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

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LucasRazorBlade
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LucasRazorBlade
1 month 12 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 month 26 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
2 months 13 days 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
2 months 13 days 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
2 months 17 days ago

I love it this feature has great cinematic potential

sino productions
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sino productions
2 months 19 days ago

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

Etienne Andlau
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Etienne Andlau
2 months 19 days ago

I counted every one of those sheep at the end  🙂

Etienne Andlau
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Etienne Andlau
2 months 6 days 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
2 months 6 days ago

So? How many were there?

Andreas Rønning
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Andreas Rønning
2 months 19 days 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
2 months 17 days ago

well they may improve in later updates and patches

Justin Hathaway
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Justin Hathaway
2 months 20 days 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

T7011
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T7011
2 months 20 days ago

No se ve por la imagen encima del video, la cual es irrelevante o meramente vanidad

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