it was an amazing presentation if you are a programmer and you are advanced. I want to do this so bad but this was of little use. im not a programmer. Im a film maker. and there are no tutorials on this for people like me.Really sucks!
@@MCJams I am a film maker and a programmer. Whenever I want to learn something I dive in and learn it, even if it may seem challenging. I've done a lot of things that at one point I didn't believe I would be able to do, just because I pushed myself to learn them. I say just go for it! You never know how far you can go unless you try.
@Dindu Τhat is true, but there are ways to implement AI in particle systems. Maybe for specific units like spiders lets say, that have less complex movement/battle set. I agree though 1,000,000 units is definitely overkill, that will be your whole game :D haha! But I think with a good development team, you can pull off maybe 100.000 units on screen... Especially with UE5 and Nanite technology. TWWH2 already does 50k : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iuQwWfmrjbE.html Personally I prefer the BFME style of gameplay, it's more flexible. Especially for something like Lord of the Rings where you have to follow heroes around and there aren't so many big battles, excluding Helm's Deep and Pelennor Fields.
@Dindu Oh I see, didn't realize it was a different game mode :D.. Well I'm not sure if it's something to do with the game's source code or bad optimization, but historically you needed a lot of RAM to run this game with many units. About the other thing you asked, I just meant that those are the biggest battles in LOTR, where you would see the most player & enemy units at the same time... :D
Hi! If anyone's getting blocked at recreating the play anim NFS and cant get the animation to loop properly, check that your MAP GET and MAP SET are actually particle attributes. ( And try creating it directly from the Particle Attributes panel instead of the way show in the video.. ) 🙂
Hi, I am indeed blocked at this step. How do I find the "Not Equal", "Multiply", "Add" nodes etc.? The correct nodes don't show up when I search for them, otherwise they won't allow me to hook up to the "Animation State" InputMap node. I'm so confused and would love any advice on this. Thanks!
I think I now get how they managed to pull off the crazy amounts of rats spawned and moving around in A Plague Tale: Innocence. I am assuming its similar in some regards. Super cool video, thanks!
8:13 i noticed that in games a long time ago, the guy close to me was legit but the ones in the back where like ...t posing or something just floating around, like a 2d painted character lol. And if he got a bit closer i could see him snap into the 3d model :))
Obviously, this is a presentation for advanced users, most of what was described here I had yet to learn how to do or what it meant. I'd have to individually check each suggestion or terminology.
Am I the only one who realized that he is making a tutorial using a function that is not in the engine...? How about showing how he made that function... Or most people here are just watching g and not doing
Any chance of a sample project coming out? I would love to poke through it and it's incredibly frustrating to understand from the brief snippets shown in this video.
Wow this stuff would have been amazing on a previous project... it was on unreal 4.15. Seems so easy to get good result and good performance. Awesome tutorial.
How are the differences between this Niagara solution for large crowds compared to the new MassEntity/MassAI Crowd? Number of Characters? Complexity of animations and AI logic?
I love this and i can get quite allot to work. But he skims over the blueprint part of the niagara system. Some elements i can understand like the particle Object reference and blueprint interaction. But could someone explain f.e. how he shoots a bullet and when it hits the niagara system, the niagara system tracks the bullet location and makes that niagara particle interact towards the player or how when the blast location is sent to the particle system that those specific particles are removed and replaced by flying meshes/particles?
Is there a way to do pathfinding with niagara? Alternative tell a particle to follow a path with vectors I pushed to them by blueprint? I want to tell the particle move to location on this path. It has to be a path because of collission. I know there is collsion handling in niagara but when the move into a corner they are stucked there and can´t find a way out.
The comment i found on reddit: - "Nanite seems to be precomputed mesh reduction. Most mesh reduction algorithms repeatedly combine a few triangles at a time to generate a LOD. This takes a lot of compute effort to pick the next place to reduce detail. But suppose, instead of combining them, you kept track of which ones you'd combine and stored that with the mesh. Then, at display time, you remove unwanted detail using the precomputed info to tell you which triangles to combine. That, I think, is what Nanite is doing."
@@SahilP2648 if im being honest, i want a triple A game on the scale of elder scrolls/dragon dogma with more npcs on screen. Tired of playing rpgs with barely any NPCS to populate the world without the help of mods.
Hi, I am blocked at this step at 12:30. How do I find the "Not Equal", "Multiply", "Add" nodes etc.? The correct nodes don't show up when I search for them, otherwise they won't allow me to hook up to the "Animation State" InputMap node. I'm so confused and would love any advice on this. Thanks!
The true challenge lies in allowing a large amount of (human) players on a single map. Such as Fortnite, PUBG or other large maps with a hundred or more players. Is a BR game able to allow 200, 500, 1000 or 10 000 players on one map? This might be possible in the near future.
This is possible with server side object container streaming, something Star Citizen (if it ever fully releases) is doing, and fundamentally many of the popular MMO's have been doing this for many years to an extent. Technically you can have 10,000 players on a huge map that is spread throughout multiple servers and only connect the player the nearest couple of servers around the player, then use a texture and object streaming system for client side data like how any open world game works.
Thank you very good tutorial and details, well i has one question if you can reply. How many maximum megaoctet, the model mesh for actor niagara, render mesh particles? Because , i need information for to manage my project. Thank you again, i hope you give your reply
tried it twice now with the example teacup and also with another mesh but seems like i cannot get the texture to animation process right :(. They always look weird and do not really animate
Can i ask vertex animation how to export ani-composit and how to make in 3D Max? I can find document about animatinn import to 3D Max and how to vertexing
Im getting horrible ghosting (due to TAA) when using this with Niagra/Instanced Meshes. Works great with static meshes though. Anyone got an idea on how to solve it?
Pls someone help me, how does he turn an animation composite into an animation sequence to export it in fbx as one animation with all the animations in it ?