Published on December 1, 2016 by Unreal Engine

Announce post: forums.unrealengine.com/showthread.php?129989

Alan Willard is back in action with instructions on how to use the new 4.14 cable component and some of the new rendering features. A ton of new features have arrived with the release of 4.14, so Alan is going to dive right in and explain how to use them in-game. With his usual grab-bag of topics, Alan will have something to show off to every kind of developer, so tune in and check out the show!

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17 Comments on "Cable Component and 4.14 Features – Training Livestream"

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Front Flip Flop Development
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Front Flip Flop Development
10 months 21 days ago

anyone thinking of making some spiderman games?

LucasRazorBlade
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LucasRazorBlade
1 year 7 days ago

So, "Fresnel" is pronounced "Fre-nell". Thank you. I have been calling it "Freshnel" all this time, hahaha!

N nOni
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N nOni
1 year 21 days ago

The big question is how to make a gameplay rope like in firewatch so you climb a height with a rope and and if you move in the middle of the rope the upper part stay rough but the lower part stay lose just like real rope ?

Duder
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Duder
1 year 1 month ago

In the blog, you're using the product name for the current Visual Studio and the version number for the newest one. The link for 15 goes to 2017RC. I had to lookup the Visual Studio Wikipedia article to figure it out. I guess it could be worse. At least you're not throwing the version number for cl.exe into the mix.

Nicolas Silva
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Nicolas Silva
1 year 1 month ago

can you attach a certain segment instead of end point? like someone grabbing a rope?, nvm answered in 21:43

SHAWNiGAN
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SHAWNiGAN
1 year 1 month ago

I love it this feature has great cinematic potential

sino productions
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sino productions
1 year 1 month ago

nice cable component !!! i love it !!!! thx for the training

Etienne Andlau
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Etienne Andlau
1 year 1 month ago

I counted every one of those sheep at the end  🙂

Etienne Andlau
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Etienne Andlau
1 year 1 month ago

Well I had a nightmare about wolves right after I counted and then I lost track very quickly   )

Jonathan Dirks
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Jonathan Dirks
1 year 1 month ago

So? How many were there?

Andreas Rønning
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Andreas Rønning
1 year 1 month ago

I'd be more excited about this if it used verlets/sticks instead of springs :/ this approach for ropes is so explosion-prone and way too rubbery IMO

SHAWNiGAN
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SHAWNiGAN
1 year 1 month ago

well they may improve in later updates and patches

Justin Hathaway
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Justin Hathaway
1 year 1 month ago

This is a great quick access actor particularly suitable for introducing more dynamic gameplay into an action adventure game. I love Naughty Dog's addition of the hook/rope swinging feature in their newest Uncharted game, and I think that would be great to add more elements to level navigation

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