Wow. This is probably the first Unreal Engine tutorial where every single thing worked precisely as described without me having to figure a few things out BEFORE following this tutorial.
For the modern version of UE5, it seems that the settings have changed. If you make your hole and cannot walk through it, try these steps. Go into the mesh, set Collision Presets to Custom. Select Collision Enabled (Query and Physics) Clicked the dropdown for Collision Complexity and set it to Use Complex Collision As Simple. That worked for me. ❤
I would argue the bolean cut is a better option for everyone asking about why there is a hole in every single wall, it will also actually make it passable, this method last i tried it still has the collision on making holes visible but unpassable
@@kibibytecompany Granted, though you don't have the hole in every wall problem, you still can't go through the hole you've created; which is the whole point of a door.
@@kibibytecompany I followed your tutorial to the letter, same with every other tutorial I've tried. I don't understand what's going wrong, no matter how I make the hole or how large it is, the collision is still very much up.
is there a way to make this process not destructive? I mean what if after I click "accept" and I need to modify the lenght of the booleans, without reimport the whole mesh and start the whole thing again? Thanks
@@kibibytecompany I would like to modify the lenght of the hole (window) and keep the object as it is (the wall). I found a video where it explain a procedural step to do it. not the easiest way, but possible 😅
There is nothing to figure out. You basically have 2 meshes. One is the visual one and the other one is for the collision. As I can imagine that you are relatively new, enabled complex collision for the mesh and you are good to go. 👍
This is helpful but I'm having a problem. I am using a pre-built mesh of a house. Inside the house there are random walls, I can't make a hole in them because they are part of the "house" mesh. I can get the poly cut to work but it still shows the brick wall inside the house. Any idea how to fix this?
As far as I am concerned you can’t set the exact position nor the rotation of the polycut. However, here are some tipps: Change your mouse settings or zoom very near to the polycut.
As I oversaw that you just want to rotate it 90 degrees, here is it for beginners: On the top right of your viewport you can actually set in which Intervalls you want to rotate something
Yea you can. There is another modifier you can use for exactly that. I am not sure how it’s exactly called but it can definitely be found in the same editor window
oh wait figured it out forgot to make duplicate thanks saved me alot of time having to redesign to try the hollow way only problem i have is when i press accept it say cant modify built in engine assets
If I have an asset that I cant go inside of am I able to cut into that and add a floor to it? For example an Airplane that has no inside, I'd like to cut into it and place floors and seats. Is this possible at all or would I have to start from scratch?
@@kibibytecompany Sorry, I have selected the wall but for some reason It's the only wall that doesan't allow me to mold. Im using the 'vr room' template for the game im making.
Please watch the whole video. In this video I show, that you need to duplicate the wall asset before cutting a whole as this changes the whole asset instead of just a single instance. You can restore the data by clicking reimport on the asset.
@@kibibytecompany i already figured it out. Just take a door, scale a box to the size, and make it subtractive. (I’m in ue4 because of the hello neighbor mod kit)
SOLUTION to "CANNOT MODIFY BUILT-IN ENIGINE ASSET". 1. Select the asset 2. Open "Actor" menu (On the top of the screen) 3. Converrt it to "Static Mesh" 4. Save it with a name and the folder you want 5. Finally, replace it with the other one I hope it work for you.
Did you find the fix? cause in the video it shows how to duplicate it first before cutting to prevent but doesn't go over how to fix when completed? I am in same boat I cut holes in my starter walls and now I need a regular wall lol
That’s a little bit more complicated but especially for me very easy as my whole unfinished game is based around similar mechanics. I can do a video if I have time.
@@kibibytecompany yeah would be nice. I know there are some ways with material or with procedural meshes but it's all quite hard to do. In my case I need to be able to place windows into walls which also behave like windows (actually geting light throught) - so not super interesting stuff ;) war game sounds better
In that case I actually wouldn’t use procedural meshes as they are very heavy on performance. I would try using materials but I can’t really help you there.
I know an exact solution but it’s very performance heavy. You can try using materials though or some other stuff like the chaos physics maybe. You could also just replace the mesh with a mesh that has a hole.
@@kibibytecompany in hammer you could just make a wall and use it to cut through anything. So you could use a square to cut a hole in the wall for example. Also you could use a hollow button, to make a room out of a simple square box. It was just so much user friendly and easy to learn. UE has been pretty difficult to learn, even simple stuff. Also, and this is probably the feature I miss the most - in hammer you could have 4 views simultaneously, like top/bottom etc while in UE it seems like it's not possible? Like you can only have one view at at time and gotta constantly switch back and forth?
You can actually have multiple views by going to the top menu and selecting Window -> Viewports and adding up to 4 different viewports. Maybe I find Unreal Engine to be easy because I have like 7 years of experience. I wish you a better time with the engine in the feature.
@@kibibytecompany oh hmm I just casually started learning UE. I will definitely try the views trick. I might be biased simply because I used to use hammer for many years, but I only built maps for counter strike. It was very user friendly to learn basics in my opinion
@@kibibytecompany Hammer editor is almost 25 years old but still has a lot faster and intuitive workflow.its still the fastest level editor in my opinion.