Intro to Decals [UE5]
18:49
11 ай бұрын
Niagara Collisions | Niagara [UE5]
21:50
I'm starting on a new game!
10:40
2 жыл бұрын
Пікірлер
@ogradus
@ogradus 21 сағат бұрын
Nice RS music! ❤ It put me in the nostalgia state.
@deebee5378
@deebee5378 2 күн бұрын
Is there a way to clear all of the forces added by being hit? I hit my character with a lot of objects and put them into ragdoll. After ragdoll resets and I hit them with a single object, their physics goes crazy. I can't figure out how to clear it so it reacts to single hits normally again
@seikogaming4202
@seikogaming4202 2 күн бұрын
Runescape music ❤ And all i need yeeaahh ! Let's watch all playlist 😁 I'm french but let's try hard to understand all 💪🏻
@tmdquentin5095
@tmdquentin5095 4 күн бұрын
Perfect thumbnail
@PrismaticaDev
@PrismaticaDev 4 күн бұрын
OH LORD ahahaha
@markbay9275
@markbay9275 5 күн бұрын
Fantastic. Most helpful weapon trails video. Cheers!
@Donxzy
@Donxzy 5 күн бұрын
Just started my UE5 journey and this is very useful
@Lusiogenic
@Lusiogenic 6 күн бұрын
Wow, awesome, you got it stabilized! Looks very natural, congrats!
@PrismaticaDev
@PrismaticaDev 5 күн бұрын
@@Lusiogenic just need to figure out slopes and some funky friction-related bugs and it’s good to go haha
@Lusiogenic
@Lusiogenic 3 күн бұрын
@@PrismaticaDev Sounds good! You're advanced quite quickly, hats off!
@ZoomerMirek
@ZoomerMirek 6 күн бұрын
very good video, I really vibe with your sense of humor. The animations look good too!
@il4w
@il4w 6 күн бұрын
hey another awesome video ! just wanted to understand was there a specific reason when at around 5:30 you subtract 1 from B channels of brick and wood normal maps ? my understanding is you did that to reduce the weight of existing normal maps for brick and wood texture and make the weight of roughness parameter from the decals more prominent to drive the lerps towards brick and wood texture since i see your multiplying the values of the decals's roughness by 2. Your videos have helped me a lot as I am working on a multiplayer online shooter game so thank you again !
@PrismaticaDev
@PrismaticaDev 6 күн бұрын
@@il4w hey hey! I was using a technique called ‘height Lerp’ which I have a video breaking down :)
@shinin645
@shinin645 7 күн бұрын
These demo are so straight forward and easy to understand! Thank you so much for making these.
@archcast5550
@archcast5550 7 күн бұрын
you again!?? wow ! i better subscribe!!!!!!!!you keep on appearing everytime i search for ue5 helps...ty tyty
@gmalexander722
@gmalexander722 7 күн бұрын
Mate take it step by step. You jump frenetically all over the bloody place without slowing down and showing how you got there. It's more descriptive than didactic. Personally found it useless compared with Unreal Dev Community's own multi-video in-depth MetaSound tutorial series.
@LollyPoppi
@LollyPoppi 8 күн бұрын
Could be use for falling leaves!
@AAgomezAA
@AAgomezAA 8 күн бұрын
Where do i set the VT the spline draws into?
@PrismaticaDev
@PrismaticaDev 8 күн бұрын
@@AAgomezAA on the spline Mesh component you’re creating (inside the blueprint, click on the node and it will come up in the details window)
@issac7787
@issac7787 11 күн бұрын
Thx
@Par8dox
@Par8dox 11 күн бұрын
Anim montage works perfectly thankyou!
@TheHiddenEmpire
@TheHiddenEmpire 11 күн бұрын
I know this is old but do you have a shot of what the montage animations look like?
@NorthernPixels1
@NorthernPixels1 12 күн бұрын
I have been so insanely intimidated by flowmaps I've always just defaulted to UVs and masking all the seams and jank with hacks. The game I'm working on has a lot more dynamic/complex and frankly massive world that I can't be doing that, and I just gotta say this tutorial made things a lot clearer to me. Thanks for putting out these resources, you're a king.
@recsund
@recsund 12 күн бұрын
7:42 dude you're wearing your overlay today
@AW-rj9bo
@AW-rj9bo 12 күн бұрын
Great material and tutorial! Is there a way to make the height change work in UE5? It is staying flat no matter what I do.
@DieAxtimWaldeImSpieleWald
@DieAxtimWaldeImSpieleWald 12 күн бұрын
To be honest I could not quite follow along ... I have a material I created and want to assign "niagra particle system component" to one of my BPs but like I said, I couldn't follow along. Maybe you can explain in more detail how to get there without jumping around without detailed explanation? Would be highly appreciated.
@PrismaticaDev
@PrismaticaDev 12 күн бұрын
@@DieAxtimWaldeImSpieleWald you might want to start at the beginning of the playlist to get more familiar with Niagara and how they’re set up etc
@DieAxtimWaldeImSpieleWald
@DieAxtimWaldeImSpieleWald 12 күн бұрын
@@PrismaticaDev Oh... the video is part of a playlist ... I see. Well then, let's hop into the playlist then and keep fingers crossed :D
@DarrellToland
@DarrellToland 13 күн бұрын
Crikey. These are awesome.
@DarrellToland
@DarrellToland 13 күн бұрын
Nice! Thanks for this. Short and informative.
@wilihey1425
@wilihey1425 13 күн бұрын
god this is so awful to use, and it doesnt work with nanite at all if i want the displacement, this is such a headache 8 hours of work and already nowhere
@DharmaBumm
@DharmaBumm 13 күн бұрын
Brilliant! One question: when you draw in runtime virtual texture from the static mesh, it should only cover the area of the mesh, shouldn't it draw black on the areas outside of the mesh, how come it combines with landscape height also? Can you draw on a single virtual texture from different sources, in this case rock and landscape together, or am i missing something?
@il4w
@il4w 13 күн бұрын
Hi awesome tutorial man , hey could you tell me if I could use this node in local mesh space instead of world space somehow I am trying to learn the material nodes. When i saw this video of yours it immediately struck my mind i could use this in implementing a suppressor' cooldown in my FPS games automatic ARs and SMGs from a hot orangish red texture to its normal black colored texture.. but the thing with that is i want the material to offset within its local x axis space instead of world space which is why i wanted to know about my above query ! Thanks man and cheers to you for explaining everything so well.
@PrismaticaDev
@PrismaticaDev 13 күн бұрын
Hey hey! You should be able to use the "Transform" node to transform from World space to Local space. Alternatively, if you're using an animated SK mesh, you can use the Pre-skinned local/Pre-skinned Vertex Normals nodes to do some cool stuff (Check out my videos on the pre-skinned nodes)
@il4w
@il4w 13 күн бұрын
@@PrismaticaDev thank you much Ill give this a whirl this is awesome
@samgilk5693
@samgilk5693 13 күн бұрын
I have a Niagara system using GPU depth buffer collision and my particles are falling through objects unless I enabled "Kill Occluded Particles". I don't want to do this because I have meshes pass in front of them sometimes. Sometimes they collide and sometimes they move through. Any thoughts why this might be happening?
@PrismaticaDev
@PrismaticaDev 13 күн бұрын
As I touched on in the video, this is because the depth buffer has no idea what is behind any object, since it's projected from the viewport. It's best to only use it for effects like rain and snow, when you don't really notice if a few particles are disappearing. I'd recommend trying Distance Fields or some of the other methods outlined in the video :)
@samgilk5693
@samgilk5693 13 күн бұрын
@@PrismaticaDev Thanks for getting back to me! My meshes are procedural, so I can't use distance fields. The problem isn't that particles disappear behind geometry, it's that the collision is inconsistent and particles pass directly through surfaces sometimes even after colliding. The particles use a mesh renderer with a translucent material.
@mikakalkainen6210
@mikakalkainen6210 16 күн бұрын
Stans previously owned materials!
@lz4090
@lz4090 17 күн бұрын
Hi, you plan to send this to FAB?
@PrismaticaDev
@PrismaticaDev 17 күн бұрын
It's already on there, it was automatically transferred :)
@HugoCortell
@HugoCortell 17 күн бұрын
What do you do if "set material overlay" seemingly does nothing?
@sanketvaria9734
@sanketvaria9734 17 күн бұрын
can these additive poses be T or A pose or I have to pose them as idle pose?
@PrismaticaDev
@PrismaticaDev 17 күн бұрын
They can be any pose at all - it will just measure the difference between the poses and apply it to another pose. It's usually a good idea to use a similar pose to what you're trying to do, however.
@Lusiogenic
@Lusiogenic 19 күн бұрын
Great subject to tackle! There's no perfect solution for this, from what I've seen. There will always be some corner cases to tackle. In my situation, I have found the sphere for feet solution to be the most elegant, because it rolls on rougher terrain and it's a solid volume when the character stands on something. If you do line traces, I don't know how you'd handle the character being or pushed up from below and at the same time conserve the system physical energy.
@PrismaticaDev
@PrismaticaDev 17 күн бұрын
Hey there!! Yeah I ended up trying it out, definitely seems a lot nicer especially since it can handle 2-way friction which can model situations like wearing wet shoes on a smooth surface etc. I'd love to hear more about how you went about handling the self-balancing and generating movement. I've been recommended some kind of PID controller but can't find any examples of being doing omni-wheel movement using it
@Lusiogenic
@Lusiogenic 6 күн бұрын
@@PrismaticaDev Great to hear that! Yeah, if you need a slippery surface/shoes, just slap a physics material on it and tweak the settings and it's done. Jut don't forget to configure the restitution to 0 on the feet sphere to make sure you're not jumping a bit after falling from really high up. That took me a while to fix. 😅 TBH, I didn't try self balancing because I did not think it would add value in my situation. I just constrained it to the vertical. But, from what I hear, PID should work no problem. No idea how to implement it, though. But if I were in your shoes I'd be asking myself if I really need that feature. What cases would it be really relevant for? The thing is you can fake a lot of those cases using animation or by tilting the capsule or using ragdoll.
@Lusiogenic
@Lusiogenic 19 күн бұрын
2:50:16 This is the simplest way to go. I've done mine like that it it works quite well. It even handles relatively large bumps. You can link it using a spring, although it will become complicated when you jump (sphere inertia :) ). I just made mine with a locked constrained and on the feet sphere a physics material that has no restitution.
@Lusiogenic
@Lusiogenic 18 күн бұрын
I have some footage of the character is some Shorts on my channel, if you want to see how it behaves. I can't manage to post them here.
@aurustarsia5244
@aurustarsia5244 19 күн бұрын
I just feel like I have to comment this video. Hi, I’m an indie developer for quite some years now. Me and my small team are working on a game for some time now but we just recently re-started the whole process just to bring some new fresh air to the game. This motion matching system should bring most of the “fresh air”, since it really brings the locomotion and quality of your character’s movement to a completely new level. So I implemented the databases, animations, trajectory and everything and at the beginning it looked fantastic. I felt like god, to see my character behave AAA-ish. But as more things I wanted to add, the more complicated it became. The best example are the footstep sounds. As you know, you must add notifies to all the spots where the feet touches the ground in an animation. Well.. if you just add the notifies in the “move forward” animation, it will not work at all. Because the choosers table (a table that selects the best animations out of hundreds in the current situation) selects another animation all the time. This meant, that we had to add the notifies to ALL the 100+ walk animations. Walk sidewards fwd right, walk sidewards fwd left etc etc. And doing that with more than 100 animations costs time. But we did it. Than, we implemented our weapon system. There comes the other problem. Somehow, left hand IK did not work for this kind of animation system so we just changed the left hand position within the animation for aiming. BUT, with motion matching, there are at least 50 different aiming animations. Also there, we had to adjust the hand for every single animation. Then next, we wanted to add an offset for aiming. It did not work properly because of the motion matching system. And since all of this is pretty new, documentation for fixes or issue-solving is pretty “slim”. We could not fix it yet. And at the beginning, if our character interacts with something and should play a simple animation with the node “play anim montage” or just “play anim” it did not work and the character flew around. Because somehow, the motion matching pose flow could not be interrupted (we managed to fix it somehow). We are planning to integrate a lot of other more complex things. And now, we saw that we focussed too much on that motion matching thing. Which is why we will start all over again to get a new “fresh wind” but this time without the motion matching. For me personally, I think this is not something small studios should put their focus on. We will keep the trajectory and chooser-table-system in the game, since we think it’s a pretty good alternative to the usual blendspace method. But we will just add 5-10 animations for every movement and be happy with that. And I think other indie devs should do the same. The game will be great, but not because of the animations. Sure, it’s important to focus on animation, but it’s more important to focus on a smooth end experience and a clean backend structure, which is not given with the motion matching system right now. But I’m sure it will be better one day.
@JayantChakradhari
@JayantChakradhari 19 күн бұрын
This node is just amazing but isn't there a way to rotate the textures using this node?
@FreezeBadGuy
@FreezeBadGuy 19 күн бұрын
the runescape tunes whie i play runescape watching this earn you a sub buddy.
@GameDevAcademy
@GameDevAcademy 20 күн бұрын
This is a great video. You have earned yourself a subscriber my man.
@CosimoGames
@CosimoGames 20 күн бұрын
ive been subbed for a while but i just realized you have this DevLog series. Very cool to watch whilst I do my Game Dev Diploma Assignment on character animation and NPC AI. I love your attention to realism in the animations. that would take me years to do. Mad respect. you make it seem so easy! Also a Fellow Scaper :)
@PrismaticaDev
@PrismaticaDev 20 күн бұрын
Thanks for watching, dude! I'm actually in the process of re-booting the devlog series after a year hiatus (busy with life and started to prefer streaming over video editing) so keep an eye out for that :)
@CosimoGames
@CosimoGames 20 күн бұрын
@@PrismaticaDev I'm very excited for it! I can respect the choice to stream. Video Editing? Who's got time for that! I have joined the discord to stay up to date. Thankyou for sharing!
@mikakalkainen6210
@mikakalkainen6210 20 күн бұрын
Variablei! Really like your videos.
@Leniv_i_Bezdaren
@Leniv_i_Bezdaren 22 күн бұрын
hello, is time node performance heavy and is it in any way simmilar to blueprint tick?
@PrismaticaDev
@PrismaticaDev 21 күн бұрын
Shaders are calculated and run every frame regardless - Time is just the Time in seconds since the start of the session which is a globally accessible variable. So no, the Time node is just a variable and doesn't actually process anything :)
@Leniv_i_Bezdaren
@Leniv_i_Bezdaren 21 күн бұрын
@@PrismaticaDev Thank you very much for your answer !
@tessabreland1565
@tessabreland1565 22 күн бұрын
intro is so nino kuni esque
@andreww4751
@andreww4751 23 күн бұрын
I was the 2000th like, bless. 👽
@JeffWinner
@JeffWinner 23 күн бұрын
I like it
@ei_supremacy
@ei_supremacy 24 күн бұрын
hello do you know how can I get the refrence of the actors who collided ? i need my system to do damage to enemies when they got hit, i success to get the information that something got hit but not what it is, so i can't apply the damage :/
@ei_supremacy
@ei_supremacy 23 күн бұрын
I succeed but idk if it's the better way to do. So you need to export the position of your collision and at this position you do a sphere trace and break the out hit to get your actor reference I hope it help
@PrismaticaDev
@PrismaticaDev 23 күн бұрын
@@ei_supremacy yep, this is how I would do it as well. You could write a custom function and interface in Niagara but it would be a bit of a hassle haha. It would be cheaper to use a Line trace, and you could make it point in the right direction using the hit normal and hit location
@ei_supremacy
@ei_supremacy 23 күн бұрын
@@PrismaticaDev thank you for your answer, nice to see that my method is good : )
@shingAMarie
@shingAMarie 24 күн бұрын
I really don't understand this tutorial. I don't see any details which tell it which bones to ignore and not in the layered blend per bone or whatever.
@BoristheBlade
@BoristheBlade 24 күн бұрын
09:40 Hmm for some reason my character doesn't perform any physical animation with the "apply physical animation profile" node, it just purely ragdolls. Any ideas why? It's a custom character (the pelvis bone names I tried are correct) (the character isn't that unusual I promise) (ok fine its a Jurassic Park style Velociraptor please stop judging me)
@PrismaticaDev
@PrismaticaDev 24 күн бұрын
You might need to manually apply the Strength of the ragdoll. I forget the function name... Just drag a pin off the Mesh and search for Strength or Set Strength or Apply Strength haha
@DinoClaudDesign
@DinoClaudDesign 25 күн бұрын
Thanks for the great tutorials and streams. Still haven't finished all so much good stuff 👍 . Question about combining the single water material with the flow map. What's the best solution to match normals ( waves ) with the flow ( if possible ).
@witheredrednight666
@witheredrednight666 25 күн бұрын
1:31 - Collision event isn't working for me even though I have checked all my models have collision on them, is there something I need to tick off ?