Awesome, worked perfectly and you explained it so clearly. Cheers!
@shlomon348329 күн бұрын
Thank you, keep it up :)
@MorriganGameDevАй бұрын
I forgot one detail in this video: in the B section of the flip flop, between "set visibility" and "set input game only" you should have a "set Widget Inventory" node, with no asset loaded. This allows us to empty the inventory widget when closing the inventory on pressing I. Not doing that results in the inventory being built multiple times with the "create inventory" function, which displays the inventory multiple times, leading to items showing more often than they actually exist.
@kopfstrohАй бұрын
Dude Ilysm
@noamlaros3965Ай бұрын
Thank you so much? there's not much simple tutorials like these on KZbin for ue5
@amigoface2 ай бұрын
tutorial please ?
@chaosordeal2942 ай бұрын
Noice topic. I must learn this technique.
@Internet_Enjoyer3 ай бұрын
thumbnail nothing to do with this video, wtf.
@user-xd1jn4kd6b3 ай бұрын
Legendary music
@OMARSAWY-nj8ps3 ай бұрын
bro , how to scale this up into a planetary size?
@MorriganGameDev3 ай бұрын
That depends on what you want to do. You could try to get a reference scale, let's say the planet is 1000 Unreal unit, and scale everything from there. I would not recommend trying real life scaling as it's very underwhelming and not representative of what you see in every movie/video game (pretty much things are too big or too spaced out). If it's for a background and there's no interaction, just think of where the camera will be and scale everything to look nice on camera (or from a player point of view). If you're trying a No man's sky type of scene where you have an "accurate" planet with "accurate size" well that's gonna be way more complicated and beyond the scope of the video. So, it really depends on what you have in mind, but, once again, having a planetary scale is tricky as things will likely be too big or too spaced out. If you have a specific idea in mind and want to share it, maybe I can give you a more accurate/detailed answer for your scenario
@aftonskyy18183 ай бұрын
you are my life saver
@Schwarmkiller13 ай бұрын
Wow nice, check the Shortcut "S" and press the left Mousse Button (Material Graph) to create directly a Parameter for the Instance.😅 Thx
@1d33f1x33 ай бұрын
Perfect, thank you! Also, one mistake I was making was using the same seed for each surface sampler, make sure you change your seeds!
@kiPROBRos3 ай бұрын
Excelent, thank you.
@iballajeronimoacuna93753 ай бұрын
Good video! Straight to the point! :DDD Thank you so much
@PEDBRA3 ай бұрын
Thanks a bunch
@Michael-ty5dl3 ай бұрын
Hello, what should I use in UE 5.4 instead of mesh to points?
@MorriganGameDev3 ай бұрын
If you are using an earlier version of Unity where the Main Light direction node is not available: I made a video on how to create a custom node to achieve the same effect. kzbin.info/www/bejne/mIi1n59jeKajoZY
@parkerrallieshope4 ай бұрын
There is no Main Light Direction node... Unity 2020.3.36f1
@MorriganGameDev3 ай бұрын
Hey, sorry for the late reply. You are right, I forgot that this is a recent addition to the shader graph. So I made a video explaining how to get a custom node to have the same effect in earlier version of unity. It is short and not complicated: kzbin.info/www/bejne/mIi1n59jeKajoZY
@parkerrallieshope3 ай бұрын
@@MorriganGameDev It works now, but it doesn't really work with realtime point lights.
@MorriganGameDev3 ай бұрын
@@parkerrallieshope Yeah unfortunately it's only for directional lights (main light in the scene). I don't know how (and if it's possible) to apply that with point lights
@UgandaMagus4 ай бұрын
Would you make a more detailed video of this project ? I'm learning programming in C# and want to try to make a TCG on Unity but I still don't know much. Or maybe we can chat in Discord for you to help me
@MorriganGameDev4 ай бұрын
I was planning on doing more on this project but I got too much work right after uploading it. I'll try to get back to it soon.
@MorriganGameDev4 ай бұрын
In the meantime here's some things you can look up/learn more about that will likely be used for your project: 1) Scriptable object: Have one scriptable object "card" that will contain the values for each card, such as art, name, description, effects (for example attack and defense to keep it simple), etc. 2) A game manager class (likely called GameManager.cs) to take care of the main events during the game such as turns (player 1 vs player 2), current effects happening, life points, max cards in hands maybe, etc. This would serve as a central point for running events. 3) UI and VFX are usually what come last in game dev, but when making a TCG game it can always be nice to work on them as you develop to get an idea of how things will look like. I'm using the old unity UI system but the new UI system works great too and there are a lot of tutorials/documentation available for both. Definitely look into that.
@greghaas44334 ай бұрын
Awesome tutorial.
@BlamekTM4 ай бұрын
Good Video! Straight to the point :D
@underbelly694 ай бұрын
brilliant
@DronX_5 ай бұрын
I have mesh sampler to source copy points, in target static mesh spawner. in editor works very well, but in package project is not working. any idea?
@MorriganGameDev5 ай бұрын
I am unsure. Do you have more details you can share? That might help me answer you. Also, are you using UE 5.2 or 5.3?
@SleimanTuts5 ай бұрын
Here for the continuation. I want to play the game so you have to finish it.
@MorriganGameDev5 ай бұрын
Important notes regarding the video: - In UE 5.3 the socket to points node does not exist anymore. It appears in the doc but not in the plugin. I haven't found any information about that change. Unfortunately, I haven't found a way around it yet. If I do I'll update this comment answer it myself - As @victorgross3722 mentioned, "density noise" is now called "attribute noise". It's the same node. It has 2 more properties (input source, output target) that are, I believe, referring to the backend code for the noise and have not much to do with the functionality of the node so you can ignore them/ - I don't go in much depth in the video about spawning objects on top of other meshes. To do so simply use the normal to density node with a value of x= 0, y=0, z =1. Feel free to play around and sidechain them if you want more specific spawning but the base logic is here. Depending on the mesh it's not always perfect so you might have to play around different values on density filters and normal to density to spawn where you want. - Normal to density HAS TO be placed before density filter in 5.3 otherwise it won't work. In 5.2 the order doesn't matter but it does in 5.3. Noise nodes should follow this order: attribute noise -> normal to density -> density filter.
@victorgross37225 ай бұрын
Still trying to figure out how to get this tutorial to work for days now, and I'm now convinced 5.3 completely broke it. First, a tip to anyone reading, "Density Noise" node is gone with 5.3, and is now called "Attribute Noise". I'm at the end and I can't get the mesh to spawn on top of the other mesh, only difference is I'm using a cube and the "SM_Statue" that comes with the starter content. The node "Normal to Density" doesn't seem to do anything no matter what values you place in it. Although, with "Debug" enabled, it changes the color of the points on the mesh like it does in the video, which I would think would mean something but nope. It still covers the entire mesh with the second mesh instead of just the top like it should be doing. Not to mention, I never saw in the video it having the mesh on top of the other mesh. The only part shown was at the end with doing the mesh on the SIDES of the other mesh, not the top, but you did a smash cut with a big node cluster without showing how it was made, which would be fine and easily replicated, if not for the fact that you have yet another node, I believe called "Rebuild Point Rotation from Normal", that is ALSO NOT SHOWING in 5.3. Fantastic tutorial and exactly what I wanted (and still perfect for 5.2), but I'm guessing somebody at Epic decided they needed to make changes to the engine version for 5.3 and PCG content because... reasons. Not helping is that I can't find anyone talking about it online, either.
@MorriganGameDev5 ай бұрын
Hey thanks for your comment and tips about 5.3. I will be downloading it soon and I'll try to see for myself what has changes from 5.2 to 5.3 and hopefully I'll also be able to bring more information about changes of nodes and missing elements.
@MorriganGameDev5 ай бұрын
For normal to density: use it before the density filter and it will work. Noise nodes should follow this order: attribute noise -> normal to density -> density filter. This is purely a 5.3 thing, the order does not matter in 5.2. To spawn on top of a mesh use the values x=0,y=0, z=1. I don't go in much depth in it in the video as I was focusing on the process rather than a specific outcome. If you want specific spawning, the idea is that you may need to sidechain a few normal to density nodes and density filter nodes until you have what you want. This depends on the mesh and that's why I didn't dive much into the big node at the end, it wasn't my focus. But I wasn't very clear about it for sure. It seems that sockets to points is gone. No idea why and how to find a way around it. Can't find information on it. I put a comment that I will update if by any miracle I find a way around it, I'll also answer your comment again if I do. But I have little hopes, at least for the current version of PCG. It's still experimental so things like that are bound to keep happening unfortunately.
@victorgross37225 ай бұрын
@@MorriganGameDevDear lord, thank you! I finally got it working. Once again, I'm discovering a single node in one tiny wrong place makes everything go haywire. That's too bad about the sockets, it seemed like the easier method at least to me. Again, thanks for the help.
@Vlastfom5 ай бұрын
thanks you so much
@RaygenStudios5 ай бұрын
nice!!
@victorgross37225 ай бұрын
Tutorial was going great until the 1:06 mark. The node "MeshSocketsToPoints" doesn't exist in 5.3 and I can't find what, if anything, it was renamed to. According to the documentation for 5.3 the node is still there by the same name, but it will not show up in the engine.
@melthe3dartist5 ай бұрын
pretty straight forward thank you!!
@Silvieson6 ай бұрын
how do you add the movement of the asteroid field like at the beginning of the video?
@MorriganGameDev6 ай бұрын
It's simply some camera movement and not the asteroids
@usercontent21126 ай бұрын
Thank you for making Unity Foliage tutorials! I watched some in Unreal but I couldn't apply very well in Unity.
@MorriganGameDev6 ай бұрын
yeah it's easier in Unreal, you don't have much to do but in Unity you need to do more steps, so it's hard to transfer the skills from UE to Unity (but easier to transfer from Unity to UE once you know how to do that)
@MorriganGameDev6 ай бұрын
If you don't come from the previous tutorials and it's your first time-ish using PCG: you need a landscape object and not the default plane. I don't mention it explicitly in this video, but you need to create a landscape.
@Ed-zo2ef6 ай бұрын
wonderful
@maplesnag27216 ай бұрын
Hello, i followed up until 2 minutes and when i plug in my PCG graph and hit generate it does not generate the static mesh i introduced, did i miss a setting?
@MorriganGameDev6 ай бұрын
It could be multiple things. I'll try to help you as much as I can and here's some basic idea for a fix at first 1) I believe PCG is still experimental so sometimes you may witness weird behaviors. You can try closing and opening the project again and it might help fix any problems. I know it sounds simple but it is sometimes actually that simple. 2) Check that the volume intersects with the landscape. Try moving it around and see if something happens. Sometimes the intersection is not as good as we think and nothing gets generated. 3) You could check if your mesh works on its own and if basic spawning with PCG also works on its own. Turn on the debug option on the "transform points" node (or other nodes for that matter) and see if the default cubes are spawned (might have to hit generate in between these tries). Let me know after trying step 3 what is happening and maybe we can see from there if your problem is still here
@maplesnag27216 ай бұрын
@@MorriganGameDev Hello! I followed your trouble shooting steps 1) Restarted and the issue continued 2)I tried moving the volume up and down like in your video, i also swapped out the default "floor" and replaced with a cube, still no go. 3) I regenerated starting with each node, turning debug on one at a time, no cubes were spawned. Any ideas?
@MorriganGameDev6 ай бұрын
@@maplesnag2721 1) Did you try using a landscape or not at all? If not, try it I believe that could be the reason it's not working (just based on your description). 2) you likely tried as well but sometimes you need to press "cleanup" before "generate" again, this can solve some issues The following might sound obvious if you already used a landscape and not just a floor/plane but in case you didn't use a landscape/terrain: Spawning on a landscape requires the actual landscape/terrain object in Unreal not just a plane. You can spawn things with a default floor, it will just be a different approach from the video, but the moment you use the landscape node in PCG it won't work.
@maplesnag27216 ай бұрын
@@MorriganGameDev I did not try use a Landscape, is this a node inside the PCG Graph or are you refering to the landscape mode? I tried the clean up tools and clicked generate again and it didnt work either.
@MorriganGameDev6 ай бұрын
@@maplesnag2721 Alright so in the video we're using the surface sampler, and we connected the input from landscape to that surface sampler (around 1:07). For it to be working we need to use a landscape (or terrain) object. In case you never created a landscape: around the top section of your editor (to be clear; the general UE editor not just the PCG graph editor) you are by default on "selection mode", change that to "landscape mode". This will open the landscape creation tool. Once again if it is the first time you are using that, just choose create, don't change anything, it will create a basic terrain/landscape. Now you can retry generating and it will work (if not, let me know).
@user-tk1op1xh2f7 ай бұрын
I am following your guide, but my materials don't have the hazy "glow" effect that yours do. Where does this come from?
@MorriganGameDev7 ай бұрын
You need to use intensity in the material. So when you create a new material you have different "colors" and "maps" available (base color, normal, etc.). There's one called "emission color" . You need to check it and then change the color from there. It's almost the same as a normal color except that you have an extra slider called "intensity" that appear (the last one at the bottom) so change this slider (it has a value of 0 by default) to a positive number. Go for 2 or 3 at first and play around with this value to see what feels good for your scene
@user-tk1op1xh2f7 ай бұрын
@@MorriganGameDev even with adjusting the intensity level, the material itself does brighten and darken but it's not emitting any light.
@MorriganGameDev7 ай бұрын
@@user-tk1op1xh2f Oh ok I see. Did you turn on bloom in your post-processing? If not, add a post-processing volume (make sure the mode is set to global). Add an override and select bloom. Then change the intensity of the bloom to higher than 1 (somewhere between 1 and 3 depending on your scene is usually enough)
@adamc36077 ай бұрын
There is no "MeshSocketsToPoints" node in 5.3
@MorriganGameDev7 ай бұрын
I haven't tried UE 5.3 yet I'm still using 5.2 at the moment. That's kind of the issue with experimental features: they can change (often). I'm assuming in 5.3 the feature might have a different name but should still be there
@adamc36077 ай бұрын
@@MorriganGameDev I tried a few variations of the name but couldn’t find it, everything else worked well though :)
@MorriganGameDev7 ай бұрын
@@adamc3607 So here's the list of all nodes in PCG (it's the doc for 5.3): docs.unrealengine.com/5.3/en-US/procedural-content-generation-framework-node-reference-in-unreal-engine/ and mesh socket to points appears there. Since I don't have the version I can't verify myself. Did you try just adding a node without any connection and looking the name from there? If it's not there at all it's weird but the doc might not be completely accurate (especially if not properly updated).
@adamc36077 ай бұрын
amazing
@Nixohc7 ай бұрын
How would you add a animation for it to come in. Like a fade like if you trigger an event or something then the ui starts fading away then the cutscene plays. Basically how RDR2 does it?
@MorriganGameDev7 ай бұрын
Since it is a value that is being changed, you can change this ratio value in your animation when there's a cutscene and going back to normal when there's normal gameplay. Then you simply play the animation when needed
@Over_Xelis7 ай бұрын
Hey, I've been following along with these! This is awesome and its been the best thing that I've found recently that gives a pretty updated tutorial on creating an idle / incremental game. I hope you continue with this series! Like and a sub from me!
@5poolcatrush7 ай бұрын
Is it directional light only?? Im trying to prototype an RTS game in space so i need things lighted properly in all directions from point light (aka sun), but all atmospheres i can find including best paid store assets are working with direcntional only. What is the point of directional wall of light in space lol..
@MorriganGameDev7 ай бұрын
Yeah it's directional light only. The idea is that you usually have one main light in most scenes where you can add complementary lights (not always true but a general pattern). The same goes for space you rarely encounter more than one main light (the actual star). For your system you could look into creating a custom light shader maybe.
@MorriganGameDev7 ай бұрын
There's a chance you already saw this code but here's how you could create a custom light node. Once again it's for the main light but maybe this could help you gist.github.com/simonbroggi/672b979ca37b01db752e0087b26315ab
@EclyseGame7 ай бұрын
very clear tutorials, very nice voice over and explanation, congrats and thank you
@Sillymonkesvr7 ай бұрын
how do i make this my skybox ain unity. also, underrated channel
@MorriganGameDev7 ай бұрын
Once you import your image into Unity you need to create a new Material. In this material you need to change its type to skybox. Then you have multiple options like 6 side cube skybox, panoramic, procedural. Either choose panoramic (I believe this is only available in URP though) or 6-sided. If you choose 6-sided you need to place the image 6 times for each face. For panoramic you only need the place the image one time. Once you're done with the material go into window/rendering/lighting (top menu), choose the tab "environment" and in the skybox material use your newly created material.
@oliviachoir7 ай бұрын
@@MorriganGameDev hello, what file type do I export it as from blender into unity?
@MorriganGameDev7 ай бұрын
@@oliviachoir Go for PNG this way you keep the quality of the image
@ockiyacliff902025 күн бұрын
truly underrated .. @morriganGameDev do you have a video for this?
@user-kb2qz3gj6k8 ай бұрын
Thank You bro !! 👍👍 Waiting to watch the next episode.
@legato30678 ай бұрын
thx you. you solved a problem i had :)
@unreal_metronomus6788 ай бұрын
Great video series. Thanks! Could you maybe show how to use packed level actors in combination with pcg? And how to connect pla with splines in pcg? A more advanced topic, but extremely useful…