Unreal Engine - Player Outlines Tutorial (1/2)

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Пікірлер: 53
@dinosyr
@dinosyr 2 жыл бұрын
Bro you literally read my mind what. Spent all day yesterday making a system for this but didnt get super far due to the networking side of it. Amazing as always.
@olliverkatana4168
@olliverkatana4168 Ай бұрын
Just perfect tutorial, thank you very much, man. You explained every node, so it's very clear.
@philharland9591
@philharland9591 Жыл бұрын
Coming from a Unity background (altho a C++ developer) and now learning UE, I'm so glad I found your tutorials! Many Thanks!
@CrimsonWoods
@CrimsonWoods Жыл бұрын
If you want to smooth the edges of the outline, you can leave the TemporalAA jitter from the project settings on and fix the jitter in the material by looking in the details panel under post processing, change the blendable location option from after tonemapping to before tonemapping. I've heard this can method can interact with lumen so that may be undesirable.
@eusebijucgla
@eusebijucgla Жыл бұрын
Thanks!
@peterhall4216
@peterhall4216 Жыл бұрын
Great help thanks!
@djangosmissingfingers
@djangosmissingfingers 6 ай бұрын
looks like "before tonemapping" is not an option in 5.4
@delgoodie
@delgoodie 5 ай бұрын
Thanks super helpful and not as hacky as other tutorials! ps if you want the outlines to be antialiased set the BlendableLocation to Scene Color Before DOF in the material details. this way doesn't look pixelated at super far distances!
@TheFlyingEpergne
@TheFlyingEpergne 2 жыл бұрын
just the tutorial i needed! and like with all your tutorials, you always do everything in such a good way.
@ReidsChannel
@ReidsChannel 2 жыл бұрын
Thanks!
@Leo-oq9kh
@Leo-oq9kh 2 жыл бұрын
Long time no see! Great tutorial, as always
@prototy
@prototy Жыл бұрын
Great tutorial! I was able to make a couple improvements :) I hooked up the ScreenPosition masked with R and G up to the UVs in the Scene Depth node hooked up to the B in the If node to allow for higher resolutions and I also was able to maintain the same line size no matter how far you are by using the Custom Depth masked with R divided by 1000 and then dividing the Thickness variable by all of that! I'm sure the numbers are subject to change per project but this worked for me and looks great! Oh! And if you divide the output of the Custom Depth by 10 and then subtract that before plugging it into the A of the If node then it reduces the flickering based on any distance as well!
@fruitfunfitness3584
@fruitfunfitness3584 8 ай бұрын
For some reason, I can directly bitmask the scene textures without having to divide. Also the step node is essentially a greater than or equal node.
@seanawesome
@seanawesome 22 күн бұрын
Fantastic, thank you for uploading.
@tomaslaaperi5849
@tomaslaaperi5849 2 жыл бұрын
If anyone doesn't see an outline at 12:56 try changing CustomDepth Stencil Value to 2 or higher in the chamfercubes default settings. Idk why it looks weird for me, but after I kept following the tutorial it all started working. (in Standalone game, not in Editor)
@Daniel-rm2rv
@Daniel-rm2rv Жыл бұрын
Best tutorial about outlines. Thanks!
@ViciousGamesDev
@ViciousGamesDev 4 ай бұрын
great video I had been looking for something like this. Lots of videos on how to do outlines but nothing was showing if they were behind something.
@cassiohenrique6815
@cassiohenrique6815 2 жыл бұрын
Doesn't seem to be working on 5.1.0. I followed evey step and after adding the colors the screen just stays black, even the white outline stoped showing up. Redid everything from scrach twice, same problem.
@eldflaug3770
@eldflaug3770 2 жыл бұрын
This was a really good tutorial, thank you
@glenzhang3646
@glenzhang3646 Жыл бұрын
Super helpful! Thanks for the tutorial! Quick question: is there a way to make the outline a bit smoother without jagged edges?
@CommanderColson
@CommanderColson 2 жыл бұрын
Thanks for the tuts dude! Say, you wouldn't happen to be able to make a tutorial on a simple train system would you? As in, an actor travels along a circle spline, but comes to a smooth stop at both the 12 o clock and 6 o clock points of the circle? Thanks!
@ReidsChannel
@ReidsChannel 2 жыл бұрын
Hey, ill consider it. Thanks!
@TheFlyingEpergne
@TheFlyingEpergne 2 жыл бұрын
such a weird problem, when i use a value of 1 for the custom stencil, the outline works fine but when I enter a value greater, the outline doesnt work. it instead colours in the whole thing. what could be causing this?
@noisyether9211
@noisyether9211 Жыл бұрын
Did you find out what was causing this?
@JoblessJoshua
@JoblessJoshua Жыл бұрын
The outline works fine if I set the value to 1, but if I do higher values than 1, it only shows a black outline (I gave it different colours). Anyone managed to fix this? Edit: Fixed it, I didn't follow the instructions properly at 16:37. I copied and pasted the bit node with all 1s, and should've put 2 and 3 in the other ones I copied
@Itzz_SAUCE
@Itzz_SAUCE 2 жыл бұрын
Hello Reid!
@rayaankhot6780
@rayaankhot6780 2 жыл бұрын
If you followed what is shown in the video exactly and it is still not working, try disabling nanite on the mesh it worked for me
@evgenyrodionov1559
@evgenyrodionov1559 2 жыл бұрын
Thanks that fixed it for me :)
@zablade
@zablade 2 жыл бұрын
This is a common bug, as CustomDepth currently is not working on Nanite Meshes. Just disable Nanite for your whole project to be safe.
@evgenyrodionov1559
@evgenyrodionov1559 Жыл бұрын
@@zablade Thanks for the suggestion, we are using Nanite though so will have to sacrifice the outlines culling for now.
@zablade
@zablade Жыл бұрын
@@evgenyrodionov1559 Just disabling Nanite on your outlined meshes should work perfectly fine to fix the culling per instance, and a duplicate mesh with nanite enabled can be a way to have the best of both worlds, depending on the project
@evgenyrodionov1559
@evgenyrodionov1559 Жыл бұрын
@@zablade Yeah we disabled nanite on the target object so outlines are showing correctly on it. The part of the video that didn't work was the occlusion check at the end, making outlines disappear behind solid objects. I thought you meant that turning off nanite on all solid objects in the scene should fix that which I think it would but we need nanite enabled on solid objects in the scene.
@makeunrealthings
@makeunrealthings 2 жыл бұрын
Great, thanks:)
@evgenyrodionov1559
@evgenyrodionov1559 2 жыл бұрын
Great tutorial, thank you! Do you know what might be causing the last part - occlusion check - to display incorrectly? Did anything change in 5.1 that might be causing this?
@bobombe
@bobombe 2 жыл бұрын
I have the same problem I think :( At least we have the outline working.
@evgenyrodionov1559
@evgenyrodionov1559 2 жыл бұрын
@@bobombe Yeah I think they changed something in the latest version which affects how visibility is calculated. For now I am using it as an xray version but if anyone comes up with a fix I'd love to know!
@tonetfal
@tonetfal Жыл бұрын
This doesn't seem to work with translucent materials. Does anyone know how to go about that?
@graymesh765
@graymesh765 2 жыл бұрын
thanks for the tutorial its great ❤️❤️
@damnthishandleistaken
@damnthishandleistaken 2 жыл бұрын
Can you show how to make a save system where you can save and load the game whenever you want with infinite slots and one of them reserved for checkpoints?
@alperenonder5587
@alperenonder5587 2 жыл бұрын
Can you make a first person shooter serie (Like danis karlson)
@taymack9725
@taymack9725 2 жыл бұрын
Anthem flight system tutorial pls
@dsurge8758
@dsurge8758 2 жыл бұрын
Is there any benefit to launching Unreal engine from the epic games launcher instead of just running Unreal engine? I see people doing it this way all the time and I'm not sure why.
@UstedTubo187
@UstedTubo187 2 жыл бұрын
S + Left mouse click in material editor. 😊
@noisyether9211
@noisyether9211 Жыл бұрын
For some reason the whole screen is buged with the color chosen but with not outline. It look like a broken screen. Any suggestions? The code is correct. It not rendering right.
@TOGS_Softworks
@TOGS_Softworks Жыл бұрын
Old, but make sure that in your project settings, "Custom Depth-Stencil Pass" is set to "Enabled with Stencil" and not just "Enabled" that's what caused the same issue for me
@noisyether9211
@noisyether9211 Жыл бұрын
@@TOGS_Softworks thanks it works. I can't remember what the problem was.
@kenalpha3
@kenalpha3 Жыл бұрын
Thanks for the fix video. But 1) Your thumbnail shows a modular character? How do we make the Outline work on a modular mesh character? (Where in Char BP, we have a parent mesh, then child meshes - they share the same skel and anim. But my Outline from another vid is only showing on the main body mesh). [fixed. Open Char BP > select each child mesh one at a time, type "custom" in Details panel, and also Enable Render CustomDepth Pass - on each. UE seems to correctly display the outline of the combined meshes, instead of outlining each child part.] 2) How do we turn off the wall hax so the outline doesnt show through terrain/map objects?
@kenalpha3
@kenalpha3 Жыл бұрын
@@Pic0sea REEE********ing read my comment. I answered my own question and explained the fix for everythingssss !! (exceptssss #2, he didnt explain that either.)
@AdrenResi
@AdrenResi 2 жыл бұрын
how's your samurai zero game coming along?
@ReidsChannel
@ReidsChannel 2 жыл бұрын
Great, thanks :) here is the public discord server if you're interested in staying up to date. discord.gg/XX7seCSr2d
@sophiekim2025
@sophiekim2025 10 ай бұрын
bookmark 15:20
@sophiekim2025
@sophiekim2025 8 ай бұрын
13:50 bk
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