One tip/correction from here: you can export any asset from unreal engine when you right click the asset in the content folder -> navigate to ”asset actions” -> click export. You can export images or animations for example and modify then✌🏽
Wow! Thank you for this video. This makes a hell of a difference when you are trying to make playable games in Unreal. Please do more videos on optimizing performance. Every frame saved counts!
Great info!
perfect. Thanks a lot m.r matt
amazing video! thx a lot brother
Super Useful
I had no idea about the bulk edit thing, I always like watching your tutorials cause sometimes I learn a trick I didn’t know about
Yeah, the bulk edit via property matrix tool is amazing. You can use it with a lot of different assets, not just Textures. Static meshes come to mind.
Thankyou
1:48 Max Texture Size: does this correlate to a Menu setting's [node] that Players can change [resolution] in a packaged build?
Or what is the setting/node to use for [Widget code settings] that allow users to set the res? And how do we code to Get all Mats(?) > Set their Max res? (How do we handle every Mat that the Player may see, and set its Max res?)
(I've not investigated Widget menu settings, thus idk which nodes exist for this.) Ty
Are there any updates on world position offset to make the textures have a 3D component? I heard that is was being deprecated, or am I wrong?
tq4this, & 1 question once i reduced them into 2k, then does this applied in cinematic sequencer?
Is there a way to do that "globally"? For example Something like game settings where end user can adjust their texture size from high to med to low?
so its means that i can use quixel megascans for mobile game if i do the same , what you did in this video ?
5.2 : Adjusting the size can result in permantly crashes (metahuman). Nut sure why, but sequencer causes an instant crash now. Set it back to "0" to default won't help.
This is the 2nd time, that a bulk change of texture sizes currupted my project - so be aware and make some backup before using it!
I’ve read several times that this will not affect the size in the packaged build, only the runtime size.
Have you been able to confirm otherwise?
Hi Matt can you make Vedio on how make fighting mechanics in spider man like how he fights multiple character pleases
Can you make a video on how to apply cloth simulation to external clothing for a character? Every tutorial I see as you rigging it to the character itself but in games like hogwarts legacy it’s not tied to the character rig.
I tried it myself but the cloth doesn’t collide with the player character model. The type of cloth I am trying to implement is a cape if that helps
Does your characters have physics assets? They're needed if you want cloth collision, because the cloth doesn't detect the mesh in itself but the physics assets instead
@@notepan it does, I tried adding the character physics asset to the cloth as well and that didn’t work. I will keep experimenting with it. I saw a video where he went over how the physics assets work with cloth so I will try some of the stuff he did
@@notepan another thing I thought about maybe trying is instead of testing in game to test inside the skeletal mesh window with adding the cape as a preview asset and that way I can test quicker and with more stead results and more data like collision being visible
💯🙌🙏
You can do a tutorial how to make AI like huggy from poppy playtime, this for my game please i need this help thanks you 🙏 🙏🙏🙏
Can this model reduce the volume to 1k 2k with texture?
You can please make tutorial how to make AI like huggy wuggy from poppy playtime please I need it😢😢😢🙏🙏🙏
Thanks. So the packaged build will only contain the desired 1k texture i'm guessing
Idk I'd assume that. Unless someone confirms it here, I'll be testing that. Guessing is just another word for assuming. Where, we all know what assuming does..."assuming makes an a** out of you."
That is correct yes, so the final size of the texture is the size you see in the details mentioned at 01:28
Hi sir Plz Help Your Video Of save Game Of a destryed Actor But Plz Sir can We have Save Of spawned Actor More than One Actor Plz Sir Im Am Working On My Huge Project I need Your Help Plz Make A video On it
or you can resize your textures in photoshop
Another big tip if you are editing texture resources this way: DISABLE Alpha if a texture doesn't need it. Also on normal and metallic textures, you can often get away with much lower values. So if the BaseColor texture is 2k, you might be able to set Normal and Metallic at 256 or even 128. Experiment and see what holds up visually as you reduce, because the normal often carries a lot of the details, but it depends. You can also sometimes not even need a normal or metallic, which would save a ton of texture and material resources, so play around with that as well. In a similar manner, you can sometimes re-use the Normal or Metallic (or ORM or whatever combination that is in) for several similar materials. You can optimize these a LOT just in engine to really reduce the footprint of the materials/textures.
Great tips!!