Skywolf Game Studios
Skywolf Game Studios
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Generate 3d Models with Blender Ai Library Pro!
AI technology is rapidly advancing, and it’s crucial to stay ahead of the curve. Embracing AI can provide a significant edge in today's competitive landscape. While AI may not replace 3D artists, those equipped with AI skills will likely outperform those without. This shift toward AI integration is the future we must adapt to.
There are numerous tools available, such as Meshy, but this particular tool integrates seamlessly with Blender, offering limitless potential. Although it's not flawless and may require some manual adjustments, the reality is that all AI tools need refinement to achieve perfection. The iterative process of making improvements is essential.
The true advantage lies in the ability to learn from AI outputs, use them as references, and enhance or modify them to suit your needs. This capability is invaluable, especially when you're seeking inspiration or looking for a creative starting point.
PROJECT FILES:
--------------------
www.patreon.com/posts/3d-model-source-118565434?Link&
BLENDER AI LIBRARY PRO ADDON:
--------------------
blendermarket.com/products/blenderailibrary?ref=592
WEBSITES:
-------------------
www.skywolfgamestudios.com
skywolfgamestudios.itch.io
skywolfgamestudios.weebly.com
SOCIAL MEDIA:
---------------------------
Facebook: skywolfgamestudios
X/Twitter: skywolfgamestds
Instagram: skywolfgamestudios
Discord: discord.gg/Y4SzAwFDDB
AMAZING BLENDER ADDONS:
---------------------------------------------------
RanTools -
blendermarket.com/products/rantools?ref=592
Clean Panels Pro -
blendermarket.com/products/clean-panels-pro?ref=592
UV Flow -
blendermarket.com/products/uv-flow?ref=592
Philogix PBR Painter -
blendermarket.com/products/philogix-pbr-painter-pro?ref=592
Autorig Pro -
blendermarket.com/products/auto-rig-pro?ref=592
Cracks -
blendermarket.com/products/simulation-cell-fracture-with-voronoise?ref=592
Colorframe Pro -
blendermarket.com/products/colorframe-renders-pro?ref=592
EV Express -
blendermarket.com/products/ev-express?ref=592
Modulator -
blendermarket.com/products/modulator?ref=592
Blocker -
blendermarket.com/products/blocker?ref=592
Переглядів: 850

Відео

UE Fab Marketplace: 3 More Free Asset Projects - Fall System + Architecture (Dec 2024)
Переглядів 4621 годину тому
Today I discovered some 3 more free asset packs on the Unreal Engine Fab Marketplace which you can get either Personal or Professional for Free until the End of the Month. They are an Old Office, A Fall and Momentum Damage System, and a Japanese Architecture projects. You can get them now with the link below, be sure to like and subscribe so that I know if this video was helpful or not. I felt ...
Easy Animations with QuickMagic.AI #3d #QuickMagicAi #Animations #Mocap
Переглядів 55414 днів тому
In this video we're taking a look at how far recent Video to Animation Data has come after hearing about @QuickMagic_AI. For a long time I have been hesitant mainly due to a lack of stability behind this technology. However, in the last year or so, it has certainly come a very long way and gotten a lot better to the point that it is a lot more useable. Here we are taking a look at the Website P...
How to Make Flat and Stylized Materials in Unreal Engine 5!
Переглядів 21821 день тому
In this video, I aim to present two distinct workflows for crafting a Flat Emissive and a Flat Stylized Material or Shader in Unreal Engine 5. The first is excessively bright (Stylized) and remains largely unaffected by lighting. The second is crisp and distinctive (Flat), with a subtle influence from lighting that accentuates the shading depending on the angle of the light. PROJECT FILES: www....
Easy #Logos with #Blender #LineArt!
Переглядів 16Місяць тому
Using third-party design tools for logos and related tasks is generally acceptable, but it's often limited by subscription models and the potential risk of copyright infringement. To avoid these problems, we can use Blender and Lineart to create our own designs with ease. 'My Logo' serves as an example of this process, and you can invest more time in adding additional meshes, fonts, and other e...
Barko & The Lost Bone Indie Game - #Doggo #Canyon #LevelDesign + #Timelapse in #UnrealEngine! Enjoy!
Переглядів 52Місяць тому
In this video, I provide a peek into how I created Doggo Canyon via a shared Timelapse of my forthcoming indie game, "Barko & The Lost Bone." Check it out and let me know what you think in the comments! As a passionate dog enthusiast, this game is a homage to my dogs, and I eagerly anticipate completing it and sharing my enthusiasm with the gaming and developer communities. The aim is to create...
Let's Make a Low Poly Stylized UFO Spaceship in Blender - 3d Modeling: Part 1!
Переглядів 61Місяць тому
In this video you can follow along and learn some basic modeling while we build a Crazy Low Poly Stylized UFO or at least that's the idea that came to mind. You'll see my thought process and get walked through any problem areas that are faced along the way. Build your own UFO and share it! I'll be following this video up with another video showing how I texture it! PATREON: patreon.com/skywolfg...
Barko & The Lost Bone Indie Game - Jiggle Physics wiggle the Tongue, Tail, and Ears
Переглядів 412 місяці тому
I've been dedicating more time to developing "Barko & The Lost Bone," my upcoming indie game on Steam. To add a touch of liveliness, I sought a straightforward method to animate parts of his body. For Barko, I implemented a Spring Controller Component, commonly known as "Jiggle Physics," within the Animation Blueprint. This allowed me to select a specific bone to give a loose, wiggling motion t...
#Updated #Fix for #UnrealEngine to #Blender Rig Bones Orientation #2024 #UESkeleton #Rigging
Переглядів 3432 місяці тому
I shared a video some time ago that initially worked well for me. However, due to changes in the Animation and Rigging Tools within Blender and Unreal, many users reported issues. This video introduces two improved methods, a free and a paid one, to efficiently use the default UE Mannequin. You'll learn how to export and import it into Blender where you can then re-parent and re-bind the skelet...
#Blender Mesh to #UE5 Generated Skeleton (No Rigging!)
Переглядів 2229 місяців тому
In this video you'll learn a super simple and super easy workflow for taking nearly Any Mesh in Blender or another 3d Software then setting it up into a Parented Object with each Object Part named in a Bone Hierarchy-like setup where Unreal Engine will then allow you to convert it into a Full Skeleton! Absolutely No Rigging Knowledge Needed! WEBSITES: skywolfgamestudios.itch.io skywolfgamestudi...
#Blender UV Flow #Addon is a Game Changer!
Переглядів 6999 місяців тому
UV Unwrapping is a crucial step in texturing a model or mesh for any project. It can be a tedious and sometimes exasperating task. Yet, with the introduction of the Blender UV Flow Addon by Orange Turbine, this process is no longer laborious. It transforms the task into an enjoyable visual experience, streamlining the process to be fast and user-friendly for all. BLENDER UV FLOW & FREE SPIKED B...
Join Objects in #Blender 4.0 with Booleans #B3d #Blender3d
Переглядів 1,2 тис.Рік тому
Let's take a look at using the Boolean Union Modifier to join meshes together and remove the middle. There's a caveat though that isn't really talked about much and that is that if you have an uncommon Mesh that you are trying to join with another mesh to remove the inside sometimes it might disappear and here I show you how to correct that problem.
Unleash #LowPoly #Texturing with #Blender #3d Color Grid Generator #Addon by @AmandeepBlender!​
Переглядів 204Рік тому
Hello everyone! I'm thrilled to be back after a period of absence. During my time away, I've been diligently working on a captivating Low Poly Stylized Platformer Game, which is now nearing completion for its much-awaited release on Steam, more on that in a near future video. In addition to this, my schedule has been packed with an extensive project for a valued client. Today marks a particular...
Kill Pesky Tris with #UnrealEngine + #Blender
Переглядів 280Рік тому
Here's some advice and help for KILLING PESKY TRIS with Unreal Engine & Blender using some really useful tricks. It can be done with LODs in UE but depending on your situation it may be better to make some adjustments directly in Blender 3d or any other 3d Modeling Application. This is just my knowledge and common workflow which may vary compared to others. Download Blender: blender.org WEBSITE...
#Learn #Blender With Me: Make a Super Simple Wooden Crate
Переглядів 93Рік тому
#Learn #Blender With Me: Make a Super Simple Wooden Crate
Blender + Github Desktop = Easy 3d File Source Control
Переглядів 6 тис.Рік тому
Blender Github Desktop = Easy 3d File Source Control
Blender 3d + Muscle Car + Beautiful Girl = DrexLee Style Car Motion Video #Shorts
Переглядів 2422 роки тому
Blender 3d Muscle Car Beautiful Girl = DrexLee Style Car Motion Video #Shorts
Game Engines - Tris vs Quads Explained
Переглядів 3,3 тис.2 роки тому
Game Engines - Tris vs Quads Explained
Easily Bake Multiple Objects to a Single Texture with Blender RanTools Addon!
Переглядів 8462 роки тому
Easily Bake Multiple Objects to a Single Texture with Blender RanTools Addon!
Adding Existing UE5 Projects to Github Source Control
Переглядів 13 тис.2 роки тому
Adding Existing UE5 Projects to Github Source Control
Fix Pesky Failed | SDK | Turnkey Packaging Errors in Unreal Engine 5
Переглядів 10 тис.2 роки тому
Fix Pesky Failed | SDK | Turnkey Packaging Errors in Unreal Engine 5
Solve Blender to UE Export & Import Errors
Переглядів 2,4 тис.2 роки тому
Solve Blender to UE Export & Import Errors
Quick & Painless Source Control for UE5!
Переглядів 14 тис.2 роки тому
Quick & Painless Source Control for UE5!
Instantly View Any Shaded Blender 3D Model 10x Better!
Переглядів 1,5 тис.2 роки тому
Instantly View Any Shaded Blender 3D Model 10x Better!
Blender RanTools is Texture Baking Awesomeness in Seconds!
Переглядів 9463 роки тому
Blender RanTools is Texture Baking Awesomeness in Seconds!
Easy Fix for Unreal to Blender Rig Bones Orientation
Переглядів 36 тис.3 роки тому
Easy Fix for Unreal to Blender Rig Bones Orientation
Neovoid Gameplay
Переглядів 474 роки тому
Neovoid Gameplay
Modeling a Low Poly House in Blender
Переглядів 404 роки тому
Modeling a Low Poly House in Blender
The Beach - Blender 3D Low Poly Speed Modeling Timelapse
Переглядів 5477 років тому
The Beach - Blender 3D Low Poly Speed Modeling Timelapse
Making a quick-n-easy Low Poly Tree with Blender & Krita! [Timelapse]
Переглядів 2697 років тому
Making a quick-n-easy Low Poly Tree with Blender & Krita! [Timelapse]

КОМЕНТАРІ

  • @andreyfed
    @andreyfed День тому

    Why are my mpdels not textured like in this video?

    • @skywolfgamestudios
      @skywolfgamestudios День тому

      Sadly, it's not perfect but I think with time it will get better. Usually, it should show the colors automatically but that has happened to me sometimes too. When that happens, just click the button in the bottom right labeled "Display Vertex Colors" or you can just save the file and reopen it, then it should show up to resolve it.

  • @unprofessionalartist-2
    @unprofessionalartist-2 День тому

    Not cool man 😂, he has 4 legs😂

    • @skywolfgamestudios
      @skywolfgamestudios День тому

      Lol 😆 🤣 yeah I think it was the Ai attempting to have his feet in front of him in a sitting down position or something along those lines and obviously it turned into 4 legs hahaha. The four-legged Snoopy we never knew we needed.

  • @dimasvian4330
    @dimasvian4330 28 днів тому

    Life Saver!

  • @unreolog8699
    @unreolog8699 Місяць тому

    I tried your approach, but all animations are broken

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      Are you using custom animations? Or which animation pack are you using if any?

  • @babyanika2018
    @babyanika2018 Місяць тому

    What do we do for this in 2024 omg i have been stuck on this issue for 15 days - did not even know that was the issue till now

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      I completely understand, that can definitely be frustrating as I have been there myself. Have you seen my newer workflow for this? You can find it here: ua-cam.com/video/aw3fjQxb0UY/v-deo.html

    • @babyanika2018
      @babyanika2018 Місяць тому

      @ thanks this I’ll check out the plugin

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      @@babyanika2018You're welcome, let me know how it goes.

  • @x837cue
    @x837cue 2 місяці тому

    I've had trouble getting the mannequin and animation made with blender back to unreal. The bones are in complete mess but I can see that the animation works. Mannequin is just a weird pile of misaligned bodyparts. Any ideas what could fix this problem? UE4's sequencer is a nightmare compared to blender and would love to do animations in blender instead.

    • @x837cue
      @x837cue 2 місяці тому

      And before I export it to fbx for UE4, the bones are aligned nicely in blender for the UE4's mannequin..

    • @skywolfgamestudios
      @skywolfgamestudios 2 місяці тому

      @@x837cue Have you seen my newer video? You can take a look here for 2 newer improved workflows that may help here ua-cam.com/video/aw3fjQxb0UY/v-deo.html it might help, give that a try and let me know if the issue persists.

  • @chaogeo5709
    @chaogeo5709 2 місяці тому

    All the animations broken for anyone else using the first method? Assuming this is because the bones get reoriented when importing into blender when selecting automatic. Then they do not get oriented back to how they were on export to unreal?

    • @skywolfgamestudios
      @skywolfgamestudios 2 місяці тому

      If you have existing Animations then leave the Animation checkbox ticked on the first method. A problem that arises in the first method is because of the bone axis/rotation and you'll want to retain that otherwise it can break all the animations if different.

  • @PrettyMoobi
    @PrettyMoobi 3 місяці тому

    thanks man! The only problem is the "triangulation" where it has the possibility to do something wrong, but I think 99% of the times that's not the case. You help me a lot!

  • @joshjohnson30
    @joshjohnson30 3 місяці тому

    New to Blender and this helped me sort my first problem. I had the Boolean operation down, but did not know of the Apply button. It's videos like this that make learning apps like this possible. Thanks a zillion!

  • @bejoadaperlu1872
    @bejoadaperlu1872 4 місяці тому

    can't handle more than 100 mb, i'll go traditional way with flashdisk

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      I have a better solution to address it that I will be sharing sometime this week so stay tuned.

  • @levexe
    @levexe 5 місяців тому

    can you make an update for unreal 5.4?

  • @levexe
    @levexe 5 місяців тому

    thank you for the tutorial, i followed your steps but, packaging still fails

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      Sorry to hear that. I will share an updated version very soon. I am also creating a Course to learn how to address these issues and publish a mobile game etc so do be on the lookout for when I share that very soon.

  • @اسماعیلاقبال-ت1ق
    @اسماعیلاقبال-ت1ق 6 місяців тому

    How to delet root bone fix animation? or retarget animation ?

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      I wouldn't advise deleting the root bone, the bone hierarchy is parented to that main bone in the structure almost like an upside-down tree. Alternatively, you can try leaving the bones as-is and make changes otherwise a free retargeting addon such as mixamo to copy over the anim data to a new skeleton.

  • @TC9
    @TC9 6 місяців тому

    Thank you!

  • @GiiyomCG
    @GiiyomCG 6 місяців тому

    If anyone is looking for it, the real way of adding an EXISTING project is when creating the repository, you name it exactly the same as your current project, GitHub Desktop will then tag this folder as the repository

  • @PixelGM
    @PixelGM 6 місяців тому

    I thought I am the only one who uses GitHub for Blender HAHAHAAH

    • @skywolfgamestudios
      @skywolfgamestudios 6 місяців тому

      Lol, nope, definitely not alone in that for sure!!

  • @karanboxfy
    @karanboxfy 7 місяців тому

    i am not able to update the allowed sdk version

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      Apologies for the delayed response, I have been extremely busy with multiple projects and have more time now. Were you able to figure this out or did you still need help?

  • @revotiva
    @revotiva 7 місяців тому

    can it create UDIMS?

    • @skywolfgamestudios
      @skywolfgamestudios 7 місяців тому

      Currently it has Support for Packing to UDIMS: cgcookie.github.io/uvflow/05_packing.html?highlight=udim

    • @revotiva
      @revotiva 7 місяців тому

      @@skywolfgamestudios super cool thank u

  • @gustavorios2
    @gustavorios2 7 місяців тому

    don't do that. that breaks the unreal skeleton. just use the way they import and ignore the strange visuals. they will be fine in unreal when u import back

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      Not always, depends on the Skeleton and how or where it was made. Most modern addons also force the bone connection similarly and reorient the bone origins.

  • @insanitytoons
    @insanitytoons 8 місяців тому

    Dude, you saved me, I was having this problem when importing a mocap into Blender, I watched your video without logging in, but I made a point of logging in, like, subscribing and leaving this thank you comment.

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      Glad this video helped you and thanks for the kind words! Have a fantastic weekend!

  • @TankHalfEmpty
    @TankHalfEmpty 8 місяців тому

    Thank you, very helpful!

  • @lanchanoinguyen2914
    @lanchanoinguyen2914 9 місяців тому

    yeah i rotate bones manually in edit mode to setup the bindpose to fix bone orientation in my game engine.

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      I know what you mean, sometimes that is necessary, just be careful of the bone axis so you don't break the anim and cause it to move the wrong direction.

  • @bruhidontevenknowbruh
    @bruhidontevenknowbruh 9 місяців тому

    THANK YOU SO MUCH i was having this problem so often and this was one of the few videos that actually helped

  • @Bubblebunz
    @Bubblebunz 9 місяців тому

    I want to be your pal sir! Please lettergram me in your penpals? I know what wham bam is! Rest Assured !

  • @joshualioi5144
    @joshualioi5144 9 місяців тому

    how do I make that radial menu pop up?

    • @skywolfgamestudios
      @skywolfgamestudios 9 місяців тому

      You can go to Edit > Preferences > Addons > search and enable 3d Viewport Pie Menus then it'll come up when you press A or Z keys on your keyboard in the middle of the screen. Some Addons will add extra stuff and improved pie menus that aren't normally visible by default such as MachineTools Addon for example.

    • @joshualioi5144
      @joshualioi5144 9 місяців тому

      @@skywolfgamestudiosThanks brother

    • @skywolfgamestudios
      @skywolfgamestudios 9 місяців тому

      You're welcome!@@joshualioi5144

  • @SeanMaxhell
    @SeanMaxhell 11 місяців тому

    This thing dont work anymore.

    • @skywolfgamestudios
      @skywolfgamestudios Місяць тому

      What's the problem you are having? Apologies, I was busy with several projects for quite a while, and I have more time now to help if there's still an issue.

  • @TegridyMadeGames
    @TegridyMadeGames 11 місяців тому

    6:21 birds man, time to go to bed

  • @iranazadi7
    @iranazadi7 11 місяців тому

    That's a P3. My father flew this plane.

  • @jefftaylor7130
    @jefftaylor7130 Рік тому

    Jit hub??

  • @fading-sun-studios
    @fading-sun-studios Рік тому

    Does not work brother

    • @skywolfgamestudios
      @skywolfgamestudios 9 місяців тому

      You'll likely need to use the latest SDK for Android. It changes fairly often with newer versions but the workflow should be fairly similar.

  • @MochiRosu
    @MochiRosu Рік тому

    Hello, Thanks for the video. That thing you mentioned about Git LFS if the file is too big, I know that is a hassle to do so my question is, if we decide to work in big projects in blender, is using Github for not really practical?

    • @skywolfgamestudios
      @skywolfgamestudios 9 місяців тому

      In some cases it is very practicle but in other cases with very very large projects it might not be. Perforce handles very large projects but opposite of that it is also very problematic with random errors constantly.

  • @peterjohnson8570
    @peterjohnson8570 Рік тому

    Love it! Few notes... For Unreal projects, I'd suggest enabling Git LFS from the start-it not only shrinks repo sizes by handling binary files efficiently but also streamlines your workflow by storing large assets separately and avoids downloading large file histories. This translates to quicker branch switches and updates, essential for large Unreal assets. It’s also beneficial to instill good habits early... Specifically, commit messages should begin with a concise summary (<50 characters) in the imperative mood, such as "Add X feature," rather than "Added X feature." While I know this isn't the point of the video, it doesn't hurt to demonstrate common conventions/best practices. Lastly, the text is blurry despite selecting the 4k option. Check your compression and encoding settings to ensure high quality, as resolution alone doesn't guarantee clarity.

  • @sidar87
    @sidar87 Рік тому

    So I was dealing with this problem just now. Your first import is actually "correct", this was confusing at first but made sense eventually. since head/tail don't really exist outside of blender the bones have the correct orientation as it is in the skeletal mesh you exported from your unreal project. Blender however also needs to place the head somewhere, so it gets weird like that. So my solution is simple, select all bones in pose mode and set a custom shape ( like a cube ). No more ugly oriented bones but at least you can create animations compatible with your unreal build. You can add simple IK constraints and additional non deforming bones for the elbow/knee poles. If you mess with the orientation your new animation will mess up the mesh in Unreal! I don't use FBX, if you export from unreal as glb(gltf) make sure to set the "bone dir" to "blender" which preserves the original orientation just like your first import and keeps compatibility with your skeletal mesh. Edit: Latest gltf importer gives them sphere shapes automatically

  • @aiyewatughu6082
    @aiyewatughu6082 Рік тому

    Thanks for this. It really helped with my project. Thanks!

  • @GreenGuru23
    @GreenGuru23 Рік тому

    Cool!) thanks

  • @PencuryTimun
    @PencuryTimun Рік тому

    Thank you for shareing. This is so helpfull

  • @wyattblends7643
    @wyattblends7643 Рік тому

    Nice vid. Keep em coming :)

  • @danielm5161
    @danielm5161 Рік тому

    Thanks for the tutorial. Targeting SDK29 doesn't work anymore, we have to target SDK32 now and that fucks everything up all over again

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      Yeah, I hear you, anytime the engine or google updates their sdk rules it can offset that problem for sure. The latest should be version 33. If you're still having issues let me know as I have to update 2 of my Android Games.

  • @prathamesh1291
    @prathamesh1291 Рік тому

    bro i created unreal project and i want to send it to my friend for further work . i export the whole project package in zip and send it to my friend pc but whenever he opence the project it shows nothing not any level or content , how can we both work on same project please help

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      It sounds like the project files weren't pushed. Do you see them in your git repo?

  • @jakeschroeder4874
    @jakeschroeder4874 Рік тому

    Thanks dude!

  • @westleyallen9743
    @westleyallen9743 Рік тому

    watch on 1.5 speed. Thank me later.

  • @manuelpadua2113
    @manuelpadua2113 Рік тому

    Thank you thought it was going to be a long day fixing this.

  • @renisrrenis9225
    @renisrrenis9225 Рік тому

    it says over 100 mb limit reached when i try to commit fresh created project.

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      This is because one of your files is over 100mb so you'd need to ignore that specific file or enable git LFS.

    • @Fragcatt
      @Fragcatt 8 місяців тому

      @@skywolfgamestudios how do i enable git LFS

  • @samankittani8856
    @samankittani8856 Рік тому

    Very helpful Thank you!

  • @jhonysteak5512
    @jhonysteak5512 Рік тому

    I can't find a solution for the failed to merge bone error, anyone have an idea?

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      I'll create a new and better Tutorial to address this issue. Theres a few new ways to solve it.

  • @Yaroslav_Tselovanskyi
    @Yaroslav_Tselovanskyi Рік тому

    Jit hub 😂

  • @ROSALIEIK
    @ROSALIEIK Рік тому

    doesnt work unreal 5?

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      Apologies, it is a bit outdated now and the UE5 SK has changed somewhat after Blender 3 released so this created some issues between the two. I'll create a new updated Tutorial to help address these types of issues.

  • @ChristopherFranko
    @ChristopherFranko Рік тому

    jithub? dufuq. Please lord no.

  • @sadworldwide
    @sadworldwide Рік тому

    This is not available in Blender 3.2 though :(

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      Apologies for the inconvenience, it'll be addressed in a New Tutorial.

  • @donhoolieo4896
    @donhoolieo4896 Рік тому

    Yeah it’s not that simple. You forget to mention a custom file you will have to write to save plugins, uamap files, etc.

    • @skywolfgamestudios
      @skywolfgamestudios Рік тому

      This is a basic and very simple explanation which is not really intended to be advanced. By default, Git will save basic Maps and Plugins. The plugins are automatically saved and written into the .uProject File and the .uMap Files are kept. Writing Extra Files Manually shouldn't be necessary here. It sounds like a custom workflow was used which may have given different results.