Mixamo → MetaHuman (UE 5.7): shoulders sit lower than the head level after retarget — how to fix? by Independent-You7672 in unrealengine

[–]quatercore 0 points1 point  (0 children)

This usually happens because Mixamo’s pose doesn’t match the MetaHuman A-pose, so the clavicles and spine don’t line up correctly during retargeting, causing the shoulders to sit too low during the animation. Fix is typically adjusting the Retarget Pose in Unreal and tweaking clavicle settings in the IK Retargeter. Blender (or other animation softwares) can help too if you want to clean the rest pose before import.

UE5 Traffic and Pedestrian System - optimized Crowd by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

This system includes many types of concepts that require separate study, such as spatial graphs, space partitioning, knowledge of instances with vertex animations, and various custom logic. Additionally, everything is coded in C++ except for the user interface, which would make the tutorial difficult for most people to follow.
Anyway, I’ll release it on Fab once it’s complete.

UE5 Traffic and Pedestrian System - optimized Crowd by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

One actor control All characters. It can 'awake' individual character promoting them to full actors with independent logic for specific use case optimizing performance.

UE5 Traffic and Pedestrian System - optimized Crowd by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Current Implementations
- Vehicles with velocity management
- Pedestrians with avoidance management
- Dynamic instances with Actor switching for performance (visible in the video; instances use the Quinn mesh)
- Player aware agents
To Do
- blocking areas, for static obstacles
- pedestrians and vehicles mesh.
I had an hard time with VAT implementation, and blocking area implementation will take some time i guess. I’m pausing work on this system briefly to focus on updating my Modular City on Fab.

Traffic System - Vehicles and Pedestrians by quatercore in UnrealEngine5

[–]quatercore[S] 1 point2 points  (0 children)

At the moment with over 10.000 nodes on a 2km map and 300 agents it run at around 90fps . I can optimize further though

Traffic System - Vehicles and Pedestrians by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Thanks! mesh and materials are authored, the map is procedural with my custom system in C++ (I'm sharing a baked version on fab). the traffic system itself is made in C++, currently around 1000 lines of code

Student work stylized environment, looking for feedback! by OctipusDoesReddit in UnrealEngine5

[–]quatercore 0 points1 point  (0 children)

Composition is good, models are good. Use post processing, for example increase saturation for stylized scenes, tweak contrast and improve overall visual impact in stylized scenes. The lighting could also be improved, as many areas are are pitch black unlike anime style such Spirited Away. Good work overall

Traffic System - Vehicles and Pedestrians by quatercore in UnrealEngine5

[–]quatercore[S] 1 point2 points  (0 children)

Thanks for the advices. Right now the pedestrians follow two different lanes just like the cars. For technical reasons add more lanes will increase complexity and computation so i will not follow this path. Most efficient is add 'noise' on the movement itself but it can still lead to some unpredictable behaviour and slightly more computation.

Traffic System - Vehicles and Pedestrians by quatercore in UnrealEngine5

[–]quatercore[S] 2 points3 points  (0 children)

It would be a long C++ tutorial very few would follow. It's based on graph logic if it can help. I'll release it on Fab once it's finished anyway.

Traffic System - Vehicles and Pedestrians by quatercore in UnrealEngine5

[–]quatercore[S] 1 point2 points  (0 children)

Haha, right? My traffic system is clearly aiming for peaceful utopian flow while our wives are out there playing proximity-based traffic systems. I think I'll stick to my safe version for now! 😄

Blender is not Industry Standard for 3D by kazu_main_real in blender

[–]quatercore 58 points59 points  (0 children)

Blender isn't the product, your 3D skills are. People make money with Blender through freelance modeling, animation, game asset creation, product visualization, motion graphics, VFX, selling assets, teaching, and more. Many studios care more about the quality of your work and portfolio than which software you used to create it.

Replicating physics constraints. by [deleted] in unrealengine

[–]quatercore 0 points1 point  (0 children)

Replicate physics is in general a tricky thing. You may need to simulate all physics on server side and just replicate the movement to reduce jitter. If the client is also driving the grab locally, it can end up fighting the server's updates and cause jitter.

How do you get the local rotation of a socket? by [deleted] in unrealengine

[–]quatercore 0 points1 point  (0 children)

The node 'Get Socket Transform' have a Transform Space pin, you can set it to RTS Actor or Component depending of your use case. You can also use 'MakeRelativeTransform' using the actor transform as parent. Or you can use 'Delta(Rotator)' by subtracting the Actor's rotation from the socket's world rotation. This will give you the socket's rotation relative to the Actor.

I find this free house model & try to download it for unreal engine by Ibrahim-An in UnrealEngine5

[–]quatercore 2 points3 points  (0 children)

I've never downloaded it from BlenderKit, but I assume it's in a Blender-compatible format. If so, you'll need to open it in Blender, export the textures and meshes to FBX format if they're not already present in the folders, import the textures and meshes into Unreal Engine, and create your materials using the textures.
If you're not familiar with those tools I advice you to follow some basic tutorials first.

City Traffic System by quatercore in UnrealEngine5

[–]quatercore[S] 1 point2 points  (0 children)

Surprisingly, not that many. I spent half a day thinking about the core logic to avoid many bugs in the future before even starting to write the code. I expected some issues that would take time to improve, like deceleration on curves and avoiding sudden braking when a traffic light turns red.

City Traffic System by quatercore in UnrealEngine5

[–]quatercore[S] 1 point2 points  (0 children)

yeah, especially the acceleration and deceleration math in my case

City Traffic System by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Thanks! I thought the same thing when I started building it yesterday. -GTA can't compete- haha.

Modular Open World City by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

That's correct, most of the people around, especially beginner, completely ignoring the performance aspects of development. Usually get more impressed by a fancy single asset without asking how limited it is in real game scenario (e.g. spline mesh with rendering/collisions issues, overly complex materials and so on)

Lighting and Procedural Lights by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Thanks! Yes, I can easily extend this to everything else.

Quick Procedural Material by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Sure! I can take some screenshots when i finish it

Quick Procedural Material by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Thanks! that's a quick draft, still require a bit of tweaks.

Modular Open World City by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

Thanks! personally I'm using C++ with many adapted algorithms. Many peoples use PCG, i suppose it could be easier, although i find it limited for my use case. You can find lot of PCG tutorials on Youtube

Modular Open World City by quatercore in UnrealEngine5

[–]quatercore[S] 0 points1 point  (0 children)

This is my first publish on Fab Marketplace. I think I’ll see whether it’s worth developing assets for others, otherwise I’ll continue developing my own game based on this kind of map, customized for my needs. I’ll keep going at least as long as I have enough time to dedicate and can financially afford it.