Created character in iClone Character Creator, animated in iClone PRO and exported to unreal from iClone 3DXchange. Whole process took around 3 hours with learning to do this from youtube videos.
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The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including stealth, MMORPGs, and other RPGs. With its code written in C++, the Unreal Engine features a high degree of portability and is a tool used by many game developers today.[4][5]
The current release is Unreal Engine 4, designed for Microsoft's DirectX 11 and 12[6] (for Microsoft Windows, Xbox One, Windows RT); GNM (for PlayStation 4); OpenGL (for macOS, Linux, iOS, Android, Ouya[7] and Windows XP[8]); Vulkan (for Android[9]); Metal (for iOS[10]); and JavaScript/WebGL (for HTML5 web browsers).[11][12][13]
On August 17, 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003.[68] Until mid-2008, development was exclusively done by Tim Sweeney, CEO and founder of Epic Games.[69] The engine targets the eighth generation of consoles, PCs and Tegra K1-based[70] devices running Android announced in January 2014 at CES.
In February 2012, Mark Rein said "people are going to be shocked later this year when they see Unreal Engine 4".[71] Unreal Engine 4 was unveiled to limited attendees at the 2012 Game Developers Conference,[72] and video of the engine being demonstrated by technical artist Alan "Talisman" Willard was released to the public on June 7, 2012 via GameTrailers TV.[73][74] This demo was created on a PC with triple GeForce GTX 580 (tri SLI) and can be run on a PC with a GeForce GTX 680.[75]
One of the major features planned for UE4 was real-time global illumination using voxel cone tracing, eliminating pre-computed lighting.[76] However, this feature has been replaced with a similar but less computationally-expensive algorithm prior to release for all platforms including the PC because of performance concerns on next-generation consoles.[77] UE4 also includes new developer features to reduce iteration time, and allows updating of C++ code while the engine is running. The new "Blueprint" visual scripting system (a successor to UE3's "Kismet"[78]) allows for rapid development of game logic without using C++, and includes live debugging.[79][80] The result is reduced iteration time, and less of a divide between technical artists, designers, and programmers.[81]
[In older engines], if you wanted to change the relationship between your weapon damage and how long it'll take to kill a creature, you may spend a couple of days iterating, but if you have to spend a lot of time waiting for a build every time, you're talking one change, waiting 15 minutes for the compile to complete, and then play the game, get to the point where you can test it, test it, exit the game, change, compile...now, since all of that can be done very quickly within the tools, it's ‘Make the change, play, when it compiles, finish, shoot the guy, and then escape, make the change, play.. the iteration time is down to 30 seconds instead of 15 minutes. Our ability to kind of roll through and see how the game is playing out is much faster.