Gaming Deployment in Canada, South Africa, and New Zealand

Branching out is always fun and our work continues to do this as we put together projects to assist in our online gaming development in three new countries. Canada, South Africa and New Zealand will be come homes to new outreach programs that will help to teach people how to develop and use the Zero Engine Hub software.

We will be initiating the program with these three partners from October 2020. We will open us learning centres where people will first learn out online gaming development.

This will focus on our new online casino project for gaming. People taking part in Canada, South Africa and New Zealand will develop, design and produce online casino games that incorporate our Zero Engine Tech.

Below is a description of the software tools that will be used in the implementation of development and what the casino slot machines will be integrated with.

Details of joining our outreach program in Canada, South Africa and New Zealand to learn online casino gaming can be found on our contacts page or directly through:

New: Niagara is ready to be produced

The Niagara Visual Electric (VFX) system is now ready for production. The Niagara VFX system has been battle-tested for use in a variety of situations, from producing effects used at Fortnite to high-level technical demonstration projects and on virtual television and film production. The interface is sophisticated and easier to use, performance and scalability have been greatly improved, and we have added new features such as audio data interface, inter-particle communication and more.

Niagara Property Index

Now you can access other applications using the new particle scanner. Clouds or systems can read parameters and other parameters (such as location, color, age, etc.), allow different effects on attributes such as buoys, patches, tracks, etc.

Sensor input data can read particles from the same radiator where it is used or from other machines on the same device. When reading from the translator, it returns data from the previous marker or magic level. When the particle reader is read by the transponder, Niagara first displays the transmitter before the reader has the component. This allows users to get results from one credit line.

Improvements to the Niagara Interface Panel

The layout of the Niagara Script Editor settings panel has been updated to significantly improve the clarity of Niagara script settings. This new layout is similar to the Blueprint settings panel layout. Parameters are no longer classified by namespace (system, radiator, particles, etc.), but by functional labels that describe their use in scripts (input, reference, output and local). Now you can also select a namespace from the drop-down menu!

Script users can specify parameters from the input category (previously this applies to parameters written in the module namespace). The parameters in the reference category cannot be determined. The parameters found in the output class contain all the changed scripts. Local class parameters are specified in the script and apply only in this script.

Company type with Niagara securities

The source of the impact type allows you to define the standard scalability and performance parameters that are specific to each type of impact in order to maintain consistency and apply budgetary constraints between different types of effects in projects.

Performance measurable based on the platform

The scalability performance of the Niagara effect can now be determined on platforms, allowing you to easily and transparently control the scalability of the platform while optimizing performance as needed.

You can control the platform on which the transmitter is activated with the quality level, e.g. By switching on the transmitter only for low and medium power devices. For more precise control, certain unit profiles can be entered at any quality level or left in the platform set using the unit profile with wood.

Inheritance sender who corrects

You can now change the parent emitter using inheritance in Niagara after creation. This increases flexibility and allows you to restructure the resources in your project while maintaining the appearance of the emitter. When the parent changes, all child transmitter modules that correspond to the new parent are updated. Everything that is not compatible with the new high-level transmitter stays on the lower-level transmitter.

When a station is selected, the setup menu now includes an option called Update Main Station. Select this option to display a menu from which you can choose a new main station. As soon as a new parent station has been selected, the child station is updated automatically.

Niagara formed the goal of creation

Niagara now has a new conceptual module development model called Scope that defines the flow of information from the beginning to the end of the simulation cycle. For example, the range of the system extends to the area of ​​the emitter and particles; The emitter area scrolls to the particle area and so on. Area replaces the concept of namespace. Categories (input, reference, output, regional settings) improve standardization and clarity when using parameters in the Niagara script editor.

New: update of audio system

New features of the Zero Audio Engine system are convolution echo sound processing and sound field modeling. Designers can now brighten up their projects with more interesting and realistic sound experiences that surround their listeners while simulating realistic acoustic spaces.

Reverb convolution

With the new convolution reverb effect, you can now simulate realistic acoustic digital in a virtual environment by using samples of physical space or by getting more realistic echoes.

Reverb convolution is the data-based equivalent of the most traditional reverb techniques. Rather than simulate echoes with a combination of delay buffers, filters, and many other DSP topologies, convolutional echoes use sound samples that act as acoustic measurements of actual or planned spaces to simulate acoustic environments and real spaces.

Convolution echoes are often used in film and television production to achieve a richer and more realistic mix by increasing the “overall” audio recording and dialogue in offset mode or in the studio, usually during post-production.

Ambitious reproduction of the original sound field

Zero Engine now supports Soundfield Ambisonics playback for a truly immersive ball sound experience. The sound field differs from traditional surround sound in that surround sound sources provide a uniform static sound platform, but resources surround the listener so they can rotate in the sound field, creating a more realistic immersion. interactive environment.

Zero Engine in Online Gameplay

Zero Engine includes everything you need to create and deliver successful platform-based gaming and location-based entertainment for any genre, with all the tools and features included. With free access to source code, a powerful C ++ API, and visual Blueprint scripts at your fingertips, you have the power to distinguish the title you want.

The following tech has been used in production of our new range of online casino games which will be featuring inside many of the top US online casinos and throughout some on the online casino sites in Europe.

Currently, the software will be aimed at online casino slots, with a view to using this tech for VR gameplay when it comes to other casino game which are played with live dealers, such as roulette, blackjack and poker games.

We are looking to change the whole dynamic of online games with our unique 3D engine software inside of the casino sector and online industry.

Supports FBX, USD and more

Connect to production lines and support industry standards such as FBX, USD and Alembic. Premium USD support enables users to work better with team members while working at the same time. Zero Engine can read USD files anywhere …

Python script

Integrate Zero Engine into your pipeline and fully automate workflows by supporting industry-standard Python scripts in Zero Editor. Resource management can create pipelines, automate workflows for data preparation and content such as procedures, …

Sequencer Editor Equencer is a multi-part editor used in Zero Engine 4 to create and preview real-time movie clips.

The Sequencer Editor is a film editing tool in Zero Engine 4. The sequencer uses a variety of special parts to determine the composition of the scenes. Add some skeletal tracks to the sorter, then add animation tracks to revive those skeleton eyes. Add the camera track and camera crossing point to get perspective and rotation between the cameras, and you have a basic understanding of how to create a movie.

On this page you will find links to documentation on various aspects of the sequence editor. If you are unfamiliar with the sequencer, we recommend that you read the Essentials section, which provides an overview of the sequence editor, vendor references that include the sequence editor component, and a quick reference guide to help you. start. Quickly update and run multiple guides, which are separate pages for performing specific tasks with Sequencer, as well as sections with workflow tips.

The Subway Sequencer sample project, available on the Learn in Pop-up Launcher tab, shows you how to use the Zero Engine Sequence Editor to create 4 high-quality movie series.


The Quick Sequencer Guide is designed to help you get started quickly on the basics of making movies in Zero Engine 4 (UE4).


After following this tutorial, the developer knows the following:

• How to make a level order.

• How to activate the film preview.

• Add and move the camera with one click.

• How to apply animation to the characters.

• How to change the camera’s focus settings.

• How to take and use recordings and recordings for movies.

When creating real-time 3D experiences around design data, it is often necessary to change objects from one scene from one condition to another. This can mean changing the position and rotation of objects in 3D space from one place to another, showing and hiding certain objects, changing materials, turning lights on and off, etc.

This is a very common requirement in mechanical and industrial design applications, where some industry standard modeling and scenography models allow you to adjust multiple variations to represent different versions of the scene. This is also called 150% BOM, which means that the scene contains more than 100% of the visible options.

A classic example is a configurator that allows customers to choose in advance from various options for expensive vehicles, such as cars, motorcycles or airplanes, before actually assembling or manufacturing the vehicle. A simple example in the video below shows an auto configurator that offers several options for things like hubcaps, brake calipers and body color.

To help you manage this type of scenario in your visualization project, Zero Engine offers a tool called Variant Manager. Variant Manager makes it easy to organize and switch between multiple scene variants, both in the editor and at runtime. For example, in the example application above, the variant manager is defined with each available option. A simple UMG on-screen user interface performs the Blueprint function displayed by Variant Manager to activate this option on request.

Although the Movie Player startup system is currently available in UE4, this system can only be used to play startup movies when the machine is charging. It can’t be used to play movies in a game, for example, B. as part of your interface or level elements on a static network, like movies on television. The media framework is here because it can not only run the two examples above, but also offers and is programmed for much more general multimedia playback functions (see below). Future engine versions are not recommended.

The media framework in Zero Engine 4 has:

Agnostic and slate machines

Can support local audio and video tracks

Access through a content browser, content editor, and audio system

Available for Blueprint and UMG UI designers

Can support multimedia streaming

Can rewind, rewind, read, pause and scroll through the material

Can support plug-in players

As noted above, the frame of the media itself does not depend on the machine and the blackboard. This means it can be used in almost all applications, not game machines or games.

At the top of the frame there is a layer that also provides media playback functionality for other subsystems, such as Engine, Blueprints, Slate and UMG UI Designer. This includes the most anticipated usage scenarios, such as: B. game textures and interfaces, video editor tutorials and market videos.

This page contains many links to additional documentation for the media framework. We recommend that you learn about the Media Framework features on the overview page and the Help and Quick Start page, which provides step-by-step instructions for using the Media Framework.

Zero Engine Hub and New Datasmithz Gaming Component

Zero Engine is a full range of programming tools for anyone working with real-time technology. From visual design to cinema-like experiences to high-quality PC games, consoles, mobile phones, VR and AR – Zero Engine offers everything you need to get started, send, grow and stand out from the crowd.

Character animation tool

Fully customize reliable and moving characters with Zero Engine mesh animation and editing tools that include advanced features such as state machines, mixed spaces, forward and backward kinematics, physics-based animations for ragdoll effects and the ability to preview in animation preview …

Animation package

Create and control complex animation behaviours with Animation Planning. Blueprint Animation is a special model that controls the animation of masked frames. The graphics are changed in the Animation Scheme Editor, where you can mix animations directly …

Direct link data transfer

The Live Link plugin allows you to connect real-time data streams from sources external to Zero Engine. You can play animated characters, cameras, lights and other data from DCC tools such as Maya or Motionbuilder or from …

A durable multiplayer frame

For more than two decades, the Zero Motors layer has been tested on many platforms and types of games to provide some of the most impressive multiplayer experiences in the industry. Zero Engine comes with a client / server architecture that can be scaled and proven …

These new features will be making their way into video gaming developments here in the United States for online gambling content. Our incredible software, the best in the world, will be used to increase and expand online casino gameplay for the rest of the world and throughout the limited online casinos you can access here in the United States of America.

Online casino gameplay is one of the biggest industries to emerge from the internet and as a business move, we believe this will help to sustain development and funding, where we look to take video gaming in America to whole new levels.

New: Universal Live Scene Description (Beta)

You can now work with the Universal Scene Description (USD) display at your zero level, making it more intuitive and efficient to work with USD Zero Engine data.

Full bidirectional synchronization, so you can update your content engineer when the USD data changes, and you can reset the scene to zero and write the results to disk.

Import is short and no duplicate content information.

Supports grids, cameras, backbones, variants, animations, and static materials (PreviewSurface and DisplayColor).

Supports the addition of third-party USD.

New: Datasmithz and Zero Studio for everyone!

Celebrating the successful end of the Zero Studio beta program, which features more than 250,000 customers from various industries, we have added Datasmithz and all other Zero Studio features to Zero Engine for all users to enjoy – free!

Information creator

Datasmithz is the easiest way to incorporate all pre-installed scenes from various manufacturer design applications, such as 3ds Max, Cinema 4D, and SketchUp Pro, into your Zero project. It maintains a hierarchy of objects, surface materials and patterns, light and camera properties, provides re-import workflows, and more.

Additional features of Zero Studio

You also get access to several other features that were previously just Zero Studio:

Variant Manager, which allows you to dynamically manage different versions of a scene and switch between them.

Static network processing and defeat (network simplification) in a static network editor.

Jacket: A tool to remove actors who are completely clogged and remove the geometry of the mesh from the layer.

Ability to create new UV projections in the Static Mesh Editor.

View Collaboration Templates: The easiest way to prepare a multi-user design experience on desktop, VR and mobile platforms.

Support for Mac OS X and Linux

Datasmithz is now available on Mac and Linux platforms depending on the type of file being imported.

Details on supporting the Datasmithz platform can be found here.

New: Improved nDisplay settings

With the changes we’ve made to the base of the nDisplay distributed display system, it’s now easier to create a comprehensive experience that synchronizes the display of your Zero Engine content across many devices or projectors.

This release removes classes specific to pawn and game modes used by nDisplay. Instead, the nDisplay system automatically creates a new component type, DisplayClusterRootComponent, and assigns instances to the active camera.

In each singular frame, the nDisplay uses each of the positions and rotations of these basic components as its starting point for the hierarchy of scene nodes that you have specified in your nDisplay configuration file. The effect is that all devices and projectors across the nDisplay cluster automatically create scenes from the active camera.

If you don’t want nDisplay DisplayClusterRootComponent to be created and configured automatically, you can add yourself as a child of every camera component to every project category. n Show what you specified instead of doing it quickly.

This change simplifies the nDisplay system to carry out almost all project work immediately. You can now create projects with nDisplay without changing the standard categories Military, Character, Controller or GameMode that you use to display views.

For more information on using nDisplay, see the multi-screen saver that uses nDisplay.