Hi Everyone if you liked the tutorial, Please consider supporting the channel and get my project files from patreon. Link : www.patreon.com/posts/90583851
For those who want to animate in Sequencer, if the material does not dissolve, there is a guide on Unreal Engine's page as "Modifying Blueprint Properties with Sequencer" To put it briefly: 1- Set the Alpha variable to "Expose to Cinematics" 2- In the "Class Settings" of the blueprint you need to check the option "Run construction script in the sequencer"
im on 5.3 and i got as far as 50:59, Impressive tutorial none the less. everything has worked up until the point I noted but manny does not dissolve Update: I got it to work! on UE 5.3.2
Hi! I'm trying to repeat your lesson and nothing works. When adding the Spawn Rate function, it just doesn't work for me. Can you help me? Can we write off on social networks?
hi, this tutorial is very helpful thanks alot man!!! i just want to know how to make it work in the viewport without pressing play button. anyone please help thanks
Hey question about packaging. Did the tutorial and every thing works perfect in editor. Zero issues. But in a packaged game the dissolve effect starts with no Niagara then at the very end when the mesh fades away the Niagara system starts and runs from the default scene root for about a second and does not match what is in editor at all. Any ideas?
Hey man. Thank you for this tutorial. I have a problem though: in sequencer, these have no effect (on Skeletal Meshes at the least), they do have an effect outside of sequencer. All variables in Macro have the following boxes checked: Instance Editable, Expose on Spawn, Expose to Cinematics. I've also create the Construction script login from BPs Event Graph, to it's Construction Script, under Event Tick. What should I do? Thanks. EDIT: My bad, i forgot to check "Run Construction Script in Sequencer" in the Class Settings. But now, I cannot add any animation to the Skeletal Mesh; I mean I can add animations but they don't have any effect and the Mesh snaps back to initial pose on each frame.
Hi @UnrealCG I've got to the 43:11 mark, but the skeletal Manny mesh isn't disappearing along with the alpha. Any idea why? I've gone over this part of your video several times but I can't see anything that would indicate why.
Actually, I've found none of the Blueprints options work in relation the Skeletal Mesh at this point (everything perfect up until this). I've tried edge colour, the actual colour and the colour stays pink (previous one I used) and the strength isn't affected. Very strange, unsure what has gone wrong. Any ideas?
@@TheRedBullCrysisFor that to work, you need to add the textures from the skeletal mesh in M_Dissolve_Main (you can add other textures such as the Normal, Specular, Metalic, etc), and set M_Dissolve_Main as the material for the Skeletal Mesh.
This was one of my first tutorials, great work here ! Is it necessary to use the Manny Material in order for the disintegration effect to work ? I tried using another skeletal mesh with its own material and it does not dissolve. Only the niagara effect fires off.
I made ir work. I just dragged the BP into sequencer and exported the video. When it exports, the game engine works, unlike when you just hit play on the sequencer. It only took me 12 hs to find that out 😅.
THE POINT IS that you fucked the whole tutorial by including sphere in it.... :) You should do it only with skeletal mesh .... so much wasted time and unnecessary confusion... anyways - gg - nice stuff
Hi Everyone if you liked the tutorial, Please consider supporting the channel and get my project files from patreon.
Link : www.patreon.com/posts/90583851
For those who want to animate in Sequencer, if the material does not dissolve, there is a guide on Unreal Engine's page as "Modifying Blueprint Properties with Sequencer"
To put it briefly:
1- Set the Alpha variable to "Expose to Cinematics"
2- In the "Class Settings" of the blueprint you need to check the option "Run construction script in the sequencer"
Thanks!
i just want to know how to make it work in the viewport without pressing play button.
please help thanks
@prashanthc.m7147 you need press eye button for variable in your Blueprint
You’re the one of few channels that I didn’t skip the paid ads. Keep up the good work!
Thanks
I think im gonna support you on patreon man. you are godlike.
Thanks
Ur tuts comes after every 2 months 😃
im on 5.3 and i got as far as 50:59, Impressive tutorial none the less. everything has worked up until the point I noted but manny does not dissolve
Update: I got it to work! on UE 5.3.2
I really wanted to make this dissolve thing work, In my FPS game enemies dissolve after they ragdoll before they die now thanks to you!
This is fantastic, will try this out, thank you so much man!!!!!
I just discovered your channel and it's amazing! You post so many great videos! You've helped me a lot in my learning of vfx!
Thanks 😊
Your videos are simply fantastic! Thank you so much for sharing your knowledge with us. :)
Thank you so much! You awesome person
Thank you for the tutorial!
Loved the effect and the skills you taught me. Its just too bad I cant use this for my sprite based game. But still a very coo effect.
thx sensei ^_^
Idk if something was skipped or not but as far as it seems, this doesnt work in 5.4.4. The skeletal mesh doesnt dissolve no matter what I try.
Thank you man!
50:50 how does it works? how our sk mesh is slowly dissolving? which nodes or blueprint specify the speed and grade of dissolve?
Hi! I'm trying to repeat your lesson and nothing works. When adding the Spawn Rate function, it just doesn't work for me. Can you help me? Can we write off on social networks?
Hey the "Skeletal mesh location sampleduv" is missing on UE5 5.4, how do I get it to show I can't move any further than 27:04
hi, this tutorial is very helpful thanks alot man!!!
i just want to know how to make it work in the viewport without pressing play button. anyone please help thanks
I have a character how do I do so that it does not dissolve if the darkness that emanates is constant?
anyone know how to use this inside sequencer???
Hey question about packaging. Did the tutorial and every thing works perfect in editor. Zero issues. But in a packaged game the dissolve effect starts with no Niagara then at the very end when the mesh fades away the Niagara system starts and runs from the default scene root for about a second and does not match what is in editor at all. Any ideas?
Hello! at 23:25 it doesn’t appear for me Sample Texture 2D\ how to fix this?
you need to select proper INPUT, which is Texture Sample, not Texture
Can we do the same thing with Metahumans?
Hey, could you make a video on beam clashes? It’s never been done on a tutorial before
Hey, I have an issue with the dissolve module, when i finish creating it, i don't have a texture slot in the Emitter system? How do i fix this?
Hey man. Thank you for this tutorial. I have a problem though: in sequencer, these have no effect (on Skeletal Meshes at the least), they do have an effect outside of sequencer. All variables in Macro have the following boxes checked: Instance Editable, Expose on Spawn, Expose to Cinematics. I've also create the Construction script login from BPs Event Graph, to it's Construction Script, under Event Tick. What should I do? Thanks.
EDIT: My bad, i forgot to check "Run Construction Script in Sequencer" in the Class Settings. But now, I cannot add any animation to the Skeletal Mesh; I mean I can add animations but they don't have any effect and the Mesh snaps back to initial pose on each frame.
Hi man can you do two rocks coming out of the ground and closing on each other ?
Hey I’m new to UE, how can i add this effect as a death effect to my Enemy Ai?
Its a process. You have to implement that in a blueprint. Search in youtube
Hi @UnrealCG I've got to the 43:11 mark, but the skeletal Manny mesh isn't disappearing along with the alpha. Any idea why? I've gone over this part of your video several times but I can't see anything that would indicate why.
Actually, I've found none of the Blueprints options work in relation the Skeletal Mesh at this point (everything perfect up until this). I've tried edge colour, the actual colour and the colour stays pink (previous one I used) and the strength isn't affected. Very strange, unsure what has gone wrong. Any ideas?
It's almost like duplicating the macro is using all the copied values but this is just a gut feeling. Any help is appreciated.
@@TheRedBullCrysisFor that to work, you need to add the textures from the skeletal mesh in M_Dissolve_Main (you can add other textures such as the Normal, Specular, Metalic, etc), and set M_Dissolve_Main as the material for the Skeletal Mesh.
Did you figure it out? I've the same problem..
Thanks! This worked for me.. @@GaradrielS
This was one of my first tutorials, great work here ! Is it necessary to use the Manny Material in order for the disintegration effect to work ? I tried using another skeletal mesh with its own material and it does not dissolve. Only the niagara effect fires off.
You need to add the materials node to your other material and control parameter
@@UnrealCG How do you do that ?
Can I reverse the effect, so instead of the character dissappearing it makes the character appear/spawn :)
Yea just run the time line backwards. Start the alpha at 1 and end at 0.
Unreal 5.3? O it can work on 5.0.3?
It should and it's 5.2
Does this work with multiple material setup?
Yes, the Manny model have 2 materials
@@UnrealCGthat’s awesome!! I tried long time ago but I had to setup the effect for each material in my mesh 😢
Do you have the link to the asset please/
Hi all, I cannot make it work in the sequencer, the blueprint makes the material disappear but niagara is not working.
same
drag "Alpha" in user parameter to your Dissolve Module in every emitter
I made ir work. I just dragged the BP into sequencer and exported the video. When it exports, the game engine works, unlike when you just hit play on the sequencer. It only took me 12 hs to find that out 😅.
THE POINT IS that you fucked the whole tutorial by including sphere in it.... :) You should do it only with skeletal mesh .... so much wasted time and unnecessary confusion...
anyways - gg - nice stuff