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Unreal Engine - create dynamic icons from skeletal meshes 

Unreal game dev with Yaz
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In this video I describe how you can create 2D icons using skeletal meshes dynamically in Unreal Engine.
The post covering all the steps can be found here: unreal-mmo-dev...
The tutorial referenced in the video is here: • Unreal Engine 4 Tutori...
Feel free to drop down to the new discord channel to ask any questions here: / discord

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15 сен 2024

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Комментарии : 17   
@Dovenchiko
@Dovenchiko Месяц назад
I found some neat things while playing around with my own game. - You can select "Visible In Scene Capture Only" on the Static/Skeletal Mesh Component and it would be hidden for the player's camera - You can set the lighting channel of the light source and SM to have custom lighting separate from your regular lights. - You can turn off "Capture Every Frame", "Capture on Movement", and "Always Persist Rendering State" on the capture component and capture scene at the end of the construction script to keep the capture on the RT and won't lag your game but only works for completely static items (No animations) - You can use the show only component to only show the static mesh component just make sure it's visible and not hidden in game. (Lighting still works) - You can disable/enable the capture scenes when inventory is closed to save on frames Doing all of these allows you to place your capture actor anywhere in the world and have a smoother game.
@conorkosidowski3924
@conorkosidowski3924 Год назад
You are GOATED for making this tutorial. Saved me so much time searching how to do this
@waynetownsend2661
@waynetownsend2661 Год назад
This gave me great ideas. Since I am using this with full characters I found I had to disable collision on the camera. Took me a while to figure it out.
@conorkosidowski3924
@conorkosidowski3924 Год назад
I also had to remove collisions from my static meshes
@manapotion1594
@manapotion1594 11 месяцев назад
This tut rescued me thanks. The guy from the other tutorial was using non-Canvas render target so I spend quite a lot of time trying to enable it for UI widget. Now I wonder how it is performant to have a material instance per item entity, this might be become quite expensive with increased number of items to render. Also, as I understand overall rendering to texture is quite expensive operation (you basically render a scene twice without ability to parallelize it so I wound not recommend to render it every frame. Better is to use "Render Scene" node once the inventory is open or when asset is loaded
@ryanhunnicutt2278
@ryanhunnicutt2278 Год назад
Great tutorial. I am having an issue I am wondering if you encountered. The icon always ends up being the last one. So, for example, if I pick up 3 different items, the icons are all the same. Any thoughts?
@unreal-dev-with-yaz
@unreal-dev-with-yaz Год назад
hey :) it sounds like perhaps you're reusing a reference of what to draw rather than creating a new instance of it (causing it to overwrite) check around min 15.15 after we spawn the 3D mesh capture we also create new canvas render target and set its new texture all of these have to be new instances for every new icon
@ryanhunnicutt2278
@ryanhunnicutt2278 Год назад
@@unreal-dev-with-yaz That's what I would have thought as well. But I can't find anywhere that I am reusing an object. I'll keep looking. I did take a slightly different approach, my BP for capturing exposes a function to generate the material. So, I spawn this class, then call that function to get the material. I ripped it all out and replaced it with your approach and got the same affect. So I think it might either be in my widgets. If I assign the item name that is correct even though the icons repeat.
@ryanhunnicutt2278
@ryanhunnicutt2278 Год назад
@@unreal-dev-with-yaz The material instance is overwritten and I am not sure why.
@aleksvaal
@aleksvaal Год назад
Hello, very useful and interesting video. I'm also creating a similar system at the moment, but I need to dynamically change the texture of the material in my niagara, in my vector, through a widget, for some reason I can't do it.
@unreal-dev-with-yaz
@unreal-dev-with-yaz Год назад
hey :) yes playing with textures and materials can be quite tricky i was doing something perhaps similar (maybe not) in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gaaVUlXNKDI.html not sure if it will be useful but hopefully it can give you some insight good luck!
@aleksvaal
@aleksvaal Год назад
@@unreal-dev-with-yaz Hello! Thank you. Yes, everything is fine, I solved the problem by working with the render target to dynamically replace the image and added particles to the render target. The only negative is that the render target cannot capture the brightness of the particles.
@sayonaradesu1087
@sayonaradesu1087 2 года назад
Please speak more about the nodes and blueprints. Or at least show them more and explain them. How to turn the mesh up or down is not that complicated.
@unreal-dev-with-yaz
@unreal-dev-with-yaz 2 года назад
Can you be a bit more specific about which blueprints are not clear? All the steps from this video are covered in this document: ylazarev.com/2022/07/11/18-unreal-engine-dynamic-icons-from-skeletal-meshes/ Does it not contain the detail you're looking for? Let me know and I can update. To be honest, my videos are not intended to be a step by step guide on how to achieve the content, the documents are. I feel the videos are already too long and I actually have a desire to make them shorter if possible.
@sayonaradesu1087
@sayonaradesu1087 2 года назад
@@unreal-dev-with-yaz I didnt knew about the document. My bad. I apologise.
@unreal-dev-with-yaz
@unreal-dev-with-yaz 2 года назад
@@sayonaradesu1087 if there's some more questions about it or general comments/suggestions, feel free to post them in discord channel: discord.gg/9KvdVdJahH
@sayonaradesu1087
@sayonaradesu1087 2 года назад
​@@unreal-dev-with-yaz sure thing. Thank you.
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