Hello, it's Filip from EZ Unreal. Hope you learn lots of things about Unreal Engine 5 on my channel. Subscribe or follow me on social media to get the latest tutorials and news. See ya!
You're the best! Annoyingly I had found the solution myself (after an hour of banging my head against the wall) sooner today lol. Glad to see confirmation that my solution is decent, I guess haha
Some of these material also available with Quixel Bridge until next year. But Filip suppose if I download simple materials, save all but don't require it in near future, so during deletion process- Unreal asks the same material is being used 'as reference' in asset and memory, so force deleting won't be a good idea. So how can I clean delete it? and if I force delete it, hope it won't create any issue?
Does not work for me. I tried to use the CobbleStone Material, it has more than one texture, but no matter which one I connect with the "Texture Coordinator", it does not really scale it :(
Dear Filip, help me in one regard. When I create a new level on the original first person map, that new level has Game Mode Override automatically set to NONE, whereas the original first person map has the game mode override option set to BP_FirstPersonGame. I have reversed this for a small project. Why I ask is because my whole environment and character's have been set up on the new level instead of the original first person map and I fear the engine might not recognize the new level if I keep game mode setting on None.... There is confusion in this regard so please help me out. Is it okay to put BP_FirstPersonGame on New level (instead of None) and change settings with FirstPersonMap, from BP_FirstPersonGame to None?
Heyoo, yeah it's totally fine to set BP_FirstPersonGame as the Game Mode Override for your new level! If you leave it on None, the engine might not know which rules to follow, and stuff like your character or gameplay might break. Since you’ve already set up everything in the new level, putting BP_FirstPersonGame there makes sure everything works right, just like in the original map. And if you're not using FirstPersonMap anymore, it's cool to set its game mode to None. So yeah, set BP_FirstPersonGame on the new level, and you’re good to go! 👍
no matter what i try, the underwater post process doesn't work properly with water body custom. around -250 Z in the world, you can see it, but it's not lined up with the water surface, and doesnt follow the waves at all
Heyoo, I’ve had that problem with Water Body Custom too, is super frustrating. You might want to check the post-process volume settings and adjust the Z bounds to get it to match up better. Also, the waves use World Position Offset, so make sure the post-process is following that, or it won’t sync with the waves. Double-check the alignment between the water mesh and the post-process volume too-sometimes just nudging them helps. If it’s still not working, you could try using Water Body Ocean or Lake instead, those usually work better for underwater effects. Hope it works :)
Hey, I’ve built a gas station in Blender and imported it into Unreal Engine, but it's using simple collision for all objects. I want to apply complex collision to every object at once instead of adding it individually, as it’s time-consuming. How can I add complex collision to every object in one go?
Hi brother. Is it safe to delete 'safe build' inside saved folder of project... because I notice it is bloating project. That safe build is automatically created after I test ran build on desktop. If I delete hope it creates no issue?
Yes, it's safe to delete the "safe build" inside the "Saved" folder. These are temporary files, and Unreal will recreate them when needed. Just make sure to back up your project, and you won't have any issues.
Tell me why, after importing the animation, mixamo into UE5 does not play in the editor window and in the game mode and in the sequencer. It just stands in the T pose???
The T-pose happens because the animation isn't linked to the right skeleton. To fix it, when importing the Mixamo animation into Unreal Engine 5, make sure to choose the same skeleton you used for your character. This should make the animation play correctly.
yes, the material has to be in the project for it to work. The reflection effect is tied to how the material reacts to light and reflection data. Without the material, the reflection settings would have no surface to affect.
i keep finding your tutorials!!! and you made it so easy to follow and direct to the point. Seriously, other tutors should learn how to make their videos from you.
@@ezunreal I'm still learning and i really grateful for your help. do you have a tutorial where you show us how to place/adjust the placement of the texture/image once you applied it to an object? I applied a photo to a vase i made and the face in the photo ended up in the bottom of the vase LOL not a place for a face
This is very helpful, though I have got the character working fine but it can't use my existing pause menu, inventory etc. Are there any tutorials of someone adding this to an existing game and it working with everything they already have?
I don't think so. It's a complex procedure so to make your new character work with your existing pause menu, inventory, etc., you’ll need to connect them manually. Find tutorials on how to connect new features, like character controls, with your existing menus. You'll have to adjust some Blueprints to get everything working together.
Thanks so much! 😊 Yeah, this one’s definitely a bit different from my usual Unreal Engine 5 tutorials, but I’ve been really curious about how AI might change things for 3D artists. It’s still related to game development, so I thought it would be interesting to dive into! Appreciate you sticking around!
I agree 100%. On the plus side, you'll see an up-tick in AI Image Utility apps like "Find and Remove the 6th finger", "Attach floating staircase to nearest floor", "Remove extra spine from all books." 🤣
If you want to use a blueprint to make dozens of stones randomly suspended and able to rotate 360 degrees freely, how should you achieve this? Similar to floating objects in space