Unreal Fest Europe 2019
2019-04-10..2019-04-12
Prague, Czechia
| title | author | length |
|---|---|---|
| Unreal Fest Europe 2019 Overview | 02m | |
Prague hosts a two-day conference that doubles prior attendance and runs 61 talks across tracks, with 45 partner-led sessions so most content is… | ||
| Replication Graph For Optimizing Real-Time Strategy Games | Nick Prühs | 32m |
Shows concrete wins: using Unreal’s Network Profiler with a deterministic 30s capture (20 units per player, skip first 2s) finds trees costing ~1,600 KB… | ||
| Aggregating Ticks to Manage Scale in Sea of Thieves | Jon Holmes | 38m |
Rare engineers show that aggregating per-object Tick calls into aggregated tick collections and batching queries cuts instruction-cache churn and drops… | ||
| UE4 Raytracing for Games | Sjoerd de Jong | 45m |
Demo uses UE4.22 with DXR on Windows 1809 and DirectX 12 and enables ray tracing + compute skin cache; a subway demo mixes baked lighting with a few ray‑traced… | ||
| The Visual Logger: For All Your Gameplay Needs! | Andy Bastable | 30m |
Built‑in Unreal Visual Logger records timelineed debug draws and text and is shown used across Sea of Thieves for concrete debugging: EQS points and navmesh… | ||
| The Fusion of Nostalgia and Novelty in Octopath Traveler | Keisuke Miyauchi, Masashi Takahashi, Mika Iizuka | 57m |
Octopath Traveler uses Unreal Engine 4 and Maya prototypes to fuse 16-bit pixel art with modern lighting and postprocessing, sells 1.5 million copies, and… | ||
| Fantastic Bottlenecks and Where to Find Them | Roman Leshchenko | 39m |
Shows concrete fixes and measurable wins: use soft references and default small textures to avoid accidental hard loads, avoid non‑power‑of‑two textures (one… | ||
| Engine Tools for Performance on Open World Games | Mario Plamero, Andreas Suika | 50m |
Shows concrete engine workflows and tradeoffs: Landscape uses autoLOD and collision‑optimized components but more components raise draw calls; foliage… | ||
| Design, Production, Ballistics for Insurgency: Sandstorm | Jeremy Faucomprez | 49m |
Development uses Confluence + JIRA with inline comments and weekly four‑hour design meetings; production uses two‑week sprints and Story Points where 10 Story… | ||
| A Postmortem on Implementing AutoPlay in UE4 | David Sim Wei Lun | 41m |
Implements a non-AI fixed-path AutoPlay for UE4.17.2 that reads plain text coordinate-and-button files recorded by a simple recorder, runs on PS4/Xbox One Dev… | ||
| Using the Gameplay Ability System | Matt Edmonds | 45m |
Claim: the Gameplay Ability System (GAS) scales to hundreds of abilities, is network‑ready, and yields reusable gameplay architecture across projects. Concrete… | ||
| Growing a Healthy UE4 Ecosystem | Valentin Galea | 38m |
Company standardizes C++ and Blueprint rules by shipping them as coding standards as source code checked in and evolved via code reviews, and enforces naming… | ||
| Blueprints In-depth - Part 2 | Sjoerd de Jong | 40m |
Blueprint compile time scales with node count and references, and casting causes chain recompiles that can freeze the Editor; an extreme test goes from 52… | ||
| Blueprints In-depth - Part 1 | Sjoerd de Jong | 55m |
Cuts through generalities and names concrete practices: advocate put core classes in C++ with Blueprint subclasses for content to avoid loading gigabytes of… | ||
| Architecting Content for a Live Service Game | Joakim Ohlander | 34m |
YAGER documents moving Dreadnought from roughly ~100 assets to ~5,000 and hitting startup times (14s → 1m30s), editor slowdowns (1:13 → 4:22) and OOMs. Fixes… | ||
| Workflow on Fortnite | Ben Marsh | 46m |
Epic accepts about 500 changes a day to Fortnite and uses a custom workflow built around Unreal Game Sync to let artists compile or fetch editor binaries, show… | ||
| We’ve Got Your Back: Engineering Optimization Ease | Kelly D Gawne | 41m |
Unreal Engine gains concrete optimizations: introducing the RHI thread (4.22) decouples RHI command lists from the Render Thread, yielding ~5% render-thread… | ||
| Vulkan! Powering AAA Experiences on Android | Michael Parkin-White, Oleksii Vasylenko | 43m |
Vulkan on Android gives concrete wins: real projects see about 20% FPS uplift (Fortnite on Note 9), pipeline caching cuts level load from ~5.5s to 0.2s, and… | ||
| Overcoming Early Challenges in Unreal | Arran Langmead | 37m |
Common first-six-month pitfalls and exact fixes: keep around 2,000–3,000 after culling actors in a scene as a rough target, use HLOD, Actor Merging, Skeletal… | ||
| Using UE4 to Develop for Oculus Rift and Oculus Quest | Loren McQuade | 35m |
Step‑by‑step setup for UE4 targeting Rift and Quest: enable Forward Shading, Instanced Stereo (PC) or Multi-View Direct (mobile), Start in VR and MSAA; pick… | ||
| Automated Testing at Scale in Sea of Thieves | Jessica Baker | 40m |
Rare builds an automated pipeline on Unreal’s Automation Framework (FAutomationTestBase, IMPLEMENT_ macros, latent commands) plus custom fixtures and networked… | ||
| Using Plugins to Share Code Among Several UE4 Projects | Colas Markowski | 29m |
Cyanide packages shared game code and assets into a single CyaTools plugin that holds both runtime and editor modules so multiple UE4 projects reuse the same… | ||
| 100 UE4 Tips and Tricks | Sjoerd de Jong | 01h 00m |
69 concrete UE4 editor and content tips, not 100: quick, practical workflows and hidden editor knobs for level, material and asset work. Covers exact shortcuts… | ||
| Using Python to Streamline Asset Workflows | Marcus White | 16m |
A 30-person studio with six artists and two prop specialists builds a Python pipeline that ingests outsourced Maya meshes, runs SBSbaker to bake curvature/AO… | ||
| UE4 Pixel Streaming | Alistair White, Stuart Hill | 32m |
Unreal Engine includes a Pixel Streaming Plugin (shipping in 4.21) that encodes the UE4 backbuffer with NVIDIA NVENC to H.264, sends video/audio via WebRTC… | ||
| Making the Most of Animation Blueprints | Jeremiah Grant | 33m |
Fortnite’s animation pipeline uses Copy Pose from Mesh to drive attachments onto one base Skeleton and layers simulation with Rigid Bodies, AnimDynamics and… | ||
| Integrating an FEM Physics System into Unreal Engine | Eric Larsen | 35m |
A UE4 plugin implements an AMD FEM solver (multithreaded CPU with SIMD) and a custom importer that reads a .fem JSON file generated by Houdini, producing… | ||
| Refactoring the Mesh Drawing Pipeline | Nick Penwarden | 49m |
UE4 4.22 replaces the old static draw-list with Mesh Draw Commands and a Mesh Pass Processor, caching full RHI state so the GPU can own more work. Dynamic… | ||
| Digital Material with the Substance Tools | Damien Climent, Luc Chamerlat | 53m |
Demonstrations show the Substance ecosystem producing editable, real-time materials in Unreal: a live link between UE4 and Substance Painter sends a mesh (a… | ||
| Data-Driven Sound Design | Dan Reynolds | 43m |
Shows how to take a procedural bird/cicada system built from timers, float ranges and randomization and turn its instance parameters into reusable Data Assets… | ||
| New Animation Features in Unreal Engine | Jurre de Baare | 52m |
Recap of concrete engine work: adds Control Rig for in‑engine retargeting (dog‑leg werewolf example) and native compilation; runtime retargeting now preserves… | ||
| Colour Management – A Bird’s Eye View for Digital Artists | Anand Hotwani | 48m |
Shows a practical pipeline: capture bracketed panoramas with chrome/gray balls and a color checker, combine into EXR HDRI scene‑referred maps, author materials… | ||
| Layered Materials for Environments | Matthew Brady | 35m |
YAGER switches to Unreal’s experimental layered Materials (4.19) and pairs it with a Substance Designer/Painter shared library to author clean base textures… | ||
| Async Loading Screens and Transition Levels | Axel Riffard | 31m |
Shows how to get consistently smooth loading by running the UI on a separate Slate thread while doing Level loads on the main thread and asset streaming with… | ||
| Introduction to Niagara | Arran Langmead | 26m |
Niagara is Unreal Engine’s next‑gen VFX toolset for particles and general VFX, presented as a node/module system that mirrors Cascade but makes Emitters… | ||
| Hero AI – Gameplay Abilities Meet Behavior Trees | Nick Prühs | 35m |
Combines Unreal’s Gameplay Ability System with per-order Behavior Trees and a blackboard-driven three-step order process so heroes auto-prioritize, validate… | ||
| Enabling a Look Development Workflow for UE4 | Matt Stoneham | 42m |
Studio claim: reproduce film‑VFX lighting in UE4 by building calibrated LookDev environments that use ground‑truth photography and automated ingestion to… | ||
| Causing Chaos: The Future of Physics and Destruction | Benn Gallagher, Jack Oakman | 42m |
Chaos is Unreal’s new physics engine that fractures and simulates real-time destruction using editor-native GeometryCollection assets, supports true non‑convex… | ||
| Blueprints: Blending System Architecture and Creativity | Michelle Chapman | 28m |
Deep Silver Dambuster Studios uses Blueprints across departments with a Technical Design team that bridges code and design, enforces standards, and runs… | ||
| Beyond Authentic Pixel Art in Unreal Engine | Chris Wilson | 30m |
Cardboard Sword adapts pixel art to Unreal Engine by keeping strict rules—orthographic camera, tilemap grid of 32×32 tiles, and a restrained palette of about… | ||
| Backend Solution for The Cycle | Alexander Matsko | 38m |
YAGER builds a custom microservices backend for The Cycle using Docker and Kubernetes, centralizing messaging with RabbitMQ + Protobuf, persisting in… | ||
| ARK on iOS: Leveraging UE4 for 98% Content Reduction | Morgan Hughes | 48m |
Claims a working iOS port that shrinks ~100 GB of PC assets down to a 2 GB download and runs under ~1 GB RAM by aggressive content reduction and streaming… | ||
| Advanced Niagara | Arran Langmead | 19m |
Deep dive into Niagara techniques: a fur system that samples Skeletal Mesh textures and requires bake fur normals into vertices to update correctly, a scarf… | ||
| ARK on iOS: Coding and Design Tips | Thomas Williamson | 36m |
ARD on iOS targets iPhone 7-class devices (≈1 GB usable RAM) at 25 FPS by cutting rendering and memory tenfold: tiled mobile GPUs force many small render… | ||
| Tips and Tricks on Developing an Open World Game | Konstantin Yakushenko, Viacheslav Kobylinskyi | 45m |
Frogwares describes concrete tools and results: they build an open city from hundreds of presets as UE4 plugins (no engine mods) and track upgrades from 4.09… | ||
| Panel - Being an Artist on a UE4 Team | 36m | |
Panel covers concrete workflows and fixes: mobile ports like Life is Strange and Brothers use baked backgrounds, material LODs and unlit far LODs and manual… | ||
| Panel - Getting More Design Done in UE4 | Andreas Suika | 48m |
Panel distills concrete practices for shipping with Unreal Engine: use Blueprints for fast iteration then port stable systems to C++, enforce code reviews and… | ||
| Panel - UE4 Pipelines, Teams and Tools | James Golding | 44m |
Panelists compare practical workflows: teams use Unreal Game Sync and Perforce, run CI via TeamCity or Electric Commander, and speed compiles with IncrediBuild… | ||
| nothing matches | ||