1:02 - Part 13 Recap 1:44 - Duplicating Stormtroopers With OR Without Armatures 2:37 - What Is A Static Mesh 3:57 - Converting Skeletal Mesh Into Static Mesh 7:14 - Bringing Converted Static Meshes Into Scene 7:48 - Adding Props To Static Meshes 9:16 - Editing Static Mesh Component 13:24 - Adding Other SM_Blasters To the Rest Of The ST_Stormtroopers 15:31 - Creating Patterns for Stormtroopers (TIP: If Stormtroopers Are Next To Each Other Just Change The Extent X Or Y Value) 17:55 - Creating Different Stormtrooper Formations 18:20 - Changing The Four Main Stormtroopers With Jitter 20:28 - Grouping Patterns 21:01 - TIP: If PC Crashes ( My PC Crashed As Well, Make Sure You SAVE!!) 😫😫 25:33 - Convert Blasters to Nanite And Fixing Stormtrooper Meshes 28:04 - Console Variable aka Console Command 29:48 - Understanding What A Command Does 31:25 - Order 66 aka Adding the Other Stormtroopers
Or you rightclick the element in the detail tree and copy paste it in the other models details tree ;) more efficent. Btw: the blaster should be 448mm long so import with scale of 0.11 matches allmost
Love the series so far!! I found a trick to quickly duplicate the blaster and transforms in 1 copy/paste. 1. select source blaster under the "group", right-click copy 2. select target trooper, then under details (for the group) right click empty space where the target blaster is going. 3. expect duplicate blaster with the target trooper and inherited location, rotation and scale! 4. fewer tweaks should be needed. Hope it helps! :)
Another one bites the dust! This is insane, I'm still amazed by how much I'm learning only from this series w/o no significant prior knowledge in UE5. Thanks guys!
This is by far the greatest tutorial series I've ever had the pleasure to follow. I hope, once this project is finished, that you are gonna do more. Keep up the greatness. Ps I'm a lil far behind, going into materials tomorrow morning, but can't wait to share with you my result!
The main thing I’ve loved about these tutorials is the fact that it’s all real time so it doesn’t skip over any of the steps. It’s been incredibly useful for someone like me with absolutely zero experience with 3d stuff and unreal Good job guys! Super helpful series so far
I have a tip to add extra definition to the gun, since its opaque and it does not reflect any light. Open the blaster default material - Enable MetallicRoughness - check the first 3 - for MetallicFactor place 0.3 and RoughnessFactor 0.3 Play with the values but for me this one was enough to make it a little better quality for the render
13:35 Instead of adding the blaster again you can just copy and paste the blaster itself from the first stormtrooper Then it will be copied with the scale, location and rotation directly.
I'm still getting a bit of ugly shadows for the actors in the background with nanite at the stage after the console command. any ideas? it gets fixed on disabling the raytracing shadows in settings or using path tracing - shall I just stick with that? I'm on cinematic mode with an rtx 2080ti and I'm running between 20-50fps depending on settings
Anything that can beat this series of tutorials is the enthusiasm of these brothers (and the hair style too 😉). Very helpful tutorials....Best wishes for the channel.
One small note, you can copy ALL the transformations by right-clicking next to the [ \/ Transform ] and selecting "Copy all properties in category". It will copy the rotation, but that will save some back-and-forth. To apply you do the same thing when you add the blaster on the next trooper - right-click on the transform and then "Paste all properties in category"
Hey guys thanks for this. A quick tip i found. when comping over the rifles to the other static meshes you can actually copy and paste the rifle in one static mesh group to another. For example select the blaster on ST_1, (copy, whatever your hotkey is), highlight the ST_2 static mesh component, then paste.
Nooo!!! I do a lot of Tutorial stuff and this guys are the most entertaing duo on the market! Learning with fun is better learning! Plz don't stop and make more of it :D
Amazing tutorial, now lets hope that by keeping all video settings on low, I can actually make it to the end of the series before my vram decides its done with my shenanigans.
Hey quick tip on the weapons section. To avoid clicking back and forth and copy pasting each property with each mesh, you can right click the transform tab, and you should see "Copy all properties under this tab". Hit that. Then right click to your new mesh and select "paste to all of the other blasters". You'll still have to make small adjustments but definitely will save some time
itd be cool if you guys had a discord like some of the other tutorial channels so that people could share screenshots and ask for help! love the tutorials you guys are so wholesome and silly love it!
This Tutorial series is amazing! I am running into an issue where after I run the console command all the close up storm troopers are fine but all the distant ones still have those grey blobs. Any tip to remedy that?
Fun trick I learned on accident - you don't have to individually copy the location|rotation|scale. If you just copy the StaticMeshComponent of the blaster it grabs all three location settings and applies it when you paste in the Instance.
good stuff, but i think making a character blueprint and putting your character there along with the gun would be a better future proof way of doing stuff, especially for animation or if you want to switch the gun afterwards
That's correct. Blueprints are definitely the way to go for the long term. However, we wanted to make it as easy as possible for beginners and as fast as possible for them to create an army. I believe that blueprints would not also work with the pattern tool and therefore we decided to go through this route.
@@MasekFilip True BUT u could create the "pattern" inside the blueprint and place all actors with the blueprint. I'm not 100% sure how to do this in the editor, but there are "construction scripts" or something that sounds like a solution here.
Really cool tutoria again! But i got a question, what if some producer or anyboy came and say "Hey man can you scale them up a little because the stormtroopers are too small", is it possible to scale everyone including the blasters juste with the "R" shortcut ?
What's funny is, the different levels of detail at different distances in 2D is called mip mapping and has been part of game consoles since Nintendo 64. You actually disabled this feature in your HDRI video if I remember.
@@badxstudio check out James Lambert's N64 tech demo if you're interested in seeing just how far it could be pushed. He's the same dev that was doing Portal 64 demake before Valve asked him to stop.
Hello! I'm this far along your awesome tutorial and my unreal crashed. When I tried to reopen my file, it has nothing in the scene. What's the process of file saving for unreal? Do you version up? Why does my entire scene disappear after the crash? The assets are still there but scene is empty....how do I get everything back, please helppp! Thank you!
Been following along, for some reason it only allows me to import a skeletal mesh instead of a static mesh for the blaster, and when I try to create a pattern it doesn't copy the blasters :(
Hi, I have a question about the ray tracing nanite code. While it works, I'm finding that I have to re-enter every time I open up the file. Is there something that I'm missing to make that permanently stay?
Do we know if left-handed Stormtroopers are a thing? Like maybe the clone settings got occasionally flipped during the Jango Fett bake-a-thon? Probably a good thing that they're all the same handed. A random column of lefties would likely disrupt the ominous vibe. PS: Great work on the tutorials!
Recently started watching these tutorials and loving it. Can someone please tell me if there is a way to not enter console command each time I open the project ? Thank you.
I had to do console command r.Raytracing.Shadows.EnableTwoSidedGeometry 0 to get ride of my ugly shadows on the storm troopers. That and a couple other options found here: ua-cam.com/video/F3XSKXhIAuU/v-deo.html
I turned on Nanite for the mesh, but it still looks low poly. I had also turned on ray tracing, but I think my laptop can't support it. My laptop has a Quadro M2000M graphics card, so I turned off ray tracing again. I toggled Nanite off and back on, but the mesh still appears low poly. I also used the command, but it didn't help. Additionally, the shadows that appeared on the mesh in the tutorial are missing in my case. When I switch to Nanite - Triangles, the triangles are not displaying either. I'm not sure what I did wrong, as I followed the tutorial. I'm using Unreal Engine 5.4.
For those who have MacBook Pro M3 you need to go to your project settings and change Mac Options to "Mac Metal Desktop Renderer Beta (SM6, Metal 2.4+. macOS 14.0 or after, M2+" . Metal Shader Standard to Target set to "Metal v3.0 (13.0+). Under Packing set everything to "Host (Matches current machine)".
For anyone that has a potato PC and is strugling with FPS, go in Settings (top right) and hover over the "Engine Scalability Settings" and change it to Low! It will skyrocket your FPS! Anything above Low will drastically change your FPS.
when ever i use the option "pattern" to develop pattern for the storm troopers holding the gun , the resulting pattern duplicates the troopers but not the gun or Blaster , If it does duplicate the blaster its shown at the feet of storm troopers . any one help me with this
please my mesh is low poly after inserting the command which is suppose to to fix the low poly mesh when it is nanite. Am using UE5.4 Thank you in advance
Guys please teach us how to animate this army and spawn them without too much fps drop! I'm making a zombie game and when about 50 zombies spawn and come towards the player, the fps drops from 60 to 35-40 and stays at 35-40 until they come towards the player and the player shoots them and kill them, after killing zombies FPS increases. Please teach us how to fix this problem and increase the FPS when a horde of zombies are coming towards the player?
Thats not a easy thing to do :D Reduce textures to 1024 or 512 and reduce the vertex count in your LOD levels, details do not matter im mass when everything is moving. Use simple collision Boxes. Reduce tick events in your blueprints maybe u dont need 60 updates per sec (FPS) on your Zombies for Pathfinding and player searching. 50 Zombies times 60 updates per second, you can save a lot here. Publish a event when the player positon is detected and use the observer pattern (in ue as EventDispatcher) to communicate the position to other zombies and search just if no position is avaliable. How we learnd in this tutorial, use Nanite for meshs if possible. May be the player blueprint does something for every zombie in range. Use the behavior trees in UE for your Zombie AI ... and search for "Spawning hundreds of Balls in Unreal Engine"
i don' t know why, but my preview is showing the objects twice like an artifact... it starts to happen when i activated the ray tracing. When i set the ray tracing preview on, it just disapears
Is it just me, or why did the command for fixing the shadows is not saved after closing Unreal? Because everytime after this point, when I re-open the file,the error in the textures comes back and i have to put in the command again in the console.
Ok so you can use the Window tab from the top and create a CONSOLE VARIABLE PRESET that you can save as a list and just double click it everytime you reopen the file to reload all CVARS. Now if you truly want it to be changed for the project without having to reload it, then you have to use the NOTEPAD to open up one of the CONFIG files and add the command line there. There are tutorials about this online
Hi Guys, After enable nanotechnology on the static meshes, when I go to the nanite visualization mode, if a click on any of them, for example triangles It doesn't change for me.. what that could it be?
Awesome dude, remember if you wanna learn how to code, ask chat gpt, it's like going to the gym and not knowing how to use the machines or even if you are using them the right way, Chatgpt is your coach
This episode of them all was the most confusing, your jokes interuot important things I'm trying to learn, then u ignore them and say we talk about it later. I don't like how jumpy that is and I'd prefer if you are taking time to show something, finish showing it.
We are getting close to the final moment, and I just want to thank you guys for all of your efforts
You are most welcome buddy! Can't wait to see your final result
1:02 - Part 13 Recap
1:44 - Duplicating Stormtroopers With OR Without Armatures
2:37 - What Is A Static Mesh
3:57 - Converting Skeletal Mesh Into Static Mesh
7:14 - Bringing Converted Static Meshes Into Scene
7:48 - Adding Props To Static Meshes
9:16 - Editing Static Mesh Component
13:24 - Adding Other SM_Blasters To the Rest Of The ST_Stormtroopers
15:31 - Creating Patterns for Stormtroopers (TIP: If Stormtroopers Are Next To Each Other Just Change The Extent X Or Y Value)
17:55 - Creating Different Stormtrooper Formations
18:20 - Changing The Four Main Stormtroopers With Jitter
20:28 - Grouping Patterns
21:01 - TIP: If PC Crashes ( My PC Crashed As Well, Make Sure You SAVE!!) 😫😫
25:33 - Convert Blasters to Nanite And Fixing Stormtrooper Meshes
28:04 - Console Variable aka Console Command
29:48 - Understanding What A Command Does
31:25 - Order 66 aka Adding the Other Stormtroopers
Thanks Legend! You know people are asking for this on every episode :)
@@badxstudio lol I'm not surprised. I was doing this just for me but I'd figured it would help those who watch.
On this part 14:39 you also can click at Transform with the right mouse button and select "copy all properties in category"
Or you rightclick the element in the detail tree and copy paste it in the other models details tree ;) more efficent.
Btw: the blaster should be 448mm long so import with scale of 0.11 matches allmost
@@thomaskneisel1854 Yeah this is much quicker! Thanks!
Congrats on your soundboard my dudes. And THANKS FOR POLYCAM FOR SPONSORING THIS SERIES, RIGHT GUYS?!
hahahahhaha thanks a lot buddy we love the soundboard ...And yeahhhhhhhh shoutout to Polycam
Thanks!
Love the series so far!!
I found a trick to quickly duplicate the blaster and transforms in 1 copy/paste.
1. select source blaster under the "group", right-click copy
2. select target trooper, then under details (for the group) right click empty space where the target blaster is going.
3. expect duplicate blaster with the target trooper and inherited location, rotation and scale!
4. fewer tweaks should be needed.
Hope it helps! :)
Thanks, much quicker!
Another one bites the dust! This is insane, I'm still amazed by how much I'm learning only from this series w/o no significant prior knowledge in UE5. Thanks guys!
Glad to hear it buddy!
This is by far the greatest tutorial series I've ever had the pleasure to follow. I hope, once this project is finished, that you are gonna do more. Keep up the greatness. Ps I'm a lil far behind, going into materials tomorrow morning, but can't wait to share with you my result!
The main thing I’ve loved about these tutorials is the fact that it’s all real time so it doesn’t skip over any of the steps. It’s been incredibly useful for someone like me with absolutely zero experience with 3d stuff and unreal
Good job guys! Super helpful series so far
I have a tip to add extra definition to the gun, since its opaque and it does not reflect any light.
Open the blaster default material - Enable MetallicRoughness - check the first 3 - for MetallicFactor place 0.3 and RoughnessFactor 0.3
Play with the values but for me this one was enough to make it a little better quality for the render
13:35 Instead of adding the blaster again you can just copy and paste the blaster itself from the first stormtrooper Then it will be copied with the scale, location and rotation directly.
I'm still getting a bit of ugly shadows for the actors in the background with nanite at the stage after the console command. any ideas? it gets fixed on disabling the raytracing shadows in settings or using path tracing - shall I just stick with that? I'm on cinematic mode with an rtx 2080ti and I'm running between 20-50fps depending on settings
Also try adding this console command. r.RayTracing.Shadows.AvoidSelfintersectionTraceDistance 10. I found it helped.
Thanks dude, had the same issue. Sticking with disabling the raytracing shadows for now.
Anything that can beat this series of tutorials is the enthusiasm of these brothers (and the hair style too 😉). Very helpful tutorials....Best wishes for the channel.
One small note, you can copy ALL the transformations by right-clicking next to the [ \/ Transform ] and selecting "Copy all properties in category". It will copy the rotation, but that will save some back-and-forth.
To apply you do the same thing when you add the blaster on the next trooper - right-click on the transform and then "Paste all properties in category"
honestly its the best Tutorial ever i watched i realy learned a lot from your videos love you and respect to my Iranian Brothers IR ❤AF
Yall are incredible. I’ve learned so much in these videos. Cheers! Keep the amazing content coming!
Glad to hear it helped ❤️❤️
Hey guys thanks for this. A quick tip i found. when comping over the rifles to the other static meshes you can actually copy and paste the rifle in one static mesh group to another. For example select the blaster on ST_1, (copy, whatever your hotkey is), highlight the ST_2 static mesh component, then paste.
Thnx for this mate!
yeah I was about to say
Guyssssssss Do not stop these tutorial pleaseeeeeee I didn't have the time to see them all
we have 5 more episodes
Nooo!!! I do a lot of Tutorial stuff and this guys are the most entertaing duo on the market! Learning with fun is better learning! Plz don't stop and make more of it :D
You guys are the funniest UA-camrs I encountered. Thank you for making me laugh when I'm passing through hard times in my life.
This is incredible and the ease of your explanations makes this possible. Thank you!
Absolutely my friend ❤️❤️
You're such amazing tutors - you explain such complicated things in easy to understand ways :)
This unreal engine series is dope! 🔥💯👌 Thanks alot
Glad you like them! You are most welcome
Amazing tutorial, now lets hope that by keeping all video settings on low, I can actually make it to the end of the series before my vram decides its done with my shenanigans.
14:14 You can actually copy blaster from first trooper and then paste to others with scale, position and rotation
Wow perfect! 😊I should have waited for this part, things would not have messed up last day.
Hahahah … it’s ok .. just remove the extra part and continue from here
Soundboard hype! Thanks guys, still sticking with you
Our pleasure!
Hey quick tip on the weapons section. To avoid clicking back and forth and copy pasting each property with each mesh, you can right click the transform tab, and you should see "Copy all properties under this tab". Hit that. Then right click to your new mesh and select "paste to all of the other blasters". You'll still have to make small adjustments but definitely will save some time
Easier to just copy the mesh of the Blaster that you have manipulated, into the next Troopers StaticMeshComponent, thats even easier
@@OTH89 Good point!
Quick tip: if you copy/past the blaster from one trooper to the other it also copies the postition and the scale.
itd be cool if you guys had a discord like some of the other tutorial channels so that people could share screenshots and ask for help! love the tutorials you guys are so wholesome and silly love it!
If you have low fps like me, you can turn off HDRI and PostProcessVolume and that has changed a lot for me
Was there a reason you did not just make larger patterns for the back troopers to fill the space?
This Tutorial series is amazing! I am running into an issue where after I run the console command all the close up storm troopers are fine but all the distant ones still have those grey blobs. Any tip to remedy that?
What about if its a bp character ? how to animate these things, as you know you can't animate static meshes
Hello, instead of copy and paste each properties of transform 3 times, we can right click on transform title pane and copy all properties in one time.
I have managed to follow all the way along and build this ship on a zenbook 15 lol. Its running a geforce gtx 1060.
Fun trick I learned on accident - you don't have to individually copy the location|rotation|scale. If you just copy the StaticMeshComponent of the blaster it grabs all three location settings and applies it when you paste in the Instance.
Very good Instructors! Thanks!
you're killing it bois!
Thanks a lot
good stuff, but i think making a character blueprint and putting your character there along with the gun would be a better future proof way of doing stuff, especially for animation or if you want to switch the gun afterwards
That's correct. Blueprints are definitely the way to go for the long term. However, we wanted to make it as easy as possible for beginners and as fast as possible for them to create an army. I believe that blueprints would not also work with the pattern tool and therefore we decided to go through this route.
@@badxstudio oh yeah, sorry, didn't realize BPs don't work with that pattern thing :)
@@MasekFilip True BUT u could create the "pattern" inside the blueprint and place all actors with the blueprint. I'm not 100% sure how to do this in the editor, but there are "construction scripts" or something that sounds like a solution here.
Really cool tutoria again! But i got a question, what if some producer or anyboy came and say "Hey man can you scale them up a little because the stormtroopers are too small", is it possible to scale everyone including the blasters juste with the "R" shortcut ?
What's funny is, the different levels of detail at different distances in 2D is called mip mapping and has been part of game consoles since Nintendo 64. You actually disabled this feature in your HDRI video if I remember.
Oh for reallll?????
@@badxstudio check out James Lambert's N64 tech demo if you're interested in seeing just how far it could be pushed. He's the same dev that was doing Portal 64 demake before Valve asked him to stop.
Hello! I'm this far along your awesome tutorial and my unreal crashed. When I tried to reopen my file, it has nothing in the scene. What's the process of file saving for unreal? Do you version up? Why does my entire scene disappear after the crash? The assets are still there but scene is empty....how do I get everything back, please helppp! Thank you!
Been following along, for some reason it only allows me to import a skeletal mesh instead of a static mesh for the blaster, and when I try to create a pattern it doesn't copy the blasters :(
Started to get alot of flickering in this process any tips of flickering in this scene?
Hi, I have a question about the ray tracing nanite code. While it works, I'm finding that I have to re-enter every time I open up the file. Is there something that I'm missing to make that permanently stay?
Change in project file while running the project , or add path tracing in the post volume mesh
Do we know if left-handed Stormtroopers are a thing? Like maybe the clone settings got occasionally flipped during the Jango Fett bake-a-thon? Probably a good thing that they're all the same handed. A random column of lefties would likely disrupt the ominous vibe.
PS: Great work on the tutorials!
I want to use metahumans to my project so i want to place many metahumans with animations in the scene, how to achieve that !?
خسته نباشید واقعا عالی بود💪
Recently started watching these tutorials and loving it. Can someone please tell me if there is a way to not enter console command each time I open the project ? Thank you.
Thank you, but how I add crowd people with animation of them
I had to do console command r.Raytracing.Shadows.EnableTwoSidedGeometry 0 to get ride of my ugly shadows on the storm troopers. That and a couple other options found here: ua-cam.com/video/F3XSKXhIAuU/v-deo.html
Thanks it worked!
Have you tried option 3? ( Nanite Settings 🔻Fallback Relative Errror {0} )
I turned on Nanite for the mesh, but it still looks low poly. I had also turned on ray tracing, but I think my laptop can't support it. My laptop has a Quadro M2000M graphics card, so I turned off ray tracing again. I toggled Nanite off and back on, but the mesh still appears low poly. I also used the command, but it didn't help. Additionally, the shadows that appeared on the mesh in the tutorial are missing in my case. When I switch to Nanite - Triangles, the triangles are not displaying either. I'm not sure what I did wrong, as I followed the tutorial. I'm using Unreal Engine 5.4.
Genius and simple method!!! Thanks!!!
You're welcome!
Note for users of MacOS, Nanite is not fully supported for Apple Silicon and for me I didn't find a solution to fix this.
For those who have MacBook Pro M3 you need to go to your project settings and change Mac Options to "Mac Metal Desktop Renderer Beta (SM6, Metal 2.4+. macOS 14.0 or after, M2+" . Metal Shader Standard to Target set to "Metal v3.0 (13.0+). Under Packing set everything to "Host (Matches current machine)".
my mesh and static mesh component (blaster) are not sticking together when I make a pattern out of them help UN5.4 😢
make static mesh option is not showing in my interface
another question, when I enable nanite I don't see also the ugly shadows on my army, its that normal? I have done everything exactly like you guys.
I got a red "warning" saying "Texture Streaming Pool Over XXX Budget" when I patterning the army...
hi. you can simple CNTR C CNTR V blaster
you dont need copy itch parametr
So Nanite doesn't work on M2 Mac chips. Correct?
You guys are the best
I don't know but in my engine there is no mesh distortion after turning mesh into nanite , is any mistake i made earlier ?
Can I contact you if I face any problems? Please respond.
Hello. After turning on the nanite my shadows remained good.
this worries me more than problems lol
Thank, very informative tutorial
I just turn on the Nanite, but i don;t have weird shadow. Than i don;'t have to put that console log?????
Good job. I learn.
;)
For anyone that has a potato PC and is strugling with FPS, go in Settings (top right) and hover over the "Engine Scalability Settings" and change it to Low! It will skyrocket your FPS! Anything above Low will drastically change your FPS.
I'm imagining a scenario where I create an animation of these stormtroopers doing crab rave dance here in spaceship... That would be sick
hahah would love to see it
I did something like this :D Used the twerk animation from Mixamo and had a litte dance party at the Tie Fighter wings. Posted on instagram as Reel ;)
@@badxstudio Stormtrooper Rave video is out!!
It was LIT 🔥🔥
when ever i use the option "pattern" to develop pattern for the storm troopers holding the gun , the resulting pattern duplicates the troopers but not the gun or Blaster , If it does duplicate the blaster its shown at the feet of storm troopers . any one help me with this
you are a super duo! thank you
Love you brother
i dont why when ever im trying to click the patters the unreal is crashing , can any one suggest me something .
I cannot find Make Static Mesh button. Where is it? I am in Animation Editor
Drag the viewer tab up to your level tab to expand it. The mini viewer seems to omit that option.
very useful info
please my mesh is low poly after inserting the command which is suppose to to fix the low poly mesh when it is nanite. Am using UE5.4 Thank you in advance
Guys please teach us how to animate this army and spawn them without too much fps drop! I'm making a zombie game and when about 50 zombies spawn and come towards the player, the fps drops from 60 to 35-40 and stays at 35-40 until they come towards the player and the player shoots them and kill them, after killing zombies FPS increases. Please teach us how to fix this problem and increase the FPS when a horde of zombies are coming towards the player?
Thats not a easy thing to do :D Reduce textures to 1024 or 512 and reduce the vertex count in your LOD levels, details do not matter im mass when everything is moving. Use simple collision Boxes. Reduce tick events in your blueprints maybe u dont need 60 updates per sec (FPS) on your Zombies for Pathfinding and player searching. 50 Zombies times 60 updates per second, you can save a lot here. Publish a event when the player positon is detected and use the observer pattern (in ue as EventDispatcher) to communicate the position to other zombies and search just if no position is avaliable. How we learnd in this tutorial, use Nanite for meshs if possible. May be the player blueprint does something for every zombie in range. Use the behavior trees in UE for your Zombie AI ... and search for "Spawning hundreds of Balls in Unreal Engine"
@@thomaskneisel1854 thank you so much 🙏🙏🙏
How can the objects cloned by the modeling tool, Big Boss, be transformed into individual static mesh bodies..
Great question, would be nice to use the pattern tools from the modelling
If your wall textures look weird just save project and restart
4:45 LMAO 😂
Happy ! 🤣🤣
HAPPY?????
i don' t know why, but my preview is showing the objects twice like an artifact... it starts to happen when i activated the ray tracing. When i set the ray tracing preview on, it just disapears
I did some research and I think its a GFX driver issue. Multiple people reporting the same issue.
My object appears twice for some reason especially when I tried to copy the stormtroopers, is there any fix?
I did some research and I think its a GFX driver issue. Multiple people reporting the same issue.
Is it just me, or why did the command for fixing the shadows is not saved after closing Unreal? Because everytime after this point, when I re-open the file,the error in the textures comes back and i have to put in the command again in the console.
Ok so you can use the Window tab from the top and create a CONSOLE VARIABLE PRESET that you can save as a list and just double click it everytime you reopen the file to reload all CVARS.
Now if you truly want it to be changed for the project without having to reload it, then you have to use the NOTEPAD to open up one of the CONFIG files and add the command line there. There are tutorials about this online
@@badxstudio Thank you! :D You guys really are giving it all, working as a team to make this course easy to follow and fun to watch!
Hi Guys, After enable nanotechnology on the static meshes, when I go to the nanite visualization mode, if a click on any of them, for example triangles It doesn't change for me.. what that could it be?
Are you on a Mac?
@@nikhilhira5334 I have the same problem, and yes I'm on mac. Does mac not show nanite view?
for those whose troopers looks bad just paste the command in cmd below...everytime when you open your unreal engine ......... Thank you!
Amazing! )))
Thanks!!
and I deleted the first four configured characters 😭
I'm the 880th like I'm here to bring balance :3
Quite a strange discovery but nanite only made my fps worse, idk how but i turned it off and its smoother😅
❤️❤️❤️❤️
Yooooooooooo 14 I am on it...
Awesome dude, remember if you wanna learn how to code, ask chat gpt, it's like going to the gym and not knowing how to use the machines or even if you are using them the right way, Chatgpt is your coach
Starting 14
👌👌👌😍😍
🚀😍
The bankruptcy chapter? Oh god that was such a dad joke.
Haahahhaha that's pretty accurate hahaha
Nanite is not a godsend. It's ruining the game industry.
This episode of them all was the most confusing, your jokes interuot important things I'm trying to learn, then u ignore them and say we talk about it later. I don't like how jumpy that is and I'd prefer if you are taking time to show something, finish showing it.