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Evelyn Schwab
Приєднався 19 вер 2017
Technical artist, Unreal generalist, game art and programming teacher at an Australian university
Modular Camera Dynamics - Overview and Quick Start Guide (Unreal Engine 5 Plugin)
Modular Camera Dynamics is an extension of the Camera Modifier system, designed to facilitate modular approaches to building advanced gameplay camera behaviours with rapid iteration time.Complex gameplay camera modes can be set up in moments with no additional code required. Modular Camera Dynamics includes 14 built-in camera behaviour modifiers to build your ideal gameplay camera and supports the development of additional modifiers through Blueprint or C++.Camera modes and modifiers can be iterated on during play-in-editor, added/removed from gameplay and automatically blended in/out during runtime. Creating a dynamic gameplay camera system in Unreal has never been easier.
Modular camera dynamics can be found on the Unreal Marketplace:
www.unrealengine.com/marketplace/en-US/product/507baaee0fe940ae81e28c81f8bb1983
More detailed documentation can be found here:
esdocs.notion.site/Modular-Camera-Dynamics-61440a58c552442094de154f588ea436
Modular camera dynamics can be found on the Unreal Marketplace:
www.unrealengine.com/marketplace/en-US/product/507baaee0fe940ae81e28c81f8bb1983
More detailed documentation can be found here:
esdocs.notion.site/Modular-Camera-Dynamics-61440a58c552442094de154f588ea436
Переглядів: 3 086
Відео
UNREAL ENGINE 5 - Chaos Flesh Meat Cube
Переглядів 8 тис.Рік тому
The Meat Cube is back after 14 years. OG 2008 UE3 Meat Cube: ua-cam.com/video/imPJ9a1KwEw/v-deo.html Chaos Flesh tire deformation page: dev.epicgames.com/community/learning/tutorials/BEZV/unreal-engine-electric-dreams-tire-deformation
UNREAL ENGINE 5.2 - ZELDA: TEARS OF THE KINGDOM Inspired Construction System (Download)
Переглядів 2,8 тис.Рік тому
A quick experiment project to see if I could set up a TOTK-style construction system with Unreal 5's Chaos. Project available on GitHub: github.com/EvelynSchwab/ComponentFuseMechanic
UNREAL ENGINE 5 - How to Use Material Ambient Occlusion Maps with Lumen
Переглядів 26 тис.2 роки тому
Methods for utilizing material-based ambient occlusion in Unreal 5.0 and some general lumen AO observations. Twitter: evelyn_schwab
UNREAL ENGINE 5 - Advanced Use of the Fracture Editor (Chaos destruction, Geometry Collections)
Переглядів 56 тис.2 роки тому
A quick video covering some more advanced uses of the fracture tools I've found while producing my chaos prop destruction system
UNREAL ENGINE 5: CHAOS PROP DESTRUCTION SYSTEM - Release 1.0 Trailer
Переглядів 8 тис.2 роки тому
Download here: www.unrealengine.com/marketplace/en-US/product/513cb1fa1ae2440cbc4107582891be89 The Chaos Prop Destruction System adds easily integrated prop destruction to your Unreal Engine 5 game. It allows you to leverage Unreal 5’s Geometry Collections and Chaos Physics System in a much more controlled, refined way than what Unreal Engine allows by default. This pack additionally includes 2...
DISPLACED Demo (Gameplay)
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A vertical slice of a 3D platformer in which you play as a lost frog in search of a new home. Download here: evelyn-schwab.itch.io/displaced
UNREAL ENGINE 5 - SILENT HILL 2 Neely's Bar Remaster
Переглядів 3,5 тис.3 роки тому
A re-creation of Neely's bar in Unreal Engine 5, making use of Nanite and Lumen. This was a short project as a proof of concept for some R&D I've done for a workflow to bring older assets to modern formats and standards. www.artstation.com/artwork/nYo98X Rendered in Unreal Engine 5 Textures worked with ESRGAN and Substance Sampler Meshes produced in 3DS Max and ZBrush
UNREAL ENGINE - Sci-Fi Survival Horror (2019 Student work)
Переглядів 1753 роки тому
Short gameplay prototype to showcase some folio assets
UNREAL ENGINE - Junkyard Automaton Cinematic Short
Переглядів 1713 роки тому
UNREAL ENGINE - Junkyard Automaton Cinematic Short
Pocketeer - Epic MegaJam 2021 Submission
Переглядів 843 роки тому
Download: evelyn-schwab.itch.io/pocketeer Voted No.1 Adventuring Essential Magic Item across the multiverse! As a Bag Goblin, you have been assigned to the astral bag of a dungeon crawling adventurer! Your job is to manage the space inside the bag by organizing, growing and shrinking items, as well as finding an delivering requested items from storage. Store whatever you want, whenever you want...
UnLed - Trailer - GMTK Game Jam 2021 Submission
Переглядів 983 роки тому
Available now on evelyn-schwab.itch.io/unled Created in a 48 hour period for the 2021 GMTK game jam, with the theme "Joined Together" Please check it out and rate!
Unreal Engine 5 Niagara skeletal mesh morph effect
Переглядів 7 тис.3 роки тому
inspired by the Prototype series
Unreal Engine 4 Survival horror inventory system
Переглядів 2,4 тис.3 роки тому
Unreal Engine 4 Survival horror inventory system
3DS Max/Substance Painter - Hunting Rifle (Winchester Model 70) Timelapse
Переглядів 14 тис.3 роки тому
3DS Max/Substance Painter - Hunting Rifle (Winchester Model 70) Timelapse
UNREAL ENGINE - BLOODBORNE Central Yharnam Remake
Переглядів 2,6 тис.6 років тому
UNREAL ENGINE - BLOODBORNE Central Yharnam Remake
UNREAL ENGINE - DARK SOULS FIRELINK SHRINE REMAKE
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UNREAL ENGINE - DARK SOULS FIRELINK SHRINE REMAKE
UNREAL ENGINE - PostAsh Early Development Clip
Переглядів 3017 років тому
UNREAL ENGINE - PostAsh Early Development Clip
It's amazing chaos doesn't allow you to select mesh sub-elements you want to break away. It's almost like wasting our time on purpose...
Does it support version 5.5?
I like your destruction system so much. Do you have plans to upgrade it at 5.5?
Hey! Bought this and added it to my project, my camera is super silky smooth now! However I'm having some issues and could not find a support/contact email or discord. Happy to share more info, and very eager to get things working! I followed the video, and added the "tab to toggle camera stacks" between first person and third person, and it works great in single player, but I noticed an incorrect number of active camera modifiers when testing multiplayer. When removing/adding new camera data, some old data gets stuck and not removed. Any idea what could be causing this and how to fix it? I assume I just have something set up incorrectly, but been troubleshooting this for the last two days to no avail. I have a video showcasing this here: (it is the most recent video on my channel, linked removed because youtube I think keeps removing this comment if there is a link in it...) Additionally, what is the correct way to change a value on a modifier at runtime (for like mouse scroll zooming on the Distance modifier? I've been doing "Get Camera Dynamics Camera Manager - Get Active Modifier of Class (with the Distance class) and getting values from there. That okay? I'm having trouble getting that working, but maybe related to the issue above.
In my restless dreams, i see that town
Any plans for bringing this to 5.5?
I use it in 5.5 and it works great. I just copied it from its UE5.4 location to my project plugin folder and as I remember I just had to comment out line 38 and 155 of CDDatatypesDetails.cpp in the editor module (both line were ".UseAllottedWidth(true)" in slate UI construction script - I don't know yet why they triggered compiler error).
Fantastic video! Thank you for sharing. The fracture tool isn't quite as intuitive as I thought it would be. Also, UE 5.5 now has Chaos Flesh for soft body sims.
Это будет работать с огнестрельным оружием, которое стреляет пулей?
can it be used as souls like camera with lock on system.
got to say, out of all the videos for UE5 out there, there is almost nothing for Chaos physics, so Im glad you made this, only video ive seen that goes over this stuff
If anything, in the new version of the engine you can do Split Meshes when creating a new geometry collection)
can the third person collide with it? or does it pass through?
i LOVE your work!!
Hi Evelyn, can we controlled the already made camera stack inside a BPplayercontroller? Please let me know. 😊
Hi @@francisgagneart ! As long as you have a reference to the player camera manager, you can get any modifier in the stack and change its values as you see fit. There is an example of this in the example project, with the lock-on actors, and the same principles used there apply to controlling the camera stack from any actor.
@@evelynschwab7436 Hello Evelyn, have you planned to update in 5.5? Please let me know, Francis. :)
@ hi, 5.5 update is in progress, there are a few other fixes I’ll need to make then will submit it for review
is it possible to use preComputedAOmask, even after disabling static lighting?
I actually watched this a while ago. Learned some cool stuff, then while working on destruction for more modular meshes, I thought to myself: "it must be possible to separate into each module". Lo and behold, slice a tiny chunk off with a plane. No idea how anyone is supposed to figure that out by themselves but my eternal gratitude for being Him.
loving it so far
Hasnt the chaos destruction plugin been deprecated and replaced with a newer fracture plugin with more detailed features?
@@ToddHillerich no, the plugin has been improved since I uploaded this but it’s the same plugin.
I think I'm confusing with Apex Destruction @@evelynschwab7436
Would it work if thrown into a ue4 project
@@Smokey-A you’d need to edit a little in C++ but probably, it’s not using any UE5 exclusive features. Epic only supports Marketplace plugins to be built for the last 3 engine versions, otherwise I could have published it for earlier versions too.
Holy shit, amazing work
When converting a mesh into a collection, there is a checkbox called split mesh, this will split the mesh into its element. Hope that helps
This looks great - do you have a discord or a way to chat further? I'm curious about adding some spring-interpolation based rotation lag to a true first person project, and I'd like to learn more both in general and about using this product.
Congrats, looks great!
Awesome stuff!
so cool
How to change collision of the pieces once the geo collection breaks? Whenever i run into the broken pieces my character just flopps and flips around. Gonna need to set collision of the pieces to ignore the player or is there a better way?
Would love to know the physics recovery on pieces set up with automatic sleeping and disabling system! I am breaking huge buildings and they jiggle and bounce after they break.
would love to see an example of the mesh fracture on the box!
Been looking for a month, maybe you know since you got the feature. Once fractured, the pieces.. Allow the player just to walk pass it. Im using this in an FPS, and I've tried all the "logical" things without any solution. Collision off, player can't walk over, etc etc. Nothing works. Once its fractured, the pieces makes me fly away, and the sleep, is set fast but it wont delete "everything" just the minor pieces. Going insane. Anyway, thanks for interesting video.
Fantastic tutorial, thank you! being able to apply the concepts to pallets has been extremely helpful. In your project during the conclusion you would break the barrels into nice wooden chunks leaving behind metal rings, is there a way to have those get bent or dented like metal objects?
It looks more like jelly
When I fractured a mesh I made, when I hit begin play, it immediately breaks apart. What causes that?
Possibly intersecting collisions between the mesh parts, you might need to tweak the convex collision setup for those parts.
Great and awesome work :D i use 3dsmax too :D
Dude your poor mouse
Hi, good video / guide. Do you have any idea why my brick wall with a metal piece on top (that piece is sliced as planar) holds together my whole wall? I basically followed you along with your barrel but did that with a brick wall... For some reason it only happens when i use it in conjunction with a anchor on the ground. Brickwall + anchor = works Brickwall + seperate metal piece = works All those 3 things together need about 2-5 impulses from the field to break :/ (Unreal 5.4)
Great video. This is exactly what i needed, thanks.
Sorry if I missed it, but how can I slow down the speed of the fracture. I want my player to hit the fracture object, breaking off pieces of it at a time, until it's all destroyed.
This is brilliant work mate
the meatcube! his glorious return, as was fortold!
How do you get it so cubes break into boxes? Every fracture turns a box into a solid object. I want my GeometryCollection to break just the edges of a box.
Your geometry needs to have some thickness to it for this fracture method to break it without closing the gaps. If your cube is just 6 planes all around, it will make the fractures pieces into solid blocks once it breaks apart. So just give your cube some thickness.
Any tips if I'd like to platform on the objects and only break them with the sword?
I am actually playing with this right now trying to see if I can make just a certain portion of an object destructible. In my case I want to see if I can make a tree destructible but only around the base where you would chop it with an axe.
Actually nm, I figured it out. Now I just need to figure out how to get a weapon to damage it...
As i noticed your crate is not interacting using AO with the floor - how to switch it on? In general - are you going to continue publish such interesting information about AO?
Phenomenal, i really learn a lot from your videos, you state the tool, it's function, pros and cons then use case with visual examples swiftly tied together really shines true understanding 5⭐
This is great. Thanks for the detailed guide on how to fracture. My problem now is this entire geocollection breaks when any piece is hit. Any idea how to fix that?
Would it be possible to have it available on the Marketplace? I would buy it for sure.
Outstanding, and its all done in C++! Fantastic learning resource!
Can u eat it?