Can you make a tutorial like this for beginners? I still get stuck on altering u v coordinates, and when you use append or multiple vs add, etc.
@MihajloCiric23 күн бұрын
Hey I watched both of your videos and tried using the python class instead as well but for the life of me I cannot get it to work ? And there is not a lot of information about this Is there maybe an issue with the data validation in unreal 5.5 and 5.4 ? What version were you using in this video ?
@MihajloCiric23 күн бұрын
Update it was a dumb error for anyone having this issue I originally created the class as a regular blueprint that inherits from editor validation base Instead you need a editor utility blueprint class that inherits from editor validator base And also in python the fonction names changed For ex it's not validate() it's k2_validate_loaded_asset() Hope this helps someone
@dethswurl117Ай бұрын
THIS IS THE ONE THAT FINALLY WORKED FOR ME - THANK YOU!!
@sutadoraliveАй бұрын
Great video. Thanks a lot!
@MikolajFАй бұрын
what you are doing in @6:30 - looking for variable from the function input. it is a dangerous practice. Probably ok in validators but never do it in normal blueprints. It's because variable name does NOT updates when you change its name in function input, so you can easly break your function.
@spellweavergenezisoАй бұрын
how many objects in a game, percentage-wise do actually utilize opacity mask.. I'd say it's below 1% total so in this specific example, the optimization would be completely insignificant
@xaby9962 ай бұрын
Heard about this tech from a UE talk on optimization. Needed a tut on how to implement it. Thank you so much!
@findthestones2 ай бұрын
Great info :)
@adventuretv91112 ай бұрын
i had a COMPLETELY different problem, but this tutorial still fixed it because i was able too look at the parameters on the left, so thanks
@YourJudgement-ms7kv3 ай бұрын
.....THANK YOU!!!!! Been dealing with this for months and just kinda went "welp guess I can't do anything with this now" and left it. WHY are these things invisible to begin with! I had layers upon layers of these things and didn't even know they existed. Thanks again!
@comalab23873 ай бұрын
I wonder what they were smoking when they designed this.
@radivarig3 ай бұрын
1. How can some channels not be baked with the same bit size as the rest? And if they can have different sizes since you said at 4:00 that packing alpha into rgba will have the alpha size be the same as rgb, how can that not be the case the other way around when you say at 6:20 that reducing the alpha also sets the same size to rgb? 2. Why would you pack opacitymap into all three rgb channels? A single channel is sufficient but with that shouldn't the increase only be 33% if all channel bits are equal and then you wouldn't need the separate lower mipmap on the alpha?
@russischerzar3 ай бұрын
Thank you. I had a weird issue where I would continually get the same redirectors even after using the option to fix them. Showing them via the filter and updating them one by one fixed the issue and this video helped pointing me in the right direction :)
@kartoplia4 ай бұрын
thank you
4 ай бұрын
Thank you, I was flabbergasted by some weird errors, and now I understand :)
@ABentPaperclip5 ай бұрын
what I don't get is why it doesn't just happen automatically, or pop up a box saying "hey these files are referenced a bunch- should we move this shit and create redirectors? or do you want to wait for us to fix all those references right now"
@kasualkalamari5 ай бұрын
Now i can organise my file structure with confidence
@RV-bc9yi5 ай бұрын
Hello, Hello, thank you for this very useful video. I have different errors and I do not know how they should be renamed. I drop you some here if you can help me to understand that would be really cool. [AssetLog] D:\Projet_UNREAL\Vauban 5.3\Content\Game\Map\Island.umap: Soft references /Game/Game/Map/Island _Start which does not exist. (AssetValidator_AssetReferenceRestrictions) [AssetLog] D:\Projet_UNREAL\Vauban 5.3\Content\Game\Map\IslandStart.umap: Soft references /Game/Game/Map/Island_Start which does not exist. (AssetValidator_AssetReferenceRestrictions)
@maxwellbrengle71686 ай бұрын
This is amazing - I've been manually setting up UV's for atlases in Blender, being able to chose which one you're using inside of Unreal is so much better.
@madeeasy71486 ай бұрын
The textures are not in 5.4 😞
@ajrnaro38316 ай бұрын
Great thanks!
@Balcaceres_Art6 ай бұрын
Its 2024, you don't need to do this, this is like - 6 years ago. Drawcalls are the most important thing in Games, also - pack the map. This video is misinformation at its highest - It's nearly 2025, electric cars, ai, nvidia chips - somehow people are still optimizing meshes in an era of Nanite and Lumen and adding separate lighting maps. If you are in a professional studio and I see you do this - you're getting "The Talk" that could potentially affect your employment, stay current - pack the map with the alpha, and move on.
@tester56015 ай бұрын
You saved me
@atlanteum6 ай бұрын
Boy, did you ever just clear up some headaches I've been having - Thanks!!
@Peter-qp7vc7 ай бұрын
Thanks so much! Im actually using unreal engine for Fortnite and had this problem, and the solution was very similar to this. Great video!
@kiannn7 ай бұрын
Thank you so much, this was super helpful
@lethiagames92087 ай бұрын
using the DeriveNormalZ node, it only shows the the texture in x and y coordinates only while the z is flat
@Dontstopbelievingman7 ай бұрын
Thank you. Have been looking all over for best practice advice.
@funkamoretheweird7 ай бұрын
couldnt find MRA texture mask and other textures in the default folders :((
@maxwellbrengle71686 ай бұрын
He said he made them himself - all you need are some placeholders
@thelionszen33528 ай бұрын
Thank you. I'm looking forward to more videos
@DrCisco8 ай бұрын
The option to fix but keep the redirector is useful when you have a game that has a modding SDK. You can fix the references for those assets in your game but keep the redirectors so that modders can fix the references in their mods. You can then give them some time to do it and get rid of redirectors in the next patch.
@99.googolplex.percent8 ай бұрын
Thank you for the tutorial and being straightforward!
@coffeediction9 ай бұрын
So.. any way to have multiple selections in 1 drawcall? xD
@IstyManame10 ай бұрын
There is no way the normal map texture size was cut in half without some sacrifice, what's the trick?
@midDeveloper10 ай бұрын
anyone get the error : -WaitMutex -FromMsBuild" exited with code 6 ???
@midDeveloper10 ай бұрын
HI. i get the error -WaitMutex -FromMsBuild" exited with code 6. i try to copy plugins by one but the same error?
@jhett174610 ай бұрын
I get sent videos like this often as a technical artist, because artist seek out things like this as optimizations, but in reality what you do not realize is you are losing tons of data, as well you are not allowing negative values, which are 2 of the most important things with normal maps. In this video you have halfed the quality/precision, and created an incorrect normal. I urge others to think carefully before employing a strategy like this. Can the issues be corrected? Yes. Will it look the same? No. Epic has normal map compression for a reason, just use it as designed you really are not saving what you think you are from such strategy
@Happyday58910 ай бұрын
very helpful, thanks a lot :D
@matthewedmonds875310 ай бұрын
Does this tool also deal with external file moves? I moved a project from one computer to another (including all the imported datasmith files) in windows explorer, and now I cannot use the reimport or reimport with new file to bring in updates exported from my DCC.
@nwhajlawn622410 ай бұрын
thank you so much for the video helped me
@jeffdavies282410 ай бұрын
Thanks for this! Whenever I submit content to the Unreal Marketplace I always get the bounced back to me saying I need to fix up the redirectors. After today being the 4th time to get an asset pack rejected, I sought to learn what in thhe heck the redirectors were. Your video clued me in on how they get created!
@rocketpoweredchimpgamesphi779811 ай бұрын
Just a simple rename of a folder (which works perfectly when done in Unity!) causes so much hassle here in UE! I still can't for the life of me (even following this video exactly) get the redirectors to go away and allow me to remove the old folder! Oh well, just have to live with it! lol!
@dubscope224611 ай бұрын
thank you this was on point
@RomanTimm11 ай бұрын
Thank you for the explanation! Is it possible to use some sort atlasing for a character clothing system?
@Ivan_Ivailov11 ай бұрын
Thanks a lot! It really boosted my project's performance! :)
@ComfortZoneComic11 ай бұрын
noted ,Sir tnx
@Mittzys11 ай бұрын
This video is redundant in itself
@fredfuchs8904 Жыл бұрын
SO FUCKING STUPID, WHYYYYY IS THIS A THING!!??
@marcapouli7805 Жыл бұрын
I always create a "Dev" folder in my content fo this purpose. What would be the benefit of using this particular "Developpers" folder instead? I mean I will never use source control, and I will never work with a team, maybe my custom folder does the job?
@theoneechanman11 ай бұрын
I was wondering the same thing. One of the hearted comments confirms my suspicions. Its only worth using if you are working in a team. It functions the same as any folder except for the fact it auto creates sub-folders based on the computer name, and the fact you can toggle it's visibility via settings. It would be cool if things outside the Dev folder couldn't reference things inside it (or if references of that nature were flagged to the dev on the fly), but it doesn't do that from what I can tell. It's just another folder in the project.