My name is Gabriel Paiva and I have been an Unreal Engine Authorized Instructor for Epic Games for the last 3 years. I have more than 20 years of experience doing and supervising VFX for Cinema and Television. For the last 2 years I've served as a TA, Mentor, Instructor and Content Creator for the Unreal Engine Fellowship for Virtual Production. Performing all those roles I found out that the most optimal way of responding to doubts or enquiries from Fellows was through small form videos that I fondly called "Toots" because of their quick and raw nature. No editing, no bullet point slides, just me hitting record and pouring out the best answer in my knowledge in the plainest and simplest way. In time the need for slightly longer formats took me to choosing a video platform to publish and share, and here I am. So subscribe and be amazed by what Unreal Engine can offer you. Let's learn, discuss and forge the future of Realtime experiences with Unreal Engine
It can, even actor wise with a post process material and stencil masks. But it would be from a different perspective. You need to be inside the post process volume. With the color correct volume the actor needs to be in the volume.
That is simple, even with just PCGs. This way you can suggest a particular order. Think of a path that you need to vary just a tad on the border but maintain a empty path in the middle.
I found a way. I created a custom node where I set all points with density of 0.5. Than I randomly picked 10 points and set density to 1. Ofter my node I added a density filter. Now my PCG that generates enemies is complete
@Gabriel, This is AMAZING. I have been playing with it this week, and you beat me to it. YAY! Can you share the PCG Graph Blueprint please so we can have a look at it please. Thanks, Jeasy
Can we do this with, say a table? I for example we making a Tavern or Inn and we wanted to put some tables and chairs in the bar area. be nice to beable to make a table level and usew that so each table you add to you tanern is a little different, maybe even randomise the table types from square to round and different styles?
If you provide the retargeting assets for your “custom model” you can follow the same steps as me, but creating those assets are outside the scope of this tutorial.
El video está genial, muchas gracias. Tengo una consulta, realice la migración a un nuevo proyecto, salta, corre, camina, todo bien... pero cuando quiero que salte un obstáculo, haga "climb" o "vault" no lo hace, sabes a que se debe esto? Saludos.
Yes, on their own they will not be super awesome because they are very focus on being useful for fame movement and not cinematics. Although you can record a character with this gamemode while paying and then use that captured animation in any cinematic.
this was really good here are some other helpful shortcuts is found, it includes a few of yours but not all Ctrl+[1-9] is camera bookmarking Undo: [Ctrl + Z] Redo: [Ctrl + Y] Select All: [Ctrl + A] Clear Selection: [Esc] Move Selection: [Up/Down/Left/Right Arrow Keys] Browse Tabs: [Ctrl + Tab] Open Level: [Ctrl + O] Play/Simulate: [Alt + P] or [Alt + S] Show Nav Mesh: [P ] Zoom: [Mouse Wheel Up/Down] Save in Blueprint: [Ctrl + S] Find within Blueprint: [Ctrl + F] Find in all Blueprints: [Ctrl + Shift + F] Group/Ungroup: [Ctrl + G] or [Shift + G] Pin/Unpin: [Right-Click on “Group”] ---- level editing Menu: [Right Click] Save All: [Ctrl + S] Set Bookmark: [Ctrl + Number Keys] Jump to Bookmark: [ Number Keys ] Hide Selected: [H] Unhide All: [Ctrl + H] Snap to Floor: [End] Snap Pivot to Floor: [Alt + End] Snap Bounds to Floor: [Shift + End] Snap Origin to Grid: [Ctrl + End] Select all Adjacent Floor Surfaces: [Shift + U] Select all Adjacent Slant Surfaces: [Shift + Y] Select all Adjacent Surfaces: [Shift + J] Select all Adjacent Wall Surfaces: [Shift + W ] Select all Coplanar Surfaces: [Shift + C] Find in Blueprint: [Ctrl + K] Show Navigation Mesh: [P ] Duplicate and Transform: [Alt + Transform] ---- Objects Edit selected object in static mesh editor: [Ctrl + E] different if the objects a blueprint or instance but still edits Find selected object in Content Browser: [Ctrl + B] Ctrl+Alt and mouse drag is selct marque Alt+LMB on widget, move it then right click and go change pivot point H to hide objects and Ctrl+H: Unhide all the objects Hold V: Snap to vertice (say for joining walls) Move object while moving camera Shift+LMB Duplicate Object Alt+LMB Find selected actor in level blueprint: Ctrl+K Open asset window search (toggle): Ctrl+P Content Drawer: Ctrl + Spacebar Group & Ungroup (Ctrl +G/Shift + G) Unlock & Lock (RMB -> Group) Unlock allows users to move or delete separate assets. Lock combines the whole bunch again. Select all (Ctrl + A) Snap to floor (End) ---- Camera/transformation shortcuts Set camera (Ctrl + 1-9) Perspective View: [Alt + G] Front View: [Alt + H] Top View: [Alt + J] Side View: [Alt + K] Focus: [F] (this will instantly transport you to the selected object, no more camera scrolling View: [G] Scale: [R ] Translate: [W] Rotate: [E] Toggle Move/Rotate/Scale: [Spacebar] ---- F-key shortcuts F1 - Open File F2 - Rename F4 - Actor Details F8 - Possess F9 - Shot Break F11 - Full Screen
Interesting, but this is not the type of animation sharing, I was expecting. In UE there is a plugin called Animation Sharing which allows you to use the same animation state on multiple character instances for performance optimization (crowd rendering).
It may be me not having followed closely but it looks like you forgot to mention that in project settings you have to activate "Allow Static Lighting". Nice video
If it's not working for you, what worked for me was disconnecting the Make PhysicsControlTarget node, and in the Make PhysicsControlData node I set Linear Strength to 1.0. Not sure why it defaults to zero for me.
I keep having this issue, when I use Look at Aim in control in the post animation graph the eyes always look half down or one eye up and one eye down - super frustrating. Any fixes?
I tried using GPU lightmass, but i received an error "Your GPU dont support GPU lightmass" My video card is an RX5500Xt 8gb How will I be able to bake the lights?
I have a question Bought a map on the unreal store as project was able to use world partition well dev did update and disabled world partition is there a away to re enable it ? to make it worl? I bought this as a project because it shows world partition was being used. Now i can not use it in WP because he has no idea what he did he wants me to fix it said something in Docs? how would I do that? any and all help would be great
This is great. Thanks for sharing. Is there any way to easily add all the Character Options that the City Sample crowds have, such as clothing pattern options?
Please, Can I ask you why if I use extracted hair from metaHuman in another custom mesh , they appers totally transparent if I plug their material on the cards?