Unreal Dev Days 2019
who it's for
unreal engine developers, xr developers, tools engineers, rendering engineers, technical artists, build and release engineers, level designers
topics
OpenXR 1.0 plugin; interaction profiles rebinding; HoloLens 2 native streaming; variable-rate shading Quest; late-update latency reduction; Houdini-driven fracture pipeline; distance-field ray traced shadows; Blueprint nativization optimizations; RenderDoc capture workflows; BuildGraph and BuildAgent; RoboMerge automated merges; Landscape Layer System
| title | author | length |
|---|---|---|
| Mixing the Real and Unreal: The Future of XR in UE4 | Steve Smith | 46m |
Engine now targets a single OpenXR 1.0 plugin to replace multiple runtime plugins, promising one codepath and vendor conformance instead of per-vendor ports… | ||
| The Visual Technology of Gears 5 | Colin Penty | 47m |
Modified UE4 4.11 with spot integrates plus Houdini and Maya pipelines produce concrete results: doubled hero-character triangle budgets (cinematics to ~100k… | ||
| Tools and Infrastructure for Large Teams | Ben Marsh | 45m |
Epic uses Perforce with an automated one‑at‑a‑time merge service called RoboMerge (now shipped in UE 4.24) to surface conflicts by email/Slack and spawn… | ||
| How Drifter Optimized & Delivered Robo Recall for Oculus Quest | Matt Tonks, Ray Davis | 40m |
A full Rift-quality Robo Recall build is ported to Oculus Quest as Robo Recall Unplugged by cutting visuals but keeping the same physics and interactions; key… | ||
| Unreal Engine Open World Preview and Landscape Tools | Ryan Brucks | 52m |
Overview of current Open World work in UE4 with concrete features and tradeoffs: a new Landscape Layer System (4.23 experimental, 4.24 aims beta) gives… | ||
| nothing matches | ||