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Unreal Fundamentals
United States
Приєднався 19 бер 2024
This channel was designed as a way to help others create games, and specifically, to learn more about using Unreal engine.
Ill be focusing on more generalized information but I am open to suggestions on content for UE4 or 5.
I'll be trying to upload consistently.
Ill be focusing on more generalized information but I am open to suggestions on content for UE4 or 5.
I'll be trying to upload consistently.
UE5 Intro to Map Change Fundamentals
www.patreon.com/UnrealFundamentals Today we'll be going over the basics of changing maps and transferring data. we'll be creating our own game instance and setting it up as well as the map change trigger and Player character.
Thanks for watching.
If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below.
if you want to see more in the future, give it a like or subscribe. I'll be trying to put out at least one video a week so check back often.
Thanks for watching.
If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below.
if you want to see more in the future, give it a like or subscribe. I'll be trying to put out at least one video a week so check back often.
Переглядів: 169
Відео
UE 5.3 Landscape Data Layers w/ World Partition
Переглядів 4585 місяців тому
www.patreon.com/UnrealFundamentals Today we'll be going over how to use Landscapes with Datalayers. I just go over the Basics here since I've covered more complicated topics in other videos. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below. if you want to see more in the future, give it a like or subscribe. I'll...
Health and Water DOT Function setup pt6 Finale
Переглядів 416 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to finish up the Water DOT functions, we'll add basic health to the character, and adjust the fire and water setups to interact with each other a bit. eg. when drenched you don't take fire DOT damage. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below. if you wa...
Adding Water to DOT and putting out Fire pt5
Переглядів 1826 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to be working on adding water to our DOT Enums under AKA Drenched and making it put out the fire our spline created. will include a small amount of setup we'll need for our player character changes next video. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below. ...
Finishing Events and Functions for DOT Effect pt4
Переглядів 846 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to be working on the functions, events, and setting up the timer to properly handle the DOT. The DOT will start and stay active while in the fire and once we leave the fire it will start ticking downwards until it eventually ends. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel fre...
Adding Events, Interface, Datatable, Struct, and Enum to the Fire Spline pt3
Переглядів 606 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to be adding some events for the collisions, Interface for Interaction, and the Datatables, Structs, and Enums needed. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below. if you want to see more in the future, give it a like or subscribe. I'll be trying to put o...
Adding Collisions to our Fire Spline pt2
Переглядів 556 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to be adding collisions that spawn along the spline in sequence to the fire but with a slight delay. we'll also be adding in a way to remove the fire and collisions in the event of a Level reset or whatever you may need that for. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel free...
Creating Fire along a Spline Pt1
Переглядів 1476 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to be Starting on a Spline base Fire pathing system that can be used for halways, chase scenes, etc. not as viable for larger fields but good for cramped spaces or areas where you want the fire to fill out a specific space in a managed timeframe. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future vide...
Unlimited Dynamic Collisions Setup Part 2
Переглядів 1056 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to be adding onto the previous collision actor we made by adding a base collision we can use to size rooms and then copy the info over for faster setup and additonally we'll be adding numbers that show up for each collision that will make it easier to track which index it is within the arrays. theoretically you could make a single actor with ...
Unlimited Dynamic Collisions Setup
Переглядів 1466 місяців тому
www.patreon.com/UnrealFundamentals Today we're going over setting up an Actor with collisions that can be added and modified per actor without needing any base components and can be used to trigger events, change datalayers, etc. theoretically you could make a single actor with a vast number of collisions. realistically you shouldn't have a reason to make hundreds of collisions on a single acto...
UE 5.3 World Partition Advanced Setup
Переглядів 3036 місяців тому
www.patreon.com/UnrealFundamentals Today we're going to dive into setting up datalayers and collisions in a more advanced method. I'll focus on a building design for this one but it can be applied to more than just buildings. Thanks for watching. If you enjoyed the video or have any comments or suggestions for future video ideas feel free to post 'em below. if you want to see more in the future...
UE 5.3 World Partition Dynamic Loading
Переглядів 4476 місяців тому
UE 5.3 World Partition Dynamic Loading
UE 5.3 World Partition Setup and Grids
Переглядів 1,2 тис.7 місяців тому
UE 5.3 World Partition Setup and Grids
BP_Interfaces Part 4: Final episode Text render and BP Redesign
Переглядів 237 місяців тому
BP_Interfaces Part 4: Final episode Text render and BP Redesign
BP_Interfaces Part 3: Door and Chest Interactions
Переглядів 177 місяців тому
BP_Interfaces Part 3: Door and Chest Interactions
BP_Interfaces Part 2: Bug Fix for Priority Interactions
Переглядів 117 місяців тому
BP_Interfaces Part 2: Bug Fix for Priority Interactions
BP_Interfaces Part 2: Priority Interactions
Переглядів 157 місяців тому
BP_Interfaces Part 2: Priority Interactions
BP_Interfaces: The forgotten King of Interactions
Переглядів 447 місяців тому
BP_Interfaces: The forgotten King of Interactions
I know your probably busy and I don't expect an answer. But do you know if there is any way to load data layers async? So when they're loading they don't just pause your game for a second? I know in level streaming you can do this. I also know that world partition can do this. However I can't use world partition in my current project. Thanks for the video! Your series is one of the best if not the best on data layers.
I'll say this. Datalayers still have some issues. One of them is this Async issue. I haven't found a way to properly Async load layers without just being very careful of assets within the layer. The reason I use a combination of world partition and layers is to offer a degree of control to individual rooms if necessary. If world partition is off the table then there are other ways to handle this though. Either a Tighter control of what assets are within a space, which would mean more layers. Or actors within layers that handle loading some of the other layers, or actors. I'll give an example. You have a Layer with a single (Or multiple) actors inside it. within that actor is a begin play or other event command using either delays or a timeline potentially that starts a controlled loading process of other layers or creation of additional actors when it starts ticking. Basically making the initial load cheap and spreading the cost over a period of time like Async would do. This is not really ideal but until epic offers a better solution this is a work around that can be used. It's not the worst work around but its not the best either and larger games may have trouble using this in a general setting due to complexity.
@@UnrealFundamentals Thank you! Thats pretty helpful! Hopefully in 5.5 they fix this.
Good video. im on 5.4 and getting weird glitch where some actors arn't being streamed out. and if i move them in edit, some fixed themselves and are now streaming out but others still don't
If you are using world partition and datalayers it could be streaming them out based off the partition distance. First thing I would check is if you have them set to world partition streaming or not. Or if you accidentally added them to multiple layers. If you regularly copy or duplicate actors it adds them to the same datalayer as the original actor but can also add them to whatever datalayer you're currently working in which can be confusing if you don't catch it.
Thanks for the video. I was looking at decorators in the behavior tree. There are options for Gameplay tags in them, how can I use those without C++? Is there an alternative to use them with Gameplay tags from an actor without C++?
@MrElgate yeah. AI gets complicated but you can check for tags using the blackboard keys and the custom BP Decorators. It's been a while since I've done it but it's definitely possible.
i do like that you can specify things to not load when the map is opened in the editor- but I don't see the point of having the blueprint that loads stuff when that's the entire point of world partition grids
well world partition can be very helpful but it's also kind of non-descript. A good example is a building with lots of hallways or connected walls with a bunch of tightly packed static meshes. these can be a huge burden on performance in a small space and relying on world partition can load in a bunch of stuff you don't need which will use ram and GPU performance while it culls the objects you can't even see. it really is something that needs to be decided on a per instance basis though. world partition can be customized to an extent but it has its limits which is why datalayers exist. In fact I primarily use datalayers over world partition since it gives you really good control over what is and isn't loaded in.
@Shexuja This is true. I handle data layers in a similar manner. world partition has a lot of advantages, especially in open world designs but in more linear or closed off areas, I think datalayers are far more performant. really though using them together is the Ideal where world partition can handle larger structures or things that are generally more visible while datalayers handle the objects or more hidden areas where you may only see them briefly under certain circumstances.
One of the best tutorials to understand how to plan an open world through landscape actors.
@@georgesoros7849 Thank you for that. I appreciate the comment.
Epic has mentioned that DL + Landscapes are still a work in progress, so keep that in mind.
@Cazaq yeah. I specified 5.3 cause I didn't want people to try this on other versions and expect it to work. A lot of things will probably change about all this. The way epic handles datalayers is new in general for them so hard to say where it'll all end up.
OMG. Thank you for this tutorial. I thought that with World Partition enabled it would not be possible to control the visibility of parts of the level. Now it’s clear that this can be done.
Oh...it works on server only, so there is no way to use it in multiplayer
Woah man, Thank you so much. You're a life saver.
Glad I could help!
That was informative. Thank you, but I wanted to use this on landscape, I noticed it's greyed out. How can I use this on landscapes and is there a workaround?
There is actually a solution to this. its not very complicated but its easy to miss. give me little bit and I'll make a video for it specifically. I'm sure a few other people will be looking for this same thing.
ua-cam.com/video/7Hp4-gJ0SAQ/v-deo.html Here is the link to video.
perfectly explained💯
Glad you liked it. I ramble a bit. I try to be Succinct but I want people to understand the system itself and not just copy it directly since that's usually more helpful in the long term.
hi,"You know, in the UE5.4 version, World Partition has undergone significant changes, and surprisingly, chunk volume is no longer present when creating terrain."
Yeah a lot of stuff changes between versions and ue5 as a whole is changing regularly. I've been trying to title my videos so they mention the version number specifically so as they change things it hopefully wont conflict or confuse people. But yeah 5.4 is pretty crazy. I typically don't mess with versions until they fully release in case epic changes some stuff from the preview to full release, which does happen sometimes.
once 5.4 fully releases I may have to go back through and do a more in depth video on that as well.
@@UnrealFundamentals @UnrealFundamentals Yeah, it's like they heard us. Last night in our country, the official version of UE5.4 was released. I'm also researching about world partition because I've always wanted to understand it and create a huge world, combined with UE's Mass AI system. Looking forward to your new video, blogger.“
其实我一直觉得HLOD和数据层Data layer互相冲突了,你觉得对吗? 有了Data layer 就不需要HLod了,因为已经有世界分区(world Partion)了
I would agree with this to an extent. I think it depends on how you use the data layers though. if you use it like how I do in this example then having HLOD on smaller objects would most likely increase memory usage and impact performance. if you focus on using just HLOD and world partition and ignore the Data layers then I think this could work as well but using all 3 for distance based visuals would probably be overkill and end up negatively affecting your project. as a side note to this. if you focus on HLOD and world partition and use data layers to just change the environment in drastic ways, like if you want the same landscape but maybe a town or something gets bigger over time then I think this is still a viable way to use all 3. that depends heavily on the type of game you're making though.
Love this channel already, I appreciate all of your vids
Thank you for that. You're my first comment on any video. if you have any requests let me know. I have some ideas but when you can talk about anything sometimes coming up with a single topic can be a bit challenging.
Hey guys sorry about that, I just realized that I forgot to add the link to the sounds in the description. its been added now.