@@mrxcs I tested this earlier today on a cube. World position offset will only displace the meshes vertices. I also tested the pixel depth offset. It didn't give me the results I thought it would (faked geometry) but I wasn't sure why and blamed it on my engine scalability being set to low
This is not what I was thinking it was, when I apply the texture to a wall with a door IT COVERS THE ENTIRE DOOR AND WALL, I want the texture to act like the textures already in fortnite that cover one side of the wall and not the entire thing as a whole
there might be a UV map system in UEFN, this could help you apply the texture to one side. But idk because I haven't been on UEFN in a while due to school
hey bro i have the problem in my zone wars map that if i go to far away from buildings that they despawn and you can then see players thru the wall, how can you change the view/render distance ?
adjust partition settings, I'm not sure what that is I just followed a Reddit post www.reddit.com/r/uefn/comments/13xp2wu/is_there_any_way_to_increase_render_distance/
Thank's so much for this info, I had previously loaded UE on PC to get stuff from their free marketplace but some of the packs were 2-6 gig and higher so this link is excellent for what I want for these free downloads, really appreciate it. I am new to UEFN after mostly building maps over the various Far Cry games, one concern I have is the folder structure, say I download 30 different textures (at the moment I have them all in individual folders with their relevant names like Concrete036 etc) what is the best way to put these into the game so I can use them with all the maps I build? Do I throw all the images in together or best off converting one at a time like you have in the video - wondered what others have done that use a large number of textures. Thanks for any help.
@@MangaGamified I use 2K Quixel ones now, only hassle I have is if I stretch a shape the texture stretches so I have to make a material instance and add a few boxes to the blueprint so I can resize the texture - Quixel is awesome for materials
For me when im going to open uefn it crashes and won’t open i have unistaled it and redownload it but nothing have changed please if you have a solution make a video of it😅
@@OLI_RANDOM ok, so if I wanted to do that I would have to bring in a whole new model with textures and everything. That could be a possibility. What if I downloaded a Fortnite model that’s already rigged and stuff and just made my own textures and then imported it. Or even somehow downloaded a model from Fortnite and then textured it and brought it back in or something
in most games textures are 2D images with normal maps which give the illusion of 3D maybe UEFN maybe didnt allow the normal too well 😅 but hey thanks for feedback.
World position offset is used for deforming vertices. You should plug the height map into the pixel depth offset for better results
ahh thank you I didnt know where to plug it into and just went for world position offset
DON'T DO THIS. This will make your texture stop casting shadow, you must connect to "World Position Offset".
@@mrxcs I tested this earlier today on a cube. World position offset will only displace the meshes vertices. I also tested the pixel depth offset. It didn't give me the results I thought it would (faked geometry) but I wasn't sure why and blamed it on my engine scalability being set to low
@@stoney0229 It's weird because just custom materials from AmbientCG will stop casting shadows, Epic's materials work even with Pixel Offset.
This is not what I was thinking it was, when I apply the texture to a wall with a door IT COVERS THE ENTIRE DOOR AND WALL, I want the texture to act like the textures already in fortnite that cover one side of the wall and not the entire thing as a whole
there might be a UV map system in UEFN, this could help you apply the texture to one side. But idk because I haven't been on UEFN in a while due to school
It is also possible to assign multiple materials to a mesh. This is done either in the modeling tools or in separate 3d modeling software.
how about you add slope mask like in the terrain and check if it works?
Thanks for the tutorial
No problem!
You can also use Quixel bridge
Make a tutorial about how to make imported 3d assets breakable without the use of.a prop-manimulator
on question, how do you get those models of the walls and floors so I can make custom builds?
hey bro i have the problem in my zone wars map that if i go to far away from buildings that they despawn and you can then see players thru the wall, how can you change the view/render distance ?
adjust partition settings, I'm not sure what that is I just followed a Reddit post
www.reddit.com/r/uefn/comments/13xp2wu/is_there_any_way_to_increase_render_distance/
Thank's so much for this info, I had previously loaded UE on PC to get stuff from their free marketplace but some of the packs were 2-6 gig and higher so this link is excellent for what I want for these free downloads, really appreciate it.
I am new to UEFN after mostly building maps over the various Far Cry games, one concern I have is the folder structure, say I download 30 different textures (at the moment I have them all in individual folders with their relevant names like Concrete036 etc) what is the best way to put these into the game so I can use them with all the maps I build?
Do I throw all the images in together or best off converting one at a time like you have in the video - wondered what others have done that use a large number of textures.
Thanks for any help.
i think its just best to re make them in uefn and keep them safe in folders
I was about to ask why doesn't he use what Epic already owns/partnered, The quixel materials/mixer, so they're really big?
@@MangaGamified I use 2K Quixel ones now, only hassle I have is if I stretch a shape the texture stretches so I have to make a material instance and add a few boxes to the blueprint so I can resize the texture - Quixel is awesome for materials
This was helpful
For me when im going to open uefn it crashes and won’t open i have unistaled it and redownload it but nothing have changed please if you have a solution make a video of it😅
fire thankssss
How do you fade in/out a cinematic cutscene? Do you know that by any chance?
I was actually looking into that for my own cutscene new tutorial incoming!!!
here the video for cinematic fades ua-cam.com/video/IxoefTLWaAs/v-deo.html :)
@@OLI_RANDOM thankkk youu veryy muchh :)))
can we make each side of the wall with different textures ? can you make a tutorial??
I can't grab the texture and put it on the 3D shape. When i grab it nothing append
are you able to do it for only one of the wall materials (just one side of the wall) or are you only able to do it for both sides
using this it covers the whole model but there might be a UV map system where you can choose which face
can you make your own texture for the actual fortnite characters and replace their current texture?
you can't replace the textures on fortnite character models but I have seen some creative maps changing the player model
@@OLI_RANDOM ok, so if I wanted to do that I would have to bring in a whole new model with textures and everything. That could be a possibility. What if I downloaded a Fortnite model that’s already rigged and stuff and just made my own textures and then imported it. Or even somehow downloaded a model from Fortnite and then textured it and brought it back in or something
@@Crazystunts4190 Yeah you can download the fortnite model in whatever 3d software you use, change the texture and then upload it to UEFN
wow thx
no problem!
how do you open the details ?
Go to Window (top left) then look for detail in the drop down menu and you should be able to open it
what is albedo
its a value that specifies what colour your material is
Nice tutorial. But the material texture is not 3d
in most games textures are 2D images with normal maps which give the illusion of 3D maybe UEFN maybe didnt allow the normal too well 😅 but hey thanks for feedback.
der is a way better way