Substatre supported ? I got this error if I try to open your custom_water_mat/BP/WaterSystem folder after migrate to my project. Bound : Uniform Buffer[FOpaqueBasePassUniformParameters] with Hash[0x1a4d01b1] Expected : Uniform Buffer[Substrate] with Hash[0x09701141]
@CGDealers15 сағат бұрын
No, substrate is not supported.
@Hexxgon17 сағат бұрын
Hey After i finish i get this error : [SM6] Function MF_SlopeMask: (Node PixelNormalWS) Invalid node PixelNormalWS used for Normal input. Been trying to figure out how to get around this . Anybody got any advice? Comes up during the SlopeMask section 16:06 of the video.
@CGDealers15 сағат бұрын
Join our discord where the community will help you out : discord.gg/V54ZRUTw
@MrPangahasКүн бұрын
any way the trampling be related to like a variable specific to the player or npc,Im thinking like a variable weight/mass so a heavier player or npc tramples more?
@CGDealers19 сағат бұрын
You can make a connection via blueprints in realtime to the foliages if you want to make a formula that is calculating mass of the player how affects the foliage. This will be heavy tho. The other way is to have a set of data table with mass per npc/player and use that.
@wraith8572Күн бұрын
I've been subscribed for a long time, love your videos. Thanks for sharing your knowledge!
@user-pk6sh6bb4jКүн бұрын
сделай более подробную презентацию своего курса. минут на 10 как ты обычно видео делаешь. и желательно бы его обновить до 5.4 со всеми новыми фишками
@astralstormgamestudios1259Күн бұрын
How's the performance?
@CGDealersКүн бұрын
Its green. They swap to static mesh once you are out of the interaction radius.
@astralstormgamestudios125923 сағат бұрын
@@CGDealers Nice! Does it work with PCG? Im not a patreon but consider it cuz of this project
@CGDealers19 сағат бұрын
@@astralstormgamestudios1259 Well I did not make it so I'm just throwing ideas how would I approach it.
@astralstormgamestudios125919 сағат бұрын
@@CGDealers yeah but, if the PCG system recognize the interaction system?
@AlessandroGardiniКүн бұрын
Your content is very valuable. Thanks for sharing. I don't know if there is a possibility, but would it be possible to activate flattering in a random way? So that only some plants would be permanently deformed, as if they had been stepped on.
@CGDealersКүн бұрын
That is a good idea. I could do that yes. It will be easy.
@EmmanuelSargonКүн бұрын
Can you please make a video on best budget PC parts for Unreal Engine 5, especially for new users?
@CGDealersКүн бұрын
Never thought about it. However in have a channel dedicated for that in my discord.
@Djonsing2 күн бұрын
14:50 Why couldn’t you immediately edit the video before posting a video with an error, and waste time on it?😳
@CGDealers2 күн бұрын
Teaching you how to clean up your graphs to look good.
@mmmeiw2 күн бұрын
Thanks for the tutorial!, just 2 fixes that i want to share for those having these problems, before starting the tutorial, turn on the plugin Procedurial Content Generation Framework, or you wont find the PCG component, and if your spline doesnt spawn any mesh, open the PCG_CopyPointsWithHierarchy, and connect the input Copy Points Target and copy points out node to the in, in the execute blueprint node, mine came unplugged for some reason, after that it should work.
@CGDealers2 күн бұрын
I'm pinning your comment so people can avoid those mistakes :)
@r2artCH3 күн бұрын
Can we modify Gaea landscape in other 3d modeling software such as blender before we import it to UE ? for example I want to make tunnel on the mountain.
@CGDealers2 күн бұрын
Yes, export it as FBX mesh and use sculpt brushes in Blender.
@kellowattentertainment3 күн бұрын
I hope that you will include a spine system for the river. so that it can be curved in any way
@CGDealers3 күн бұрын
There are splines to create the river.
@doctormohamedabduls88485 күн бұрын
if yuotube demonitises, then its a goooooood Kontent
@zimingpeng84185 күн бұрын
Hi! thanks! May i ask a question? Do you know why i create customeized material and used this Wind Component, but there is not wind effect happend?
@CGDealers3 күн бұрын
No idea. We need to see your material setup. Join our discord sever to get some help. discord.gg/yM5ZW8GaZC
@zimingpeng84183 күн бұрын
@@CGDealers thanks!
@MrTbob4185 күн бұрын
A bit late to the party. I'm starting this tutorial and I can tell I'll get a lot out of it, so thank you in advance. A bit of a criticism though: I'm aware there is a time constraint but still, the issue with what you are doing, like a LOT of people doing tutorials, is lack of explanation for the actions you do. For example, "Now we are going to use a function XYZ and connect that to the result, and now we have a value of XYZ in result" - yes, obviously, but what exactly is XYZ and how does it relate to everything else? Just a pet peeve of mine I guess, but thumbs up anyway because the video is miles above most in quality AND explanation despite not being as in-depth as I personally would like^^, even the ones under paywall. And anyone who feels like me, get used to googling these unexplained pieces of code because otherwise you are just copy pasting and it will be a lot harder to actually learn to do things by yourself. (Again, this stuff is free, thank you for the hard work. If I finish it, coffee is on me )
@macko50006 күн бұрын
Does it work on 5.3?
@CGDealers6 күн бұрын
Yes
@sandeepkumarsethi56356 күн бұрын
i did everything right but i am getting an error [SM6] Function MF_DefaultLayer : (Node Texture Sample) Sampler type is Normal, Should be color for.... what should i do
@CGDealers6 күн бұрын
Join our discrod. The community will solve it : discord.gg/GFEjhbUGQM
@MATVOFFICIAL_Allah_is_the_best7 күн бұрын
hi my fog cart jsut looks liek a less opacity white textured plane, why?
@BrandonLeeSmith7 күн бұрын
theres no way its this difficult. Please tell me this is an old video and there is an updated solution to exporting to Unreal?
@CGDealers3 күн бұрын
In Gaea 2.0 there might be.
@AdamBarkerThe7 күн бұрын
Hey I am new to unreal and had a question, is there a way to make the foliage move towards my player or stick to them?
@CGDealers3 күн бұрын
Join our discord sever to get some help. discord.gg/yM5ZW8GaZC
@grumpy_wolfman.8 күн бұрын
Thank you!
@CGDealers7 күн бұрын
You're welcome!
@Borszczuk8 күн бұрын
For me the water looks odd around the cube. It's because cube is not moving faster than water current, therefore it should not leave any trails behind - this is not a motorboat. In fact the water current is usually faster than the object because of its mass, therefore (IMHO) should be some foam etc rather happening in front of the cube. I'd watch some videos with drifting objects
@CGDealers8 күн бұрын
It is still second version. I will improve that. Thanks for the feedback!
@Dx2Tony8 күн бұрын
Hey, 12:25 to 12:30 the ocean changed around the island... How did we fix this? On Unreal 5.4 the ocean forms around the splines and creates a long shoreline... Any and all help would be appreciated.
@CGDealers8 күн бұрын
The ocean plugin has controls. Enable them and shape the shoreline and forms.
@MaVmAnRoS8 күн бұрын
Hi, thanks for the tutorial. For the volumetric fog shader, I don't get why you're using a custom node instead of the "ObjectLocalBounds" or even better "BoundingBoxBased_0-1_UVW" which seems to do exactly all the operations up to the channel mask?
@CGDealers8 күн бұрын
You can use ObjectLocalBounds. This video is a bit old now. Feel free to modify and optimize it. The final result is what matters :)
@weed9r8 күн бұрын
Why does the foam go away from the shore? Shouldn't it be go away from the center?
@CGDealers8 күн бұрын
I dont understand what you mean. Be more specific pls.
@Borszczuk8 күн бұрын
@@CGDealers He asks about these "waves" at the shores - these usually goes from the water to the shore - your goes opposite.
@weed9r8 күн бұрын
@@CGDealers The foam near the river bank. Shouldn't go towards the land? These waves are orientated the wrong way
@CGDealers8 күн бұрын
@@weed9r yeah got it! True! Will be fixed :)
@FredrikBlixt-mn9re9 күн бұрын
Will this support when wind is blowing etc also? was thinking about getting this for my open world, on your patreon.
@CGDealers9 күн бұрын
Actually if you are using quixel foliages you can enable the wind via their shader and it will work right out of the box.
@FredrikBlixt-mn9re8 күн бұрын
@@CGDealers ah okay, that is awesome, thank you so much :)
@ARTIKTv-hz9cw9 күн бұрын
Hello, I bought your files for the landscapes but it doesn't work for Unreal Engine 5.4? can you update them? does it work with Unreal 5.3.2?
@CGDealers9 күн бұрын
They work. Go and watch how to install them. I already replied to you in patreon.
@TheGagarin129 күн бұрын
You are Fuc***ing genius <3
@CGDealers9 күн бұрын
😀
@joedoorman9 күн бұрын
Thanks for the video man, super valuable! Dash is quite awesome!
@CGDealers9 күн бұрын
No doubt!
@rhysekohler92639 күн бұрын
Click on the icon next to the fire 🔥 symbol 3 flat lines on the right and click show graph toolbar this is not on by default
@HmmIndeedQuite10 күн бұрын
I followed all steps to the best of my ability but I still cant seem to get it to work on any textures, Ive looked through the comments and tried their suggestions but nothing seems to work, Ive been needing this features quite badly. It might be because I'm on a mac but that shouldn't cause that many problems. If anyone could help trouble shoot that would be a huge help.
@CGDealers3 күн бұрын
Should work. Join our discord sever to get some help. discord.gg/yM5ZW8GaZC
@matteo.grossi10 күн бұрын
Displacement option is greyed out in 5.4.
@CGDealers8 күн бұрын
Enable it in DefaultEngine.ini file
@PatrickTheDM10 күн бұрын
Nice!
@CGDealers10 күн бұрын
Thanks!
@Celticninja01110 күн бұрын
things have changed obviously, because that blew up my map to really stretchy proportions
@CGDealers3 күн бұрын
Should work. Join our discord sever to get some help. discord.gg/yM5ZW8GaZC
@kellowattentertainment10 күн бұрын
I hope the next polished version will come out soon. This is so much better than the Unreal water system. This is just the second version too.
@CGDealers10 күн бұрын
The next one is focused on Character swimming animations and polishing. After that we will iterate on water physics and realism. Still a long way to go but it looks good so far.
@masterybegins10 күн бұрын
Do you plan to put the system on the unreal marketplace anytime soon? And what about an integration tutorial with ultra dynamic sky, weather effects and stuff? And shouldn't the version be like 1.1.0 where the last number is when a bug fixing patch comes and the middle one for updates?
@CGDealers10 күн бұрын
I'll put it on unreal marketplace soon. For the moment I don't plan to integrate it with ultra dynamic sky, but maybe in the future once I have all the features that I want, I will do that.
@user-hk3iy1oq4b10 күн бұрын
Watching while drinking cprite. Feels more sparkling. Thank you!
@CGDealers10 күн бұрын
:D Nice!
@Yamagatabr11 күн бұрын
This channel is gold!
@CGDealers11 күн бұрын
Thanks :)
@spacekusa12 күн бұрын
Where can I find the files? I dont see them on marketplace.
@CGDealers11 күн бұрын
Https://patreon.com/CGDealers
@peiliangwu540612 күн бұрын
HI! I created a function node named "Input in" and changed its Input Type mode to "Function Input Static Bool". Additionally, I created a new Static Bool node and connected it to the Preview of the "Input in" node. After saving, the U_E_5 engine displayed an error message: [SM_5] Cannot cast from static bool to bool. How can I resolve this issue, or should I use a different node?
@peiliangwu540612 күн бұрын
OK ,The issue has been resolved.! thanks!
@MatiasPiens12 күн бұрын
Hello, what material or Quixel surface did you use for your ground floor on your fist Demo ?
@vevisel12 күн бұрын
Amazing tutorial! I'm new to unreal engine and this video was comprehensive and well thought out. Thanks!
@CGDealers12 күн бұрын
Glad it was helpful!
@rafaelvictor552712 күн бұрын
Does it manage assets saved in a appointed computer directory or only those inside each specific unreal project? I'm looking to build a offline asset library to use in multiple ue5 projects, like what can be done in blender, for easy access in each new project without filling my ssd with unnecessary asset copies.
@polygonflow12 күн бұрын
No, but kinda yes. Once you have tagged assets in one Ue project they are searchable and usable in all your other UE projects! So this means you could add all your assets to one UE project and make the tagging once, then you got them all easily accessible as you described in all other UE Projects! 🙂
@T1mothyTee13 күн бұрын
Can you change the seed during runtime for proceudral expereinces/games?
@polygonflow12 күн бұрын
Sadly not! The tools are editor only right now 🙂
@OoJxCorrey13 күн бұрын
Hello, Well i have WM 4031 and its a bit different. in UE 5.4 the Landscape is really small. I tried to use all your settings and World Partition is running but its small. What can i do to make the LS way bigger ?