Unreal Concepts - Dynamic Circular Progress Bars ( UE4 )

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  • Опубліковано 30 лис 2024

КОМЕНТАРІ • 21

  • @IchBinJager
    @IchBinJager Рік тому +1

    Very handy! Thank you. I wish Unreal had something by default like this.

  • @xenxennon6549
    @xenxennon6549 8 років тому +2

    I really need to thank you for all your videos and the way you present them. I've been looking for this kind of direct, well explained, single concept content for quite a while. many others tend to clutter their presentation with information that is either irrelevant or confusing - so, thank you for your delivery. All I need to do now is set aside a week or more to grab them all.

  • @krillin6
    @krillin6 8 років тому +14

    Tomatoes?

  • @samohickey
    @samohickey 6 років тому +5

    This is awesome. I love all of your tutorials! You really help to explain the concepts which helps me with critical thinking to then go and create what I want.
    Like teaching me to fish!! :D
    Thank you!

  • @hendrikbonthuys9190
    @hendrikbonthuys9190 8 років тому +1

    Awesome video and great alternative method to using textures, thanks!

  • @krillin6
    @krillin6 8 років тому +5

    You are too good at this.

  • @CptMugwump
    @CptMugwump 8 років тому

    Thanks for another great video! You're my hero.

  • @joshuaknight6551
    @joshuaknight6551 5 років тому +1

    Yea my texture coord end up looking different.
    I have a smooth color change but it doesnt do it radially. When I do either 1-x or the bias I end up witth red in one corner and green in the other with it blending through

    • @ocri998
      @ocri998 5 років тому +4

      you can just use a Subtract Node with 0.5 for B except the ConstantBiasScale. Dont know why this changed but it works for me with Subtract

    • @vincentschulz9355
      @vincentschulz9355 5 років тому

      @@ocri998 hahaha wth

  • @gowasnoga
    @gowasnoga 8 років тому

    nice :P thx for presentation how it works at the end of vid

  • @enearusconi9336
    @enearusconi9336 3 роки тому

    the thing i didn't get is how the progress bar percentage is binded to the alpha of the material

    • @Athasin
      @Athasin 2 роки тому

      Set a parameter value, and then name the parameter Alpha

  • @dbarr49
    @dbarr49 5 років тому

    So I've followed this video as I wanted to have a cursor similar to this in my game. However, it seems there is this tiny sliver when the alpha value is at 0. I was trying to put this as a surface material for a plane instead of a UI mat. Do you know why this might be happening or how to account for that?

  • @glauberdamascenadias1032
    @glauberdamascenadias1032 4 роки тому

    Hi Mathew Wadstein, how are you?
    The video is very good, but I have a problem with the radial bar. I am using Unreal Engine 4.25. The menu works perfectly, looks great in the editor. However when the game is compiled, in the cooked version, for windows x64 the radial bar simply does not work.
    How is it possible to solve?
    Can someone help me?

  • @moaztaha9629
    @moaztaha9629 8 років тому

    plz explain how to use precomputed visabilty voulme. forgive my english.

  • @krillin6
    @krillin6 8 років тому

    Suggestion: make a version that doesn't use float% of turn, but instead uses divisions of a turn.
    what i mean is give a float that is used to divide by τ.
    so 1 would be a full turn, 2 would be one half. 1.5 would be 2/3 of a turn, 3 is one third, etc. Getting a precise 1/6 like you tried using a % seems a lot more difficult than simply using 6.
    let me know what you think.

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 років тому

      I agree. There are definitely some ways to improve this and having a divisor basically would be alot easier ;)

    • @krillin6
      @krillin6 8 років тому

      +Mathew Wadstein the concept is clear, though. not a complaint for sure.

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 років тому

      Did not take it as a complaint =) Your comment about another way to use this is great!