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Tim Hobson
5.2K posts

Tim Hobson
@TimHobsonUE4
This account is (mostly) INACTIVE, no guaranteed responses. I'm a senior technical writer @EpicGames working on @UnrealEngine and Unreal Product documentation
Cary, NC Katılım Kasım 2013
699 Takip Edilen3.3K Takipçiler

@3D_director If I come across anything publicly available, I'll try to remember to share it. :)
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@TimHobsonUE4 Awesum, I'll check them out when they're online.
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Hi @TimHobsonUE4 is there any other parameter/search word I should use to find documentation on the latest U5.6 retargeter?


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@3D_director Just occurred to me that some of the talks at Unreal Fest may have covered the topic. I've not had a chance to look back at those and see what all the talks entailed, but could be a starting point until we get things updated.
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@TimHobsonUE4 Thanks for the reply, Tim.
For everyone else following this #IKretargeter in #UnrealEngine5.6 this is the stack order for the IK rigs to follow (basic form). I'll be posting a video about how to "lace"it with #RIG2U5 soon.

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@johnjlopez @3D_director Post here, or shoot me a DM. I keep track of these things and try and bring them forward during meetings and other relevant places when possible. :)
Thanks!
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@TimHobsonUE4 @3D_director I... do have some pain points😅💀.
Ill make some notes! Where is the best place to put them?
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If you're new to Unreal Engine or thinking about making the switch, we've started revamping our onboarding documentation!
We're starting with a "Programmer" track, but have a "Designer" and "Art" track coming later. Let us know what you think.
dev.epicgames.com/documentation/…
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@James_Soth Similar to the programmer track, it will build on the "adventure game" concept and flesh out gameplay and mechanics there as simply as possible.
We're starting on this soon. If you have ideas or things you'd be interested in seeing. I'll bring them forward at meetings :)
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@TimHobsonUE4 Excited to see what a design focused document would look like
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@cpioli64 Being fully transparent here, very unlikely. :/
Not because we wouldn't want to, but it's all down to resources and time to do so balanced against competing priorities we already have mapped out for this year and well into the next.
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@TimHobsonUE4 I know it's a long shot, but what are the odds you can add tutorials for ILayoutDetailCustomization, the Slate UI, and how to create dynamic/responsive Details Panels?
I doubt even 1% are interested in this Tim, but I've seen amazing tools out there and I'd like to build them.
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@Oddernod That's the goal here. We're looking to have a designer track follow the same Adventure game creation as the programmer one, then build out artist track around this same idea, and a cinematic animation track.
Goal being to cover these slices of development for most people. :)
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@TimHobsonUE4 Heck yes. At some point I’d love to take a transition track, like I’m an artist that wants to know more about being a designer and vice versa.
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@johnjlopez @3D_director Let us know how it goes!
Onboarding and new user documentation is an area we're actively trying to improve and iterate on this year. If you find pain points, or have any feedback, we're listening. :)
GIF
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@TimHobsonUE4 @3D_director I’m in archviz and literally started going after and learning unreal within the last week. This is me.
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@3D_director Actually, my lead and I were discussing this exact topic yesterday and some ideas for the track to consider.
If you have ideas of what you'd like to see, let us know. This one is still early in planning for the end of the year :)
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@TimHobsonUE4 "Cinematic Animator & Render artist" TRACK, needs to be in this list.
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@TimHobsonUE4 Ah, will do! I tried the side scroller and was happy to see the new templates. Me and the crew will boot this bad boy up asap!
You guys are always killing it btw :)
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Unreal Engine 5.6 now includes native first person rendering! We used this first in Fortnite Ballistic and now you can too for your games.
dev.epicgames.com/documentation/…
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@zeelee3D Check out our new First Person template since they've been updated now to use FP rendering natively.
Unfortunately, these weren't ready when I drafted the doc, but they'll line up nearly the same with the setup.

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@TimHobsonUE4 lol, they'll live 😆
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@TimHobsonUE4 my play testers are gonna be really bummed out when they can no longer see the back of their character’s eyes for a split second!
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We've added another guide for anyone looking to onboard from Maya or other packages.
This guide shows how to install UE, set up a project, download content, animate w/ control rig, add lights & actors to a scene, and render it out to an image/video.
dev.epicgames.com/documentation/…
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@skx_doom Correct. The UI is gone and ProfileGPU only outputs to the in-editor Output Log tab, log file, and TTY in the debugger.
I've got a task to write up the new GPU Profiler page, but will be a few weeks due to other tasks.
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@_jamesoloughlin 5.6 is the a lot of good stuff. 5.7 will have even more. :)
I'm not an animator or Maya user at all, and I've found the changes to be less intimidating than when I've used them before in UE.
I generally play in the rendering feature arena, but animation is pretty cool too. :)
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@TimHobsonUE4 With the amount of modeling and animations tools rolling out in Unreal I wonder if I can’t drop Maya. 😂 🤔
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Any Maya users looking to make the leap to Unreal Engine, we now have a tour of UE features and systems with a focus on drawing connection points from Maya terminology, concepts, and workflows to those of Unreal Engine.
More guides for Maya coming soon!
dev.epicgames.com/documentation/…
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