Creating an editor utility to give a presentation on editor utilities is the most technical artist thing I've ever seen and I love it
@JordanParsons8087 ай бұрын
This guy's intro and tying it to a legit real-world example was fantastic. Can't wait for future demos from him 👏🏽 Mahalo 🤙🏽
@andreyalekseev31257 ай бұрын
Matt does the most useful and interesting presentations and he's getting even better every time. Thanks a lot, man! Hope to see more of your stuff in the future
@Ozzmeister007 ай бұрын
Thank you so much!
@Funsoms7 ай бұрын
It was so great seeing this in person! Fantastic presentation!
@Ozzmeister007 ай бұрын
Thanks!
@Baadcake7 ай бұрын
This was super useful. Excellent presentation and delivery ❤. Much joy for Editor Utility Function Library support in 5.4!
@hardway7777 ай бұрын
Now I can create material from selected textures! Cool!
@voidconcepts4 ай бұрын
I don't know who this man is but he is inspiring...and I definitely want to see more of him. There's got to be more people like him to do these presentations...best one yet.
@iusedtolikethisgame24683 ай бұрын
This guy's presentation skills are amazing
@VRchitecture7 ай бұрын
I’m just 30% in but undo subsystem setup* and blueprint trick with drag’n’drop function input have already made this video extra useful 🤩 *hope it works for editor scriptable tools as well
@samgoldwater7 ай бұрын
This was awesome thank you Matt!
@mariolopez-oi2td7 ай бұрын
Great delivery!
@l_t_m_f7 ай бұрын
very cool presentation !
@marcfruchtman94737 ай бұрын
Great topic! Thank you so much for explaining this. One favor, The video isn't very crisp at this resolution... could you please do future videos at 2K or higher resolution?
@CamylCarT27 күн бұрын
7:24, here, the cast does not work(cast failed) with a blueprint class actor on the content browser :/
@tjrizvi2517 ай бұрын
Homie looks like the picture for the Nerd Rage perk. Dude's built
@ukkusu7 ай бұрын
Thanks a lot for awesome information, I just wonder that 10:33 despite `is enabled in PIE` checked in class settings still I can't execute script on runtime, however when I stop the game then execution taking place, any idea what I'm doing wrong?
@Ozzmeister007 ай бұрын
Are you trying to open the widget during PIE? Or is it already open when you hit PIE?
@ukkusu7 ай бұрын
@@Ozzmeister00 It's already open, so I just create question in unreal forums under Programming & Scripting > UI (EUW Won’t Execute Script in PIE!) which you can find the details
@SuperLordee6 ай бұрын
Need more tutorials of Editor utilities!
@JOEFRAUST7 ай бұрын
WE NEED UNREAL ENGINE MERCH 🤓
@annyantuv90687 ай бұрын
I already have it lol
@JOEFRAUST7 ай бұрын
@@annyantuv9068 a website where the public can buy awesome merch! I'm sure all creators and developers would love to buy official merch!
@matiasadrianmahler3227 ай бұрын
This is super cool, thank you!! I'm curious, if you would want to duplicate the materials in a new folder on your project content browser, and then replace references to the scene assets for the new ones so that is non destructive of the old implementation, could that be done?
@Ozzmeister007 ай бұрын
Actually! I think the easiest way to do this would be to toggle Enable Tessellation on your material assets. If you disable it, no harm no foul since nothing is connected. That way you don't have to keep track of which tessellated material instance maps to which non-tessellated material instance. This also reduces the amount of assets that you'd have to change. Otherwise you're probably duplicating materials to add the logic, and then changing the parents for all the material instances. Reverting would then require you to know which materials the instances were originally parented to.
@MaximSmak3d7 ай бұрын
Uwesome!!! But how to create "my project subsystem" and and there this functions?
@juanmaldini76 ай бұрын
same question
@juanmaldini7Ай бұрын
same question
@ChadVernon7 ай бұрын
What is the difference between using a subsystem to write functions vs writing functions in a blueprint function library in c++?
@Ozzmeister007 ай бұрын
Two key benefits: 1) Subsystems are persistent objects during the editor session, so they can be used to store data and can even have dispatchers whereas BFLs are static functions, and 2) scoping. You have to Get the subsystem so the functions aren't automatically populating the context menu. BFLs go straight to the context menu.
@ChadVernon7 ай бұрын
Got it. Thanks!
@NicolasGagne7 ай бұрын
Where is the link snipet please ? :)
@Swdgame2 ай бұрын
24:14 Did we learn all these stuff from this video? NAH. But I did learn of their existance.
@fran.fndz.techart7 ай бұрын
I tried the task technique but the editor still freeze and the task dialog only show up when everything is done.. 😢
@Ozzmeister007 ай бұрын
What kind of stuff are you trying to run in your editor utility task? There are some things that are blocking operations.
@fran.fndz.techart7 ай бұрын
@@Ozzmeister00copy some ism custom data to a component, I finally did it (before I had a loading bar but I upgraded for the task popup lol). 😆 had to use 2 utility task, one for doing the job and another for counter (saw this technique at unreal forum)
@linyuzqlby25907 ай бұрын
super great!~
@cagatkinson7 ай бұрын
EDIT: Coming back to this, I'm still incredibly annoyed that the example given in the video of an async task, does not run asynchronously, because of the for loop. And the actual async task example is a "One I made earlier" task with absolutely no explanation of how it was built. I'm having some problems with this, creating a simple task that increments an integer to 1000000 does not run async, the loop hits a stack overflow. Creating static mesh instances also completely locks the editor instead of running async.
@mattoztalay57137 ай бұрын
Depends on how you're incrementing the integer! I've been bitten before where I make a ForLoop in the event graph with a delay at the end, because the ForLoop doesn't wait for the delay to end before moving on to the next item. Instead I have to make an event that increments my integer, delays, and then calls that same event again (if it hasn't reached the maximum integer I need to process).
@cagatkinson7 ай бұрын
@@mattoztalay5713 yeah, I was really hoping to do a simple loop! I've seen a similar solution where the loop is simply a branch which feeds back into itself (with an AsyncEditorDelay for 1 frame at the end), and finishes the task when the branch condition is met. I'm going to change it for the event that calls itself though, as that feels a lot tidier! Thanks for the idea :) It's definitely a case of the foor loop not being async though, and so defeating the point of the Editor Utility Task. Just something to bear in mind for the future I guess!
@Ares93237 ай бұрын
Why does the "Undo buffer" work randomly? I've noticed that if you rename files CTRL+Z does nothing (they're not even marked as modified), if you set the texture group of a Texture2D nothing happens (despite it's marked as dirty)
@EFX6127 ай бұрын
super helpful, thank you!
@javierignite18954 ай бұрын
Hi! how can I edit the Toolbar EUW icon via python? the code only says self.data.icon = unreal.ScriptSlateIcon("PresenterStyle", "Presenter.Logo") , however I cant find the definition of such profile
@omri13246 ай бұрын
Any ways to make this UI button work in UE4?
@SlombyChannel7 ай бұрын
Great!
@RationalBike7 ай бұрын
i am somewhat scared of this wizardry
@Ozzmeister007 ай бұрын
Be not afraid!
@yanhu7 ай бұрын
Can't understand the second half of this video😵💫, EPIC please make more tutorials about Editor Utilities.
@Ozzmeister007 ай бұрын
Let me know where I lost you! I'm happy to make it clearer and I can add details to the EDC article.
@RealTimeFilms7 ай бұрын
@@Ozzmeister00 More examples about how one would go and put a custom button on that empty shell on the interface, would be great. Just like mentioned in the first part. Not to mention even very simple examples about using C++ to customize the editor, but that would probably go beyond the scope of this tutorial.
@summer.vfX-trem6 ай бұрын
@@Ozzmeister00 For me, I'm lost when we have to create c++ function that is call later as subsytem ? Also, where could we find the c++ code ? thx
@Lv7-L30N7 ай бұрын
Thank you
@swrcPATCH7 ай бұрын
Did he really just say "Engine kaputt" XD
@mrooglyboogie41187 ай бұрын
YES
@ErichToven7 ай бұрын
"Quick show of hands.." Pretends that the room isn't mostly empty. Ghost person raises his hand.
@GES19857 ай бұрын
Unreal Engine needs an official chatbot that knows general engine knowledge, blueprints, and c++ to help noobs like me make the game of my dreams
@LimitedPerfection7 ай бұрын
If you have ChatGPT 4.0 you can access a GPT with (what appears to be) a catalog of UEs backend. Its in the GPT store.
@importon7 ай бұрын
You need an Ai agent/assistant in the editor.
@abdulshabazz85977 ай бұрын
There was a 3rd party Promethean AI for Unreal Engine presentation at GDC, 3 years ago for a UI plugin that was in Beta... kzbin.info/www/bejne/nnKTfqZ9jNugsNUsi=wKQ-Ix-PmNr0l2uW The idea was to license the plugin for s monthly subscription (10.00 USD-20.00 USD), similar to the dash command window plugin.
@VRchitecture7 ай бұрын
No offense, but from your ubiquitous “add an AI” comments it seems that it’s you need an assistant, not the Unreal 🤷🏻♂️ If you don’t do staff already having simple yet powerful tool at your disposal, chances you’d start with an AI on top of that aren’t that high.
@importon7 ай бұрын
@@VRchitecture no offense but have you been living under a rock for the past year? I’m not hand waving a buzzword here, I use AI to code daily as part of my job and keep up with developments in that area. If unreal is not working on this (I really hope they are in secret at least), they will be left in the dust.
@VRchitecture7 ай бұрын
@@importon Pretty sure Epics work on it and still you shouldn’t expect the feature to be released tomorrow, or a month later. Until then… if you can’t live without an AI ask your LLM about fine tuning (there’re a lot of materials to be used for training - docs/sources/projects/whatever). After all you’re a developer, right?
@importon7 ай бұрын
@@VRchitecture never said I was a dev, but way to jump to conclusions. Speaking of, Epic has a public roadmap where this feature is nowhere to be found, so unlike you, I’m not “Pretty sure Epics work on it”