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Building Worlds in Fortnite With Unreal Engine - Unreal Fest Online 2020

Unreal Engine via YouTube

Overview

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Explore the worldbuilding techniques used to create Fortnite Chapter 2 in this conference talk from Unreal Fest Online 2020. Dive into advanced Unreal Engine tools like the layered landscape system, custom procedural height field brushes, and scattering tools. Gain insights on grid-based streaming levels and get an early look at the water bodies system. Learn how Epic Games leveraged these features to craft the expansive and dynamic world of Fortnite. Discover practical tips for artists and designers on efficiently building large-scale environments in Unreal Engine, covering topics such as Runtime Virtual Texturing, landscape editing, custom Blueprint brushes, and stylized atmospheric effects.

Syllabus

Intro
Tools goals
Fortnite - challenges
Disclaimer
Topic breakdown
Water: UE 4.26
Sky & Atmosphere
General Editing
Runtime Virtual Texturing
Streaming VT
Lobby Volume 1
Lobby Volume 2: Height
Main Island Volume 1
Main Island Volume 2: Height
RVT Texture Settings
RVT includes roads - Terrain only
RVT - Terrain + Static Meshes
Road Spline Geometry
RVT Split Screen Comparison
Runtime VT - Fortnite setup
Shader complexity
Performance
Useful debug - RVT mips
Landscape Edit Layer System
Landscape Splines
Where to start
Custom BP Brushes
Blueprint setup
Shape generation
Custom Brush example
Reorder Layer stack
Custom Brush Caveat
Water System
New Water Spline
Water Mesh Actor
Material Setup
Gerstner Waves
Per Water Body Waves
SingleLayerWater
Fluid Simulation
Fortnite uses new Sky Atmosphere
Volumetric Clouds: 4.26
Cloud Material
Stylized test
Grid-based editing
One file per Actor: 4.26
File contention
Actor Foliage - paint Blueprints!
Foliage Paint Actors
Hierarchical Scattering

Taught by

Unreal Engine

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