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I have been looking for this kind of tutorial for weeks, I don't know why no one thought to make a video addressing this very obvious question. I've played around with Godot a little bit and I like the way it is structured. Every scene is a graph of nodes. Every complex game object is a graph of nodes, so if you include it in a scene or level, it's a sub-graph of nodes inside the scene (which is itself a graph of nodes). Each node is a class or sub-class of some builtin type like Node3D or KinematicBody3D or whatever. At first glance UE feels a lot more disorganized (and I think that's because it is). For instance, I don't understand what actors are, yet. They seem like a special class of objects, but they aren't scenes all on their own... are they? Coming from a background in animation, I like that my animation projects have one file for each character, for each asset, and then the scenes link in the asset and character files. That's how Godot feels. But UE is just an enormous, confusing jumble. I'm a little less confused now. Thanks for the video.
Thank you for the most important thing: you let it go at fast speed, and don’t forget to put your face in. We all come to look at your face. Make a separate video where there will be nothing superfluous, but only your face. This is very necessary. 😒😒
Hello, my dear admirer, Thanks for your comment. If you'd rather focus on my face and not on the content and depth of my videos, I strongly recommend subscribing. After all, who wouldn't want the chance to see this masterpiece every week? ❤️
Hi, thank you for the great video and feedback! I'm the owner of the Mega Magic VFX Bundle and glad to see the community's comments & feedback. Keep up the good work!
Hello , I have got an interesting issue which is completly ruins my pipeline. When i add the spine module, there is no shoulder sockets are appeared. I can only see the neck module is available. does anyone have the same problem ?
Hi. I made a bodycam effect using this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5B9WKBlELfQ.htmlsi=97BnCjGMDHEhUSur Is it possible to make a distortion animation so that these values change during the game itself? I tried to create dynamic materials, but I didn't succeed.
I cant seem to"get gravity rotation from get gravity relative rotation " I get get it from the character movement but its not a function like you have, I am on unreal 5.4.2
Thanks for the great video! As others have asked, if I bake the animation in the sequencer and then switch to IK, it gets stuck back in T-pose. I would like to know how to remedy this. I want to bake the walking animation into a control rig and then edit it using IK. Best Regards.
How would I get this gravity field to also apply to AI actors / enemies walking around? Also how would I get Q/E to be able to rotate the camera left/right?
Great video! New sub here. Some things also in this structure topic: - U should explain beginners what version control is, to help them against errors and make them learn it ASAP. - Sth more advanced, like creating plugins for modular tools or systems. - And, as u highlighted the project size, u can show them the Reference viewer, Profiler and View modes. I know these things shouldn't be in this video, but I think they could help rise the programmers level bar.
Hey man, thansk for your comment and your support ! Really appreciate it 😉🙌 As you mentioned it, your recommendations are for a more advanced use, but I plan to create content for that, because it is indeed, really important ! Thanks for taking time to point this out 😊
Hey Steve ! 👋 We just talk about Installation here and you already want to dive into Nanite Landscape ?! You're pretty fast ! 😜 I think you refer to Nanite Tessellation on your landscape right ? If so, tessellation can't handle collisions. It is different from real Displacement. For the moment, the best way is to fine tuned the amount of tessellation ! 😊
Great vid! But when I m putting the spine, shoulders and the other parts its doing well but when I put the leg part the character have the leg distorced, what can I do to solve it?
Thanks for your comment Bruno ! 🙌 I think it is happening only with IK setup right ? I've tried to manage an offset on the Pole Vector control. Sometimes it worked and sometimes not. Modualar Control Rig still in its experimental stage, don't forget it ! 😉
It's strange how no one does a tutorial about spherical gravity, but with moving planets. I managed to achieve something similar, but I ran into various stability issues with the character and camera keeping them anchored to the planet without shaking. So I'm curious if other experts like you, would solve these problems. Thanks!
Thanks for your comment man ! 👋 I see what you want to achieve there and it is indeed a bit more complex than the setup presented here. I need to dive into this, hope I have extra times to r&d this ! 🙏
How could i make a tool that allow to change de exposed material but still be able to edit it properties beside whatever material it is. Like, being able to control the UV tile without having to have all these parameters?
Hey 👋 If I get your question right, you'll probalby need to name parameters the same way in each of your Master Materials. Then expose as a public variable the "Source Material" of the "Create Dynamic Material Instance" node. 🙌
Hi there :) This is driving me nuts … Sequencer output (same as viewport) and MRQ output don't match. I’ve followed your steps in the video, still no luck. This seems to me there’s a gamma applied to the rendered images. Any idea where this could come from , please ?
Hey Nicolas 👋 Are you exporting EXR images ? That might be because of the color profil/space. Sometimes you need to re-specify LUTs. That's why it appears darker in your video editing software ! If you are using Davinci, try LUT "Linear to sRGB" under "VFX IO", when you right click on media clip, before creating a timeline. You'll see what I mean here ! 🙌
@@ProjProd hello and thanks for your message. No, I'm not exporting to EXR. I've tried several output types, and always end with washed out images - this reminds me of the old days when we used to fight to follow some proper linear workflow, and gamma correction was applied twice. I suspect there's something wrong in the project settings, but I don't have the hand on that for a bunch of reasons. No matter for now, too many other things to work on to spend more time on this problem for now. By the way, I've sent you a connection request on LinkedIn, can be useful for each other to expand our networks in France ;) cheers.