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Lyra Starter Game Overview | Tech Talk | State of Unreal 2022 

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Watch our tech talk ‘Lyra Starter Game Overview’ from the State of Unreal 2022 livestream.
In this tech talk, you’ll find out what the Lyra Starter Game is, why we made it, and how you can use it to get a headstart on creating your new cross-platform game in UE5. We talk about what’s included in the sample and the modular development ethos behind it, and give a quick tour of how a gameplay experience is built in UE5.
Want to learn more about Unreal Engine 5?
Download the release: www.unrealengine.com/en-US/do...
Get the Lyra sample project: unrealengine.com/marketplace/...
Learn more about Lyra: dev.epicgames.com/community/l...
#UnrealEngine5 #UE5 #StateOfUnreal #TechTalk #TechDemo #Lyra #CreateAVideoGame #CrossPlatformGame #StarterGame #UE5Game

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10 июл 2024

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Комментарии : 182   
@sam_making_games
@sam_making_games Год назад
Just opened Lyra project and I have to say...it gave me depression... I though I knew how things worked but now I'm pretty much back to square one...
@zerohcrows
@zerohcrows 4 месяца назад
just got this feeling today. excited to learn more but alsso just threw away 3 weeks of work 😅
@strick9red
@strick9red 2 месяца назад
Lol
@theGourdReloaded
@theGourdReloaded 2 месяца назад
this
@Mautar55
@Mautar55 2 года назад
Introduction 0:04 What is included with Lyra 1:43 Problems solved by Lyra 3:00 -- Mechanisms of Lyra Experiences 4:06 Available experiences 4:49 Parts of an experience 6:56 Game feature plugins 7:11 Actions (Game feature actions) 8:01 Pawn data (Hero data) 8:34 Ability Sets 8:59 User-facing experience 9:56 Demonstration of user-facing experiences 11:02 Online Features (online subsystem) 11:58 Scalability 13:20 Manny & Quinn 14:40 Animation Setup and demonstration 14:57 Cosmetics and Team Coloring 16:22 Importing and configuring a Metahuman 18:37 Setting-up team coloring 20:48 Input (Enhanced Input) 23:47 -- Implementation of the Elimination Mode 26:00 Greyboxing with Geometry Scripting 26:18 Making a new level 27:58 Abilities and Input tags 32:48 Items and Equipment 36:25 Creating a new Weapon 44:27 Creating a new Ability 57:00 What's next 1:01:36
@adamodimattia
@adamodimattia 2 года назад
Great job man! Thank you!
@M0TYSHIZ
@M0TYSHIZ 2 года назад
Man, he did it for both Lyra streams. What a hero.
@Mautar55
@Mautar55 2 года назад
@@M0TYSHIZ there is one more but i might do it when i actually touch animations
@M0TYSHIZ
@M0TYSHIZ 2 года назад
@@Mautar55 Sounds Sweet! I think there's a small typo for Items and Equipment, since it says 26 instead of 36.
@Mautar55
@Mautar55 2 года назад
@@M0TYSHIZ thanks! fixed now.
@cumuIonimbus
@cumuIonimbus 2 года назад
Finally, a sample that covers some at least a bit complex stuff. Thanks for it not being Blueprint only and thanks for enabling multiplayer. This is by far the best learning resource released by Epic.
@riddma3620
@riddma3620 Год назад
This implementation is just ELEGANT! It's easy to understand the software engineering considerations behind the modular design, as a MA student in CS. It provides a solid starting point for people like me who wants to practice ideas and make prototypes and make games being able to evolve long term!
@az-ru2084
@az-ru2084 8 месяцев назад
I'm sure everyone who says wow this is amazing it has so many functions and possibilities has not worked seriously with it yet.
@az-ru2084
@az-ru2084 3 месяца назад
@@Fpmp01 Yeah its just showcase of UE5 function. I wasted hundreds hours to build on it but hope no one gonna follow
@SpeaksYourWord
@SpeaksYourWord 2 месяца назад
@@az-ru2084 That's disappointing to hear
@Ben-rz9cf
@Ben-rz9cf Год назад
They really need to explain what they're doing with GAS and gameplay tags here under the hood. I understand everything that they're doing besides why they're adding tags and how those tags are causing the abilities to trigger.
@DeLo-ss4xt
@DeLo-ss4xt Месяц назад
Just graduated and am expecting my BFA in a couple weeks. Excitedly, I recently came across this. I feel as if I needed this while doing my BFA. Might just be a newbie's opinion still though, if some of the Game Design Universities provided Lyra as a base to learn from, I feel as if we would see a new and potentially better breed of designers, programmers, AND artists. This is absolutely amazing coming from my perspective of someone who is not so adept at the programming side of game design; thank you for all the time and energy the teams put into this for us.
@yvettebuffler708
@yvettebuffler708 Год назад
Really good video, please make more like this, I love how they go through the correct ways of working with thw system and how to setup our own weapon and ability with lyra, Thanks!
@2tired2sleep2
@2tired2sleep2 2 года назад
This is great, watching this over and over again
@ChrisEllerby
@ChrisEllerby 2 года назад
Cool stuff! I doubt anyone from Epic ever reads these comments, but it would be awesome if Lyra handled toggling to first person as well.
@nmezero7762
@nmezero7762 Год назад
i don't know everything about what i'm about to say, but... wouldn't that be setting an input binding to a player input that triggers an ability set that then either controls where the main camera is set (allowing you "true 1st person" with the camera set in the actor's (hero's) head mesh), or triggering a 2nd camera (already set in the actor's head mesh) as the main, or, finally, setting a 1st person shooter camera setup (forearms and hands almost always visible) as the main camera and visible (previously hidden). Again, i may be getting some of the terms incorrect, but i think my logic is viable.
@TimothyBell90
@TimothyBell90 Год назад
​@nmezero7762 yes, it's incredibly easy. Would be a complete waste of Epics time to even go over it.
@RickHenderson
@RickHenderson Год назад
It is designed to that *you* can make the changes that you want. Third person to first person starts with just changing where the camera is in the BP_ThirdPersonCharacter.
@supremebeme
@supremebeme Год назад
Truly incredible work by the Epic Games team!
@310thebank
@310thebank Год назад
This is what I wait for so long you should make some things like this because so many people want to learn or start with game dev but lack of template
@radrobb3530
@radrobb3530 3 месяца назад
Great video for helping me build intuition around the engine and the logic underlying editing.
@c0nsumption
@c0nsumption Год назад
10 min in. Can already tell it’s hella worth the time
@thomasburbage5450
@thomasburbage5450 2 года назад
First, I want to thank Epic for committing to this (and I hope it is long-term), and to Simon and Michael for your presentations. This is of course just the tip of the iceberg on a very, large and complex iceberg, so I'm hoping much more is coming. I think the biggest question in my mind as a very small team Indie, is what the practical reuse strategies will be. It could be when a team is starting from scratch, or is instead looking to extract value from Lyra into their own already ongoing projects. Lyra is as huge and complex as is Unreal Engine. I think larger, experienced teams will know how to take what Lyra presents and recast it into their own projects, but it looks formidable to Indies.
@RearMostline95
@RearMostline95 2 года назад
S. He
@3BEEZ
@3BEEZ Год назад
Thanks, this helped me so much, so many nuggets. Thanks for creating.
@BaseRealityVR
@BaseRealityVR 2 года назад
Lyra was my biggest suprise and my fave UE content to date
@charlesalexanderable
@charlesalexanderable 2 года назад
17:05 How are things set up to have the other team not attacking? Is there a cheat to turn off aggression or is it part of the game rules? (edit: seems it is Editor Preferences: Lyra Starter Game: Lyra Developer Settings: Lyra Bots: Allow Player Bots to Attack)
@wyattchew9996
@wyattchew9996 2 года назад
Thank you for updating your post to show the solution you found!
@olawaleiyanda6123
@olawaleiyanda6123 2 года назад
P jupppòpĺppò99 is your best bet b
@MaxStudioCG2023
@MaxStudioCG2023 2 года назад
the solution is in this video ...he show where to check that attack or unattack boots
@jacobbradshaw995
@jacobbradshaw995 2 года назад
So grateful to the Epic team for a great tool and a great example project. 👏
@thecodingfox
@thecodingfox 2 года назад
This is actually very useful, especially for beginners. Imagine the time we can save by getting all the animations, character movement, game logic, etc. pre-made. Its also a good learning project I believe.
@ackillesbac
@ackillesbac 2 года назад
its a game changer, with very little past experience I threw together something in a few hours that was playable. Now to try to get WAN networking going
@thecodingfox
@thecodingfox 2 года назад
@@ackillesbac that's great
@emmanuelroland122
@emmanuelroland122 2 года назад
Ok
@AxieDewgs
@AxieDewgs Год назад
Thanks to @Mauricio Tamo 0:04 Introduction 1:43 What is included with Lyra 3:00 Problems solved by Lyra -- Mechanisms of Lyra 4:06 Experiences 4:49 Available experiences 6:56 Parts of an experience 7:11 Game feature plugins 8:01 Actions (Game feature actions) 8:34 Pawn data (Hero data) 8:59 Ability Sets 9:56 User-facing experience 11:02 Demonstration of user-facing experiences 11:58 Online Features (online subsystem) 13:20 Scalability 14:40 Manny & Quinn 14:57 Animation Setup and demonstration 16:22 Cosmetics and Team Coloring 18:37 Importing and configuring a Metahuman 20:48 Setting-up team coloring 23:47 Input (Enhanced Input) -- Implementation of the Elimination Mode 26:00 Elimination Mode 26:18 Greyboxing with Geometry Scripting 27:58 Making a new level 32:48 Abilities and Input tags 36:25 Items and Equipment 44:27 Creating a new Weapon 57:00 Creating a new Ability 1:01:36 What's next?
@magohex568
@magohex568 Год назад
Please more tutorials like that, its just a amazing show about who to teach
@koko-nl5tp
@koko-nl5tp Год назад
Deep design. Thank you..
@AlvaroRealtimeMayhem
@AlvaroRealtimeMayhem 2 года назад
Gold!
@randallcromer66
@randallcromer66 2 года назад
I love Unreal engine 5 ❤
@jamesgtmoore
@jamesgtmoore 8 месяцев назад
Please make a 100% blueprint version of Lyra for us who prefer BP only.
@jamesgtmoore
@jamesgtmoore 8 месяцев назад
and if something isn't exposed to blueprint then why not expose it?
@snakeeyesdeclassified
@snakeeyesdeclassified Год назад
awesome!
@spades10
@spades10 2 года назад
What I don't like about this approach to weapons / items is that the numbers for balancing are scattered all over the place. Ammo is in the Item Definition, under Inventory Fragment Set Stats. The damage type, rate of fire, impulse strength and shoot animation is in GA Weapon Fire. The equip / unequip animations, damage and spread are in the Weapon Instance. All in all we have 3 core assets to open every time we want to change animations and / or tweak and balance weapon settings. I would much prefer to either have a single data asset with all the numbers gun has, so a designer can balance it in that single point of entry, or to use a Data Table with values of all the weapons in a single place. Similar thing with animations. It's nice that it's modular, but animators would need to go need into the gun assets to change those animations. I would rather have them in an animation subgraph that I change per weapon.
@Kinos141
@Kinos141 2 года назад
I agree. It's nice and all, but it is a little all over the place. I think the idea is so that if one designer changes the weapon base, it doesn't lock out other designers from changing other aspects of the same weapon system.
@highdefinist9697
@highdefinist9697 2 года назад
I think this might be a bit of a necessary unfortunate compromise in complex games, if you want to reuse the same data at different places. The problem might be the editor itself, because there should be ways to more easily show and edit those different data pieces at the same time.
@metalguntalk2365
@metalguntalk2365 2 года назад
There is nothing stopping you from making the numbers here a function. So you could do anything, dark souls scaling, moba auto attack calculations, etc... Would be the simplest change and then you could have a damage calc funtion library. If you wanted to go more advanced you would probably need to invest time into a modular system where individual ability components affect the damage outcome. Like a Path of Exile or Warframe System. If you wanted a centralized damage table you can do that was well for the ability construction to fetch it's relative damage values and just use the window input version as default cases.
@spades10
@spades10 2 года назад
@@metalguntalk2365 It works for some things, but not for everything. For example values in gameplay effect attribute modifiers can only be read from a curve table, directly from the GE, or based on another stat, but sadly you can't have it read from somewhere else. It is technically possible by using a new custom calculation for EVERY GE value you have, but since the GE cannot send any info to the custom calculation, you can't select which value you would want to use for that GE. This is something that I have locally edited the GAS plugin to allow (get values from a data table instead of a curve table).
@andreww2208
@andreww2208 2 года назад
Everything is very cumbersome, I would agree, but having "Fragments" is _their_ version of an Entity-Component System. It's a best practice for large scale games that require a great deal of modularity. While it may not be necessary for _your_ project, this framework is intended to show off *best practices.*
@diegogomez6634
@diegogomez6634 2 года назад
please, animation blueprints explanation!, distance matching, warping, etc
@Alexander_S_K
@Alexander_S_K 2 года назад
Thanks for the overview! Cant wait for the documentation covering all the systems mentioned in the video.
@KillerSneak
@KillerSneak 10 месяцев назад
Is there a place where we can get the slides shown during this presentation? (Haven’t found a link?)
@steelman2677
@steelman2677 2 года назад
The Metahuman looked one of the ready made ones. Can we use a customized version ? Thanks very much for the hard work.
@bnjmo
@bnjmo 2 года назад
As they all share the same skeleton, I would say that shouldn't be a problem
@variann6488
@variann6488 2 года назад
I love Lyra, but for gods sake, that input system is hell to work in. I was ripping my hair out for days trying to reverse engineer and figure out how the general workflow was supposed to be like and trying to figure out how the settings UI would add those inputs to the UI, and even trying to find out how the input settings get saved was a hassle.
@BlueprintBro
@BlueprintBro Год назад
Wow what a complex system. It's a great resource to learn game dev the unreal way
@az-ru2084
@az-ru2084 8 месяцев назад
Yeah crazy complex design and no detailed documents if you have tons of patience this makes you learn a lot
@DManTouchdown
@DManTouchdown 2 года назад
0:00 man def knows how to do it
@vazuvius8302
@vazuvius8302 2 года назад
This is good information and it answered a lot of information for me about how to get a new level into Lyra. It would be useful to have an overview on how the Animation system works, and how one would got about adding new animation modes like swimming and ledge climbing. The animation blueprint seems to use systems that are a big departure from how animations were handled in UE4
@jayus2033
@jayus2033 2 года назад
Lyra is my favourite game on un real eng8ne
@erniemey5432
@erniemey5432 2 года назад
Hi , Why don't you do a tutorial on adding your own weapons with own animations please. Just changing the templates weapons is not much of a help. The anim Montages of the weapons needs to be setup also , not sure how to do that.
@highdefinist9697
@highdefinist9697 2 года назад
This video is honestly a bit underwhelming, as often it feels more like an advertisement ("Look at how simple this is! The engine is so powerful!"), and less like a useful explanation on how to make use of the Lyra project. Also, based on the title, I am not sure what to make of the "overview"-aspect and the "Tech Talk"-aspect of the video, because while it provides some overview, and also goes into some details, it seems to be quite inconsistent in its choice about what details to present, and what details to omit... ultimately, it contains a strange mix of Lyra specifics, the Lyra project structure, mechanisms of the Unreal Engine itself, etc... So, while the video itself is not bad, I think it would have been better to make separate videos about, for example "The structure of the Lyra project", "How Lyra uses features of the Unreal Engine", etc... or at least to make the video structure itself clearer, and which details to cover, and which details to jump over.
@nuggetznft9853
@nuggetznft9853 2 года назад
When I add a metahuman and follow the steps of retargeting I receive the errors " Retarget Pose From Mesh - Start / End Bone in target IK Rig Bone Chain not found " Does anyone know of a fix - I have no idea how to add these bones to the IK bone chain..
@zoelavernexnad2934
@zoelavernexnad2934 2 года назад
@@NaberusGames iiiip
@devromeo4158
@devromeo4158 2 года назад
Same problem here too
@FerhatSalgin
@FerhatSalgin Год назад
Use the RTG_metahuman, not the RTG_Mannequin.
@nomadic626
@nomadic626 2 года назад
I've created a character selection screen with metahuman characters for each player and it works fine locally modifying the add random parts blueprint, however in a packaged game in separate computers, all players get the hosts character, is there any tutorials/documentation that can guide us on how to implement this when packaging?
@dzp8457
@dzp8457 Год назад
That sounds like a replication issue on your end
@nathang1339
@nathang1339 2 года назад
This is a fantastic base project for a third person shooter , I would really like a similar tutorial on setting up melee weapon 👍
@andreww2208
@andreww2208 2 года назад
melee weapon combat is difficult to implement as a system, because the implementation of the "sweep" is very scope-specific. For a singleplayer game (most rpgs) you can get away with per-frame weapon traces, but multiplayer games require more "network friendly" solutions which require an optimized stack with specific animations/collision-boxes/hit-detections/timings, making it difficult to systematize.
@coolboysentertainment5846
@coolboysentertainment5846 Год назад
just wanna ask how to deal with with mixamo or unity skeleton? is it possible?
@unrealdevop
@unrealdevop 2 года назад
After looking at the Animation system and noticing how the Foot sliding/Turn in place system was done I can honestly say I would be surprised if the designer behind ALS wasn't also the designer of this Animation system.... The reason I say that is because everything in the Animation Blueprints is set up in a very specific way, such that you can't easily replicate it outside of that. I think the designer of ALS specifically built his career around the ideal that he should learn to make things as non-portable and non-object oriented as possible so that in order to use any of his code you would need to rebuild the entire system from scratch.
@highflex370
@highflex370 2 года назад
Would have been much better if they followed the Paragon or Fortnite native Anim Instance ( c++ ) design. This way you have all the crucial elements/logic blocks to be used across projects... ( its def inspired by it but epic claiming lyra anim system as prime example is wrong ) all of their own animation graphs/systems are 90% C++ and way more modular/structured. If you are searching a better turn-in-place system, epic had pushed a full code driven setup to the ue5 main branch a while ago. Its a single node in blueprint taking care of updating all turn-in-place variables, it also reads the root motion instead of needing additional curves. i dont get why they did not use this for lyra...
@unrealdevop
@unrealdevop 2 года назад
@@highflex370 Man, that's a great post. I know I need to get back into C++ I guess I just rushed into Unreal, I should have tackled C++ in Unreal while I was still somewhat familiar with the basics of the Language. I'll check that out, see if I can dig up any information on this system your speaking of. I was completely unaware of it myself.
@theothergameygamer
@theothergameygamer 4 месяца назад
@@highflex370 They created a new system to get a promotion\title\pay increase - this is why most "features" are created in a big corp.
@WizzKidxKOx
@WizzKidxKOx 2 года назад
Wow batman, a networked gameplay system that can be extended to any genre.
@spg2465
@spg2465 2 года назад
Anyone know how i would package lyra with EOS on the epic games version of ue5?
@HaraldMoeller
@HaraldMoeller Год назад
hi can i a singleplayer game with lyra or is that multi only?
@user-tr5ds5ms1w
@user-tr5ds5ms1w Год назад
Where can I download this PPT? thanks
@CharlesFraser
@CharlesFraser 2 года назад
why not break these tutorials into sections and use some production?
@Fredlyy
@Fredlyy 2 года назад
Wish there was a barebones version of lyra that focused just on the enhanced input and the ability system. A lot of the features really make it difficult to edit lyra and aren't needed for smaller games
@wildannurm3739
@wildannurm3739 2 года назад
Such a good starter game to build on, hopefully more tutorial to make other game mode in Lyra like battle royal or something
@WreakHvok
@WreakHvok 2 года назад
I?95?”
@pHaace
@pHaace 2 года назад
watched this first time and was kinda hype about how it works but second time I'm just sat wonder why its not broken up into smaller videos and maybe has more of a tutorial series vibe and a direction, of like here is Lyra starting point, but we will show you how to create a brand new experience/gamemode with its own ability set / level options / new ability / new weapons from scratch, which this has some of these things ability and weapon but not even chaptered. I feel like Lyra would be great starting out all over again as a hobbyist and not messing with Unreal for a couple months after starting a new job but its to early for good in depth video tutorials from community that ones from Unreal should be a bit more focused. Like would be interesting to see the old UE4 tutorial that was making a networked game, which would allow for you to set avatar / pfp / in-game name and that in blueprint. Much of which i think is already good to go in Lyra. But would also give you reason to show us how to add new buttons in the UI scheme for both creating the profile data and a new experience of our own making? Maybe some video going along with the UE5 documentation on Lyra (which is mostly for C++ right now, which i should start learning) and not how to use/learn from Lyra. I feel like im not gonna learn to make new abilities, just come back to this video to redo that part but slightly different for each. Like i wanna know how to keep 3rd person camera option for experiences but make a FPS my default. Maybe i want to have a normal sprint and the dash as a pickup ability? Show us some of that stuff coming up. Make us a new normal sprint and how we'd have to change or set the shift to a new ability and the old ability into equipment or items? or if it was normal sprint going forward but was dash moving any other direction? Like how would I change the character BP to be able to have both of those kinda abilities on one button like that? Do Unreal Devs even read YT comments? lol
@shaneray6443
@shaneray6443 2 года назад
Hymn You N I’m I’m You Yig
@theothergameygamer
@theothergameygamer 4 месяца назад
They don't read the comments because they don't get paid to read the comments. Life is all about money and titles once they sell themselves to a big company.
@IronMan-yg4qw
@IronMan-yg4qw 2 года назад
what about first person shooter games?
@eddiej.l.christian6754
@eddiej.l.christian6754 2 года назад
We need 2 VIDEOS: First how to set up the Backend on the EOS Dev Site. Second how to get the EOS Version of Lyra to ACTUALLY compile. Until I can get that to work it is NOT a Multiplayer Template.
@RickHenderson
@RickHenderson 8 дней назад
If it is meant to grow over time, what kind of changes have been made since 5.0? What's next on the roadmap?
@ackillesbac
@ackillesbac 2 года назад
really need chapters for navigating this
@johndoe35717
@johndoe35717 8 месяцев назад
its annoying how i open the same stuff as you and it shows me "None"
@majupiju2347
@majupiju2347 Год назад
Hi, first of I must say that is a really great introduction to the features :) I'm planning to start building a dungeon crawler with action combat, with melee, ranged, and magic attacks. On top of that, the game will have a complex itemization system that will add abilities or affect them with its stats. Since I have mostly visual coding experience I ask myself if this framework is fitting a game like that and my skill level. And how much C++ experience is necessary to pick up this framework and build a melee-driven template. Any opinion is highly welcome. Cheers
@mav2268
@mav2268 Год назад
Anyone know how to add those diamond shaped points to drag around in the editor?
@mav2268
@mav2268 Год назад
Make a Vector variable public, check show 3d widget to True
@kimjustin9755
@kimjustin9755 2 года назад
This is awesome!!!
@gambit8248
@gambit8248 2 года назад
Can you add chapters?
@stevenreyniers6890
@stevenreyniers6890 Год назад
can someone help me. I imported a custom metahumen. and have done the retarget pose from mesh in my blueprint as shown in the video but I get warnings that it doesn't find the bones and when I use my meta in the map it doesn't seem to actually hold the weapon how can I fix this ? it is in UE5.1
@FerhatSalgin
@FerhatSalgin Год назад
use the RTG_metahuman, not the RTG_Mannequin.
@stevenreyniers6890
@stevenreyniers6890 Год назад
@@FerhatSalgin thanks
@vorixo
@vorixo 2 года назад
40:32 But you cannot have different heros with different sockets using the same weapon. Right? All your heros in your game that you want to use that weapon would need to have that same socket. Another option is to provide an array of sockets, and the weapon will try to attach to the first socket that exists in the target skeleton.
@fuuuuuuuuuuuuuuuuuuuuuuuuu
@fuuuuuuuuuuuuuuuuuuuuuuuuu Год назад
How many players can it support in a single server for multiplayer? 100 like Fortnite? (Assuming you have optimal hardware, good connections, no laggy code etc.)
@viktorbakhtin3353
@viktorbakhtin3353 9 месяцев назад
and no one on the Internet talks about the reality that there is no server optimization, no hit registration, no lag compensation, etc.
@aandswindowsltd
@aandswindowsltd 2 года назад
I know you need to make money , but all these ads are killing this
@GMaker0507
@GMaker0507 2 года назад
Can you release a marketplace asset with only the animations?
@ukaszstasiun5886
@ukaszstasiun5886 2 года назад
You just can filter all animations select all and Asset Actions -> Export to export to FBX then if you have imported new mannequin it works when you import it separately.
@GMaker0507
@GMaker0507 2 года назад
@@ukaszstasiun5886 is there a bulk export to fbx? I tried that the other day and it was asking for export options and location for each one. There is a lot of animations
@ukaszstasiun5886
@ukaszstasiun5886 2 года назад
@@GMaker0507 Yes you have standard export and bulk export option. Just use bulk export instead of standard one.
@GMaker0507
@GMaker0507 2 года назад
@@ukaszstasiun5886 I'll have to check for that. Thanks
@blaiseandthebambina
@blaiseandthebambina 8 месяцев назад
Old video but pro tip: Play the video at .75x speed and you'll understand more of the info. Dude talked way too fast for me. Great info though and thank you!
@theothergameygamer
@theothergameygamer 4 месяца назад
Did that after the first minute or so. I don't do speed-English either.
@masterneme
@masterneme 2 года назад
Lyra doesn't come with projectile weapons other than the grenade, right?
@MANHIMSELF_.
@MANHIMSELF_. 2 года назад
👍
@perfectionist724
@perfectionist724 2 года назад
New mannequins look cool guys 👍
@perfectionist724
@perfectionist724 2 года назад
@Syed Aman well i was little disappointed with lyra. I thought it would have some futuristic background buildings
@perfectionist724
@perfectionist724 2 года назад
@Syed Aman what kind of game are you making?
@perfectionist724
@perfectionist724 2 года назад
@Syed Aman cool! Little like xcom? Well good luck!
@golddeagle7
@golddeagle7 Год назад
Honestly anyone who fully grasps what this means is very excited. Still a lot to learn for anyone struggling with the concepts the example provided should be interested in all the configured gameplay elements.
@danieldil6198
@danieldil6198 Год назад
Can you push a Lyra game to epic store
@andreidavid145
@andreidavid145 2 года назад
New Unreal Tournament please
@fructu7
@fructu7 Год назад
Thanks for the video UE 5 is getting better and better good job, please put these bots in Fortnite :D
@CommanderColson
@CommanderColson 2 года назад
Would love to see First Person Shooter support for Lyra!
@36cowboysintotalatramranch
@36cowboysintotalatramranch 2 года назад
diy
@islandonlinenews
@islandonlinenews Год назад
has anyone got swimming to work in Lyra?
@nblackburn
@nblackburn 2 года назад
This is a awesome system but think it would be more adoptable to have this as a plugin you can add into your project rather than having to build from the starter game.
@boskee
@boskee 2 года назад
You can create your own Content Plugin referecing ShooterCore Plugin and have your entire game logic stored in your game plugin folder.
@Chillingworth
@Chillingworth 2 года назад
@@boskee How? Sounds Epic
@boskee
@boskee 2 года назад
@@Chillingworth Edit > Plugins > [+ Add] (top left corner) -> Pick "Game Feature (Content Only)" -> Give it a name, pick a folder. Once created, edit the plugin, under Dependencies -> Plugins click (+) and pick Shooter Core from the list. Save, done. You can now store your logic inside your new plugin, and reference Shooter Core from there.
@VictorOnewolf
@VictorOnewolf 2 года назад
@@boskee This is the way
@Fredlyy
@Fredlyy 2 года назад
It's nice to see industry standards straight from Epic, but Lyra has way too many dependencies for anyone to make any meaningful gameplay changes to it outside of adding to the systems that are already there.
@andreww2208
@andreww2208 2 года назад
Yeah, the learning curve is heavily front-loaded when it comes to learning this framework... but it'll prove to be much more efficient when adding systems to *a game of this size/caliber.* The problem is that most of us [indie] game developers aren't creating games of this scope.
@devanmallory5304
@devanmallory5304 2 года назад
@@andreww2208 yeah, Lyra is definetly being targeted more towards AAA teams it seems
@quentinraphaneau9603
@quentinraphaneau9603 2 года назад
For what I tried, its very modular, flexible and loosely coupled
@theothergameygamer
@theothergameygamer 4 месяца назад
@@quentinraphaneau9603 Unlike my brain
@larslarson8770
@larslarson8770 2 года назад
LYRA in VR?
@user-vf6eh1fo5u
@user-vf6eh1fo5u 9 месяцев назад
i can "see" some of the parallels that this has with Unity. This will help my transition from unity into Unreal. P.S. if a unity CEO reads this comment, you can take your price increase and shove it up your A cenSored cenSored. Unity is just a black hole of corporate greed.
@importon
@importon 2 года назад
Please add a vr example to Lyra!!!
@KiwiHawk-downunder-nz
@KiwiHawk-downunder-nz 2 года назад
No preset for an RPG or anything on how to use this to create one, prestset with character selection, swapping from first to third person and a controller more suited to an RPG
@mingyenwu9621
@mingyenwu9621 2 года назад
at 06:59 I try to trace the "Game Feature to Enable" variable (in this case "ShooterCore") in C++ to see how Lyra handles the loading and activation of said Game Feature Plugins. But the Game Feature Plugin URL printed out is an empty string. Did someone figured out how the game handle the loading and activation of ShooterCore game feature?
@mingyenwu9621
@mingyenwu9621 2 года назад
It turns out logs did show the full path (URL) of "ShooterCore" plugin, the url is just too long and i thought it is another line XD
@mrbeats4065
@mrbeats4065 2 года назад
Hey I can’t pack the game
@DManTouchdown
@DManTouchdown 2 года назад
do u know my dad he owns epic gams
@thebanktv6930
@thebanktv6930 Год назад
Can I make game with this asset and sell it
@ZzZz-dr7uq
@ZzZz-dr7uq 2 года назад
Lyra shoud be open source
@programthis3805
@programthis3805 7 месяцев назад
22:26
@mslinklater
@mslinklater 2 года назад
Can you record these things on lower resolution monitors ? I'm watching this on a 2160x1440 display and still can't read the text...
@squidee
@squidee Год назад
We traded paragon for this
@sherifhany386
@sherifhany386 2 года назад
Silver!
@settripacademy9292
@settripacademy9292 2 года назад
POV: You Miss Clicked
@harrygreenaway
@harrygreenaway 2 года назад
Steam is going to be flooded with so many 3rd rate Lyra flips.
@metalguntalk2365
@metalguntalk2365 2 года назад
Let's make them fight in a Lyra flip battle royal
@zipzygames8509
@zipzygames8509 2 года назад
Diamond
@sergii.ue5946
@sergii.ue5946 2 месяца назад
Perhaps the implementation is good, but I have a culture shock. My brain refuses to accept so many magical settings that come out of nowhere. We went there, I don’t know why; Take it, I don’t know how; put it here, I don’t know where from... And all this is repeated in a circle. I don’t remember where I started... )))
@samb6132
@samb6132 Год назад
LYRA lul wtf is lyra? this has to be UT5
@UsernameNULL755
@UsernameNULL755 Год назад
CTRL SHIFT S BRO, ITS NOT THAT HARD
@apoage
@apoage 2 года назад
Hmm Dina blaster remake anyone?
@Thisisautumn
@Thisisautumn 2 года назад
Hehe that is m name
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