Hey Matt, is it possible to connect a python script to a camera blueprint? My python script basically edits an image (just changing its colour). I want the python script to basically run on the camera continuously so that as the camera is running i can automatically see the output of the python script as the camera view instead of the normal camera view
@MattLakeTA19 күн бұрын
@@mohamedjundi1572 I wouldnt see why that's not possible. You could access the blueprint, then get the camera component then modify properties that way.
@benmansourmahdi909720 күн бұрын
what if i have a while that should run as long as i want it to run while outputing stuff ? how can i do that
@MattLakeTA20 күн бұрын
While loops, like in other instances of Python would lock up the software until the loop is completed, you wouldn't be able to do other tasks. One approach to do what you are after is to periodically run the script, and/or run it on another thread in increments but that can be quite an involved task.
@benmansourmahdi909720 күн бұрын
can you plz make a tuto xhere you show interacting xith the actual engine from inside python for exmple change a variable from inside the script and maybe build this for windows ?
@MattLakeTA20 күн бұрын
Hey there, the Python integration in Unreal is only for offline purposes and can't be used for runtime purposes or in a packaged build. It's not meant for game logic, just automating engine work tasks.
@benmansourmahdi909720 күн бұрын
@MattLakeTA i'm really happy u answered me 🥰🥰🥰 and really sad cannot use my yolo well trained model to build an awesome ai powered game ( cries in yolo v11😭😭)
@MattLakeTA20 күн бұрын
@@benmansourmahdi9097 hey buddy! Absolutely no problem :) yeah it's a shame that you can't do that with Unreal's implementation yet, maybe one day they'll let it 🙏 Have a great day buddy!
@srknAyn26 күн бұрын
how we can duplicate or create new assets (material-static mesh).ı try to make to create automaticly new assets it get texture from data table to set dynamicly material instance parameter texture to create automaticly new assets .now ı only make run time but I dont create material assets . anybody know which node create new assets
@VBGames250927 күн бұрын
What is the difference between using this and significance manager to change skeletal mesh tickrates?
@VBGames250927 күн бұрын
I was checking your source there is a mistake that can cause a potential crash if(!SkinnedMeshComponent) does not account for if the object is marked for garbage collection and can cause a crash. Use if (!IsValid(SkinnedMeshComponent)) instead which makes sure the object is not marked for GC even if it still exists. Important for use in any pointer
@CopycatStudiosLAАй бұрын
Pretty much every plugin on Maya doesn’t work. I wont hold my breath for this
@MattLakeTAАй бұрын
@@CopycatStudiosLA morning buddy! Live link works amazingly, I've used it on many projects for mocap shoots and shipped many games with it :) very useful tool!
@GlassesAndCoffeeMugsАй бұрын
Thank you chief, this is very based
@Captainpanda20802 ай бұрын
Do you plan on updating the plugin to 5.5?
@MattLakeTA2 ай бұрын
@@Captainpanda2080 hey there! The 5.5 version is pending review on Fab and should be available soon!
@MattLakeTA2 ай бұрын
@@Captainpanda2080 The 5.5 version has now been approved! Enjoy!
@ec754132 ай бұрын
Great tutorial! Looks like it's a BP version of C++ Setter specifier
@joanvillora2 ай бұрын
Excellent! but be careful with this "A walkthrough breakdown of the Update Rate Optimisation Blueprint Node plugin." it must be a mistake.
@MattLakeTA2 ай бұрын
On the description? Woops good spot thanks :) Enjoy!
@おもろいやん星人2 ай бұрын
ありがとう 本当に助かった
@johno84254 ай бұрын
You literally saved me hours of searching in 6-7 minutes. Thanks
@MattLakeTA4 ай бұрын
@@johno8425 awesome! Happy to help :)
@alistanov4 ай бұрын
does it works in build version?
@MattLakeTA4 ай бұрын
@@alistanov Unreal's Python is offline only.
@shannenmr4 ай бұрын
EPIC really needs to promote people moving everything from the Uber Event Graph in the AnimBP to BlueprintThreadSafeUpdateAnimation or those "OnX" Functions defined on the BP nodes to allow for AnimBP to be properly Multithreaded. I still cannot believe they didn't do this in the Motion Matching Animation Sample project even as an alternative "Advanced" implementation since their excuse was wanting it to be as easy to understand the Motion Matching implementation.
@crazyguy75854 ай бұрын
a lot of Love thanks for sharing Bro ☺☺
@MattLakeTA4 ай бұрын
You're welcome :) Have a great day!
@ryanmuoio65694 ай бұрын
This is very useful. Thanks for sharing the nodes! I would've paid for them, but I certainly won't complain about getting great stuff for free.
@MattLakeTA4 ай бұрын
Hey Ryan! My pleasure :) I hope it helps illustrate these things first-hand :)
@TimelessGamingSoftware4 ай бұрын
That’s not useful but ok
@crazyguy75854 ай бұрын
i just came here to say thanks a lot for amazing video presentation in Unreal Fest 2024 video lot of new things to learn today. you got new subscriber too 😍
@MattLakeTA4 ай бұрын
Hello there crazyguy7585! That's very kind of you to say thank you - you've made my day! I hope it was educational :)
@crazyguy75854 ай бұрын
@@MattLakeTA 🥰🥰and also thanks for ur plugin which is really amazing and very helpful for unreal community
@CMak3r5 ай бұрын
1. Export camera as FBX. 2. Create cine camera in Unreal and import your FBX camera into it.
@exodst.5 ай бұрын
This is an absolutely god-tier plugin! You will never understand how grateful I am that you made this plugin free and just for making it at all. I spent all day yesterday trying to figure out a reasonable way to optimize all my AI characters because the skeletal meshes were tanking my FPS. I looked into Epic's animation sharing plugin, but the documentation was lackluster, and it was extremely tedious. This is exactly what I needed. :)
@MattLakeTA5 ай бұрын
My absolute pleasure! Thank you for this comment it's made my day! It may be worth highlighting that I have a character & animation optimisation talk from Unrealfest Prague that will be imminently arriving on the Unreal Engine KZbin channel, there may be some more useful optimisation tips in there for you! Keep your eyes peeled for that! Have a great day!
@exodst.5 ай бұрын
@@MattLakeTA Will be looking out for it, thanks for the heads up!
@mikepatterson84005 ай бұрын
Doesn't work anymore at all, supported classes class defautls don't work, neither does casting to specific assets from GetSelectedAssets. Casting ALWAYS fails even if it's the exact type you specified in supported classes
@MattLakeTA5 ай бұрын
@@mikepatterson8400 Hi Mike! Sorry to hear you're having troubles. This is working on the latest versions 5.4.3. Around 5.2 the only step that changed was the Class Defaults is now where you set the supported class type instead of the function. Hope that helps!
@osallivan2315 ай бұрын
As soon as I hit the "Activate Cloth Paint", my cloth mesh disappears... any ideas as to why that is happening?
@MattLakeTA5 ай бұрын
Hey there! Did you manage to solve this? We've got a discord if you'd like to jump on discord.com/invite/makucg465T
@x007-w7g6 ай бұрын
I using the `import sys` in my module test, which I import the test module into UE, and call the function which using the sys, it can't find the sys module definition
@MattLakeTA6 ай бұрын
Hey! Can you provide your code to see what is going on?
@x007-w7g6 ай бұрын
@@MattLakeTA I fixed it after I using the importlib.reload the module
@MattLakeTA6 ай бұрын
@@x007-w7g amazing!
@AFeblowitzFilms6 ай бұрын
How would you use this to enter text from a textbox input into your script?
@MattLakeTA6 ай бұрын
@@AFeblowitzFilms if you get the string value of the text box you'd be able to send the value to the function :) hope that helps!
@MrBudoro6 ай бұрын
Thanks, you literally saved me from 1 week of manual clicking in production.
@MattLakeTA6 ай бұрын
@@MrBudoro happy to assist MrBudoro!
@HymenopusD7 ай бұрын
Thank you) You helped me a lot!
@MattLakeTA7 ай бұрын
Happy to help!
@jacobsiler42207 ай бұрын
Very efficient and helpful, just what I was looking for thanks!
@MattLakeTA7 ай бұрын
Happy to help!
@itstunda52807 ай бұрын
Hello I enjoyed watching your tutorials and I followed of the the instruction to a T, but when I call my python script that is in a folder from ue5 it doesn't do anything, not even an error.
@MattLakeTA7 ай бұрын
Hey! I would start to break down the problem piece by piece. First id made sure that the python node is firing, perhaps replace your script call with a basic print to make sure it's triggering and that is not the issue. If it is, then I'd move into debugging your script - are you calling the whole script? Are you calling a function? Break it down with some basic prints and see if it executes! Hope that helps
@ArslanAli-yc3yg8 ай бұрын
Thank you for such an easy instruction. Totally worked!!!
@MattLakeTA8 ай бұрын
Happy to help buddy
@dannywijaya92918 ай бұрын
thanks! it works for me except for pytorch. numpy and others module works just fine except pytorch. it said "[WinError87] The Parameter is Incorrect" please help 🙏
@JamesMorford8 ай бұрын
Quick and informative, thank you.
@BrunoSommier8 ай бұрын
thanks for your helpfull tutorial. NEWBIE QUESTION :In my python script I have a return in a function to return value that is use in another function. but when the return is call, is exiting the script to the output, is it possible to have 2 type of return, one internal that give back the variable I need and one for the output message to print string ? hope it's clear
@MattLakeTA8 ай бұрын
Hello! Glad you found it useful! Id probably have it split up into multiple functions in the script to prevent that from happening!
@BrunoSommier8 ай бұрын
@@MattLakeTA thanks. ChatGpt told me that it's not possible to have different return type😀 So I have to avoid internal return (making a long script not using multiple Def function) With you're help, I'm on the point to autiomatically create multiple shots with a nice folder structure> One point more, do you think it's possible to automaticaly create a shot + camera (in it) using python ? or it's better to do it in the utility widget
@MattLakeTA8 ай бұрын
@@BrunoSommier Absolutely it is possible in Python - I've previously made automation scripts that build cinematics for my previous titles :) Very useful indeed!
@BrunoSommier8 ай бұрын
@@MattLakeTA and how do you create a camera in the shots, do you use python or the utility widget ? (if you gave a link to somet doc, I could have a look)
@MattLakeTA8 ай бұрын
@@BrunoSommier I've done it with Python in the past.
@BrunoSommier8 ай бұрын
Thanks for your tuto. Could you explain how to call a python script that is saved on disk, instead of putting all the code in the node
@MattLakeTA8 ай бұрын
Hey there! I have several other tutorials, one includes exactly what you're after - kzbin.info/www/bejne/gV6xgKaOfcahgqc and another for inputs & outputs - kzbin.info/www/bejne/eHKwZpaoopJ1g68 Hope that helps :)
@VeeIsDead8 ай бұрын
I dont know what's happening but I'm not getting that bulk Edit option under that tab. doesnt matter which developer's materials I select
@MattLakeTA8 ай бұрын
In recent versions the language use on the button has changed, in 5.4 it now says "Edit Selection In Property Matrix" instead of Bulk Edit. Just look for the Property Matrix text and you'll find it :)
@VeeIsDead8 ай бұрын
@@MattLakeTA thank you, but I dont have nothing, my project is on 5.2. Saw a comment on forum said they have removed it due to some issues? I'm assuming they've brought it back post 5.2 with different name.
@louisobrien33119 ай бұрын
is it possible to move this camera around a scene with its keyframes?
@MattLakeTA9 ай бұрын
As in offset the entire animation of the camera? If so, then attach it to another actor and move the actor the offset you desire :) Or an additive layer!
@geodesic989 ай бұрын
Thanks a ton for this. Super duper helpful.
@MattLakeTA9 ай бұрын
My pleasure!
@aika99389 ай бұрын
I cant see 'execute python script' Can anyone please help? Using UE5.2
@MattLakeTA9 ай бұрын
You need to be in an offline blueprint like an Editor utility widget, you cannot run Python in normal blueprints.
@kittyface279 ай бұрын
How can I import a camera with an aim that has a point constraint?
@MattLakeTA9 ай бұрын
You'll first need to bake the data down then export :)
@grit-mike9 ай бұрын
Where would this call function be put to use, Matt? I need a for dummies (aka me) example. :)
@MattLakeTA9 ай бұрын
Say for example you had some float values that were driving a blendspace; rather than having the float values calculated in the event graph - you could use the Call Function node, or the Functions on the Blendspace node to calculate the floats as and when they were needed rather than all the time. This will keep functions contextual and only running when needed.
@summer.vfX-trem9 ай бұрын
Hi, the best trick I was looking for month, in order to use sequencer as an artist (with feedback when pressing play). how could you found a such nice tip !! I don't know why but the boolean function is not working but the float one is working like a charm
if i put the file in my content and build the game for android ? will this still work
@MattLakeTA9 ай бұрын
Python is offline only, no runtime execution.
@Youshisu9 ай бұрын
hey, this is code to import only if its not imported :P (maybe somone needs that) import sys sys.path.append(r"path to folder") if "tutorial" in sys.modules: import tutorial import importlib importlib.reload(tutorial) else: import tutorial
@vladjurat10 ай бұрын
wow! Very interesting feature. Looks like an alternative to the node functions and Property Access, but is it really safe? Thank you for discovering this!
@lordmo341610 ай бұрын
Hello. Kinda a bit offtopic but Is there a quick way to get that manny rig with all the additional helper bones on custom characters?
@MattLakeTA10 ай бұрын
You could copy the skin weights from one mesh to another in Maya perhaps? :)
@lordmo341610 ай бұрын
@MattLakeTA are you on discord so we could talk about it better. I just need you to clarify somethings for me... thanks
@kittyface2710 ай бұрын
Do the cameras autoamtically go to where they are in world space in maya? I have a dragon flying scene and the cameras are around a large area
@MattLakeTA10 ай бұрын
Animation data is always relative to it's parent, so if the camera is in the root of the hierarchy, and not in any groups, yes the data will be in world space from Maya to UE. :) hope that helps!
@ericdrob11 ай бұрын
Heck yeah!!
@mtt_05411 ай бұрын
hi man, im doing a game for a school project and i need help for a few thing, where can i talk with u? Sorry for my bad english
@MattLakeTA11 ай бұрын
Hello there! I'm available on here, Twitter, or feel free to join the Discord server :)