you know what, it could also be? It could be that they're only grabbing, they're not grabbing the intermediate folder because you usually shouldn't. When you- or sorry, saved the save folder because that's where the settings actually live. >>Tim: Speaking of that, let me show this real quick. >>Victor: Go ahead. >>Tim: I keep showing another thing. Whenever you go to package up a project if you don't want to grab stuff that doesn't necessarily need for that project and I'm like that's the saved or the intermediate folder. it still grabs all your config, your content and the project file. But the Zip-Up Project is a really good one to send to people. because the save folder tends to have the save derived data cached and intermediate, they can regenerate those. But this one, the saved as it saves additional saves over time will start to really blow- >>Victor: You can see some of them there, right? The auto saves backups and such. So, this save option will save for example, if you have a color in the color palette, you've saved some favorite colors that would bring them with the project as well? >>Tim: I would think so. >>Victor: Okay. >>Tim: I would think that should bring everything because those should be in a config folders you're not seeing because it's trying to save a zip file. But if not, we can always do, above any of your stuff, you can always export and then re-import those. >>Victor: Is there a function in the Engine that shows you- I think what they're trying to ask is if that shows you unused Assets? No, but there's a plugin. >>Tim: Is there a plugin? >>Victor: Yes. I've seen a plugin. I don't remember the name of it. >>Tim: That has been a highly requested thing too. >>Victor: Yes. There is a plugin. I will also follow up on the forum and post that link. I know there's a plugin or it was being worked on, but anyway, I'll bring as much information as I have regarding that. I'll put it on the forums. Let's see. How would you package an Editor Utility Widget for say selling it on the Marketplace? Just as any other Asset. I believe. Now I haven't done that. >>Tim: I'm not. sure. >>Victor: And the process for submitting to the Marketplace I haven't done that either, but it is just a UAsset like anything else. And so, compared to like a content pack on the Marketplace, it's very similar. You- >>Tim: Just make a bunch of Assets that you can put together and as long as they meet the style and standards. >>Victor: Correct, of the Marketplace. Yeah. So, it would probably be as part of a, it wouldn't be a plugin. It would be content, right? >>Tim: Yeah. Because it's an Asset, right? >>Victor: Yeah. so right click, migrate. Ooh, I almost forgot to mention this. I saw this on Twitter the other day. I think someone wrote it in one of your threads, but if you want to migrate just a couple of Assets to send to someone else on your team, instead of making a new project to migrate to, you can just make a folder that's called Content and you can migrate to that folder. >>Tim: Right click and- >>Victor: It's super handy. I don't even remember where I read that, we were talking about it earlier as well. >>Tim: Oh, this is driving me bonkers. Well anyways I can show you, so, Meshes here, this will be the same for any Asset, same what's it? Edit Options. >>Victor: Oh, it's actually right there. Bulk Operations. >>Tim: Plugin looking like sub menus. Migrate and then I'm just going to say not save. And what it does is, so it gives me the game folder, is essentially my content folder. The Assets that I've grabbed are located under the Materials. It shows all the Materials that are referenced in that Meshes folder. It also grabs the Meshes folder. you can pick and choose what you want, but the same thing we were showing with that reference viewer. If it's referenced in something and it needs it, it won't grab levels, unless you specifically select them. But since I grabbed all the Meshes or whatever, it grabs all the Materials and Textures that go with them. And then when I click okay, I can choose where I save that as well. So, if I just choose Desktop, you don't have to call it game, I just called it game. It'll give you a warning that this is not in the correct structure, but when you click yes or whatever, it'll go over. >>Victor: Okay. I guess I'm a little, I tend to, alright- it's complaining. Let me do it the proper way. >>Tim: Yeah. So, whenever you do get that folder it'll give you just the Assets folder and then it gives you those sub folders. I've seen people do this a number of times. Just drag this Assets into your content folder, or create the content folder, like you said and then just name it- Because if you name it Content and drag it in- >>Victor: That just works. This is an interesting one and I think I know the answer to it. Is it possible to record a camera in real time, for example, using a joystick or so? And then they were clarifying the camera animation. Yes. If you use Sequencer and you add whichever Actor that camera is a part of to be a recorded Actor, I guess we are almost on the Sequencer in here. So we would have to set up the Actor with the camera, but if you had an Actor with that camera, your pawn for example and you can control the pawn with a joystick and you select that Actor to be a recorded Actor in Sequencer and you hit record, you move around, that will actually be a transform track in Sequencer and you can use that transform track and apply it to other Actors in a Sequencer and play it back. So, for a cinematic or something instead of hand keying or setting up spline points that interpolates between or however you want to do that camera motion inside unreal, you could fly the camera with the joystick. I've been touching on different parts of how you'd be able to do that in a couple of the streams I did. but it's pretty straightforward. If you just follow the Sequencer documentation then you should be able to figure out how to do that. Let's see. Is there a way to use a modifier to make the Blueprint viewport move with a shortcut plus left mouse button instead of right-clicking, as I use the graphic tablet and hovering all the time hurts? >>Tim: I'm not sure on that one. >>Victor: No, I don't think we have the option to change that in the keybinds. Feature request. Because I've actually, I tried to use a graphic tablet for Blueprints once. There were a couple of usability issues. I just realized quickly the same thing I was just dragging my hand across. >>Tim: Yeah. >>Victor: There's like eight more that came in as we've been going through these Oh, okay. Is it possible to modify keybinds or make your own to make something like one key press for 90-degree active rotation or one key press for swap Actor with selected one from Content Browser? >>Tim: I'd say just use Editor Utility Widget or Blueprint. >>Victor: Yeah, that's pretty much it. And then you'll get a button and I think with El Houssine's plugin later, you'll be able to assign a key, a key bind to- just thinking. I think that's the way to go. >>Tim: That would be the right, I know Mitchell has created some stuff like that where it's just buttons for rotation and stuff, like when he was doing some of his release note work on it before. >>Victor: What I would do is change the snapping to 90 and then just move it and- >>Tim: Yeah, that too. But I mean for your level editors it's not going to be 90. >>Victor: Maybe 48 degrees. Right? Whatever you want. Can we have a global Asset manager, like the one in Twinmotion? I have only played around a little bit of a Twinmotion, not worked with it in a production project, so I don't know. >>Tim: Same here. >>Victor: Let's see if there is a Python UI in the plans? Not as far as I know. >>Tim: I'm not sure. >>Victor: Regarding the Game Viewport settings, is there a way to add custom presets? >>Tim: I'm not sure. I don't think so. >>Victor: I wonder if they mean sort of like what you were explaining? >>Tim: Yeah, like what's there? >>Victor: Yeah. >>Tim: If so, I'm not sure. I've not looked through any INI files to see if that is just set somewhere for those differences. >>Victor: Maybe, for all those default things, all of these options are part of INI files. >>Tim: Yeah. It's probably buried in there somewhere. >>Victor: Yeah. Somewhere. those are all the questions I believe that we can answer now. We're also a little bit over time. Tim, thanks for spending an hour and 45 minutes with me here and going through all these things. >>Tim: It's been that long? >>Victor: It has been that long. It's almost, it's almost four o'clock here on the East coast, but that was fun. I hope for all of you who are still actually watching the stream at this point, learned a couple of things and had a good time. As always, we have a survey that I think Amanda linked like half an hour ago or maybe 15 minutes. Let us know how we did, what topics you would like to see in the future on the stream. I try to invite as many people as possible to come here and talk about their area of expertise, and if there might be something that I haven't thought of especially coming up for next year. I have some really cool things planned for this year and then also next year. >>Tim: Yeah, I'll tell you, it's just exciting. That's a guy who's got some awesome ideas. >>Victor: And so do you, which is why you're here with me on the stream and you're showing off things. Yeah. You taught me probably like 10, 12 different things today. >>Tim: Okay. So out of my 120 options that I showed you, it's like 10 of those were good. Alright. I'll take that. >>Victor: I didn't say they weren't all good, but I have quite a bit of experience with the Editor and so I have touched on some of these things myself. All of it is great. >>Tim: Oh, absolutely. >>Victor: Especially if you don't know it, then it's even better. I was going to say something else there. I don't know. It's becoming a long stream. Right. My typical outro here that I should go through. We'd love to see more countdown videos. we haven't received in a while. I'd love to surface some of you guys' projects. Take 30 minutes of development in the Editor, fast forward it up to five minutes, send that together with your logo separately and we might feature you as one of the countdown videos for the stream. It's kind of fun and we like to sit and watch them as it's counting down getting a little bit of butterflies before the stream and it's a good way to take your mind off of what's going on. >>Tim: Absolutely. >>Victor: We should be focused on, Anyway, make sure if you're streaming on Twitch, use the Unreal Engine category, follow us on social media and make sure you hit up any local user groups if there are any in your area. If there aren't and you are interested in perhaps organizing one, know some people in the area that are interested, shoot an email to community@unrealengine.com and we will tell you all about what it is being a Meetup organizer, user group organizer, Meetup user group organizer. some cool things coming there too and soon in the future. Follow us on social media and thanks again Tim for taking the time to prepare the presentation. Thanks, Lauren, for filling in on some of the details that we were unaware of before the stream and to everyone else that's making amazing things with the Editor and the Engine. >>Tim: Absolutely. >>Victor: Then next week we are kicking off the MegaJam, which is very exciting, a full week of hopefully a lot of you all making amazing games and projects that we'll get to play. So, it's really exciting. If you haven't seen it, check out the list of sponsors and prizes. We have some very nice contributions from our sponsors this time around. A PC from Falcon Northwest with cats on it, very exciting. I think those graphics are about to go up now. So, spoiler alert. super cool. And then running up, the schedule on Twitch for what we're doing exist on our Twitch page. I don't think I've updated it yet for the next couple of weeks, but that will come later today. So, if you're ever wondering what's coming in the future, just go ahead and go to the channel, our channel on Twitch and you can see it right down there. And for that, I think we're done for today. So, thanks again, Tim. Awesome. I'll probably have you on sooner than you think. Yeah, there's always new things coming to the Engine and we haven't even started to come up with new 4.24 features. >>Tim: I'll go ahead and tease it. You know, it's like we've done this for the last two releases we've done an Editor smaller features stream. I'll be back and we'll do another one of those. >>Victor: I really want to see the Atmospheric Sky changes. >>Tim: That's a top feature. >>Victor: It is. Yeah. It's really neat. I actually saw Ryan Brooks at Unreal Dev Days go through it and it's like you heard that ohhh, in the audience. Because it's really cool. So be excited and we will see you all next week. Have a good rest of your week and weekend. Bye-bye. >> Bye.
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Channel: Unreal Engine
Views: 22,843
Rating: 4.8328981 out of 5
Keywords: game development, unreal engine, unreal
Id: 0UzjuIn9r9I
Channel Id: undefined
Length: 113min 13sec (6793 seconds)
Published: Thu Nov 07 2019
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