Yo, Ion here and welcome to my RU-vid channel. What I do here is post game dev videos and tutorials about current projects or things I find interesting about game dev.
How did you do this? Are they built into 4.3? When I add a compositor and try to add components there is nothing at all not even the option to create blank one
You will need to create the compositor effect as a C# or GDScript. Then you'll need to create a .glsl script. It pushes data parameters into the glsl in a byte array. This pull request has some information on it! github.com/godotengine/godot/pull/80214 Also feel free to look at the demo project as well! github.com/BastiaanOlij/godot-demo-projects/tree/compute_post_shader/compute/post_shader If you'd like a tutorial feel free to let me know.
@@serendipinator they are! They're included in the itch.io link the description. //CONST //INT is a framework I'm building for psx styles games to make games easier to make in Godot by providing some out of the box features like build in player with ladder and stairs climbing & interaction component. I'm building it as a GDextension so it can be used with both GDscript and C# I'm building it for my project but it is the code base for my project so all I make for it, you'll get too
This was very helpful to me, I'm just joining a large project and we didn't know how to do this successfully. I think it should work for our uses and it'll save so much time!
Hily hell FINALLY someone shares a solution that works. I have a scene with hundreds of unique objects so snapping them to the world origin and exporting one by one is not feasible when you just have to rearrange the whole scene again in Unreal. You tha real MVP
1 yr later this is still the best solution. And the only video to mention it, thanks. Note: there's currently a bug in Unreal that makes your BP invisible when adding it to the level. The only fix I found was to click the play button, and then everything will be visible.
I actually love and still use UE on a daily basis fory 9-5. I don't post about that here on this channel for NDA reasons. For my personal projects I wanted to move to an engine that Is open, has better documentation and still own 100% of my game once I release it.
hey how to add collisions to all at once, is there any trick to do all at once or we have to separately or individually add collision to each and every object
Thank you so much, it sure has felt like so many blender to UE guide makers just googled and talked about what they find, that being the same non useful stuff and just believing there is no better way before unreal engine patches things. but you arrive with the quick and actually really useful information!
Hi! Never thought, there is a such import option, i always imported the same method, but via the iport to level tab, gives a exactly this result, described in the video, but your method is faster, thanks for the info!
alternately you can use the other method, exporting all, but retaining each individual pivot. not sure why no one is using it. but good tip on the port-to-blueprint, did not know that!