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Wild Ox Studios
Приєднався 16 лют 2007
Fortnite Remix Finale with Fam - (Juice WRLD, Snoop, Eminem)
Fortnite Remix Finale (Juice world, Snoop, Eminem)
Переглядів: 70
Відео
UE5.5.0 - Stack Overflow (Fatal Error) Workaround
Переглядів 18416 годин тому
Bug Tracker - issues.unrealengine.com/issue/UE-228884 Release Forum - forums.unrealengine.com/t/unreal-engine-5-5-released/2117936/77 WildOx Studios Patreon - www.patreon.com/WildOxStudios Discord - discord.com/invite/JTBBm5bzUP Nuget Build fix - ua-cam.com/video/Vcz8NQBeJFY/v-deo.html Going over work around for fatal error stack overflow issues in UE5.5.0 release when loading bp content contai...
UE5.5.0 - Lumen no longer working in DX11 (SM5)
Переглядів 54314 днів тому
WildOx Studios Patreon - www.patreon.com/WildOxStudios Discord - discord.com/invite/JTBBm5bzUP Forum Tracking issue - forums.unrealengine.com/t/lumen-no-longer-working-in-ue5-5-dx11-sm5/2126402 Lumen Docs - dev.epicgames.com/documentation/en-us/unreal-engine/lumen-technical-details-in-unreal-engine Release Notes - dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.5-release-not...
UE5.5 - M. Human Character Base Tool Instructions
Переглядів 11914 днів тому
Fab Link - www.fab.com/listings/26f3fa55-5db7-4632-a5fa-65f0c2c16e98 WildOx Studios Patreon - www.patreon.com/WildOxStudios Discord - discord.com/invite/JTBBm5bzUP
UE5.5.0 Release (NuGet Error fix!)
Переглядів 40214 днів тому
WildOx Studios Patreon - www.patreon.com/WildOxStudios Discord - discord.com/invite/JTBBm5bzUP Epic Github CL that introduced the new folder - github.com/EpicGames/UnrealEngine/commit/3a0ab3e41f92303e1decddbda36d668fa32712c7#diff-06b71435f1118308029beb78b8c2b2246b9e770cb016f32bcc9c327bdc2f2295R14 Going over initial issues with UE5.5.0 Release and going over fix
Hubby and Wife Play - Throne and Liberty (Sandstorm Overlord)
Переглядів 19628 днів тому
Taking on the Sandstorm Overlord world boss
Unreal Engine - GitHub Fork Workflow & Tips
Переглядів 135Місяць тому
My Fork - github.com/uno1982/UnrealEngine WildOx Studios Patreon - www.patreon.com/WildOxStudios Discord - discord.com/invite/JTBBm5bzUP Going over Unreal Engine Github fork management and workflow tips.
Hubby and Wife Play - Throne and Liberty (Lord Embergourd)
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Hubby and Wife Play - Throne and Liberty (Lord Embergourd)
Hubby and Wife Play - Throne and Liberty (Queen's Room)
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Hubby and Wife Play - Throne and Liberty (Queen's Room)
UE5.5 Preview - VR Dynamic Shadows Issues
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UE5.5 Preview - VR Dynamic Shadows Issues
Epic Games Fab Launches! - Growing pains & current status.
Переглядів 147Місяць тому
Epic Games Fab Launches! - Growing pains & current status.
UE5.4 - 2D Skeletal System Tools Plugin Overview
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UE5.4 - 2D Skeletal System Tools Plugin Overview
UE5.4 - 2D Skeletal System (Animation & Sequencer) Tutorial
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UE5.4 - 2D Skeletal System (Animation & Sequencer) Tutorial
UE5.4 - 2D Skeletal System (Custom Creature Skeleton) Tutorial
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UE5.4 - 2D Skeletal System (Custom Creature Skeleton) Tutorial
UE5.4 - Local Multiplayer (AI Companion / Late Join Player 2) Tutorial
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UE5.4 - Local Multiplayer (AI Companion / Late Join Player 2) Tutorial
UE5.4 - 2D Skeletal System Tutorial (Character & Skeleton Setup)
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UE5.4 - 2D Skeletal System Tutorial (Character & Skeleton Setup)
UE5.4.2 - Local Multiplayer Shared Camera Tutorial (Camera Manager)
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UE5.4.2 - Local Multiplayer Shared Camera Tutorial (Camera Manager)
UE5.4.2 & UE4.27.2 Android [Meta Quest 2 & 3 Deployment] Dev env on same machine!
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UE5.4.2 & UE4.27.2 Android [Meta Quest 2 & 3 Deployment] Dev env on same machine!
UE5.4.2 - Meta Quest Standalone Dynamic Shadow Fix!
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UE5.4.2 - Meta Quest Standalone Dynamic Shadow Fix!
UE5.4 - CCLMT - Common UI Plugin Input Detection [Keyboard vs Controller]
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UE5.4 - CCLMT - Common UI Plugin Input Detection [Keyboard vs Controller]
UE5.4.2 - Dynamic Shadow Fix for VR
Переглядів 1,2 тис.5 місяців тому
UE5.4.2 - Dynamic Shadow Fix for VR
UE5.4 - M. Human Character Base Tool Instructions
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UE5.4 - M. Human Character Base Tool Instructions
UE5.4 - Shared Keyboard Local Multiplayer Tutorial
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UE5.4 - Shared Keyboard Local Multiplayer Tutorial
UE5.4 & UE5.4.1 - Dynamic Shadow Bug Fix (Forward, Mobile, Deferred CSM)
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UE5.4 & UE5.4.1 - Dynamic Shadow Bug Fix (Forward, Mobile, Deferred CSM)
UE5.4 - Vehicle Template Local Multiplayer Split Screen Tutorial
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UE5.4 - Vehicle Template Local Multiplayer Split Screen Tutorial
UE5.4 - Couch Coop Multiplayer Template (Split Screen Setup Tutorial)
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UE5.4 - Couch Coop Multiplayer Template (Split Screen Setup Tutorial)
UE5.4 Preview Couch Coop Local Multiplayer Template (Skip assigning gamepad to player 1 fixed)
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UE5.4 Preview Couch Coop Local Multiplayer Template (Skip assigning gamepad to player 1 fixed)
UE5.3 (FSR2.2) VR Lumen & Nanite Deferred at 90FPS!
Переглядів 3,5 тис.Рік тому
UE5.3 (FSR2.2) VR Lumen & Nanite Deferred at 90FPS!
I get 15 yellow errors when i do this, i was unable to build but now i can. Trying to learn cpp and this error has been making my head explode. Hoping i can do courses now...
Thank you! You rock!
Bro thank you!
Thanks bro~
i have an issue, i can't get RayTracing to appear in my post process volume on unreal engine 5.5 O_O i enabled everything necessary to do so and nothing works, i'm using the gasp project from epic
File a bug report…. There are quite a few issues in this release unfortunately 😞
thanks gang
This has been driving me mental for the entire weekend, you're a lifesaver lmfao
Very cool. Thanks for your work sir.
Welcome :)
Nope! PC version. Sux that you cut out the best line in it.
Goals
btw, there is a potion for this, u supposed to use..
Any idea why it works in the viewport, even in PIE but not in the VR preview? I've relaunched the editor several times, but it does not seem to work at all in VR for me (followed exactly what you did here - even switched back to 5.3 with fsr2 as with 5.4 and fsr3 always crashes in vr preview)
@@adambernathare you using the cvar viewer plugin to be able to see everything that is being applied? I'm not sure why that is happening for you as I've not seen that at all?
@@WildOxStudios yep, when its set to performance like you did it sets it to 50% screen percent which looks quite ugly obviously - and i can only see the result that is clearly affected by it (not ugly but quite good) in the editor viewport or PIE, when its in VR preview its a blurry mess (so its obvious that its not doing anything to the vr view)
@@adambernath Yeah I'm not seeing that ... what openxr runtime are you using? Steamvr or meta? As you can see in the video I'm running steamvr/openxr. Not sure if meta isn't working due to dynamic res or if you have dynamic res in steamvr enabled? You'll need to make sure the runtime isn't fighting your native settings.
@@WildOxStudios I'm using meta link with the default settings (I mean default in terms of not messing with the oculus debug tool, but otherwise it works as good as it can with normal vr projects) Should I set dynamic res in the oculus debug tool or somewhere else to non-dynamic? I did not need to dig deep in this topic so far so I have very limited knowledge of this dynamic resolution thing
@@adambernath you may need to disable dynamic res yes as it might be auto scaling down. In steamvr I set resolution to 100% manually when I’m developing so I can get a solid baseline for performance
yo that’s cool
Question : In the VehiculeAdvGameMode i assign the SpawmActorClass with a GameInstance variable (selection car level). But Posssess don't want receive ActorObjectRef because it's not Pawn. Strange because everithing work without variable reference. I promote my working variable... Any idea ? Thx a lot for this great tuto !
change the variable type your promotion to be "actor" and then pass to spawn actor of class. A pawn, character etc are all ultimately actors.
@@WildOxStudios Yes but the problem is with the Possess. it need a InPawn and the ReturnValue of the SpawnActor is no longer compatible...
@@WildOxStudios Yeah i find a way to feed my Posssess, after the spawnActor i use Cast to Pawn ! it solve ! Thx for your rapid answer ! You rocks
@@fredtretout If they are both children of pawn then just use that as the exposed variable type ... No need to cast. Pretty sure Vehicles and characters inherit from Apawn. APawn* MyPawn; // Assuming you have a valid Wheeled Vehicle or Character object AWheeledVehiclePawn* MyVehicle = GetWheeledVehicle(); ACharacter* MyCharacter = GetCharacter(); // You can assign them to the APawn reference MyPawn = MyVehicle; // Valid MyPawn = MyCharacter; // Valid
UPDATE: github.com/uno1982/UnrealEngine/tree/5.5.0-preview-1-shadowsfix For those interested I have a cherry pick from 5.5-Preview-1 with only these changes pulled in that I’ve used to test/repo. You can likely just pull from 5.5-release once it goes public but I’m only seeing this being merged into 5.5 and dev-5.5 and no release tag cut for 5.5 on git yet.
Update: github.com/uno1982/UnrealEngine/tree/5.5.0-preview-1-shadowsfix As long as nothing else regresses between now and release I've tested a CL that is in 5.5 dev and 5.5 branch in source. I can confirm that the issue is resolved once I used the cherry pick and compiled source.
Thanks for the video, but I want to ask a question, what should I change to separate the character bps?
you would spawn a different character bp for index 2 and pass that to the controller possession call instead
@@WildOxStudios I did it thanks, but input blueprints in my player 2 doesn't work so I use the controller bp
Would this work if the quest is wirelessly being used? Or would lumen break then?
@@raidenjack1073 this can be done fine over quest link or steam link
What I mean is, if I build the project as an apk, would the lighting still work once packaged? And launched through the quest without the link cable
@@WildOxStudios sorry forgot to tag you
@@raidenjack1073 No this will not work in an apk standalone ... Lumen requires DX12 as of now and only works in deferred rendering (which is currently different than the mobile rendering pipeline)
Surprised everyone stayed alive, everytime I play with randoms it takes 2-3 attempts. Nice heals btw.
Can you guys head here and vote to get more eyes on this issue? forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528/62
If you guys would mind please head over here and vote to get some attention to correct issues with 5.5 ua-cam.com/video/OJ0AQL5QHWA/v-deo.html forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528/62
Me again. Will 5.5 VR Nanite/Lumen/Mega Lights be doable?
Hey bud ... I updated the forum that is keeping up with shader issues in 5.5 preview. Currently they can't even render dynamic lights properly in 5.4 or 5.5 preview so unless something changes the answer is likely going to be no. Megalights are very very experimental and I don't see that changing for a few releases. Keep in mind that FSR and DLSS has been crashing for all UE5 versions after 5.3 and you'll likely never hit the frames (or sharpness) you need without one of these upsamplers/AA methods. Forum tracking issues with shadow casting - forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528
the best and only real fix it to not use ue5.4+, just use UE5.2 for VR development and don't use raytracing
Nms?! I love that game
Haven't tried the plugin but I hope it's fast and makes it easy to select an individual asset instead of bombing your project. I'd like to get rid of my "asset" projects.
Looks like the Fab plugin is now live in the vault which can be used while in editor as outlined by the documentation. My hope was this plugin was going to make things better by actually allowing me access to assets not showing up in my vault but the reality is that it made the entire process way more cumbersome and confusing. Assets that are UE licenses available in my vault prompt me to buy them again when I navigate to them via the fab plugin window and the items I have fab licenses for simply point me back to my vault which doesn't list the asset.
Hey mate, I have the same problems as you do I installed fab but then had some issues so I reinstalled epic games launcher and both latest unreal engine versions and now can't find fab plugin anymore :( just like you and most of my vault cache is gone as well
I want to french kiss you, you magnificent cosmic space wizard you! Damn good tutorial
What a nightmare! Fortunately, I understand that you can click the small gray download button underneath the asset in your FAB library. Unfortunately, I don’t see one of these buttons for this asset, unlike my other assets...
Exactly ... also the documentation mentions an integration plugin are you seeing this at all? It has this segment below in the docs. Both Unreal Engine and Unreal Editor for Fortnite include a Fab integration to browse, purchase, and access your products similar to Fab.com. The feature provides the option to drag your products into your project scene. You must access your UEFN referenced assets directly in the editor using the Fab integration. To learn more about Fab for UEFN, see Import from the Fab Marketplace. The Fab integration for Unreal Engine is available for versions 5.3 and above. If you have 5.3 or 5.4 already installed, you must download the integration from the Vault in the Epic Games Launcher separately if you want to start using it. For new engine installs or updates, the Fab integration is automatically included. To access the integration in Unreal Engine after the install is complete, follow these steps: In the menu bar click Window > Fab. Open the Content Drawer, and in the toolbar, click Fab. UE Fab Plugin Fab integration in Unreal Engine. dev.epicgames.com/documentation/en-us/fab/purchasing-and-downloading-assets-in-fab#assetspurchasedbeforefabfrequentlyaskedquestions ### I'll add the link to the description as well######
having this issue in 5.5, dont know what to do
@@Lorecastapendragon yeah I updated the forum and also posted in 5.5 preview release forum. Submitted a bug report as well. Once the engine comes out of preview if it’s still an issue I’ll try to post a shader fix repo for the community
@@WildOxStudios does this fix work for 5.5?
@Lorecastapendragon no each release has heavy modifications to shader code and DDC functionality. 5.5 moves to an entirely different system to handle DDC as well (zen server)
@@WildOxStudios so my project is essentially bricked until epic games decides to fix their shit... great... well guess I'll go work on another project till then.
@Lorecastapendragon unfortunately anyone who’s moved to ue5 VR ….. yeah
I noticed that you are selling two similar plugins, what is the difference?
@@Ouye9 I go over this in the plugin video and the difference is in the description of the store page. The plugin extends paper2d and the editor to add new capabilities and includes everything in the blueprint asset pack. The plugin is using c++ to actually add new functionality.
Really Useful. So Clear Thx !!
What kind of game is this?
Cookl
I noticed that you have the garand finger
Whats the game
Good question I want to know myself
It’s in the title of the short and also in the ticker in the “source video” that scrolls across the screen. Drop In VR F2P
Do you have send message in your plugin?
Do you mean text based extensions for the subsystem? I currently don't implement any text to speech or text based extensions... however I do include/depend on the vivoxCore v5 sdk which would allow you to extend this yourself if you need. Its just not something "anyone" as of yet have requested.
Also just a follow up question... Are you actually getting 90 FPS in the actual headset? Or is it 90 FPS just in the editor? I ask because I have a similar GPU to yourself (RTX 2060 ti, so I guess not quite as good as yours), and it was barely hitting 35 FPS in the headset (according to Occulus Debug tool), mostly hovering around 33 FPS
@@stephananemaat yes I was hitting full frames but I use steam link and vanilla openxr on quest not metaxr when I run desktop usually
Anyone tried 5.5 yet? maybe it is fixed there? We are desperately looking for a solution, but our project is already on 5.4, were about to try implementing FSR when I read this comment
@@Lesani i have the same card in my pc as stephananemaat's rtx 2060 (not "ti" though) and i cant even make fsr 2 work in 5.3 (at least it does not get applied in the vr view only in the editor)... on the other hand DLSS 3 works, and also gives around the same performance boost (which is not a lot on a 2060, as mentioned above - goes up to 35fps with the meta link - but that is exactly the limit that is needed to make a nanite/lumen vr scene become enjoyable on an older/affordable graphics card - and best of all it works with 5.4 too (unlike fsr 3 which freezes the vr preview - always, bad version, nobody tried it i guess before releasing it). try dlss instead
@ yes we are using dlss at the moment
@@Lesani same here, it looks sort of okay until you have (not gigantic) text to read in-game, then it falls short - but I imagine the same applies to fsr too which i wasnt able to test so far.
Just for anyone else seeing this, I couldn't get this method to work with FSR3 in UE 5.4. It seems to cause the engine to crash every time when launching in VR. From various reports I've read, it just doesn't seem to work. We may have to stick with using UE5.3 and FSR2, as FSR2 is not compatible with UE5.4.
@@stephananemaat yeah I could have saved you some trouble… as soon as another feasible solution arrives I’ll cut another video
Thanks so much. I needed this for an arcade machine project and couldn't figure out what I was doing wrong
Hey, thanks for this solution. Worked for the most part in 5.4.4, however I'm finding that since installing those shaders, my editor crashes to desktop any time I add or open a map containing point lights - citing a shader-compiler-worker fatal error. Already tried a fresh reinstall and then reapplying the shaders with no luck. For reference, using forward rendering and CSM
@@deathrunning did you grab the point light version? 5.3 shaders and 5.4 are different 5.3 will crash but I’ve updated the git with the new branch the week after the hotfix github.com/uno1982/Shaders/compare/CL-33421853-Copy...5.4-Point-Light-Fix
@@WildOxStudios Now that I look at it. I think I grabbed your 5.4.3 shaders from the forums (where I found this youtube link). But I just grabbed the zip and overwrote all files in the shaders directory. Will test with the point-light-fix branch from your GitHub and report back. Cheers!
Can only be used for one set of fixed action templates?
@@XdhZ-u8l what? It uses animation blueprints because it is a skeletal system. It doesn’t have anything “fixed” the reason it exist is to be more versatile and free than flip books
Does this plugin only work in 2d? Can only implement some simple animations? Can the 3d effect of 2d animation be achieved? Like a front walking animation that changes the size of your bones?
@@XdhZ-u8l please watch the other videos … you’ll see all the answers I go over setting up new animations with a “control rig” and swapping the skeletons entirely.
@@WildOxStudios You should upload some pixel 2d animations instead of these paper human animations, sales will be better. If it can be done. I don't know whether the software translation is accurate or not, but I hope it can convey my meaning correctly.
Can this plug-in cooperate with the bone animation software like spine?
Can this plugin implement multi-directional animation? Four directions?
@@XdhZ-u8l it’s a bone system that exist in full transformation space no different than a the normal bone coordinates. It can transform bones, virtual bones and sockets. You can also add blendshape keys and apply vertex animation blends in addition to bone transformations
Hello, blogger. Can your plug-in be combined with spine?❤❤
If I complete 2d animation in spine, can I convert it into skeleton animation through your plug-in? Or do you still need to complete the animation in the Unreal Engine?
@@wenyuzhu-s1l it’s essentially a normal skeletal mesh. I’m not able to make any tools that rely on third party applications in agreement with epic TOS however I’ve not tried to do anything in regards to spine exports because I simply don’t need to. This system allows for full bone, socket and virtual bone animations combined with blend shape keys for vertex deforming
Hey, great plugin, looks really promising! One question, this is something that should replace PaperZD, right? Not to work along with it. Because it replaces 2D frame based animations with skeleton bone movements. Thank you!
@@sebastianavena it can work along side it if you still want to use tilemaps for levels and 2D rigs as paperZD offers extended tilemap/animation options
So u didnt show the most important part...
What do you mean? I cover the other part in the blueprint overview video … Did you check the video description? I covered that I had already given instructions on how to weight and animate. I have more videos on my channel than just this one. ua-cam.com/video/YGahnO8T7hY/v-deo.htmlsi=_fPqw9cO2FcccaqC&t=1484 This video primarily covers the scope of the plugin and how it answers the request of ppl already using the 2D skeletal system. The description links to bone adjustments and weights as well as the skeletal editor. ua-cam.com/video/otT-Mq46AgU/v-deo.htmlsi=alIkaD1GmM1jfj8Y&t=455
Also if you like I can do another video completely going from A-Z with the entire process but it would be a bit redundant
Hello, I reporthign a bug maybe you can help for the past 3 years. Standlone multiview dynamic SPOTLIGHT shadows dont work sicne ue4.27... None of the UE5 VR can produce Vr standelon dynamic spotlight shadows...
@@Lamatetatonka that is correct unfortunately. UE5 hasn’t really been VR ready from the beginning. I’ve tried to manually patch shaders but it seems to be broken with every hotfix from the launcher …. Meaning I fix it then it’s patched and broken. 5.4.4 being the latest victim
@@WildOxStudios so after 3 years still no sulution for ue 5.3 dynamic spotligh shadows???? :( Im usign a modified 4.27 custom engine but, i want to move on, the only reason are those godam dnymai spotligth shadows what give more realisem to games then 5.x
@@WildOxStudios you dont have 5.3.2 Fixes or do you for dynamic spotlight shadows with forward shading enabled>?
@@Lamatetatonka You can manually patch the shaders I have a git repo on the forum link in the comments and details or if you just search for "shadows broken in 5.4 in VR" I'm primarily the person tracking it. github.com/uno1982/Shaders There is a 5.4 point light fix but spotlights are still a mess last time I checked after they patched to 5.4.4. I haven't had the chance to pull the shaders and copy over the engine shaders directory and test.
@@WildOxStudios yes but do you have 5.3 shaders fix? so you tellign me dynamic spotlgith shadows work wi thtis fix? in vr teamplte (forward shadign on and mutlvie ofc)
Is something messed up in 5.4? If I try to use deferred on a Quest 3 I get weird visual tearing in the lower area of the view. It immediately goes away if I switch to forward. What's strange is the tearing is only inside the headset. You can't see it in the preview window or if you record video.
@@FPChris yes. I’ve added the forum post and a shader patch for previous hotfix versions but 5.4.4 has a regression in VR
COOL