Cool tutorial! Quick question about the grid visualization, do you have antialiasing on in your project if so which kind. I used the same article to build my grid but it seems to be creating lots of ghosting with translucent materials when AA is on. Thanks!
i will like to add some tips, I use to make the same tools but i don't like to make my tools in "play mode", all those functions can work in editor mode (not play mode), using Utility Widget you can get keyboard, mouse events and editor camera as well. I don't like the "play mode, simulation mode" tools because sometimes i want the tool to run in a game map not overriding the game mode , or zero setup from the end user, just run the Widget and work. ua-cam.com/video/m3AUhYpwI8A/v-deo.html
Yup, utility widgets are cool and I agree with you. Using a game mode to build tools is not the greatest experience and certainly has its limits, features wise, especially if you stick with blueprints. I prefer Scriptable Tools to Uility Widgets though. Anyway, I just wanted to show that it's still possible to create tools in-game :)
@@ghislaingirardot yes, actually play mode do give some more options and is easier to check mouse position, editor mode have to make all the offset of screen calculation. Is very limited working with teams. I enjoy your videos, please keep making them!
We are currently runningig the Same road Topic wise. I feel like building my engine into the engine to create , games efficient and not due to men Power. But that needs lot of men Power.
Very helpful video, thank you!
hi, you tutorials are very pro!!! congrats, regards
Thanks!
Cool tutorial! Quick question about the grid visualization, do you have antialiasing on in your project if so which kind. I used the same article to build my grid but it seems to be creating lots of ghosting with translucent materials when AA is on. Thanks!
TAA is on, default settings. You may tweak the material's translucency pass settign to render it after motion blur. Helps with ghosting.
i will like to add some tips, I use to make the same tools but i don't like to make my tools in "play mode", all those functions can work in editor mode (not play mode), using Utility Widget you can get keyboard, mouse events and editor camera as well. I don't like the "play mode, simulation mode" tools because sometimes i want the tool to run in a game map not overriding the game mode , or zero setup from the end user, just run the Widget and work.
ua-cam.com/video/m3AUhYpwI8A/v-deo.html
Yup, utility widgets are cool and I agree with you. Using a game mode to build tools is not the greatest experience and certainly has its limits, features wise, especially if you stick with blueprints. I prefer Scriptable Tools to Uility Widgets though. Anyway, I just wanted to show that it's still possible to create tools in-game :)
@@ghislaingirardot yes, actually play mode do give some more options and is easier to check mouse position, editor mode have to make all the offset of screen calculation. Is very limited working with teams. I enjoy your videos, please keep making them!
We are currently runningig the Same road Topic wise. I feel like building my engine into the engine to create , games efficient and not due to men Power. But that needs lot of men Power.