Some say it gonna jitter cuz animation of these meshes are on 30 FPS while game is more so it's gonna look like a jitter effect :/.. any idea boss?
@Cleverlike5 ай бұрын
This feature is still in development as of v29.40, so there are bound to be issues. Please continue sending bug reports to Epic so they are aware of all issues we are experiencing.
@OpsMan8 ай бұрын
A very cool tutorial as per usual, still want to subscribe Turkey exchange rate has gotten worse LOL. Very clear and easy to follow, thank you.
@Cleverlike8 ай бұрын
Heya OpsMan, aweseom to hear from you. Bummer to hear the exchange rate is gotten worse. Even so, you know we have your back, so let us know if/when you have questions. ;)
@Nh512-g5l3 ай бұрын
@@CleverlikeHow to custom weapons please tuto 😢
@streamerclips50898 ай бұрын
Thank you for the video! I have a question, but the object disappears after a few seconds. I'm doing exactly the same thing as in the video, but there's something I'm curious about.The green part of the timeline gets smaller at 3:03 .Is that the cause?
@chinonoob32198 ай бұрын
same in here, the particle dissapears after 1 second,
@Cleverlike8 ай бұрын
What is seen in the video at 3:03 is a byproduct of editing two different videos together. If the particle is disappearing after one second, check that the lifetime of the particle is set to last the lifetime of the emitter, and that the emitter is set as shown at 2:10. Let us know if this fixes the issue.
@streamerclips50898 ай бұрын
@@Cleverlike If I increase the length of Empty, it will no longer disappear for a long time gyazo.com/767c7fe658777487aca79f9979d90e80
@Cleverlike8 ай бұрын
Interesting work around. Thanx for sharing.
@nathixtvАй бұрын
Great video any ideas why when a player sits down in a chair or does an emote the effects move away from the desired location? I have been trying to find a solution to this issue.
@CleverlikeАй бұрын
Hmm, not sure about that. Create a bug report and send it to Epic. It's prob out of our control.
@就活太郎-w5y8 ай бұрын
Great video! Thank you, btw is it possible to use this vfx powerup in verse? I want to change the appearance based on the player's score.
@Cleverlike8 ай бұрын
Yes you can use VFX powerups in verse. Look up "visual_effect_powerup_device" in the Fortnite Digest file.
@Axo-GameDev15 күн бұрын
Hi, sorry this is a bit late but do you know if you can use this method to make a first person flashlight system? I am using the Orbit Camera device for my first person and I need a custom flashlight because when in first person, the light cone emitted from the default Fortnite flashlight item is off-centred and too small. if you can use this method could you tell me how to do it and if not then any other alternatives that you know of. your videos are great and regardless of your answer you have earned a Sub!
@Cleverlike10 күн бұрын
Using this method prob won't work, well as we can't attach an actual light actor within the Niagara System. However, we can have a custom prop that contains a spot light component follow the actor. Does that make sense?
@Axo-GameDev10 күн бұрын
@@Cleverlike yeah i get what you mean, i had this thought as well but i don’t know how i would add a light to the custom prop, do you have any advice? Also I would have to code that it follows the player in verse which is fine cause i can look at the documentation.
@Cleverlike9 күн бұрын
Adding a light component to a custom prop is just like adding a static mesh component. This tutorial shows how to add a static mesh component, tho it's done in UE the process will be the same. kzbin.info/www/bejne/Zp_Pan18lLZqbbcsi=kEadgY6tog5lg5ce&t=73
@Axo-GameDev9 күн бұрын
@ thank you so much! I’ll make sure to credit you in the map and video I make for the map. Cheers!
@julez37597 ай бұрын
Question: How would I go about rendering/animating an animated mesh using this same outcome? For example a floating object rotating or bobbing while attached to a player socket.
@Cleverlike6 ай бұрын
ATM we can't attach Skeletal Meshes with this technique. Instead we can use Verse to track the players translation and move a custom prop, that contains a skeletal mesh, to the players location each frame.
@techuser16198 ай бұрын
Thanks a lot for the tutorials, they're all detailed and get straight to the point! Is it possible you make one on an issue I've been trying to solve? Haven't been able to figure it out. I've been trying to make a Niagra vfx that's like a spell attack. I want to be able to play a custom animation where the player's character makes a mage animation and the "spell" vfx attack summons around their body and then comes out of their hands and hits another player making actual damage like how regular fortnite weapons do but in this instance it would be more like a projectile. I hope this is actually possible in UEFN, I've learned a lot of new things from you channel. Thanks in advance!
@Cleverlike8 ай бұрын
That is a large lift, sorry we won't be creating a tutorial on that, it would be more like a series. That said, the aspects you would need to understand would be. - we can not do custom animation with the Fortnite Characters - VFX don't do damage and can't query damage events - To query damage we must use custom Blueprints that have a static mesh that has collision on it - We need to detect when the target takes damage, so that would need to be a custom blueprint as well, or a Fortnite character - We also need to understand how to create a niagara system (which is sounds like you are learning or know atm) - I'm sure I'm forgetting something, though these are the first bits that come to mind.
@fadelliokid58918 ай бұрын
What does the different changes made in settings actually do? (compared to last video)
@Cleverlike8 ай бұрын
It spawns a single particle and, instead of a lot of particles. Thus making it more performent.
@leerock55916 ай бұрын
Great tutorial!! I did according to this video and I have a problem, vfx is not visible stable for all players. The player himself always sees the vfx on himself, but other players in the arena once in a while. What could be the problem ? how to make it is displayed always for all ?
@Cleverlike6 ай бұрын
Correct, this can be a limitation of this feature. Thank you for the update in v29.30. Please create a bug report and let Epic know.
@nikdrofenik507 ай бұрын
@Cleverlike Grate video, but its possible to keep it on eliminated?
@Cleverlike7 ай бұрын
I don't think so, because the pawn is deleted on elim and the VFX is attached to the pawn. Tho I feel like there is a checkbox in the details that might fix this issue. I haven't checked, let us know if you find anything out.
@nikdrofenik507 ай бұрын
@@Cleverlike Didn't fined nothing the only why I can think of is with code. Code track which VFX u have on and we are using elim manager. on eliminated auto pick up what we had on.
@Asxfa7 ай бұрын
i managed to do it with spawners and classes
@BetaFury2 ай бұрын
@@Asxfa not required, there is an option in the VFX Powerup now that directly addresses this issue "Persist on elimination"
@Asxfa2 ай бұрын
@@BetaFury but does it work? Since i started using uefn it has never worked for me
@MINIHOOPBSKTBLL3 ай бұрын
Hello very good tutorial. But I need help, for example I'm trying to make a halo so when the player wins the halo floats above, them only thing is that the halo is around there neck. Is there a way to adjust the position so that the halo is higher above the player?
@MINIHOOPBSKTBLL3 ай бұрын
Never mind i got it to work it was pretty simple actually :)
@Cleverlike3 ай бұрын
Nice work. I assume you just moved the pivot of the halo, yea?
@jakelevitt72453 күн бұрын
Do you know if there is any way to hide the character but keep the particle?
@CleverlikeКүн бұрын
With this system, no. But with a custom BP prop and verse code, yes.
@jakelevitt7245Күн бұрын
@ I have the verse way set up but the mesh lags behind a lot because it is just updates the location every frame/time you set
@Cleverlike17 сағат бұрын
Correct, this is a known issue (v32.00)
@HelpfulLifeShortsАй бұрын
Do you know how i can save the vfx powerup when the player leaves and comes back?
@CleverlikeАй бұрын
It might be possible to save this sort of info with persistence in verse.
@a6ua3 ай бұрын
hey there AWSOME TUTORIAL! it has made be very good at this skill and I'm super thankful for your help! One issue I'm facing is the fact that I cant seem to get the custom vfx weapon effect to turn off when I choose a different weapon in my load out. For example my shotgun is the modded weapon when I switch to my AR I don't want to see the modded shotgun vfx. Is there by a chance a tutorial on how to do this, as the only way to really do this is via verse and at the moment verse is not a strong ability for me haha. Any help would mean a lot!
@Cleverlike3 ай бұрын
As you mentioned its a verse thing. ATM that is the only way that we know of too.
@a6ua3 ай бұрын
@@Cleverlike hmm i see, i searched around the net and saw that people know how to do it but for a price, which is fair so I might just buy it or wait out a couple weeks and try my luck to see if someone makes a tutorial on it! thanks for your help!
@Cleverlike3 ай бұрын
Gotcha. When you find something please let us know. :)
@Asxfa7 ай бұрын
My vfx has textures but whena ttached to the player they go away i tried multiple things but i cant get it to work, i imported a glb file
@Asxfa7 ай бұрын
also the model on sketchfab its only aviable in gbl so should i put it trought a convertor gbl -> fbx or something will that work?
@Asxfa7 ай бұрын
i dont know if thats the issue tho
@Cleverlike6 ай бұрын
Try converting it to an .fbx. That has worked from some in the past.
@HelpfulLifeShortsАй бұрын
go into your material it has to be a material not a texture file (has to be from a fbx i think) in material settings type in "used or uses" i cant remember" in search and turn on uses niagra mesh particles
@chinonoob32198 ай бұрын
Great video
@Cleverlike8 ай бұрын
Thank you, please share it with others so they can learn too. :)
@sgbaconplays4334Ай бұрын
How do you make it still stay to a player when they're in a veichle?
@CleverlikeАй бұрын
We hadn't tested this, so we don't know atm. Has anyone run across this setup and have an answer?
@TheLaawd5 ай бұрын
Hey Ian and Team, I was wondering if you might be able to assist? I have an imported box Static Mesh which is like a train. I have it set to move with a transform track in Sequencer with the player spawning inside however when the player goes in the opposite direction it is moving (towards the back) they phase through the back of the mesh and strangely only happens in the *opposite direction the mesh is moving, all other angles are fine. Once the sequence stops (10 seconds later) the back is solid again and the player cannot go through. I have tried literally everything with collision settings of the mesh and using CCD but no success. I have even used various walls in the gallery, a barrier device, mutator zone to freeze them and a pinball bumper to push the player the correct way and eveything under the sun but nothing stops them phasing through in the first 10 seconds. Last straw and long shot but would you have any ideas on how to fix this? Thanks!
@Cleverlike5 ай бұрын
This is a complex issue, so there is a lot to consider. Thanx for letting us know what you have tried, and good on ya for looking at so many different ways to address the problem. Short answer, it's a known issue. From what we understand is that there is enough lag between the server and the client that creating moving platforms will be an issue (v30.00). Long answer, if the pawn is not moving and the platform is moving, the game won't update the pawn's location correctly to ride with the moving platform. That said, here is what we did to address the issue. Hope it will help. x.com/IanSouthwell2/status/1753448194418082239
@TheLaawd5 ай бұрын
@@Cleverlike Woah, thank you for the detailed response! That is certainly very interesting, I will look into it.
@Cleverlike4 ай бұрын
You're welcome :)
@UEFN-TippsundTricks5 ай бұрын
How can i use a normal plane for this? I wanna put a plane (like a backbling) on the back of the player with custom texture. But i cant choose them. I try to make a BP class but it diesnt work. Can you help me? Maybe on DC?
@Cleverlike5 ай бұрын
Create a plane static mesh using the modeling tools. And use it instead of the rubber duck shown in the video.
@UEFN-TippsundTricks5 ай бұрын
@@Cleverlike OMG. That was the Problem. I dont use the modelling for this. Thank you sooooo much. Now it works 🤩
@Cleverlike5 ай бұрын
You're welcome. :)
@alex87pa202 ай бұрын
I've doing everything and its work. But.. i've add an item from sketchfab... and when i start the game its without material / color. how can i apply it?
@Cleverlike2 ай бұрын
In the material(s) of the static mesh, toggle ON "Automatically Set Usage in Editor" or "Used with Niagara Mesh Particles" It's a known issue.
@piquei_a_mulaАй бұрын
@@Cleverlike you saved my life tks
@Karolz9957 ай бұрын
Cool tutorial, but here's a problem: when players join in progress they dont see the vfx powerups that were granted before they joined in and even not seeing them on people that were in session before them. Is it common issue or is it just me?
@Cleverlike7 ай бұрын
This is a common issue. Be sure to create a bug report to get it addressed by Epic.
@macks36588 ай бұрын
possible to animate a mesh attached to the head? or add animation to a skeletal mesh and add to head?
@Cleverlike8 ай бұрын
To add animations we need to do it through the material or niagara system. As of v28.30 it is not possible to add a skeletal mesh.
@macks36587 ай бұрын
@@Cleverlike is there a fix yet? or is it due to moderation?
@Cleverlike7 ай бұрын
No fix yet to my knowledge.
@perzonalQ3 ай бұрын
is it possible to make it have an animation?
@Cleverlike3 ай бұрын
Material Animations, yes.
@smallcreator7477 күн бұрын
even the persistence option is enabled the custom effects are not showing does any one knows why?
@Cleverlike7 күн бұрын
Has anyone found an fix for this? Or do we even know if this is a bug? (v31.41)
@pulsix2367 ай бұрын
is there a way to hide the player and still have the powerup showing? im trying to use this to make a full custom character
@Cleverlike7 ай бұрын
Unfortunately no :(
@Asxfa7 ай бұрын
maybe with verse, like the invisible holding card superpowers
@Cleverlike6 ай бұрын
We did dig into this idea, and found that if the player is invisible anything attached to them also becomes invisible. (v29.10)
@wertick_4 ай бұрын
Hello, is it possible to replace the static mesh with a light source for a flashlight, and if so, how?
@Cleverlike3 ай бұрын
I don't feel like I understand your question. Can you please be more specific on what goal you are looking to achieve?
@wertick_3 ай бұрын
@@Cleverlike I mean, on the principle that you showed in the video to attach a light source to the player instead of the object, I hope I explained it clearly
@Cleverlike3 ай бұрын
Ahh, I think I understand now. We can attach props, blueprints, and a VFX Powerups to characters. So we could try to add a spotlight into a blueprint, and using verse have said blueprint follow the player. So yea, that should be possible, no promises though. Let us know if you get it working. :)
@wertick_3 ай бұрын
@@Cleverlike Okay, thanks
@Cleverlike3 ай бұрын
NP
@CapnSliiirp3 ай бұрын
Hey man this is an awsome video and i will definitely be using this in the future, thank you very much! :) But i must ask, do you know how or where i could receive up to date code to make a player fully morph or turn into a imported 3D model with a walk, idle, and reverse animation? Please get back to me as soon as you can:) Thank You!
@Cleverlike3 ай бұрын
We don't know where that is. Sorry. If you find it please let us know. :)
@Xcell-Nintendo3 ай бұрын
Is there any way to save this effect after a death?
@Cleverlike3 ай бұрын
Within the Advanced section, there is a checkbox for Persist On Elimination. The description reads "When set, the powerup will continue when the player has been eliminated, and will be still applied on their next spawn"
@skdndjrn7 ай бұрын
hey everything worked but my head doesnt have color just the shape what do i do?
@Cleverlike7 ай бұрын
Try and override the material in the Niagara system. We have also heard that when importing .glb files your issue occurs. Try importing the mesh as a .fbx, this has fixed the issue in the past. NOTE: That said, we have never run into this bug, and have never been able to reproduce it. We have only heard about it and heard that the above fix for said bug.
@asereps5543 ай бұрын
min 1:00 i cant find the VFX foldier why?
@Cleverlike3 ай бұрын
That is a custom folder I created. To create a custom folder, open the content drawer, and click on the +Add button in the top left of the content drawer UI, then choose New Folder. Then just name the folder "VFX"
@kobionyikeАй бұрын
how do i make it still stick to a player when they are in a vehicle?
@CleverlikeАй бұрын
We hadn't tested this, so we don't know atm. Has anyone run across this setup and have an answer?
@kobionyikeАй бұрын
@@Cleverlike How do i attach another niagra, or someting like that on a specific point on the VFX mesh?
@CleverlikeАй бұрын
I'm not sure I understand your question. I'm reading it as "How can we attach a niagara system to an already spawned niagara system?" EX: The mesh is being spawned (the duck) and I want to spawn another mesh that is attached to the duck. Is this what you are looking to achieve?
@kobionyikeАй бұрын
@@Cleverlike I want to attach a fire niagra to a nigara bomb mesh thats attached to the player, and i want the fuse vfx niagra to be on a specific point on the bomb.
@CleverlikeАй бұрын
So at this time it is not possible to attach a niagara system to another niagara system that is connected to player via the VFX Powerup system. However, we can attach multiple props (blueprints) to a player. And the props can contain niagara systems.
@devgck8 ай бұрын
Please make one teaching how to transform the player character into a 3d character (I know it's not really possible but there's some ways to make the 3d to follow smooth right)
@Cleverlike8 ай бұрын
I don't understand your question. Can you elaborate on what you mean by "transform the player character into a 3D character". To my knowledge, all characters in FN are 3D characters? Thank you.
@victorchehlov33408 ай бұрын
How can I save this effect even after death?
@Cleverlike8 ай бұрын
It's not possible ATM (v28.20). It must be reapplied when the player spawns to simulate the effect that it never went away.
@Asxfa7 ай бұрын
using spawners and classes
@Daniellordravenbr-db3de7 күн бұрын
amazing tutorial, anyway my charachter doesn't become the mask :(
@CleverlikeКүн бұрын
I'm not sure I understand, can you be more specific?
@gameswownow72134 ай бұрын
my textures don't work
@Cleverlike4 ай бұрын
Sorry to hear that. There are a few comments on this video about that issue. What workarounds have you tried?
@gameswownow72134 ай бұрын
@@Cleverlike just check all "used with" :)) in the material
@samjell4 ай бұрын
@@gameswownow7213 thanks man, i struggled somuch and this was the right thing to do :D