OK, here we go. Hopefully I can be heard and seen. Welcome everyone. Today is an exciting day. We have a new Unreal Engine to play with. So, basically, I had no choice. I had to do a live stream because everyone else is doing one and I want to be relevant. So, I thought let's have a look at what Unreal Engine 5 is all about. Do one of those reaction videos that's all the rage on the YouTubes. So, welcome to everyone who's saying hi in the chat. Hi, Adam. Hi, Tamai. Hi, Roberto. Don't know if I will download the sample project. I am downloading the sample project and it's taking forever. Oh, my God. I think last time I checked I was on about 12%. So, I don't know if it'll even get finished while I'm doing this stream. If it doesn't, what's going on with my hair? Yikes. If it doesn't get finished, I'll do another stream next week and it'll just be focused on looking at that project because it looks sick. We have to look at that. I think I'll try porting one of my projects. I've seen that it apparently will just import your UE4 project, so that's pretty good. Ryan, thanks for the greetings from North Carolina. That's in the USA, isn't it? Hi. Welcome. So, yeah, hi everyone. So, here's what I thought we'd do. So, epic. Hey, hi there. Awaken Dragon. Hi, Michael. How are you? So, what we're going to do is have a look at the announcement video. So, I've got that all ready. You can see. What's the point? Where is it? I can't, I can't with my fingers that way. That way. It's up there. Hello there. Who said hello there? My chat is showing different things in different places. When you do hello there, it's got to be in the voice of Obi-Wan. Hello there. So, we're going to have a look at this video that they've released. Hi, Eraser. And basically what I'm going to do is I'm going to stick my headphones on and I'm just going to kind of react to what the release video is. I've not seen this yet. I've just seen that the internet's been blowing up since I got home from work. So, I have fed my children, sent them to bed, jumped on the internet. So, we've got a 15 minute video that hopefully won't be too boring watching me sit through that, but I kind of want to see what's going on. So, if we share that together and then we will get the engine open. I've not had it open yet, so hopefully it will open. It's downloaded and installed, so we'll see how that'll go. I'm fine. Thank you, Michael. If a little bit tired, but I kind of, I need to jump on and do this. I'm quite excited about it. Hi, Teen Game Dev. When you hit 20, do you have to change your username to adult Game Dev? Which suggests you make a different kind of game, doesn't it? Right. So, I'm going to put on my Turtle Beach headset. That's right. I'm a gamer. So, I'll put these on. Spoilers. Right. Let's see what the developers say. Just shout in the chat if the audio is not coming through clearly. Okay. Let's see what they say. High chance. High gain. Yes. Audio is lacking. The result is a new practical sample project called Valley of the Ancient. Today, we're excited to give you the very first hands-on look at some of the new tools and workflows that we used to build it. Is that better? Now, we've got a lot to get to, so let's get started. So sick. When setting out to make our demo, we wanted to push the boundaries of what's possible with UE5 today while targeting next-gen hardware specifications. How's the audio? Is it coming through now? Your sequence is running in real-time on PlayStation 5 and Xbox Series X. Is that better? Okay. The viewport is huge. That was cool. Yes. So true. Maximizing viewport experience. And you're going to see a lot more of the UIs we get further into this presentation. I like that. You can't wait for you to get your hands-on. The same features of Unreal Engine 5 is Nanite. Yes. Our virtualized micro-polygon geometries I can't wait to play with Nanite. are as much geometric detail as the eye can see. Yep. Virtualized geometry supports orders of magnitude and more triangles without compromising speed and replaces the traditional system of mesh LEDs. Handling all detail transition scenes. I can't even fathom how this works. Nanites lets the artist create while the engine does the work. Yes. Looking to this nanites visualization, you can see individual triangles with different colors here in the viewport. Because the geometry is now virtualized, you can feel free to place assets like these all throughout your scene to fill out a massive player space. That's so cool. You can see individual instances represented by different colors from swatch to swatch. Each instance in this environment retains around 1 to 2 million triangles, providing enough detail for the camera to roam with complete creative freedom. So many triangles. Now, UE5's new anti-aliasing solution, temporal super resolution, keeps up with all this new UI to create sure. The new UI looks amazing, actually. So much cleaner. With all the features and true native 4K at the cost of 1080p. While highly detailed assets are great on their own, high quality lighting that realistically reacts to your scene is what opens the door to more dynamic worlds and immersive gameplay. Lumen is our fully dynamic real-time global illumination solution that immediately reacts to scene and light change, making for more believable experiences. And the GI hooks in directly with our time of day settings, allowing for true physically-based setups for photorealistic environments. The Megascans library has meticulously calibrated physically-based services and objects in the thousands of assets as of today. And the assets that we're highlighting here show just how powerful it is to have nanites in Lumen working in tandem. You know, I do 3D environments at work and having the Megascans assets just like drag and drop in the editor is going to be so good. I honestly cannot wait to get started with this. Also, thanks to the new Skyatmosphere system, it is incredibly simple to quickly simulate realistic time of day, carefully art-direct volumetric clouds, and make modifications to things like atmospherics, sun position, and fog. And for this example, we wanted a fully dynamic scene. Yes. No by baking and realistic interpolation between the different times of day. Of course, when in development, having access to high quality content that's easy to use helps you iterate quickly and saves lots of time and can be better spent elsewhere on your project. With Quixel now being a part of the Epic Games family, we've made the full Megascans library free and open for all Unreal Engine users. Bridge, our online browser for Megascans assets, has historically functioned as a standalone application for quickly exporting assets in bulk directly into the engine. Yeah. Albeit separate from Unreal. Which was fine. Today, we're happy to announce that Bridge is now natively integrated directly into the engine UI. So good. Now you can simply drag and drop assets directly into your scene. Oh, he's dragging it drop in. Oh, wow. And simply drag it in with your Epic ID gives you immediate access to thousands of assets to use for free in your Unreal Engine projects. So good. We are constantly looking to enhance the value of the Megascans library. And today we're excited to announce that we're adding a brand new asset type called MegaAssemblies. MegaAssemblies are the natural next step for us in removing even more barriers for artists in crafting their worlds. By combining existing assets from the Megascans library, our artists are pre-assembling elements that could be quickly accessed and leveraged to populate your scenes. Using the Moab set, let's add an assembly to our scene. And just like that, we were able to quickly change the composition of this area in our map. That's insane. With UE5, we are reimagining what collection looks like for teams and projects. Whoa, whoa, whoa, whoa, whoa. Right. Ian, you're telling me you can't see the live. What does that mean? Is the screen gone off? Are we good? Are we bad? Let me know if there are any problems.  And I'm pretty sure that I just saw rocks and stuff falling off it. Like what is the deal there? Now just check this out. So this bit here, watch what happens when it's placed in. I'm pretty sure like you can start to see it kind of having like a mini landslide. That's so good. And just like that, we were able to quickly change the composition of this area in our map. That's the dust coming from. With UE5, we are reimagining what collaboration looks like for teams and projects of all sizes. Yeah. A common challenge when collaborating on large worlds is deciding how to structure map content so that everyone on the team can easily work without asset attention, while also avoiding painful merge conflicts. Yes. A new system called World Partition makes traditional world building workflows obsolete by changing the way that we think about map files. Rather than requiring artists to build out map content as a series of streaming levels, World Partition allows teams to think of a single map as one large world that gets broken down automatically into many smaller streamable cells on a grid. These cells can be selectively loaded or unloaded in the editor to save on edit time resources, allowing artists to only load up the sections of the map that they need. That's amazing. So that's brilliant for like open world stuff. Changes the actors in a World Partition map are tracked at the actor level, not the map level. This one file per actor approach empowers different team members to work on different actors in the same map without having to worry about their changes getting clobbered in a merge or having to revert to get someone else's edits. Now, this approach means you could have artists lighting, set dressing, and reworking the landscape simultaneously all within the same virtual space. Oh, look at that. This is running in the editor. You can see all the interface. Typically requires a ton of thought about how to stream relevant content in and out to stay inside performance budgets. Fortunately, World Partition handles that as well. At runtime, only the cells in a user defined radius from our player are loaded. And as we move, new cells are streamed in, while cells no longer needed are replaced by their lower resolution hierarchical level of detail or HLOD version. And since all projects have different requirements, the cell size and loading radius are fully configurable to match each project's content streaming needs. Games are going to get so big. Another feature that comes along with World Partition is data layers. Data layers are a way to categorize map assets and collectively enable or disable them when you want to alter the state of the world. Working in data layers, a separate group of artists was able to assemble a mythical reimagination of the environment with more interactive elements for our demo. That's so good. Ah. At runtime, we can swap between these two modes, streaming thousands of actors in and out and enter into the dark world. So this is going to be the transition as we go back to chance. I did see a bit of digital, um, Foundry's breakdown of this. They thought this was loading in a whole new level, but it's just a new layer. Middle runtime and interactive frameworks in Unreal Engine are giving significant updates in UE5. Yup. One thing we've added for animation is an experimental new full-body IK solver, which is designed to give you better results with less work. Straight in the engine. You can see it in action as a rig for our player character. Echo, corrects itself to adjust for variations on the ground below her. That's so cool. It's deterministic, reliable, and around 10 times faster than before. Wow. To build and maintain more scalable gameplay systems, we've also added a new framework called Game Feature Plugins that will allow you to build and ship game content in a more modular way. With Game Feature Plugins, numerous core gameplay features can be built in parallel with better encapsulation and finer content organization. Game Feature Plugins allow developers to add activation instructions to extend base game functionality, register new input actions for players, and interface with other frameworks such as animation. When we shipped it into the dark world, we also activated a new Game Feature to give Echo a brand new attack ability. All of the assets and logic needed for the ability, including new animations, input controls, blueprint code, VFX, and audio, are contained inside this plugin, and core game classes have no idea that these assets exist until we activate it. So it's like a plugin-based structure? We've also added a feature called Animation Motion Warping, which allows you to manipulate root motion animations to adapt them to the world. Show me. Echo's vault animation was authored to the specific dimensions of this rubble. Leveraging motion warping, we were able to add notify states in the vault animation asset that can react to transform data passed in via blueprints. This allowed us to reuse the same animation to vault over other assets of different dimensions, like these pieces of debris, by sending information about their size into the motion warping system. Before triggering the vaulting animation, a blueprint script determines her rotation, how high up she jumps, how far she needs to move to get to the other side, and where her feet should land. Motion Warping then adapts the root motion of the vault animation to match this data. Also, for the Rift and Rack animation, we used motion warping to place Echo in the perfect position in order to ensure her hand would always touch the Rift. Brilliant. So on the topic of animation, Unreal Engine 5 also includes our in-editor rigging tool, Control Rig. Look at that big guy. Oh yes, games are gonna get so good. Meet the Ancient, a film quality creature imagined and built by our friends at the Aaron Sims Creative Company. We partnered with Aaron Sims and his group of talented artists to concept the Dark World and to bring it to life through an enormous mythical adversary. Now, every single animation for the Ancient was authored wholly in Engine by the Aaron Sims Creative Team using Control Rig and Sequencer, our linear cinematic animation tool. That's insane. Also, just to push the boundaries a bit, they even built it out of a collection of nanite meshes totalling over 50 million triangles attached directly to the skeleton. 50 million. Control Rig was designed to keep artists close to their creations without having to bounce back and forth between software packages, allowing them to quickly iterate all inside Unreal. I need to get a hold of that. While imagining the battle between Echo and the Ancient, we wanted to give the creature a heavy laser attack that Echo would have to avoid. We needed it to track Echo's location in the arena and fire a slow, sweeping blast towards her. Taking advantage of the full-body IK solver mentioned earlier, we were able to influence the direction and distance the Ancient reaches out during the firing animation. Based on what Echo is in the scene. Let's see the results. Here is what the base firing animation looks like. And here it is again, with the full-body IK post-process layer is enabled. It's going to be different, isn't it? And our info about Echo passed into Control Rig. With full-body IK and Control Rig, designers and artists can now author full-animic animations that react to gameplay without having to build complex animation state machines composed of numerous animation assets. In Unreal Engine 5, we've completely overhauled the audio engine, centered around Metasounds, a new asset type used for every sound effect in our demo. Metasounds bring the power and flexibility founded material editors to audio creation, providing fine control for audio central game audio. With full-body synthesis capabilities and a rich audio function library, Metasounds give unprecedented control over sound effects and runtime applications. Sound engineers are going to love this. Using Metasounds, we built the Ancient's laser attack out of a combination of sound samples and synthesized audio. Genius. That is so complicated. Let's briefly break down how it was set up. Using the stereo mixer. Right, I'm going to say that this is all genius, but that has got to be using far more CPU resources than just putting that together in another package and loading it in. That's absolutely crazy, but very, very cool. Let's isolate and play just the synthesized charge sound. This effect is made by using a handful of sound wave generators and multiple modulation widgets. Now, let's mix back in our sound samples to hear the final result again. Very cool. Let's take down the Ancient. Again, it's him, little man. So someone's animated that by hand in Unreal Engine. Someone's got a lot of patience. Now, everything we are showing you in today's demo focuses on some of the new features in UE5, but many of your favorite UE4 features, such as Niagara particles and visual effects, chaos physics, blueprint visual scripting, and more have also received numerous updates in Unreal Engine 5. Updates, okay. Plus, all your UE4 projects can be upgraded to UE5, so you won't have to worry about poor compatibility for what you're working on now. Here at Epic, we are passionate about building great tools and new technology, and a big part of our statement is being able to bring you, the developer community, on the journey with us. So today, we're making an early access build of Unreal Engine 5, freely available on the Epic Games launcher. I know, mate. I've got it. I've downloaded it. Soon, you can explore and test out these tools yourself to get an early look at what's coming later in the full release of UE5.0. Also, we're releasing the project's source for Valley of the Ancient, so you can check out how we use these features to build everything you've seen in today's demonstration. Oh, I will. We've got a series of deep dive conversations on these topics lined up for Inside Unreal, our official weekly livestream, where you can hear from the engine dev team and ask your questions. Yes. Now, these are still the early days of UE5, and you can expect more news and features to be announced as we move closer to a production-ready release targeting early 2022. Right, cool. Follow the Unreal Engine social channels for more information, and feel free to download the early access release of Unreal Engine 5 and the Valley of the Ancient project today. Thanks everyone for watching, and welcome to Early Access. Yay! Thanks for the video, guys. Oh, right. This looks very, very, very, very cool. So many new features. I mean, this Nanite system, I can take these off now. This Nanite system, I'm going to have to do some reading on it because I cannot even fathom, cannot even begin to fathom what they have done to get that to run so quickly and so well. Oh, I've received 100 messages. Thank you, Restream Chat. So, I might have missed lots of chat as that's been going on. If there's something you've got a question that you want me to answer, by all means, just drop it in the chat again. I'll try and answer it, and we'll get the engine opening in a sec. So, with UE4, it's necessary to master the engine. UE5, it's still too early to know. You're still going to need to know what you're doing. They're epic at getting really good at letting the engine take care of a lot of what you used to work really hard on. Things like now, apparently, you're not going to need to set up LODs anymore. You can already have it set up collisions for you. All this stuff is amazing. Can I learn coding in UE? Or do I have to learn it somewhere else? You absolutely can. I think it's native language is C++, which is just proper coding. Or you can learn visual scripting, which is Blueprints, which is also very cool. So, everybody can load early. Yeah, just go to the Epic Launcher, which is what I'm going to do now. So, let's have a look at this. We've got on the Engine 5, and basically this is the Epic Launcher that's got its own tab, and you can download early access there. It's that easy. That's all I did earlier. It's best if you learn coding with a proper course. Yeah, I would agree with that. Okay, so, oh my God. If you scroll down as well, this is where you can get the sample of the Valley of the Ancient project. And if we have a look here, just because I think it's funny, so I started this downloading about two hours ago, and we're at 17%, so I don't think we'll be looking at that tonight, unfortunately, but I will come back and we'll do that again. So, let's get the Engine open. So, now if I just go to, there you go, look, UE5 Early Access. Let's give that a little launch and see how it goes. Wish me luck. I'm going in. This is exciting stuff. And I just have a little drink of tea while we're waiting. Do you know what? I can see myself on the screen and my hair has just gone nuts. It's driving me crazy. What's the size of UE5? I think it's about 12 gigabytes. Something like that. Oh, here we go. I do like the new splash screen. Look at that. How pretty. Oh, I've got a new icon as well. They've been more contrasty with the logo, which is nice. So, it doesn't like it's gotten any faster to start up, but then there are a lot of features in here, aren't there? So, that's probably not a big surprise. Here we go. This is very suspenseful. So, I'm assuming that all you guys are here because you're kind of excited about UE5 too. I'm going to try and go all in on this one. So, I kind of did some stuff in UE4, a big, fan-able UE4, but I think I'm really going to try and get right into UE5. So, here's where it starts. So, it knows about my other projects. So, I think what we will do first... Maya, nice. Yeah, you know, I like Maya. So, I'm known for it. I kind of got started as a Maya channel before I started to branch out. Right, we're going to open this, I think, first of all, because I don't have the project that I wanted to open. So, we'll check this one out and just see how the process of upgrading it goes. So, let's go to open. Okay, the project was made with a different version, correct? So, we're going to open a copy and we'll see how that goes. Okay, I got a new thing. Oh, I've lost it now. Right, so, M.Philip says, would you recommend switching from Blender EV to UE5 for rendering animations? Maybe I'm not taking everything into account, but the engine looks very promising. It really depends what you're doing. There are some good case studies of animation studios moving from traditional rendering to Unreal Engine for rendering, because it's so much faster. If you've done rendering with EV, I would imagine that you know that it can take a long, long time, whereas in Unreal Engine, because of the kind of crazy, amazing stuff that it does, it can just go really quick, but it's very situational. So, I don't think there's one that's necessarily right or wrong. It'll depend on what your goals are for the project. Michael, yeah, I streamed a play through a Firewatch. I did update it on the settings. Apparently, that hasn't filtered through. So, apparently, I'm playing Firewatch right now. Hooman is excited. Been working with it for more than three years. It's very cool, isn't it? I went from Maya to Blender for 3D modeling. A lot of people have gone that way. I think because they made it much harder to get your hands on the student license, people have kind of migrated on mass to Blender. I also am going to be trying out Blender. Hi, May. I feel like I've not seen you for a while. Oh, it's on the wrong window. So, let's bring it over here. Right, so, first impressions are that it has a really nice familiar feel to it, which is a good sign, I would say. It's gone crazy. I'm not usually this vain guy. It's just because I can see myself. It's stressing me out. What would you recommend, Maya or Blender? I would recommend Maya because I like Maya. Blender's free, though. So, it's kind of, you know, if you've got no money, Blender's the way. If you want to work in a professional studio, get on board with one of the Autodesk applications, or learn both. Right, so it says here, someone content so I can do controlling space. Very nice. Right, so let's see. I'm assuming that there's a level in here. So, the maps seem to work the same. Let's go to the demonstration map. No more low-poly model, I hope. I don't know what that means. Okay, so we're preparing texture. So, it gives you a little bit more of a breakdown here. Can I expand that? Compiling shader's building cards. I don't know what that means. I'm gonna have to look so much of this stuff up. Preparing textures. That's all pretty cool, though. So, it would appear that I'm dropping a lot of frames, but navigation's just the same, which is pretty cool. That's all very, very good. So, I'm gonna let this finish compiling. Blender optimization, much better, I think. I mean, pick your poison there. That some things are good for one thing, some things are good for other things. You just go with whatever you prefer, I think. Do you use Zbrush? Furcan, that is a bit of a blind spot of mine. I use it a bit. I deal with it a bit at work, but I really need to throw some time at it. I'm a fan of it. Like, kind of how well the sculpting tools work, but I don't like the interface. It stresses me right out. But maybe one day, I'll stick with it, who knows. Use both as the right answer. Yeah, I would agree. Well, let's see what happens if I press play. It does remember that I put my little character in here. Hey, hey, look at him go. Why is this so freaky? What are the shaders finished? There we go. Oh, I know what's going on. I messed with the camera, didn't I? Right, go on now. Let's see how this works. Let's see if I can go to the character blueprint. So it should be a character, Rob. Yeah, Bob blueprint. Let's see what we got here. So everything's really familiar, which I think is a good sign. The video card I've got is the RTX 2070 Super, which generally doesn't struggle. No other things that I've thrown at it anyway. So yeah, straight into the viewport. And this is a much easier on the eye interface, I have to say. I can just find everything. It's really cool that I'm not really having to try that hard. Where's the spring arm? To find anything. Everything's just kind of working, which is, oh yeah, that just snaps just like before. Yeah, camera's now in place. Visuals, I mean, it's going to be built on the same render engine, I would have thought. But the visuals hold up pretty well. Let's go in here. Hello, go up to the old cockpit. Hi there. I like this so much. Right, where are the new tools then? So we've got, yeah, editing mode. This is going to be landscape editing mode. Do you know what? I think we need to make a new project and have a play with it, don't we? What we got. How do you think the animation tool showed off UE5 or Compete with other tools? Christian, what I think is, if it's good, I think for people that just want to be game developers, it could mean that they don't spend the money on something like Maya. So, yeah, but I think it depends. I'll have to play around with it and see whether or not it holds up. If it does hold up, why would you leave one application to go into another, go through the whole export process? It could, it could change things.  If yes, what was it? No, I've not worked on big projects for Ken, it's mostly just been individual projects. Maybe Shane will do an HD object testing throw something big into the engine. What did you have in mind? Matchy? Ah, hello. I hope you're doing your coursework. How is it so far? I've literally just opened up Matchy, so we'll see kind of how it goes. I'm liking it so far. It's much easier on the eyes. Nice. Okay, what plugin did you use to create that map? This map, I didn't, I just downloaded it off the Epic Store. It was free. I needed something to create a cool thumbnail for my latest tutorial. So I just, just got this. Comparing you if how with my Roblender is not correct. They have different purposes. Roberto, I agree. Yeah, it's comparing apples to pears. But when your engine is starting to encroach on what a lot of other applications do, and it might be there at some point, it makes them obsolete. Maybe, maybe. I watch your videos, and so UE5 while opening, UE4 so started downloading it and stumbled it into a live stream. Well, you see, you see, it's because it's all linked. It's all connected. Right, I've got this open then. Should we see if we can make a new level? Yep, that's exactly what I thought it would be. Ah, you see, it's so familiar. We'll go for time of day. Very nice. We'll zoom out a little bit. Let's have a look at, oh, get rid of that. What's this? Just a preview mesh. Okay. Let's have a look at what the landscape looks like. This is just the same. This is just the same. Create. I like it when things are familiar. So I'm assuming that we'll have all the sculpt tools as before. Guessing that building the landscape will just be the same. Matching, not doing coursework. I knew you were a bad lad. Okay, so, yeah. So I think I did have some people on YouTube saying, oh, is there any point learning on Unreal Engine 4 because Unreal Engine 5 is coming out? And my response to those people was, I think it's going to be largely the same. They're just going to add new features. So nothing's going to be wasted. And I think that that is clearly the case. Where's the erosion tool? Erode that mother blipper. Yeah, that's all good. What we got here? What is that? T8 foliage editing mode? Yeah, that makes sense. Got foliage here. Yeah, all good. Mesh painting. Mmm, do you know what? This is something I've never used. There's no meshes in it to paint with. I need to come back to that one. That is fracture editing mode. I'm not going to be doing that. And I've never been a fan of the brush editing mode, if I'm honest. Good for knocking levels together. It's not for me. How do I put one in? Yeah, I'm out. I'm bailing from that one. So go back to selection mode. Racked. 100 points to anybody can tell me where I get access to the mega scan stuff. I did all my cost work. Finished my final yoga interval. Well done. Who, man? How did you do?  Or are you still waiting on it? Did all mine too? JT, JT, you just quit is what happened. If you like Maya, there is Maya Comfig for Blender. Yeah, I've seen that. I'm going to try getting into Blender. So I might look for the Maya Comfig. I'll tell everybody I'm using the Blender way of working, but I'm really going to be doing the Maya way because I like things that are familiar. As I might have already expressed. What does finish mean? The end. So if you make it to the finish, you've made it to the end. I think that's what you're asking. I like the new UI too, senior. You probably need to fire up new plugins. That may be content, mega scan stuff. Let's see. Prixel bridge I'm assuming then. Now I think I have it in store. But I'm not really messing with it. But if it's in the engine, should I don't need it in store? Let's see what happens.  Oh, hello. Yeah, go on then. I think it's all safe. It's going to make me sign in now, isn't it? Don't you make me sign in? You so, hello. Am I signed in? Nope. All right, hang on. I'm just going to sign in on another screen, guys, because I don't want you nicking my details. Sign in. In fact, can I? Yeah, I can keep that over there. Why is the login bit? Why is it about epic and bloody login pages? I believe that is my Epic Games account. Did my first year, I did not want to do the second. Quitting was the only option. Yeah, mate. I respect someone who knows their own mind. Do you have any tutorials on cinematic animation sequences or something like that? Sorry, I don't. Philip, I haven't really covered that on my channel yet. I'm sure I'll get there one day, but not at the moment. It should need to add Quixel Bridge to UE5.  They've just kind of added it as a separate window, which is cool. Can I dock it somewhere? No. So it's still kind of like it just launches the application, but that's still cool. Oh my God, is Bridge a part of UE? Yes, it is. Serbum. Serbum69.  We've heard that UE5 is compatible. Do you think they'll be migrating the plugins as well? Well, yes, I do. Because I think this is actually, on Meal Engine 4, they've reskinned it. And they've added things, but I think it's essentially the same application. So the plugins might need updating, but I think it'll all work. Is the UE UI easy to navigate? So far, Dennis, I've found it to be the same. But it's easier on the eye. Everything that has been where I've expected it to be so far, which is really quite nice. Right, let's see. So what can we find? I want some measures. Can I search for UTox? I think that's what they used in the project. Oh, yeah, boy. Right, now let's see if this... I don't think it can be this easy. It literally cannot be this easy, but let's give it a go. Excuse me. I'm going to get this. Just so in the video, they dragged and they dropped. Are you ready?  I mean, I can't see it, but it's in there. Right.  It just worked. Right, does the end keep it on the floor? I am so happy right now. How good. Look, it's still... Is it? Right, so I don't really know how night works. That seems really low res though, doesn't it? Like the texture. I don't know how good it's coming on the screen. No UTR teapot. I don't get it. Is that the... Yeah, you're talking about the 3D teapot, aren't you? Because they made it in the University of Utah, I think? Ed Catmull, I think? And someone else? Fred Park? Maybe. And boom. Right, you may not like Blender by the way, is that once you start to see a QB, and you decide to resize it, you're unable to... Like, and in Maya, you have to restart. I'll figure it all out, Sir Blum. I'm pretty good at learning software, it's what I do. Let's see how it's working on my G4 750M. Wow, it might catch fire, but best of luck to you, that's what I say. I might be moving to Utah. Ah, good, cool. It's loading, just wait. I don't know, I can't see it loading anywhere. Let's see what we've got. Why did it put it actually? Control and spacebar. I see I've got it figured out already. So there's going to be a Megascans folder. Yeah, boy. G, why do we got preview? So we've got a material instance yet. See, this looks really kind of low res. Oh, it might still be loading, preparing static measures. Wow, it takes a long time to import things, if that's right. I don't think there's anything I really want to change there. Close that. Oh, I think it actually might still be loading in. Can't, does it have, um, let's play a start. In fact, it's going to be easier to move this towards my play start, isn't it? Do you think it's got collisions on it already? All right, play a start. I'm having so much fun right now. I love new software. Why can't I get that lined up play? Okay, so by default, there are no collisions. Right, so let's see, let us see what we do. To get some collisions. So here's your static mesh editor. Everything's good. So I wonder, is it limiting the, oh no, there's only one LOD. So maybe I needed to set the LOD to something high before I imported it. I'll have a go at that in a minute. Catch it with a chat and you get a map. Yeah, I think I probably do. I think you have to choose midnight. Drop the downbox before you download. Yeah, I'll give that a go in a minute. Thank you, Cyclotic.  I don't normally have new people on Twitch. Hi there. Talking about plugins, are plugins important? Yeah, you need plugins for a lot of extra functionality, Philippe. It came out, could you tile that material? That might help. This is like a scanned asset, so the material will fit it perfectly. So tiling it in this case wouldn't because it would introduce seams. When it's downloading, could be. You've got the mid-level one. Yeah, I'm going to change it in a minute. I think we'll give that a go. But let me see. No, that isn't there. Yeah, right, so we'll give that a go in a sec. I'll see if we can figure that out. I want to see what's happening with collisions. So, auto-convex. So if we do that, and where do we get it to show collisions? Because that apparently has moved. I don't know where that is. 100 points if anyone can tell me where we now make it show collisions. Bounce? I don't think that's it. Oh, it could be, actually. Is that your auto-convex? No, I think it is. Collision. No. What the fluff? Is 8-core CPU enough for a real engine file? It is, as long as it's a good 8-core. It's really intensive on the process, especially when it's doing things like compiling shaders. So we've got to watch out for that stuff. Right, let's see. Can we do collision? Can I do? I can use complex as simple. Here we go. Here we flip and go. That didn't work, did it? Well, no, it didn't work. I didn't miss that. I suppose I could have missed. Well, that looks like it should work. Okay, collision's cleared out. We'll figure that one out later. It's actually the first time I've used this workflow with Megascans as well, just dropping it straight in. Normally, I'm a bit more in control. Right, so let's get, is it still open? Right, let's see if we can work out where we change the setting. So I just dragged from here, so let's get a different one. Well, this might be the same to be fair. Medium quality. There's your problem. Nanai, it's just there. Oh, my God. So now I've changed that. Do we think I can drag it from here? That's a no good buddy. I'm just going to take some getting used to. So it's that one. But I changed it to Nanai here. So let's see if it'll go now. So apparently the download takes longer. Got cold tea.  Joe Mosex, good name. I'm pretty sure you've given me my first ever super chat ever. I've never had a super chat. I could cry. Oh my God. Whoa. It's in. We have Nanai, I believe. I mean, that don't look any better, does it? That just looks the same. I don't think that's Nanai. Why is it not working for me? Thank you for the super chat. I genuinely appreciate that. That's really cool. I've got no idea how I get it out of YouTube, but we'll figure it out. Simple and complex. I'll give that a go in a set. This scene is one of the standard ones. Something I hope really bad is getting a blueprint. A show menu. You don't have any collisions. I know, but I can't bloody find it. You're showing bounds. Yeah, I don't know how to show the collisions. My collage. Plus not generated. Yeah, I know. Any update improvements on GPU? Like that's no idea. I've not got that far yet. Just wanting you to redownload it. I have to select in. Yeah, but oh yeah, maybe. Okay, let's see. Maybe I should pick a different one. Let's go for whatever this is. It's on Nanite. That's what we say to our children when it's bedtime in the UK. Nanite. I started to make an animation. Does the UI wait for every frame to render? It can do, Philippe. You can either have it render a bit slower and in that way, you get slightly higher quality or you can just do it in real time. It really is up to you. It doesn't wait for no one or no thing. True that. Free Fortnite. All right. So do I have to click on download, do you think? So I've clicked on download. It is set to Nanite. It goes to 1%. And then what? And then what? 2%. It's going to be a long way, isn't it? Which kind of makes sense because they are crazy assets. We might like that one just go in the back. Whoa. Got a lot of chat wants there. Don't drag and drop. Yeah, I'm getting that. The previous model was still downloading. What do you think that was finished now? I think I've got it at Nanite quality now. Should we give it a go? Can I still? Still says download. I think I've still got the old one. Yeah, that kind of felt too quick. I'm pretty sure it's a different mesh as well. Which is taught me nothing. I have nothing. I reckon though, if we go into it, it should tell me if it's crazy high triangle count, shouldn't it? Yeah, that's a thousand triangles. That is not high. Right, let's see if we can figure out while we wait for that download, how we get it to show us the collisions. Is it in here? No, where is it gone? Everything else has been in a really easy to find place. Visibility collision, do we think? I don't know what that tells me. I don't know what that is. That's new. What is it? Where is everything? I don't think that's collisions. Downloading something. Yeah, I don't think. Shall we see? Oh, actually. Actually, this tells me it's not downloading anymore. Oh, no. Epic launchers just closed, that's all. Shall we see if it's still downloading? Yeah. Yeah, it's not done. Okay. I would really like to just generate some collisions. Never needs cut. Is that new? To physical material. Blockhole. Use complex or simple. What do you think? Use simple as complex? Simple. I don't think that's going to do it. Where's auto convex? I'm sure you used to just do this. Don't know it. Down at the bottom. I don't see anything down at the bottom. Oh, hello. Not bad. I just didn't click apply earlier. Right, so if I do project default, it'd probably work. It's been a while since I've done it. Leave me alone. I've been in Maya for the last two tutorials. Okay, where's my little player start? It's going to work now. I'm going to put my little robot on here. Where are you player start? There you are. I'm going to zoom out. I'm so lost right now. Where's my player start then? There we go. Cool. Back into perspective and play. I don't know why the collisions won't work. I don't get it. I don't. Is it just that I've done it on the wrong mesh? I bet it is actually. That's called huge Canyon standstone and that's called huge. That didn't really tell me anything, does it? He's, did I not say that? I thought I did. It's not my day. I don't know what I'm doing. Try this again. Hopefully with a little less failing. Yeah, I'm a game developer. Look at them. Accurate collisions. Spot on. Yep, ain't no problem with that. At least it's working now. Right, let's see if we can change this now too. Use complex as simple. You see that's showing me collisions now. I think that might work. Now we've got accurate collisions. Yeah, boy. I'm going to have so much fun. Do you have collisions enabled on the real? Yeah, that's why he doesn't fall through the floor. I know I'm being silly, but I'm not that silly. Check the ones with nanodalas. Yeah, okay, let's go back. Have we downloaded? No, it's probably not helping that I'm also downloading the 100 gig file as well. But this is a lot of fun, isn't it? So do we think? Do we think? Let's try and get a material. Yeah, so like one of these Utah sands. Let's go surfaces. That looks like it's going to match, doesn't it? Let's even put it on the landscape. So we've got highest quality. I mean, yeah, let's download that. And we'll try and put that on. We'll try drag and drop just to see if it works, because I want it to. Oh my goodness. How am I like lagging around? How much is this taken out of the CPU? What's happening to the video? But you shouldn't build collisions like old times. And I don't think you need to. It's working well enough, isn't it? I think it's pretty cool. Pretty cool. If anyone else has sent me super chats, I don't think anyone has. I apologize if I missed them. I've, the screen I've got, it doesn't really, they don't stick to the top like they do on, there you go. I've got it on my phone as well now. So I'll know. What is that? She'll hide. What has someone sent there? Oh, okay. Just, just stuff. Okay. Hello from Poland. Hello, Gore Text Transport. Videos seem to say, ah, good. As long as it's working. That's the main thing. My God, the downloads are taking so long. Geez. Are there any additional features in favor of the non-real-time render? Lighting's always better when you are non-real-time. You get more bounces. It's more accurate. Screen quality is fine. Thank you, Flynn. Project follows out of date. Would you like to update it? Not now. I just want to want some things to download a bit quicker. Oh my God. Is it like a download manager in this? Collections, favorites, local. Oh, look. Look how long they're taking. It looks like I might be able to stop some, though, to get them finished earlier. Yeah. Do you know what I'm going to do? I'm going to go in here. I'm going to pause this. Because that's going to not get it finished tonight, is it? I'll have to let that go overnight. These should now speed up, which they have. That's better. How can the rocky ground be the same as one of the nanite meshes? It's just a material. How? What resolution are those textures at? That's nuts. Cons so far. The only cons the kid amazing is that I haven't got it all figured out yet. Everything looks to be the same, but slightly better would be my take on it. I really want to try the sample project and get my head around that. That's looking like it's going to be another stream which I'll do next week. And we'll see kind of as I get through to it. But what I like so far is that I only thought a male engine was great. UE4 is great. So they haven't, they've not reinvented the wheel. They've kept it so that it's still good. So yeah, I'm happy with that. We're going to cancel that one. We'll get the other ones done a bit quicker. One gig rock. Yeah. Yeah. One gig rock. I ain't scared. As someone that is a unit developer that's trying to make the jump to Unreal, what resources do you recommend for learning? Anything you can get your hand on. I've got a couple of tutorials on my channel. Go through those. They're pretty damn good, even if I do say so myself. For a while it's dropped down now, but for a while, if you did a search on YouTube for Unreal Engine 4 tutorial, my video was at the top for like almost two years. I got number one hit and because it's like three years old now, it's dropped down. The other ones are there for good as well. One day I might try and get back on top. We'll see. We'll see. Ben Keld. I don't know how to say that last bit. I'm glad that I'm really helping you. That's good. I was going to send it a super chat, but Jomo sent one first. So he said I bought a sticker. How does that work? What? Do you bought a sticker for me? From me? What's the... I don't... Do I have stickers enabled? What is... I've seen that stickers are a thing, but I don't know how they work. Do you think I can send myself a super chat? It appears that I can. So you can do super sticker. Send an animated image. Should we give it a go? I don't want to... Do they cost five pounds? Send one for 99p. All right. I'll have to explain to the Mrs. why I've spent a pound on sending a sticker to myself. Oh, I can pay via PayPal. She never has to know. Use password or touch with your finger. So what's going to happen if this... Do I just... It's very interesting. Oh, look, I sent a sticker. Keep it up, Game Dev Academy. Good stream. I've congratulated myself. Happy little guy. It's the small things. It's the small things. Ah, Dev Squad's going live soon. I might check out Luke's streaming a bit. Okay, it shows up on screen. Hello, is it permanently available? I think it's permanently available, but it's early access. So they're saying that it's buggy. Not everything's necessarily going to work all of the time. It's not ready for like prime time. It's just so that you can get to grips with it. I think this is cool because I'll start to put together a tutorial for this. So it kind of gives me a head start before it's released. So I think that's really cool. Business expense right there. Ah, you know it. For some reason, the bridge is not showing up in my Unreal. Who managed that on Unreal Engine 5 or 4? That's a lot of rock. That's a lot of rock. Okay, so all I'm waiting for is for one of these to just download. So I can see what these Nanite measures look like. That's all I want. That's all I need in my life right now. It's taking so long. Let's do this. But I mean, this is just sick, isn't it? This is so good. So I haven't really even used this level mode. Where's the directional light? There she is. Look. So can we change the time of day? Oh, no way. Is it changing the colors? I think this is a cool little thing. So if I take that down low, why does it become epic? You are so good at making game engines. It changes the time of day. It upsets me that they're so good at this. This is not even a new feature. I've just not played with this default level in UE4. Can I make it less cloudy? This guy don't mesh, is it? Do we think? I have not played with this. If anybody knows what you do to change the clouds and stuff, give me a shout and I'll give it a go. UE5. I don't know. I find I went into content. I went to Quixel Bridge. It could be because I've already got the Quixel Bridge application installed on this PC and it just found it. But I don't know. Hey man, who is Ganja Farmer? This is incredible. Tekken Hybrid Aural. That sounds dangerous. Have they changed UMG? Can we have a quick look? We might have just experienced our first crash. Oh, no. Is the stream holding up? Because the computer seems to have gone mental. I said not a dome is volumetrics. Cool, I'll check that out. I was just about to buy a Udemy course UE4. Is that still worth it, you think? Yes, your hand. But what I would do is check out my Unreal Engine course first, if I were you. I would always recommend that. It's on my channel. Have a look for it. UE5 is so good. That's a lot better than I expected. Yep. What have we got? It's the legend. Thanks, Matt. Do I know you? Because you clearly know that I'm a legend, which is true. Increase the wind speed to remove the clouds. Blow them away. I like it. I like it. Thanks for that. Stream is good. Thanks. Hey, very recently. It is amazing. We see you moving. That's good, too. One gig of rocks fall. Yeah. Well, I'm wondering if it just finished downloading. That's what caused it to get angry. It seems to have kind of come back to life now. Yeah, I think we're good. So let's get rid of that. Let's have a look if one of these is finished. Right, what do I have to do to get it? What does that do? I'm going to give him much away, is it? Okay, we've got the rocky canyon. Let's see if we can just drag that in. I'm going to be honest, that's not what I expected to happen. It's just put it on the sphere. That's nuts. Thanks for that. But it does mean that the material's in there. Now, so we press control and spacebar. Our new favorite keyboard shortcut. Right, where's this material I've just brought in? That's three of the assets. I don't want that. I want surfaces. Okay, so how do I have them both open at once? What the flick is going on here? You see, docking layout. Just works, just works. So we're going to drop this onto here and we'll see if that causes it to match up. Let it compile for a sec and then we're going to throw in a big Nanite mesh. It's not officially live, dude. This is the early access, but I would give it a try if I were you. Hi, thanks for the stream. You don't need to download the engine. Please show any blueprint. Just want to see if the style has changed. Yeah, I'll do that in a sec if you want. Thanks, guys. Okay, I'll check your site out as well. No worries. Wow, that's insane. I think so. No, it's beta release. I think this is alpha, actually. Same thing happened to me just now as I expected it to be on the floor. Yeah. Oh, man. I don't know what that means. So that was kind of cool. Let's have a little run around on this. I mean, it needs blending, but it's there. It is there. It's not right. Do we need to activate the material instance? Where is displacement global? I would like to displace it. Where is it? Okay, I'll have to come back to that. That apparently isn't there.  Let's give that a go next. So if I go here, if I'll get upset with me, I crashed it again. Successfully exported it. Okay, so that does it this way. So I'm assuming now that in a minute, one of these is going to be the mesh, static mesh right here. So it's got a different sort of preview to what I was expecting. Only 20,000 triangles? I'm not convinced this is the nullite mesh then. Let's see. It's using the term early access, but I don't know if that means alpha. So I heard someone say alpha earlier, so I'm assuming that, but I don't actually know. You from London? I am not. We don't speak like London is where I'm from. I am northern. So yeah, I can do a Cockney accent, but I am not from London. I am from up north. I can tell people they know nothing. You know nothing, John Snow. Can you try checking out the lumen indoors? I'm going to have to get to all these, I think in a separate stream, ganja farmer, because I've not got anything indoors ready to go. When I get the preview project downloaded, I'll probably be able to do a few more tests. Full release will be in early 2022. Yeah, I've heard that. Don't you have to do that under the terrain itself? I didn't think so. I thought you could do that in the material. I've done it in the material in the past. This will not even open up. Oh, I think we have no night. Why is it saying there are so few triangles? That's weird. Does it not behave in a normal mesh this? Because now it's not there when I want to show why for it. Maybe so it must be like a different type of geometry, I guess. Like how detailed is it? All right, you see, I'm not, I don't know what this is. I'm not convinced that this is your nanite mesh, really. That still looks kind of low res to me. It's better than the last one I got, but it's still only apparently 2000 triangles. Well, this show, I'm afraid. I see it looks different. I wonder if we have to change some settings to display like different levels of nanite then. This is a feature that I'm gonna have to spend some time with, I think. Um, where are the engine scalability settings? Here they are. What do we do? That's everything's turned up there. I don't see anything for nanite there. Yeah, I've got a feeling that I'm... Oh, is it crashing? This is probably getting lots of a lag with this. I can't tell it if it's because it's the early access build or if it's performance issues. I just don't know. Ask the Northern at Ippies on Monday. I know, Mark, right? Ridiculous thing to ask. How'd you get early access? It's just in the launcher, in the Epic Games launcher. Go and get it. Looks like you've got 200 lights before you even got a second discount. What? Have I got dislikes? Bastards. I don't know. Why do people have to be that way? This is where all the dislikes flood in now, isn't it? I shouldn't have said anything. I apologize. I need to chat back now so I can see what you guys are saying. I've just forgotten how YouTube works. Okay. There is news about modeling and control rig. Yeah, they're building more and more of that in. I don't know how the control rig works. I don't know if it was like a custom solution, but in the kind of trailer video, they did show something that was completely animated with the control rig in engine. So we need to check that out. I'm from West Yorkshire without the accent. That's impressive. I, however, have an accent. A lot of people, if they're not from the UK, think I'm Australian, which is weird. Must we use skylight at all times? I tried it and when Lumen is enabled without skylight, everything is black. You probably don't have to use it. I'll get back to you on that one. I haven't really tried it yet. How the default material knows you. I'm finding HDRP near impossible. I couldn't tell you yet, Mark. This is literally my first look at it. I've not had experience with anything specific yet. I'm literally just titting about with it now. I think the cinematic assets are missing from the plug-in version of Bridge Mate. They said I had nanite, though. I love Unreal. Me too. Is there a nanite debug menu? I don't know. All right, I'm going to go. All right. Hooman, thanks for turning up. Okay. Thanks for the stream. I'm going to go babe sleep. All right. Bye. I think that you need to wait. It happened to me to PLO Poly, but shortly after it appeared correctly. Okay, I'll keep. I'll keep playing with it. I'll get there eventually. Are you trying to master using Unreal 5? I will try and master it. Yeah, I'll never get there. It's huge, but we'll get there. We will get there. Right. So, yeah, I'm not convinced that I've actually... Oh, hello. The triangles have now gone up to 20,000. Is it like still loading in? Does this just take a long time? I don't really understand what I'm looking at. I mean, it's very cool. I wonder if it goes up over time. I really need to read up on this Nanite stuff, but that's still showing. Have we got LODs? Should we try and bring another one? I might have brought in the wrong one. Let's go back to Megascans. Get rid of that. What else do we download? So that says Nanite, doesn't it? What is that there? Open, auto-populate, apply to such. And I don't see anything here. What does Ad do? That just sends in. So that one's huge Canyon sandstone clip. I've already got that one. Yeah, are they both the same? Hi, that one says hi. And it's a different mesh. Nanite, why are you computing? I mean, that does look better than the ones I were importing earlier. That is nice. I'm just not sure if it's this Nanite mesh because they're saying that these would be like millions of triangles. And I don't think that's what I'm seeing here. I wonder if it'll show wireframe on this. You see, it's not even sure why no wireframe. It must be. There's something weird about this. I need to understand it and I just don't. It's very upsetting. I'm AFK. Is the preview public? Yes. Go and download it. You totally should. It's amazing. Under Epic Games? Yep, Sirbom's helping you. No, what was it, 20K? Maybe you'll restart. That might not be a bad idea. Let's just have a go at getting in one more because apparently I just keep bringing in the same one. So what if I drag and drop this one this time? Let's see what that does. Don't think it's going to do anything. Impressive. That's huge. I don't know what's going on here. Three of the assets. This one is called... Why are there two of them? Sunstone Cliff High. This is BCE apparently. That one. Nope. I've got the wrong one selected. That one is VB1. How do they name them better? And that one's 2000. Yeah, I think I'm going to have to figure it out. I really am. Yeah, so I'll tell you what we'll do. Let's go back to the other level. Let's save this one because this is a goddamn work of art. I don't want to lose that one. Let's call it Test, which is what I call everything. Oh, it went all Minecraft. How very nice. Okay, let's open up the level that I downloaded. Where is filters? Is that it? Level and... Demonstration is what I want. Okay, so... See, I generally have to download all these things, if I'm honest. So we've got a post-processing volume in this. We do. Which I believe is where we handle global illumination, isn't it? Oh my god. There's Lumen listed. I'm going to give it a go. Oh. Did you see that? It just works. Okay. So final gather quality. Do we get to all tips? Larger scales produce noise, but greatly increase. Let's go to two. Yeah, I'm not seeing anything change. Ray tracing glow. Oh, hello. Ray tracing glow, a little bit of illumination. So I'm assuming that's not Lumen then. Type disabled. So if I turn off Lumen... It's not going to tell me much that, is it? But I do like that Lumen just is there. Oh, that is small. Lumen is enabled, but the project does not have the Generate Mesh Distance Fields. Okay. Lumen will not operate correctly. So what's it called? Generate Mesh Distance Fields. Where are the project settings? Generate Mesh Distance Fields. I'll enable it. And then we need to restart the project. I'm down. I'm down to clown. Save. Let's see what happens when we do that. I don't know what it means, but I'm happy to give it a go. We'll do some chat while that's happening. So Nanai Vigilation is on the lit. We'll give that a go. Nanai, I'm going to try using this. You have to, Leo. You have to try. GI and Reflections. Maybe we've done a restart. Oh my God, I'm so far behind the chat. I can't find packaging stuff. Can you faster check it, please? Yeah, we'll see if we can find it. What if you're on medium settings in editor? I'm not. It's all set to high. I checked that. I saw under lit tab. Yeah, we'll give that a go in the second mark, I think. You have to go to Visualize and then Nanai. And now I don't think that turns it on. I think that just shows you kind of what it's doing. But we'll give it a go. We'll see. We'll see. So, Spaceship Maps and Demonstration. So let's see what this Nanai thing is. Why did we see it, guys? Lit Lighting Reflections. I don't see it. Tell me again, where was it? I saw it under lit tab Nanai Visualization. Where? Oh yeah, there it is. Overview. I do not know what I'm looking at out there. Well, that's madness. Mask. I'm assuming this is where it's happening. So you can probably mask it out, I guess. Triangles. Not learning anything from that, am I? Clusters. No. Remitives. This is really not giving me much to go on. Instances. Overdraw. Yeah, you see, I'm not getting anything here, am I? Not even material complexity, I don't know. Unless it's compiling something. I don't know. I could have been that I was staring at a wall. So Nanai is apparently controlled here. Yeah, it's still there. So how high can we make that go? Can we go to 10? Will that really upset it? Not really seem to have done much. That's peculiar. So it definitely does something.  What am I viewing there? That's horrendous. I've really upset it there, haven't I? Yikes, turned it back on.  So we've got screen space. Don't like that? Ray Trace? Don't like that? Don't know what I'm looking at there. That's something else I'm into looking to. This is just, I'm setting myself so much homework tonight. Why would I do this to myself? All right, so we should be able to turn off decals. I don't know why I did that on one of the decals. I want to be able to turn off sprites. So let's see, if we go into play and is F11 still the full-screen shortcut? Sure is. So this is now running with... Why is my mouse not working? I've lost mouse control. Why did that stop working? Shall we try that again?  So that's working there. F11. Ah, you just got to click back in the window. Silly shame. This is very good. Still having a lovely time. I have to ask, on my screen, it's just really smooth. On your screen, is that gone crazy laggy? Oil lad. I don't know who developer developer is, but I'll take an oil lad. You have to render something using Nanite first. I don't know what that means. Infinite bounce. I'm pretty sure that'll be turned down, but we'll give it a go. I think it's not called infinite extent now. Yeah. Yeah, that's already on. I assumed it would be. That's pretty cool. Nah, it's fine. It's fine. Right. So what else should we look at? Should we go back to the other level and see if we got any of those Megascans assets to look any better? Are they just not in here now? Interesting. They're just loading in. Building mesh distance field. Right. So I don't think I've got Nanite working properly yet. What if you're going to enable it in the project properties or something? The new UI is very nice, Charlie. You're right. Not like your mind. That's mental. It's so laggy. Like in my preview window, I'm getting like one frame per second. I don't know what's down. There's every chance at this stream will end with my PC just crashing. But we'll see. We'll see. The new UI is very nice. Yeah, I love the new UI. I'm looking forward to getting stuck in with this. I really, really am. That's fairly high quality, but it's just not what I'm expecting to see. Okay, let's do it. Unreal Engine 5 documentation. Let's figure it out. I knew that they'd have the documentation up. Thank you, Epic. Right. Can I search it? Nanite by Geometry. Let's learn together, shall we? Now do lit nanite. Really? You think? Is that right? I don't see nanite. You mean in here? I don't know. Yeah, maybe it is working. Maybe I just don't have the cinematic like some people said. That is doing stuff. I can see it doing stuff. That's kind of cool. I'm pretty sure I have to enable it somewhere. No, I think it's working. I just don't think we have a crazy high resolution mesh coming into the engine for some reason. I'm sure I'm downloading it, but I'm not getting it out of bridge. I don't understand why. I don't know what I'm doing. Yeah, that's the dumb bottom of it. I just don't know what I'm doing. Local. These are mine. Let's go for this one. So it says nanite there. That's what it says. I swear that's what it says. Now back in the old day, you had to tell it what quality you wanted to export over to the engine. Why can't I see that? This is stressing me right out. Can I not find any information? Go to files. These are different LODs. Yeah, so this tier zero is... That's a fairly big mesh. I'd expect more than 20,000 triangles on that. So what's it doing? What is it doing? Maybe the mesh... Yeah, maybe it's not. I am at 128 FPS. Well done. Well done. They've added the LSD view. Yeah, yeah, yeah. That's how I like to work. If you're not dropping acid before you start developing games, are you even developing games? That's what they say. I think nanite is the quality you're downloading it at. Check the little drop down box that says nanite. I think it has other quality. Yeah, but nanite's like... Isn't that the highest? I feel like I've downloaded a high quality one. I just don't feel like I'm getting it into the engine. I don't know settings here. That's my account I think. Preferences maybe? Yeah, that's giving nothing away.  This is very much upsetting me. I want to have a crazy high-resolution mesh. That's all I want. Nanite is like the automatic L and D static meshes. All right, let's go for high quality and see what happens. But let's pick a different one. We'll do Utah again. Oh, hello. Collections. Canons of Utah. Good collection. Let's pick something that's kind of unique. Oh, what do I like the lock off? We'll love that one because it's kind of phallic. High quality download. Let's see how long that thinks it's going to take. See, that's coming down quite quick, which makes me think it's smaller than the other ones we downloaded. Perhaps. I don't know. I hate not knowing stuff. It really stresses me out. Very upsetting. Right, while that's downloading, let us turn this view off because it's stressing me out. Let's see what we've got. We'll create a new blueprint class. We'll go for, in fact, yeah, test. See how different this looks. If it looks different at all. That looks cool. Yeah, everything looks the same there. Oh, yeah, that's quality. That's just the same. So to whoever was asking what this view looks like, just looks good. That's how I would describe it. Perfect. All you, everything's in the same place. It's just easier on the eye. Quality. Quality. Does anybody know why I have two, four, eight K res instead of low quality? No, I don't know. Well, it's stressing me out. They're not like file sizes are smaller. In the documentation, they say none of that optimizes as a file size. So none of that can look high quality and be smaller. Oh, okay. Okay, okay. So that's kind of pre-optimized. Is that what we're seeing? So let's add it to the project. I'm just going to be a mega skunk, isn't it? Three of the assets now. Which one do I just download? Me, so I think. I don't know. It'll be the bolder one. He, there it is. Penis bolder. See that to me just kind of looks the same. Maybe I need to set something up to get the cinematic ones or maybe you don't get the cinematic ones for free. Maybe they're restricted. Maybe I have to pay somewhere to get those. Yeah, I think the cinematic viewport does anything except add bars at the top and bottom. How do I go back now? Default viewport. There we go. Yeah. So I think the conclusion is going to be that I need to come back and look at this in more detail. We've got 30,000 triangles, which I guess is something. But this one does show the wireframe. So yeah, Nanite versus, and that's lodding as well. Interesting. So this one logs, which makes sense. So yeah, a lot of arcs. So it's just, it's a different kind of mesh workflow, isn't it? So I've got a feeling that I can probably get higher quality out of those ones, but there's a setting somewhere that I haven't found yet, because that's behaving very differently to this one, which let's just get rid of this. That's an instance. Interesting. That doesn't have, I'll do this one. This doesn't have lodds because it's using Nanite instead. So that's just different. And it obviously doesn't show the triangles then, but I reckon if we look at it with Nanite not in this view. So yeah, they just behave differently, I think. All right. So we figured that out. Find some higher scan. I don't think that's what it is, because these are higher scans. Is there a way to search for like cinematic quality? I don't know what is the way to get super high scans. Some cool stuff in this now. They, oh, hello. When did it just go? What just happened? It just moved on. Nanite enabled. We've got some stuff. Okay. So position, precision. That doesn't change. It's not really changing anything there that I can see. Yeah. I think this is, it's just a different workflow that I'm going to have to get used to. I think it just doesn't behave the same, which is fine. I'll figure it out, but it's absolutely not there yet. But I mean, the good thing about this is, it's literally just in the editor now, isn't it? Straight in there, content. And it's done. You've also got, you can open the marketplace from here. So don't think you could do before either. What we've got in create. Ah, nice. That's where they moved it to. So let's do some lights. Okay. I want to know. Like that looks sick, to be honest. The shadows that that's putting out are really nice.  That looks a lot softer actually. Kind of the same to be fair. Dude, this is so cool. Okay. So what I'm going to do now, guys, I think I'm just about ready to wrap. We've had a little play with it. And what I have kind of learned is that I need to go over this again, and go through the documentation a little bit and just make sure I've got trips a little bit more. There's a lot to get my head around. So I need to get my head around Lumen. I need to get my head around Nanite as well. But I think my takeaway is that it's not a scary update. This it just works as it has done before. But it's got some cool new features. So what I'm going to do is I'll have a little troll through the chat. See if anybody needs anything. Any interesting questions? When you put Nanite Mesh, check the option build Nanite. Where is the option for build Nanite, dude? Is it in here somewhere? Yeah, it's there. So it's down. It's doing things. Maybe it's just not got a really high. Oh, hello. Okay. What happens if we change this?  It's never going to finish that. I'm going to hang around a few more minutes now that I found this. Who suggested that? UKN. Thank you for that, dude. So with UE5, developers won't need to make low poly or low res. Sorry, I don't know the term. Both of those are correct. Barrett and the engine handles it by itself. So no more latency. Yeah, it should. I think the way it seems to be working is it kind of does away with popping all together, which is ridiculous. That's very, very cool. Do we need RTX for Lume to work correctly? I don't think so. I don't know for sure, but I don't think so. So what do we think of this now? Does that look? I don't really look any higher res. It is nice though. Proxy triangle percent. Percentive triangles to reduce down to for generating course. What is that?  So should we do 90? I don't think it's actually going to do anything. But we'll let that apply. See what we get. So position precision. So there's some new terminology, I think, to get to groups here on this. Definitely. I'm looking forward to it. So what do you think? Is it going to upset everyone or anyone if this channel becomes heavily on real engine focused for a while? Or is that agreeable? Are we all okay with that? Because this has definitely got my attention. There's not a software that allows you to texture without UV. I'm assuming no UV because I have the heck to attempt to UV. You always have to have UVs because that's how the texture is applied. You don't necessarily have to have good UVs, but there always has to be UV information. Otherwise, they can't be placed over a mesh. It just will not work. So what happens if I disable Nanai? What will that do? Oh, there's so much to play with. Yeah, Zinik, I love it as well. Please go on, I'm really...  Whether or not I'm going to go all unreal, probably not, because I do kind of like to mess around with different packages. But yeah, and I'm kind of ready to do things that are a little different as well, to be fair.  Triangles, two million.  Now you are talking. Yep, so I figured it out. So if we now go to show, no, what am I looking for? Wireframe. Yeah, look how dense that is.   So Nanai was kind of mitigating it for us. So yeah, it's like they say, the reason that I was struggling to figure it out is because I didn't need to. It had been taken care of. I didn't have to do anything. It was just working. That's brilliant. And I haven't explicitly, this is the one where I downloaded the Nanai mesh. So it's put everything's in there, which is probably why it took so long to download. But it was only showing me what needed to be shown, according to whatever the Nanai settings are. There's probably a more general setting as well that I need to find. But yeah, so I reckon now if I enable that, let's see, precision of vertex. So I'm going to go for the like the other extreme and see what that does. But I think this is going to drop the triangles right down when this is done. And then it can just do that. It can do it automatically. That's amazing. Can you open the demo they showed? Barrett, I'd love to, but it won't finish downloading. I set it going hours ago and it's just a big, big file. I've got quite fast internet these days as well, but it's not happening. So I think what I'm going to do, my plan is I'm going to do another stream next week where we just kind of dissect that and have a mess with it. So I'll schedule it beforehand and come and join me for that one. I think it will be cool. Anything about the new world composition? I'm going to have to come back to that one, I think. So yeah, look, no mesh there at all now. Let's do... Show Nanite proxy. Oh my God, it shows proddies. Didn't know that was a thing. Okay, all right. Hey, like that's stupid, but also kind of cool. All right, so let's work our way up 32. What does that do? I think it's so much fun. So 3D coat is saving. Yeah, per text or text room, does it? I don't know. Kiwi hot. I'd have to look into that. To my knowledge, if you don't have UVs, you can't because it's to do with the placement of the textures. So yeah, I don't know that, but maybe I'll be proven though. Not likely though. Yeah, so what I'll tell you then guys, this is amazing, is what's coming up. So it was at 1.16, wasn't it? So we'll just go back to water, I think. There are going to be some Unreal Engine 5 tutorials coming, and I'm going to start hitting them, I think, as soon as I can. So before the new version even comes out, my plan is to start introducing it. So make sure that you are subscribed. Don't forget to like and subscribe because these are coming. And I'm looking forward to sharing them and getting to grips with it. Do you think this is easy to navigate for new learners? I'll be honest, yes, men. I think this is about the same. In terms of using the engine navigating it, it's the same. I think what they do is they take out a lot of what I would call unnecessary complexity.  So people that don't know about reducing polygon counts as things get further from the camera, they'll never need to know because it'll just work. So there are going to be elements that are much easier because of that. And game development is getting more and more accessible all the time thanks to engines like this. I mean, Unity kind of kicked it off and then Unreal Engine just ran with it. Will you update your Udemy UE4 course or make a new one for UE5? I don't have anything on Udemy. So if there's my face on Udemy somewhere, please tell me so I can sue somebody. I do have one on YouTube and I don't know. It will probably be a cross between, it's going to be a new UE5 one. The reason I've not released another big one for UE4 is because I was waiting for Unreal Engine 5 to come out. So show nanite, you spazged past it. I don't know what that means. I've shown nanite, it's lovely. I've been here for, you know, nearly two hours now. It's definitely been shown. So yeah, Mr. Potato, I am going to make another one. It might kind of be an update to what I did before. I kind of, I need to think of a project. For me, my tutorials always start with what's an interesting project and then I work towards it. I'm already subscribed. I've got to get back on this UE train. Me too, I'm looking forward to it. I'm getting to an FPS and a blank project. You, my friend, need a new PC. Yeah, if you want to see what spec I'm using, I did put my spec in the description. If you click on any of those links and then buy anything from Amazon in the next 28 days, I'll get commission from it as well. So that's cool, right? Okay, I'm going to call it UE Unreal Engine 5 is amazing. Have I used MetaCreator? Now, that's what I needed to look at.  I've got now a bucket of videos that I want to make and MetaCreator is one of the metahuman creator. I haven't touched it yet. I was finishing my robot tutorial and now I'm coming back around for that. So I know I'm about a month behind, but we're going to look at that. I'm going to have a look at how it integrates into Unreal Engine 5 as well. So Ryan, that's coming. We'll definitely have a play with it. And I'm going to see, there's a few other channels that I've done it. So I think someone has to set it up for facial motion capture and stuff. It's going to be amazing. Use the medieval village to start. Maybe, maybe, we'll give it a go. Right, I'm going to wrap it up then, guys. Thank you for joining me. This is exciting. I can't wait to spend the summer playing with this new sub. Oh, Mario, you legend. Did you know what? Normally when I live stream, I lose subscribers. This has been a good night for me. I'm glad that Epic have decided to release this. It means that people might actually come and be my friend. Yeah, so yeah, there will be UE5 tutorials and I can't wait for you to watch them. Right, I'm going to wrap up then, guys. Thank you for joining me this evening. Can't wait to get stuck in. Hopefully, if you're not subscribed, you will subscribe to share all the new tutorials with me. Yeah, Bridge is compatible. This is what I've been using tonight, Ryan. This asset is in Unreal Engine 5. It came straight from Bridge. I'll just show you before I log off. So, content, Quixel Bridge. It pops up and then the assets, let's find one, can just be dragged and dropped into the editor as well, although I'm lagging a bit. All right, it's not working, but I must be dragging from the wrong place. But I'm not lying. I swear that 3D assets, they can just drag and drop from balcony. Do you think that's going to work? Do you know what? It's gone mental, but it does work. I think it's because I'm in a random view. There we go. And it just drops in. It's much easier than it was even before. And I think they come in by default as Nanite meshes as well, although that's crazy low res. I'm not sure if that one has. Right, thanks for watching then everyone. It's been nice to have a stream with lots of people on it. I've got a channel update video coming soon. I'm going to make a couple of changes, which I'll communicate to everyone. I'm going to set up some extra channels so that I'm not putting random bits on this one. So, I'll look forward to sharing that with you. And then I've got some ideas for new videos that I'm going to do as well. So, I'm going to sign off. Thank you for watching and I hope to see you in my next video.


Hi everybody and welcome to this video series covering business continuity with Azure. Today, we're going to be talking about backup. Backup is really just a copy of your data taken and stored somewhere else, and that's in case something happens to your production environment, be that someone just deleting a file or a folder by mistake or something more malicious happening. Now, over my career, I've seen backup solutions change and evolve. When I first started working in IT, we were using physical tape drives. I was in charge of changing those tapes, of transporting those tapes to other locations that were protected against anything happening. Eventually, we started to see this backup solution change. It was starting to go with storage, so rather than using tapes for the backup destination, we were using storage and then eventually things started to change, where we're now seeing people use Cloud-only solutions and use leverage Cloud just as their backup solution or they're using a hybrid solution, where some stuff is getting backed up on-prem and other stuff is getting backed up in the Cloud. Now, I've been talking to a customer called Tailwind Traders, and they're having some issues with their backup solution. They have different locations within their offices, and they really need a reliable and consistent experience for their backup solution. Tailwind Traders have offices, as I said, in different locations. Their head office is in Scotland, and they're still using tape drives for their backup solution, but the tape drives are starting to get really old now. They're starting to cause some issues, both the hardware's eating the tape sometimes or not doing what it needs to do in order to do the backup. So it's not a great experience for the company at the moment. Also, in the Singapore office, they don't have any IT staff, so often the person in that office is forgetting to actually change the tapes, or they've actually on a current occasion, lose the tape. So backups are getting lost or missed, and again, it's not a great experience for them. Now, this is Tailwind Traders' current setup. As I said, they had their head office in Scotland, which is where the main IT infrastructure lives and the IT department, and then they have offices in Dubai and Singapore, which have a cut-down version of that IT infrastructure, and as the offices are slightly smaller. Now, they've asked me to come up with a solution to try and fix some of their backup problems. So I'm going to suggest that we actually utilize Azure Backup as the new way going forward, how they backup their solutions on-prem. So I'm suggesting Azure Backup for a few reasons. Now, Azure Backup is the native backup solution within Azure. It isn't just for cloud products, though. It can help with backup on-prem as well, which is great because Tailwind Traders have all their IT infrastructure on-prem at the moment. Azure Backup leverages Azure, which allows us to have unlimited scale and not think about things like maintenance and hardware replacements. That's all taken care of by the Azure Data Center team. We also don't have to think about right now really the number or the amount of storage that we have to have. Now, often when you're designing an on-prem backup solution, one of the first things you have to do is calculate how much backup storage you need so that you don't over-provision storage or you don't under-provision storage. We don't really need to think about that number as such. Yes, we do from a price point, but in terms of scalability, we don't because we only pay for the data that we use and as the backup footprint grows, we can just scale out into the Azure platform and utilize that. We don't have to have that limit right now and understand where our growth is going to go to a full extent. Now, we all know that malware, ransomware and intrusion attacks can affect live and backup systems and that's not great. However, Azure Backup has security features built into it that can help us guard against those attacks, both from a prevention, alerting and recovery standpoint. Azure Backup utilizes Azure Storage as its storage location and because of that, we can take advantage of the encryption that Azure Storage has. So at rest, Azure Storage encrypts everything at 256-bit AES encryption, which is one of the strongest block ciphers available. Also when we're transporting our data from on-prem up into Azure, we will be doing that over a secure connection as well. And like I said, the flexibility of Azure Backup is just great because we can have up to 9,999 recovery points per protected instance. So there's lots of scale here and we can cover what Tailwind traders need in terms of protection and compliance for some of their audits. So one of the first things that we want to do for this new solution and to implement it into Tailwind traders infrastructure is actually to build a backup server within each of the locations. Now, each of these servers has been allocated some local storage and we'll be leveraging that so that we can do what's called a short-term backup on those local servers. And that's really just to cover us for a number of days worth of backups on-prem so that if the help desk get a phone call where someone's accidentally deleted files or folders, we can quickly pull them back. We don't have to use the internet connection or Azure to pull them back because we've got that local short-term backup on-prem. Once we've got the backup servers in place, the next thing we want to do is actually create our Azure Recovery Services vaults and that's where our backup data is going to reside within Azure. Now, we've spun up three of these vaults and we've done that so that we can take advantage of the local data centers to our offices and also make sure that we're not transporting data outside of the country that the office lives in in case of any compliance or regulatory reasons. So for the Scotland office, we're going to utilize the UK South data center. For Dubai, we're going to use UA North. For Singapore, we're going to use the Southeast Asia data center as well. Now, each of these Recovery Services vaults have been configured to utilize something called GRS storage. Now that's geo-redundant storage. What that gives us is a copy within our chosen Azure data center and also a copy within the secondary Azure data center in that same country. In case there was something happens to a primary or a chosen Azure data center and that's again just for another level of protection for tailwind traders data. So now that those Recovery Vaults are set up, we can actually start to look at connecting our backup servers to these Recovery Services vaults and setting up what servers are going to be protected, how often we're going to send data there and how long we want to keep all of that. So we can set up all those retention policies and recovery data points. This new solution allows tailwind traders to scale so they can scale up in terms of backup data or even they can scale down quite easily again because we're only paying for what storage we use. The IT can manage it from all from Scotland. They can access this all remotely. They don't have to rely on the individuals in some of their branch offices to change tapes. All of that is done through Azure. They can manage that and it's also secure. So meaning that their data is secure and safe from attackers or attacks. If you want to learn more, we have some great documentation on our official Microsoft Docs website. And if you head over to aka.ms.bc backup, you can read more about it and some of the information that I've talked about today. We also have a Microsoft Learn module where you can dive in and actually get some hands-on experience of using Azure Backup. And you can leverage that at aka.ms.bc.ms.bc.ms.bc backup. Thank you for tuning in today and hopefully we'll catch you in another one of our video series.


Does anyone remember the SpongeBob episode, The Sponge Who Could Fly, that aired in March 2003? It was dubbed, The Lost Episode, by its commercials based on the episode storyline, where Patchy the pirate uses a treasure map to find the SpongeBob episodes that he lost. The night before the episode was aired, I was sick with the Norl virus. I was vomiting almost every five minutes and I was feeling too ill to fall asleep, so I stayed up and watched TV. Around to 30 am, my stomach started to settle, so I planned to turn off the TV and try to fall asleep, but as I was reaching for my remote control, the opening for the SpongeBob TV show started playing. SpongeBob was my favorite show at that time, so I couldn't miss out on watching it. Although I thought it was kind of strange that they were showing SpongeBob in the middle of the night, but I didn't think much of it. When the opening played, I noticed that the contrast of the animation was slightly darker than usual, and the theme song sounded a bit harsh and raspy. This made me feel a little uncomfortable, but I also tried brushing that off. The title card read, Lost Episode, so I figured that there was a mishap and Nickelodeon was accidentally airing the SpongeBob who could fly. When the episode started playing, it immediately looked out of the ordinary. It started off with SpongeBob sitting on his bed, slouched and looking downward with a somber look on his face. This was definitely not like himself. SpongeBob did so optimistic all the time, why would he be acting like this? After about 10 seconds of seeing SpongeBob like this, he let out a big sigh, then looked over to his bedside barrel, and the screen zoomed in on a pill bottle that lost sitting beside his clock. Once the screen zoomed in closed enough to read the text on the bottle, it showed that it was a project bottle. The show then panned to a scene with a much brighter contrast, showing SpongeBob taking one of the pills, then running off smiling and laughing.  It should be noted that this was seen on a show intended for kids. The screen then flipped back to the original scene of SpongeBob looking distressed, while at the same time changing the contrasts back to the darker one. The screen froze on SpongeBob for a few seconds, then flickered to a new scene. The scene showed SpongeBob at his desk, the same one that he was in the episode, Procrastination, which has project bottle, a piece of paper, and a pencil. In the scene, instead of staying at one contrast, the colors kept on flickering from light to dark. SpongeBob gripped the pencil in his hand, and a tear rolled down in his face. The part that bothered me the most was that the tear didn't look like the usual blue, cartoon-style tears the characters in SpongeBob usually cry out. The tear looked completely realistic, as if there had been a drop of water rolling down my TV from his eyes. SpongeBob wiped the tear from his face with his sleeve, and began to write on the paper, reading out loud what he was writing. I can't take it anymore! He said. As soon as he got that sentence out, a faint noise started playing in the background.  This noise continued playing as SpongeBob continued writing. My life has been horrible and hasn't gotten better. My best friend, Patrick, is only my best friend because he doesn't know any better. My neighbor, Squidward hates my guts. He would probably be happy if I wasn't around anymore. SpongeBob stopped writing and talking, and started weeping loudly. The color flicking started getting faster, and the cries in the background started getting louder, and it sounded like more children were beginning to cry. It could have just been my imagination, but I remember hearing one of the children very faintly yell. He's gonna do it! The children's cries get louder, and the colors keep flickering faster as SpongeBob keeps writing. The only job I can get is being the fry cook at the crusty crab. My boss, Mr. Crabs, refuses to give me an actual paycheck, and he basically uses me to get more customers.  She never had any interest in me. I'm pretty sure she's only my friend because she feels sorry for me. I'm sorry if I'm hurting anyone at all for doing this, but I just can't live like this anymore. The scream froze for a few seconds, then the show continued with SpongeBob writing in his final sentence. The contrast stayed dark instead of flickering from light to dark this time, and the children stopped crying. It was absolute silence except for SpongeBob saying, Goodbye. The cries came back. SpongeBob quickly stood up, twisted off the lid on the project bottle, dipped his head back, let all of the pills in the bottle fell into his mouth, and swallowed them all whole. The screen twitched and the animation was darker, but still visible. SpongeBob clutched his stomach, and on a degree realistic, pale greenish-wearing stomach barrel. It was clear that his body was trying to cleanse itself from the overdose, but it was no use. SpongeBob collapsed onto the floor, and lied there motionless until the screen turned to static. Needless to say, I was scared out of my mind, and sleep was out of the question. Recently, I've been looking for this episode all over the internet, but not even one website seems to have it. If you recognize this episode, please let me know.