FluidNinja LIVE 1.8.5.5 TUTORIAL - snow, sand and complex environments

  Рет қаралды 36,598

Andras Ketzer

Andras Ketzer

Күн бұрын

(A) one-sim-driven environments, (B) ground-surface alignment, (C) optimize for UE5 - - - - SEE CHAPTERS BELOW!
1) 00:00 Intro
2) 01:45 New levels - quickrun
3) 02:53 Ninja version numbering
4) 04:01 Learning resources
5) 05:27 Lighting and atmosphere in UE5
6) 06:08 UseCase 18A Snow, Setup2
7) 07:17 UseCase 15C SimplePainter demo level
8) 08:13 UseCase 18A Snow, Setup1 - 3rd Output Material
9) 10:29 FloorSnapper: aligning volumes with the ground
10) 17:10 FloorSnapper: normal finding methods
11) 19:46 UseCase 18B Sand: particles as fluidsim input
12) 24:45 UseCase 18B Sand: Setup2
13) 25:40 UseCase 4A: double sim - Tiling Waves
14) 30:44 UseCase 4B: double sim - Vortex
15) 32:54 UseCase 7 reworked: Small Water Bodies
16) 34:15 UseCase 11 Stage-0: shaded particles
17) 35:08 Mods in NinjaLiveComponent blueprint
18) 36:41 Mods in WorldSpaceGeneric Output Material
19) 37:10 Outro
Release features: (1) a single simulation driving complex environments (new levels: UseCase 18-A,B - sand, snow) - (2) FloorSnapper utility dynamically aligns volumes with slopes - (3) optimized for UE5: modded basematerials respond to atmospheric light, all levels reworked, UseCase 4-6 resurrected (double-sim, vortex)
Live 1.8 dedicated KZbin playlist: • FluidNinja LIVE - NEW ...
FluidNinja LIVE Tutorials Playlist:
• FluidNinja LIVE - ALL ...
Live 1.7 playable DEMO exe: kynolin.itch.io/fluidninja-li...
Homepage: www.unrealengine.com/marketpl...
Twitter: / fluidninjalive
FluidNinja LIVE Showcases Playlist
• FluidNinja LIVE - SHOW...
For baking fluids, see NinjaTools:
unrealengine.com/marketplace/...
.
SoundTrack: Chaser - Dolor Sit Amet

Пікірлер: 107
@DominikMorse
@DominikMorse Жыл бұрын
This is like... best spent money in my dev career.
@quackcharge
@quackcharge Жыл бұрын
I'll be getting back into 3d soon and am really looking forward to play with your beautiful tool again. Absolutely love it!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Great to hear this 🖐
@seventeendegree
@seventeendegree 9 ай бұрын
Your work is amazing! I was once a game designer but the more I see work like yours, I want to make games again!
@yngmab
@yngmab Жыл бұрын
This is just absolutely beautifully made. awesome job as always... and im just in the quickrun section
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you!
@garyhamilton2104
@garyhamilton2104 Жыл бұрын
You are part of what inspired me to learn unreal engine. Working on learning ai and level creation now. Can't wait to learn this too but later because I need the fundamentals
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks for the positive feedback - this keeps us going 🤝
@mihaiwilson
@mihaiwilson Жыл бұрын
Just incredible. You keep pushing the bar higher and higher.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks for encouraging me 😊
@phonyoni385
@phonyoni385 Жыл бұрын
Im making a game currently and this has changed so much in terms of my quality in work thank you so much! Keep those updates coming brother!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you!
@soufianetouzline2386
@soufianetouzline2386 Жыл бұрын
hey Andras great new stuff so exited to play with thanks a lot :)
@omgfmlutube
@omgfmlutube Жыл бұрын
Thanks AK for sharing, I wish you could do more tutorials on copy pasting other usercases I.E Volume Clouds. Water etc.
@cnnhean
@cnnhean Жыл бұрын
Just bought the plugin, happy to be doing so, my hope is to use it in vr, thank you for the amzing work !
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks, I really appreciate it!
@85pphoenix
@85pphoenix Жыл бұрын
That sand + Mad Max game = 💥🤯🔥🔥🔥
@ImaginaryBlend
@ImaginaryBlend Жыл бұрын
Incredible results Andras!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Haha thank you very much Krystian! 😘
@rlb1968able
@rlb1968able 4 ай бұрын
As a game developer who despises making physics-based objects for player interaction. I see this as an absolute win
@majorsmashbox5294
@majorsmashbox5294 Жыл бұрын
Another great video Andras!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks Major 🖐 --- Also, thank you for running the ninja community server, we really appreciate it!
@Xenthorx
@Xenthorx Жыл бұрын
Looking fantastic! Bought your plugins years ago but just started diving into it. As I am also selling a procedural terrain/ocean rendering solution for Unreal Engine (Shader World) I made it compatible with FluidNinja.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Maxime, thank you for spending time w ninja - user HatmanAlchemy already pointed us to your test video: well done, also liked the VirtualHeightField Mesh implementation! I am open for collaboration 🖐
@somename371
@somename371 Жыл бұрын
This looks incredible as always, when will this version be on the marketplace?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks! The UE4 and UE5.03 version is already available - UE 5.11 version comes in 48 hours
@johncarter6572
@johncarter6572 Жыл бұрын
Wow Amazing
@David_Fernandez
@David_Fernandez Жыл бұрын
This looks amazingly tasty. :) I know it takes time to learn Fluidninja... So before purchasing it, I want to know, for instance, I want to use "Usecase 4B" level to create a cinematic sequence: can I simply open it and make modifications and then use it right away inside sequencer?? Or will it take me 3 days to make it work?? Thanks!
@j.thomaswilson3543
@j.thomaswilson3543 Жыл бұрын
Andras, Great work on this latest update! I am implmenting the sand effects into my game right now. I have a bug though. For some reason the VolumeFog meshes are killing the lumen reflections in my level. Do you have any idea why this might be?
@RagingGamingBear
@RagingGamingBear Жыл бұрын
Ive been trying to use FluidNinja for ages. Been trying to make it so i can have the particles spawn in a location, and for the player to move them and to to collect them(or destroy). If that makes sense lol, had no success though. Greatly appreciate you hard work!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! --- Driving fluidsim with particles is a relatively new feature, showcased here: kzbin.info/www/bejne/pIvSi6qGYs-Ioa8 --- so, check UseCase 12 Level!
@Renvyr
@Renvyr 4 ай бұрын
Hello Andras, i have a question that will make me switch to Unreal Engine (thanks to your crazy good work): What is the best way to track many "footprints" done by players over a "large world" & synchronize that over the network? (& display them when another player encounters them?)
@AndrasKetzer
@AndrasKetzer 4 ай бұрын
Thanks for reaching out! ---- I'd like provide you with two answers - (1) concerning ninja and (2) generally -------------- (1) ninja is a finite sim attached to the pawn. This means: as we move in the world, footsteps "outside" the handled area (eg. 100x100 meters) are lost. Also, ninja is not replicated: each client is running a local copy. In case the agents, leaving the footsteps are replicated: each local ninja detects each of them, and prints the footsteps accordingly. In theory, we could track hundreds of biped characters ------ (2) in case someone wants to replicate footsteps: storing only the coordinates of each step is a relatively small amount of data that could be broadcasted through the network ----- To me, this idea (of replicating footsteps) seems unnecessary.
@marcapouli7805
@marcapouli7805 11 ай бұрын
Very nice tool, I wish I could use it
@AndrasKetzer
@AndrasKetzer 11 ай бұрын
Thanks! You could download it free, for testing, at the community server - where you'll find learning materials as well: discord.gg/rgEtwua2tu
@marcapouli7805
@marcapouli7805 11 ай бұрын
@@AndrasKetzer Thanks for the feedback! Unfortunately I don't have discord, and I think I wouldn't manage to use it even with learning materials (and probably my hardware is too old anyway). I would feel very frustrated and demotivated to fail after seing how beautifull it can be
@dondamage2803
@dondamage2803 Жыл бұрын
This is fucking nuts great job man
@AndrasKetzer
@AndrasKetzer Жыл бұрын
hahah thanks!
@Ahmadnaweed786
@Ahmadnaweed786 Жыл бұрын
I am using with ue 5.2 it works
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Great! 🖐
@Wagyulee
@Wagyulee Жыл бұрын
Do we get the updated version if we already brought the previous version ??
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Of course! You could update via Epic Lancher
@yantingye1677
@yantingye1677 Жыл бұрын
nice,hoping you could make some Fluid waterfall.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Like these? :)))) ---- kzbin.info/www/bejne/i4OsnJqKas2id8k --- kzbin.info/www/bejne/mYPTiatnZ5qee7s
@FattyBull
@FattyBull Жыл бұрын
Are the effects now working as well when using the sequencer?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Fatty 🖐 Yes, Sequencer and MovieRenderQueue is supported since Live 1.1 -- see Manual Chapter 23 (available at the project page at the marketplace)
@weijunchen1290
@weijunchen1290 Жыл бұрын
When my character jump, the fluid ninja need to disable to stop draw the trace. If my level have multiple objects, it will all stop drawing, may in the future add a component to switch a object to draw on or off if is possible? Thank you~
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Solution: select the FloorSnapper Utility Actor - and at the Actor Details Panel, set "Stop Sim Interaction While Tracked Char is Jumping" = FALSE (Note: by adjusting the VERTICAL scale of InteractionVolume, you could still make your pawn "jump out" of the sim, without pausing interaction)
@cr0sss
@cr0sss Жыл бұрын
Can you use this water for an entire planet, like Earth or is this meant for smaller game worlds?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Cr0ss hi! Ninja does not support UE "large world coordinates" - and in areas of a streaming game world, above 1000 miles data precision drops
@AmjoodBasha
@AmjoodBasha Жыл бұрын
In this very nice asset, is there a thing for puddles (interactive) and close-to-ground interactive fog?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Welcome! -- (1) puddles ref: kzbin.info/www/bejne/aZSloGymfbqLi6M ---- (2) FOG ref: kzbin.info/www/bejne/r6unqJxppdhql6s
@AmjoodBasha
@AmjoodBasha Жыл бұрын
@@AndrasKetzer I am in love with this already! I am defintely buying it! Its worth all the money. Super high quality and so many features, and most importantly a fast responsive and supportive artist!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@AmjoodBasha Thanks! --- You are welcome to the community server: discord.gg/rgEtwua2tu --- start learning ninja here: kzbin.info/www/bejne/rInEnZmIdtOLl80
@tokyobaystorechannel1538
@tokyobaystorechannel1538 Жыл бұрын
hello! thank you for the update! I have a question, I am trying to make a river of lava, using the lava materiales from the lava stage... however whenever I try to plug the materiales on ninja, it seems that the spline blue prints cant read the ninja lava material..also... for examploe on the stage of double simulation with the water... is impossible to use the lava materials...it seems that in the lava level, there is a code on the level blue print that connects and drives the ninja with the lava materials.... is really confusing
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks for reaching out! 1. Ninja started with a large set output materials / and lots of Level Blueprint control. 2. Gradually, we have moved LevelBPs to Utility Blueprints - and reduced outmats to a single type (WorldSpaceGeneric). 3. Lava levels are the last remaining parts that use the original technology (level BP's , and custom lava Basemat). Two ways to go: use them as they are (by reconfiguring the lava basemat and levelBPs to your needs - or: tweak the new generic basemat's instance to look similar (the advised way is to reparent the current lava mat instance to the new basemat - so, most params are preserved). I could help with all this, in case you join the community discord. See you!
@tokyobaystorechannel1538
@tokyobaystorechannel1538 Жыл бұрын
@@AndrasKetzer thank you for the answer. what is the "new basemat", I mean where is it located? so I can re\parent the lava instance material to the "new base mat"? thank you
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@tokyobaystorechannel1538 hi! --- a user asked the same question (using lava) at the community server - where we have provided him with a very detailed answer. Could you pls visit the server, so I could point you to this detailed description? - See you there: discord.gg/rgEtwua2tu
@jayvos1111
@jayvos1111 Жыл бұрын
but does it work with path tracer for still renders....i tried everything with ninja live 1.7 and can not get path tracer to work with water materials ect ect..cant you add something like a pause feature or something to make fluid ninja work with path traceing..or am i doing something wrong
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Jay, thanks for reaching out! --- Ninja uses regular / standard Unreal shaders - for example "Single Layer Water" for water surfaces. In my experience, Path Tracer is still not fully compatible with all UE shaders --- eg. Volumetrics is not supported - and there are problems with SL-water (briefly: it is not a problem or pathtracer vs ninja --- but pathtracer vs UE shaders)
@jayvos1111
@jayvos1111 Жыл бұрын
@@AndrasKetzer thanks I see now..hopefully in future they update pathtracer .thanks..I'm looking forward to playing around w8th this new ninja update
@Grimsikk
@Grimsikk Жыл бұрын
I'm trying to make a Wind Waker inspired Zelda-like game that would have an ocean with a few islands and some of the islands would have sandy desert areas, and I think this might be just what I need to make those things become a reality! Is there buoyancy physics support for objects in water? I was looking at Oceanology and DWP2 but this might be a much better tool for all my environment needs, not just water! This is specifically good for game design in UE5.2, correct? I'm not trying to make a super resource heavy game as it's Wind Waker inspired, cel-shaded, and I would like to eventually release on the Switch when all is said and done.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
grimsikk, thanks for reaching out! --- (1) you could test ninja for free / see "student version" at the community server (discord.gg/rgEtwua2tu) --- (2) while ninja has been tested on various hardware (xbox, playstation, android) - Nintendo Switch is not tested at all --- (3) buoyancy is available for GPU driven meshes / CPU calculated physicsbodies are not affected by the fluidsim
@birthofanewworld2165
@birthofanewworld2165 6 ай бұрын
Is there a tutorial where I can learn how to make vortexes and all that?
@AndrasKetzer
@AndrasKetzer 6 ай бұрын
First steps: kzbin.info/www/bejne/rInEnZmIdtOLl80feature=shared -- once the basics are solid, this one explains the vortex setup (and a few others, too): kzbin.info/www/bejne/aZSloGymfbqLi6Mfeature=shared
@mcpepa
@mcpepa Жыл бұрын
I would love you make that level in the tutorial, like terrain tutorial or something like that, I tried to copy the assets into a new scene, but they brake and stop working, I find no way to make use of this awesome levels.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks for reaching out! Pls carefully go through this "all in one" tutorial video, explaining basic ninja concepts - also demonstrating how to transfer / copypaste content to your levels: kzbin.info/www/bejne/rInEnZmIdtOLl80 Briefly: we need to merge ninja to a project in order to make it work (see manual chapter 9) and there are a few things that should be set up in order to make things work (eg. collision settings on your interacting objects, or in the case of particle driven snow/sand: the on-disk RenderTarget we are using as particle buffer). In case you need more help, email me: andras dot ketzer at gmail
@P_Luke_12345
@P_Luke_12345 Жыл бұрын
Holy. F. Shit! Wow!
@1zc5
@1zc5 8 ай бұрын
How would you rate the performance and optimization in a scale from 1 to 10?
@AndrasKetzer
@AndrasKetzer 8 ай бұрын
Ninja is a simple 2D sim, made to run fast: 7/10
@Kor3Gaming_Ghost
@Kor3Gaming_Ghost 23 күн бұрын
hey hey can it work with 5.2 & 5.3? And does it has sounds for ocean?
@AndrasKetzer
@AndrasKetzer 22 күн бұрын
Thanks for reaching out! Yes, UE 5.1-5.4 supported. You could read about new (UE 5.4 specific) features in the Manual + download a free test version at the Community Server (both linked at the project homepage) ------ Sounds: ninja does not have any sound realted feature
@Kor3Gaming_Ghost
@Kor3Gaming_Ghost 22 күн бұрын
@@AndrasKetzer Thank you
@EnraEnra
@EnraEnra 9 ай бұрын
can this plugin be used in multiplayer games or just single player?
@AndrasKetzer
@AndrasKetzer 9 ай бұрын
No official multiplayer support (some users implemented it on their own way)
@EnraEnra
@EnraEnra 9 ай бұрын
@@AndrasKetzer thank you!
@SrBiggus
@SrBiggus 8 ай бұрын
is this gonna be used in ark survival ascended?
@xiarno3373
@xiarno3373 7 ай бұрын
They wouldn't know.
@Blockbliss49
@Blockbliss49 Жыл бұрын
my character wont move do u know why?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Please have a look at Manual Chapter 9.4 and Chapter 11, describing the factors that influence pawn control. Thanks!
@MortalShores
@MortalShores Жыл бұрын
I love ubro
@AndrasKetzer
@AndrasKetzer Жыл бұрын
😘
@dust921
@dust921 Жыл бұрын
voxels:)
@Nat-ce3if
@Nat-ce3if Жыл бұрын
What is the difference of fluid ninja live and tools?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Both Ninja projects are focusing on fluid simulation inside UE --- Ninja LIVE is for responsive, real time, interactive fluidsim. Ninja TOOLS is for baked, non-responsive fluidsim. TOOLS runs "standalone" (it is an editor tool to generate game assets) while LIVE is a dynamic fluidsim (non-baked, runs together with the game), that could be placed in large numbers IN THE GAME, and it is creating real time interactive fluidsim. TOOLS and LIVE could be used separately, or combined. For example: having a church interior with hundreds of candles definitely needs a baked solution - while having a flaming ball on the player character's hand or making a portal that interacts with the player might need a responsive sim solution. For more details, pls have a look at the manuals and tutorial videos linked at the project pages.
@Nat-ce3if
@Nat-ce3if Жыл бұрын
@@AndrasKetzer thanks for the explanation im already buy both tools and live
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@Nat-ce3if thank you, I really appreciate it!
@ops-spartacus1420
@ops-spartacus1420 8 ай бұрын
Is this used in ASA
@xiarno3373
@xiarno3373 7 ай бұрын
They wouldn't know.
@AngryMan540
@AngryMan540 Жыл бұрын
I really have to get off my ass and learn how to use these tools
@gameboyskully6638
@gameboyskully6638 Жыл бұрын
is it replicated now ?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks for reaching out! - Ninja is not replicated.
@user-il9zw2pk3e
@user-il9zw2pk3e Жыл бұрын
RTX needed for this plugin?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Hi! 3K and 2K series cards (RTX 2080, 3080) are recommended - but ninja could be optimized for 1K series cards: this performance test runs on GTX 1070: kzbin.info/www/bejne/ZpCaaIFtZr6ql9k
@user-il9zw2pk3e
@user-il9zw2pk3e Жыл бұрын
@@AndrasKetzer I tried this plugin on 1660 and its so laggy, unusable((
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@user-il9zw2pk3e performance depends on how we configure ninja - here, running on a 2017 mobile phone: kzbin.info/www/bejne/qoDJqniEjpuKrZo -- Manual Chapter 17 explains how to optimize a given setup. Important: in case we are trying to run the komplex high end examples made for 3080 - on 1K series cards - of course it will not perform well. Pls have a look at the stress test parts in this vid, recorded on GTX 1070: kzbin.info/www/bejne/rGnHYXaXobFspaM
@xTHHxAimiForevr
@xTHHxAimiForevr 5 ай бұрын
5.3?
@AndrasKetzer
@AndrasKetzer 5 ай бұрын
Supported
@David_Fernandez
@David_Fernandez Жыл бұрын
Also! Is this exact "dry ice" low fog effect possible with Fluid Ninja Live? Even following the surfaces' meshes? kzbin.info/www/bejne/b3qwe5SKoLqthMk
@AndrasKetzer
@AndrasKetzer Жыл бұрын
We could do something similar, using VolumeSmoke - see Manual Chapter 24, and this video snippet: kzbin.info/www/bejne/r6unqJxppdhql6s
@David_Fernandez
@David_Fernandez Жыл бұрын
@@AndrasKetzer Great! What about my other question? Do the levels work out of the box to add Sequencer and add/take away stuff and render without having to set up the effect from scratch?? Thanks
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@David_Fernandez ninja is not "out of the box": it takes weeks to learn, and requires intermediate UE technical skills
@David_Fernandez
@David_Fernandez Жыл бұрын
@@AndrasKetzer For sure, I understand that to create new ideas and implement them into a game or environment will require months of work. But I wonder if the example levels can be tweaked and adapted freely, or they have some kind of built in limitations? Otherwise it's quite simple to add a camera and a different character or element and render a nice cinematic sequence... Is that possible? I am willing to spend weeks to learn it in depth, but I would like to have some gratification in the first days :) Is it possible to use this "Usecase 4B" level and make it work into sequencer to render some cinematics? Thanks
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@David_Fernandez Of course! Sequencer and MovieRenderQueue are supported - pls have a look at Manual Chapter 23 (available at the project marketplace page) - you could also try ninja for free, see Student Version at the community server: discord.gg/rgEtwua2tu
@SandyM1993
@SandyM1993 5 ай бұрын
How did you make it look so terribly unrealistic. This is impressively bad.
@AndrasKetzer
@AndrasKetzer 5 ай бұрын
Made with _UNREAL_ engine! 😉
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ТИПЫ людей , когда попросили ПОДЕЛИТЬСЯ 😂 #школа #прикол
0:37
Девушка помогла Девушке #shorts #фильмы
0:58
Ultra Meme Mashaa 😱😱😱 (Animation Meme) #memeanimation
0:15
Emot Animation
Рет қаралды 4,1 МЛН