~/conference

Unreal Fest Europe 2019

date:2019-04-10..2019-04-12
location:Prague, Czechia
series:Unreal Fest Europe · one edition
titleauthorlength
Unreal Fest Europe 2019 Overview02m
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…
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Replication Graph For Optimizing Real-Time Strategy GamesNick Prühs32m
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…
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Aggregating Ticks to Manage Scale in Sea of ThievesJon Holmes38m
Rare engineers show that aggregating per-object Tick calls into aggregated tick collections and batching queries cuts instruction-cache churn and drops…
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UE4 Raytracing for GamesSjoerd de Jong45m
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…
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The Visual Logger: For All Your Gameplay Needs!Andy Bastable30m
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…
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The Fusion of Nostalgia and Novelty in Octopath TravelerKeisuke Miyauchi, Masashi Takahashi, Mika Iizuka57m
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…
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Fantastic Bottlenecks and Where to Find ThemRoman Leshchenko39m
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…
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Engine Tools for Performance on Open World GamesMario Plamero, Andreas Suika50m
Shows concrete engine workflows and tradeoffs: Landscape uses autoLOD and collision‑optimized components but more components raise draw calls; foliage…
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Design, Production, Ballistics for Insurgency: SandstormJeremy Faucomprez49m
Development uses Confluence + JIRA with inline comments and weekly four‑hour design meetings; production uses two‑week sprints and Story Points where 10 Story…
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A Postmortem on Implementing AutoPlay in UE4David Sim Wei Lun41m
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…
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Using the Gameplay Ability SystemMatt Edmonds45m
Claim: the Gameplay Ability System (GAS) scales to hundreds of abilities, is network‑ready, and yields reusable gameplay architecture across projects. Concrete…
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Growing a Healthy UE4 EcosystemValentin Galea38m
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…
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Blueprints In-depth - Part 2Sjoerd de Jong40m
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…
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Blueprints In-depth - Part 1Sjoerd de Jong55m
Cuts through generalities and names concrete practices: advocate put core classes in C++ with Blueprint subclasses for content to avoid loading gigabytes of…
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Architecting Content for a Live Service GameJoakim Ohlander34m
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…
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Workflow on FortniteBen Marsh46m
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…
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We’ve Got Your Back: Engineering Optimization EaseKelly D Gawne41m
Unreal Engine gains concrete optimizations: introducing the RHI thread (4.22) decouples RHI command lists from the Render Thread, yielding ~5% render-thread…
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Vulkan! Powering AAA Experiences on AndroidMichael Parkin-White, Oleksii Vasylenko43m
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…
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Overcoming Early Challenges in UnrealArran Langmead37m
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…
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Using UE4 to Develop for Oculus Rift and Oculus QuestLoren McQuade35m
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…
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Automated Testing at Scale in Sea of ThievesJessica Baker40m
Rare builds an automated pipeline on Unreal’s Automation Framework (FAutomationTestBase, IMPLEMENT_ macros, latent commands) plus custom fixtures and networked…
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Using Plugins to Share Code Among Several UE4 ProjectsColas Markowski29m
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…
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100 UE4 Tips and TricksSjoerd de Jong01h 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…
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Using Python to Streamline Asset WorkflowsMarcus White16m
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…
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UE4 Pixel StreamingAlistair White, Stuart Hill32m
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…
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Making the Most of Animation BlueprintsJeremiah Grant33m
Fortnite’s animation pipeline uses Copy Pose from Mesh to drive attachments onto one base Skeleton and layers simulation with Rigid Bodies, AnimDynamics and…
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Integrating an FEM Physics System into Unreal EngineEric Larsen35m
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…
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Refactoring the Mesh Drawing PipelineNick Penwarden49m
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…
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Digital Material with the Substance ToolsDamien Climent, Luc Chamerlat53m
Demonstrations show the Substance ecosystem producing editable, real-time materials in Unreal: a live link between UE4 and Substance Painter sends a mesh (a…
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Data-Driven Sound DesignDan Reynolds43m
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…
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New Animation Features in Unreal EngineJurre de Baare52m
Recap of concrete engine work: adds Control Rig for in‑engine retargeting (dog‑leg werewolf example) and native compilation; runtime retargeting now preserves…
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Colour Management – A Bird’s Eye View for Digital ArtistsAnand Hotwani48m
Shows a practical pipeline: capture bracketed panoramas with chrome/gray balls and a color checker, combine into EXR HDRI scene‑referred maps, author materials…
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Layered Materials for EnvironmentsMatthew Brady35m
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…
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Async Loading Screens and Transition LevelsAxel Riffard31m
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…
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Introduction to NiagaraArran Langmead26m
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…
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Hero AI – Gameplay Abilities Meet Behavior TreesNick Prühs35m
Combines Unreal’s Gameplay Ability System with per-order Behavior Trees and a blackboard-driven three-step order process so heroes auto-prioritize, validate…
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Enabling a Look Development Workflow for UE4Matt Stoneham42m
Studio claim: reproduce film‑VFX lighting in UE4 by building calibrated LookDev environments that use ground‑truth photography and automated ingestion to…
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Causing Chaos: The Future of Physics and DestructionBenn Gallagher, Jack Oakman42m
Chaos is Unreal’s new physics engine that fractures and simulates real-time destruction using editor-native GeometryCollection assets, supports true non‑convex…
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Blueprints: Blending System Architecture and CreativityMichelle Chapman28m
Deep Silver Dambuster Studios uses Blueprints across departments with a Technical Design team that bridges code and design, enforces standards, and runs…
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Beyond Authentic Pixel Art in Unreal EngineChris Wilson30m
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…
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Backend Solution for The CycleAlexander Matsko38m
YAGER builds a custom microservices backend for The Cycle using Docker and Kubernetes, centralizing messaging with RabbitMQ + Protobuf, persisting in…
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ARK on iOS: Leveraging UE4 for 98% Content ReductionMorgan Hughes48m
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…
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Advanced NiagaraArran Langmead19m
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…
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ARK on iOS: Coding and Design TipsThomas Williamson36m
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…
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Tips and Tricks on Developing an Open World GameKonstantin Yakushenko, Viacheslav Kobylinskyi45m
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…
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Panel - Being an Artist on a UE4 Team36m
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…
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Panel - Getting More Design Done in UE4Andreas Suika48m
Panel distills concrete practices for shipping with Unreal Engine: use Blueprints for fast iteration then port stable systems to C++, enforce code reviews and…
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Panel - UE4 Pipelines, Teams and ToolsJames Golding44m
Panelists compare practical workflows: teams use Unreal Game Sync and Perforce, run CI via TeamCity or Electric Commander, and speed compiles with IncrediBuild…
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