So Many Features!! – Unreal Engine 5 x Ashes of Creation



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

Unreal Engine 5 is insane with all the potential feature and uses. It means some absolutely insane things for #AshesofCreation. With this upgrade it has the potential to be one of the first of the next gen video games, Intrepid is converting Ashes of Creation to an #UnrealEngine5 project. This video will be covering some of the features offered by UE5 and what they mean for the development and release of Ashes of Creation.

#Intrepid has said that #Alpha is when the community can have the most influence on the game through feedback so let me know what you think in the comments below!

If you would like to find more content, support the project or join our community, find all my links at:
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https://linktr.ee/bardtic
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If you would like to check out our Ashes of Creation show called Two Guys and a Bard hosted every Wednesday on twitch at 6 PM PST:
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https://www.youtube.com/channel/UC1H4
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If you have not already made an account for the promising upcoming MMORPG Ashes of Creation, consider using the referral link below at no cost to yourself. It helps support myself and our community.

https://ashesofcreation.com/r/1Y5262T

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2 thoughts on “So Many Features!! – Unreal Engine 5 x Ashes of Creation”

  1. As I understand it, the collision of an Unreal static mesh actor has nothing to do with Nanite. In Unreal, an actor's collision is determined by a system separate from it's geometry (mesh). A collision mesh can be as simple as a cube but in general it is a low poly shape. To my mind, a player will be no more likely to get stuck on a high poly Nanite enabled static mesh than he would on a low poly mesh. In most cases, both would have the same collision shape and the collision calculations on the server would be identical. However, if it were necessary to, say, interact with a specific portion of a high poly Nanite enabled static mesh, then it would seem likely that the collision mesh for that Nanite mesh would have to have a denser geometry (more faces/vertices) and it might happen that this might cause unexpected results. This, tho, would be a problem for the art department rather than a programming problem.

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