As someone who's a heavy user of the (ctrl G) then (ctrl shift G) who then become a heavy user of parenting objects to empty actors and a light user of building out components in BPs, I must say that even just the rudimentary environment building applications of this is already so lovely, I was waiting for the live stream on the 25th before I dipped my toes in Scene Graph but this video just now helped in demystifying it and was a nice intro...thank you
It is very similar to Blueprinting with slightly more leg work. Also, they seem to act like instances of the parent, or master, mesh. Intersted to see the direction they take this
Cool to bring this to uefn, but from what you showed in this video, is there any real differences between these and blueprints? I am asking cause I saw a talk from epic where they said this will go to unreal engine eventually, I am just trying to figure out why and their overlaps... thanks for those amazing content you keep deliverying
That's a good question for Epic to answer. It wouldn't be fair to speculate, as I have no idea what they are cooking. Though I can say for sure there are some significant differences between BP and Scene Graph, though reading a block of text doesn't do any good when we can just watch and Epic Games YT video on both to understand said differences. And thank you for the complements. We'll keep making tutorials for sure. :)
Scene graph scales infinently very much like URLs do. So a whole 3D environment can exist as a scene graph and all of its elements are also scene graphs. But that one environment can be part of a world scene graph. But that world can be part of a metaverse scene graph.
So far I don't understand why many people call blueprints prefabs in the same way as Unity, but these are prefabs. What is the difference between blueprints and prefabs in Unreal/UEFN and compare them to Unity and which is better for game performance (BP or Pref)?
Hey Clever, could you help me with something please? I just made my first map and all my assets are breakable. It’s a racing map, so I don’t want that to happen 😭
As someone who's a heavy user of the (ctrl G) then (ctrl shift G) who then become a heavy user of parenting objects to empty actors and a light user of building out components in BPs, I must say that even just the rudimentary environment building applications of this is already so lovely, I was waiting for the live stream on the 25th before I dipped my toes in Scene Graph but this video just now helped in demystifying it and was a nice intro...thank you
You are very welcome. :)
It is very similar to Blueprinting with slightly more leg work. Also, they seem to act like instances of the parent, or master, mesh. Intersted to see the direction they take this
Agreed, it will be fun to dig into how much more powerful it will be with verse. :)
Cool to bring this to uefn, but from what you showed in this video, is there any real differences between these and blueprints? I am asking cause I saw a talk from epic where they said this will go to unreal engine eventually, I am just trying to figure out why and their overlaps... thanks for those amazing content you keep deliverying
That's a good question for Epic to answer. It wouldn't be fair to speculate, as I have no idea what they are cooking. Though I can say for sure there are some significant differences between BP and Scene Graph, though reading a block of text doesn't do any good when we can just watch and Epic Games YT video on both to understand said differences.
And thank you for the complements. We'll keep making tutorials for sure. :)
Scene graph scales infinently very much like URLs do. So a whole 3D environment can exist as a scene graph and all of its elements are also scene graphs. But that one environment can be part of a world scene graph. But that world can be part of a metaverse scene graph.
Blueprints are visual coding, basically (extend the basic UE functionality). This is more like a design thing, from what I understand.
Hey great tutorial, what screen draw tool are you using? :)
learn.microsoft.com/en-us/sysinternals/downloads/zoomit
The finished state of scene graph replaces the need to use devices right?
That is a question for Epic. My gut says no though.
Unreal with Unity editor
Many game engines have this functionality, yes.
So far I don't understand why many people call blueprints prefabs in the same way as Unity, but these are prefabs. What is the difference between blueprints and prefabs in Unreal/UEFN and compare them to Unity and which is better for game performance (BP or Pref)?
See these videos on Scene Graph to learn what it can do ATM:
ua-cam.com/video/7XPgO_i9DUw/v-deo.html
and
ua-cam.com/video/p2aMVyRr7QY/v-deo.html
Hey Clever, could you help me with something please? I just made my first map and all my assets are breakable. It’s a racing map, so I don’t want that to happen 😭
In the Island Settings set "Environment Damage" to "Off"
Ayo slow down your speach bro. Kinda difficult to keep track of what you are saying. It's not a rapping contest :P
lol, that's fair. I was trying to create a REALLY quick video, so yea this one I was talking really fast. Thanx for the feedback. :)