Exporting GLTF makes it so easy that it should be common sense - so that my grandma doesn't always struggle to create virtual worlds with Unreal and Blender. Thank you!
@R7DRUM14 күн бұрын
thank you sir
@SnepzDesigns15 күн бұрын
I tried to connect all the textures manually to decompose all the textures into channels, but it turns out this is done automatically. Thank you very much, you saved me a lot of time!
@LunarEchox16 күн бұрын
Future here! they fixed! it
@GmodSolutions18 күн бұрын
Hi im getting broken materials or textures and i dont know how to fix them :(
@world_production6 күн бұрын
Yep same problem and I can't find anything on the internet! I have the same issue when using USD!
@ddoas_909328 күн бұрын
A Japanese building? Are you crazy? That's a Korean building.
@lightspeed630229 күн бұрын
16:30 Thank You So Much!!!!
@CadelleАй бұрын
how do you export the landscape tiles from unreal with textures into blender?
@truenincillo805Ай бұрын
Please, system team and add to team system please🙏
@CaldoricАй бұрын
Is there a way to convert blueprint files from Unreal so they can be imported into Blender?
@dougwarner59Ай бұрын
so, export it as a *.gltf file; got it.
@lorenzocgt1021Ай бұрын
this does not help for drawing line inside the editor i guess as it use the game camera and the viewport
@lorenzocgt1021Ай бұрын
putting the code inside a plugin can do the trick
@SaintJames14Ай бұрын
I'm using gdscript so the c code probably won't help me but just knowing the logic and everything else is already helpful - thank you so much for this
@RoxelPoeАй бұрын
I have bigger project but when i export something like tree with lights it starts export but when it gets to materials its struggling, i have rtx 3050 and i5 12450h, cpu is +50% and gpu is like 5%. how to fix pls fast
@majoramarix2 ай бұрын
Thanks dude, how is this video is only 188 views!
@Holonet012 ай бұрын
Thank you! I think it's mainly a function of minority piled on top of minority. I'm just guessing, but I think the majority of people who use Godot want to use GDScript for it's simplicity. Of the C# people, most don't care about compiling it from source, less so on Linux. There might also be some residual perception that .NET doesn't mix well with Linux, even if that hasn't been true for quite some time. But mainly, I think it's a fundamental aspect of an open-source engine that isn't documented well. You can find how to compile this thing left and right, but it's almost always the vanilla version without .NET.
@shakeitoff10002 ай бұрын
6:57 the music is insanely loud. This has nothing to do with KZbin and everything to do with your audio mixing (otherwise every video would have this issue). Otherwise, a great, informative video. Thanks for sharing.
@surajbist9992 ай бұрын
this worked very well thank you. but meshes are auto smoothened. they have highner number of poly counts as they were in unreal. how can I fix this?
@Holonet012 ай бұрын
I would need to know how it happened first, but smoothed and different poly count are two different things. Are both of those definitely happening? Did you, perhaps, import multiple objects and compare the poly count of a single object in Unreal vs the entire scene in Blender? I have heard of the opposite problem--in which you have fewer polys in Blender because of the LOD setting in Unreal (which you would want to disable), but never higher poly count.
@surajbist9992 ай бұрын
@@Holonet01 no, the topology is same. But it’s like when exporting, subdivision surface modifier has been applied. In unreal the poly counts are less and they are low poly but when I imported those fbx into Maya they have much larger poly counts and in blender also. They look like when you have applied subdivision surface modifier . Sorry my English, I can also show you the screenshot if you are not able to understand this.
@BlueBored2 ай бұрын
how would i import lights from the asset?
@Holonet012 ай бұрын
I think the lights would be separate objects in Unlreal, wouldn't they? I'm not sure a light would be considered a "model" which you would import or export via gltf. In any case, lighting is never going to be identical when you have different render engines, so it would probably be better to just plop the lights you want in the scene after import if that's what you're after. Or, if you're planning to export them to a different game engine, to create the lights in said game engine.
@daeunlee42072 ай бұрын
Great tutorial! But the asset you downloaded here is a KOREAN building NOT Japanese! It's designed and released by the Korea Cultural Information Service!
@tootehmax22362 ай бұрын
How do u export particles?
@Holonet012 ай бұрын
I don't know, that's a whole different beast. I'm not sure how inherently compatible particle systems are between Unreal, Blender and/or whatever game engine one might export to. Personally, I wouldn't put the effort in to do that, I could be wrong, but I don't think particle systems are nearly as standardized a format as 3D models. If you need objects as particles, I'd just focus on the object an create the particle system wherever the final destination is.
@bellator37622 ай бұрын
You're the man!
@Holonet012 ай бұрын
Thank you!
@lucserholi2 ай бұрын
By the video, I understand that the why you wouldn't use .fbx (02:46) is because of the textures, is that it?
@Holonet012 ай бұрын
Right, Blender will map to them if they are not packed into the binary. Also, you can then modify them if desired.
@red007master22 ай бұрын
Thank you for solution!
@Holonet012 ай бұрын
You got it 👍
@hubertguilmain78883 ай бұрын
merci beaucoup
@Holonet012 ай бұрын
You're welcome!
@BryonLape3 ай бұрын
I had Studio working in WINE-staging, but some update broke it. Time to try again.
@nicolasdupont63933 ай бұрын
Is possible to do the same thing with stable diffusion running local?
@Holonet013 ай бұрын
Yeah, I would think so, the most obvious tool I can think of is probably Automatic1111, but there are others. They document their API here: github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/API It would probably look a little different depending on the protocol they use, but certainly possible.
@JorgeFlores-ck8bp3 ай бұрын
I want to try your code but the godot engine ask for resources, could you give me a list of resources that the code needs to work ... I dont have the sprites and I need them in order to run the code probably I could replace it by some not copy right material ??? just to have the code demo working ??
@Holonet013 ай бұрын
Yup, take a look at the ReadMe on the repository. I give a little overview of that there. I added a little code to spit out all the files which are basically in the .gitignore. You'll see that MissingFiles.txt file (generated each time the project runs), which lists all the files in those folders w/ those assets. I also have an explanation of what I'm doing in general as far as scale. If you replace those files, the code should run.
@JorgeFlores-ck8bp3 ай бұрын
@@Holonet01 great thanks
@KazoWAR3 ай бұрын
a fucking ad played and blew my ears out.
@Holonet013 ай бұрын
Yup, audio has been a complaint on this video and I realize why now. I did actually try to tone down the music in the middle, but apparently not enough. Listening again, that's not what I uploaded, it clearly became victim of KZbin's automatic volume compression, making it considerably worse :(
@user-rx3xl7zn1u3 ай бұрын
Is it possible to export animations out of UE and into Blender?
@Holonet013 ай бұрын
It should be, as long as their gltf exporter does the job, as gltf supports animations. It might take some tweaking of settings, it might not. Best suggestion I have is try it :)
@mybfsasha48033 ай бұрын
could you do this with a metahuman?
@Holonet013 ай бұрын
Never used metahuman, but it should be fine if it ends up as a standard mesh, armature, etc... My gut feeling is it should work, but I wouldn't be surprised if there were some pain points. One thing I'd be trying to avoid is dealing with material fidelity, though. With skin, it's a lot harder than most materials to be satisfied with the result on that front, in my opinion anyhoo. Depends on your end goal too...like if your end game is in Blender, or to do stuff there, then back to Unreal (then hopefully you could reassign materials, but there are other headaches coming back in, etc...).
@mybfsasha48033 ай бұрын
@@Holonet01 im still a noob so when I tried I just imported blob lol but it did download all the materials which is weird
@randomlandom32873 ай бұрын
Such an amazingly easy tutorial. Clear, No weird workarounds. Just simple and effective thanks so much!
@Holonet013 ай бұрын
Thanks! I wish I could always avoid weird workarounds :-P
@robsta_art17873 ай бұрын
Straight forward. Exactly what I was looking for! Thanks!
@Holonet013 ай бұрын
My pleasure!
@coty91843 ай бұрын
Great Tutorial thank you~
@Holonet013 ай бұрын
No probs =D
@3DLamy3 ай бұрын
I don't have gtlf export, why? How could I resolve?
@Holonet013 ай бұрын
Depends, but first thing is, make sure you are using Unreal 5, and I think it was an external plugin for a spell prior to being there by default. Here's the actual plugin page: www.unrealengine.com/marketplace/en-US/product/gltf-exporter?sessionInvalidated=true You can add it from there if nothing else. It looks like it says there, that it's also for 5.0, so it might be that it's only in by default as of 5.1.
@decafWavemusic4 ай бұрын
so i created the C# script, copied yours, saved it. even restarted godot 4.3 mono version, but i don't see the node anywhere. did i do something wrong? why isn't it showing up?
@Holonet014 ай бұрын
Well, allowing for the self-evident problem that I can't tell you what you did wrong without seeing your script :-P, the two things I would check first are if you forgot to put the [GlobalClass] attribute above the class, or if you didn't build the project. That's really all there would be to getting it to simply show up, even if you mis-copied anything else.
@decafWavemusic2 ай бұрын
i got it working just fine now. sorry about that
@thenetimp4 ай бұрын
Be careful what you tell people to do. Unreal Free assets are not free to use "anywhere". The TOS and License allows you to use them in your Unreal projects only. I would be super careful if you are doing anything for a commercial product and taking UE Marketplace assets and using them outside of Unreal without the artists permission.
@Holonet014 ай бұрын
Well, this video has nothing in violation of that. Nothing says you can't modify an asset in Blender and then reimport it into Unreal. Having said that, by all means, export to other game engines =D. What you're referring to is only true for assets actually "made" by Epic, stuff like the Megascans and I think maybe Paragon stuff or something. You can see the terms for the Marketplace here: www.unrealengine.com/en-US/marketplace-guidelines I'll save ya the trouble of going through it though, here's the important bit: ---------------------------------------------------------------------------------------------------------- 4.2.1 Usage Rights 4.2.1.a Purchasing a Marketplace product grants to the purchaser a non-exclusive, worldwide, and perpetual license to download, use, copy, post, modify, promote, license, sell, publicly perform, publicly display, digitally perform, distribute, or transmit the content for personal, promotional, and/or commercial purposes under the Epic Content License Agreement. Distribution of products via the Marketplace is not a sale of the content but the granting of digital rights to the customer. 4.2.1.b Sublicensing Marketplace assets in Source Code format is prohibited. Sublicensing Marketplace assets in object code format, or any Content, is also prohibited except to grant end users the ability to use, or to permit sellers and distributors to market and Distribute, a Product Distributed as permitted in Section 3(a) of the Epic Content License Agreement. 4.2.1.c All content hosted by Epic Games is exclusively downloadable through the Epic Games Launcher. Once downloaded, most content can be exported to obtain the source files and/or migrated to other existing Unreal Engine projects. ---------------------------------------------------------------------------------------------------------- Now, that last bit might sound like it's limited to Unreal Engine projects, but it's not a restriction. The "Epic Content License Agreement" in there is actually a link on the site: www.unrealengine.com/en-US/eula/content Within that page, here's the meat: 2. How You Can Use the Licensed Content We grant you a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Content in accordance with the terms of this Agreement (the “License”). This means that as long as you are not violating this Agreement, such as by using the Licensed Content in violation of any applicable law or regulation or for any unlawful purpose, you can privately use the Licensed Content however you want. If you want to share the Licensed Content or anything you make with it, Sections 3 and 4 addresses when and how you can do that. So, they literally tell you that you can basically do anything that you want as long as you're not violating that agreement. What you might have been referring to is this part: 5. Other Restrictions on Your Use of Licensed Content a. UE-Only Content “UE-Only Content” means Licensed Content that is designated as only permitted for use in conjunction with Unreal Engine and Unreal Engine-based products as designated by Epic, such as Twinmotion. So again, that's only that specific content that you can only use in Unreal Engine. Regarding the artists' permission, in other parts of that mess, you'll find that if you submit something to the marketplace, you grant Epic all that stuff. Wouldn't really work too well otherwise, I imagine. No one would want to buy stuff from a store that they actually have to read a different EULA for every sword, thatch house and cyborg LOL.
@SchalaZeal4 ай бұрын
With unique names on nodes, are they game wide or just scene wide?
@Holonet014 ай бұрын
Just scene. I imagine game-wide would probably be problematic, as the editor would need to check to be sure you didn't duplicate a name, and when the game is run, the node with the name would have to be loaded in the scene tree or it'd throw an error, and to handle that, I think they'd need to force it to autoload or something, etc... If you're trying to access something like that, there are a few ways that make sense depending on the purpose, if there are multiple, etc... You could get an instance of the scene, and then get a property/singleton/whichever, or you'll see me use static variables a lot, and set their values in the Ready() method. This works fine if you only have 1 of the thing you're after.
@unfunnyman764 ай бұрын
Hi, can I also export animations from unreal to blender or just fbx file? Thank you, nice vid
@Holonet014 ай бұрын
You should be able to, yeah. I don't use Unreal to animate, so I can't say I've done it, but gltf certainly supports animations. Ultimately, as long as Unreal's exporter works well 😋
@Decimatorace4 ай бұрын
THIS is the right tutorial, no unnecessary editing, easily exportable, lifesaving dude.
@Holonet014 ай бұрын
Thanks much!
@klaykree4 ай бұрын
Thanks for making a video on my original script! Really glad to see its still helpful, I always found the Unity version helpful for visual debugging so am hoping Godot will embrace visual debugging more by default
@Holonet014 ай бұрын
Great to have you here, and thank you for that original script!
@SchalaZeal4 ай бұрын
I was going to refer to this soon. I was waiting for Godot 4.3 to come with the new tile map layers before I started, but I wanted to remake a Chrono Trigger rom hack as a bonified game, knowing better of fair use now. While CT's battle system is.. similar to FF, there's obviously more mechanics like the ATB gauge, and I was considering a state machine and likely use a second set of navmeshes for the battle mechanics/placement.
@Holonet014 ай бұрын
Yeah Chrono Trigger might give an impression of less complexity because there's just less "stuff," spells, etc... but it definitely has its own stuff. It would be different there because the battle area isn't separate, it just takes place wherever they are. Some things would be easier, others not. Actually, I think navmeshes would be tricky in that case, because you don't really have a "fixed" place where you'd want the characters. Not knowing how they did it originally, it's clear that there's some logic about enemy formations, where they will go to at battle start, spacing between the characters, etc... At the same time, as I think about it, there are probably specific battle areas wherever there are enemies, and maybe if you run into one at such-and-such a location, everyone bolts to their location(s) in the nearest "battle area." In that case, there could be navmeshes there hidden except while in battle. You might not even need that for the original behavior, though. I feel like they would go to their spots, then a lot of what happened could be based on the location of the character and the enemy they're interacting with. The fun challenge there would be the double & triple techs =D.
@SchalaZeal4 ай бұрын
Quite the helpful channel you've got here!
@Holonet014 ай бұрын
Thank you! And quite a tasteful avatar you've got there 😁
@SchalaZeal4 ай бұрын
@@Holonet01 Thank you! Might you have a discord?
@Holonet014 ай бұрын
I don't have an actual server, and it might be a headache to out a Discord ID in the comments. Not sure, BUT, a friend of mine (www.youtube.com/@RandyFluharty - he's doing game dev too but his content is more streaming)has a server, and he's cool with me posting a link here, and I can be found there as well. He's got a game development channel within there: discord.gg/zZ3hJwZQ
@Greensburgg4 ай бұрын
So I just tried putting UI nodes under a Control node...and it just worked? What's the benefit of doing it this way instead?
@Holonet014 ай бұрын
Yep, Chevifier pointed out what basically amounts to that and I pinned his comment ^^^. Personally, I still like to set it up this way from a strictly organizational standpoint, but you're right that it is not necessary. The sub viewport is also not needed, but you can play with it and do some other stuff if you like, say, having a UI in a region of the screen, etc... I haven't tried the control node without a canvas layer at all, but you might want the canvas layer there, at least, even if it's not positional. If you end up making a more complicated UI, you might want to put stuff on top of each other, and need to specify the rendering order/layer.
@dondahighhh124 ай бұрын
commenting for the algorithm, thank you for the video
@Holonet014 ай бұрын
@@dondahighhh12 Thanks! You're welcome 👍
@sangery14 ай бұрын
Thanks for the tutorial video. But that building is Korean, not Japanese ^^
@USBEN.4 ай бұрын
Brother i love GLTF in general , even from sketchfab. Ready to use asset is game changer.
@eobet5 ай бұрын
Coming from Unreal: This isn’t built in functionality??
@local.interloper4 ай бұрын
no
@arrose-youtube5 ай бұрын
I want to use a json document similar to rpgmaker to store various data, but I don't know if there will be performance issues.
@Holonet015 ай бұрын
Under most circumstances, I don't think it would, unless it's enormous and you want to read & write from/to it rapidly, then possibly. But it depends how you're using it. I'd be curious why you would prefer that, though? The one thing that's unfortunate about that is the player can just open your game data in a text editor and change everything, and likely break stuff. You could try locking it down somehow, but I think that'd be more work than using a database of sorts.
@arrose-youtube5 ай бұрын
@@Holonet01 Thank you for your reply, your videos have helped me a lot!
@johnbishop5075 ай бұрын
When I am trying to build with scons and use the module_mono_enabled=yes, it tells me it can't find the mono\lib folder. I have .NET 6 installed, but it wants Mono installed. Any thoughts?
@Holonet015 ай бұрын
My guess is you're not running the command from the repository folder 🤔 To clarify, you do not need mono. It is simply referred thus in Godot's folders, etc... because they haven't bothered renaming all that, but it uses .NET now.
@zark2475 ай бұрын
0:07 VS code is not based off of vscodium, on vscodium's website it explains that it releases builds of vs code with telemetry disabled
@Holonet015 ай бұрын
Yes, thank you. I suppose I do need to credit it for existing as FOSS in the first place 😋