Stephen Maloney
Stephen Maloney
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Unreal Engine 5: Custom UVs in Materials (modify UVs in the Vertex Shader)
In this video, I talk about the custom UV input in a material in Unreal Engine 5.1. This input allows you to do full precision UV calculations in the vertex shader on mobile and allows independent texture fetches. This is a win-win for performance and fidelity.
docs.unrealengine.com/5.1/en-US/customized-uvs-in-unreal-engine-materials/
Timestamps:
00:00 - Intro
01:21 - Start World Space Grid Material
06:51 - Custom UVs
มุมมอง: 1 709

วีดีโอ

Unreal Engine: Animated Text Effects in Widget (Rich Text Material Effects)
มุมมอง 9Kปีที่แล้ว
In this video, I show how to set up a rich text style block in a widget, using a data table to look up what font and other settings you want for text. You can also use a font material to manipulate the look of text over time. Slides: docs.google.com/presentation/d/1DpuQkoa_mNR6siTxWk5wngOvMm9aV7CYrXQ4lIodSAU/edit?usp=share_link
Unreal Engine Tutorial: Water Simulation (Gerstner, Circular Waves)
มุมมอง 8K2 ปีที่แล้ว
In this video, I show how to make: - General sine waves - Gerstner waves - Circular waves Including world position offset and normals. This video is replacing two old videos. Slide deck: docs.google.com/presentation/d/1JSzr9JFpIu7Gu4u0dWQDaGZKTMAMZXIIR4mlWlzx39U/edit#slide=id.g152bf6b488c_0_81 Timestamps: 00:00 - Intro 00:56 - Make mesh 03:21 - Sine visualization 09:44 - Nyquist Frequency 11:37...
Unreal Engine 4 Tutorial: World Position Offset (WPO) - Rotating, Scaling, Translating Combined
มุมมอง 14K2 ปีที่แล้ว
In this video, I show you how to use the world position offset input in a material to rotate, scale, and translate an object at once. Combining WPO is not always as simple as adding. Timestamps: 00:00 - Intro 00:29 - Rotate 04:05 - Translate 04:56 - Multiple Rotations 07:10 - Scale
Unreal Engine 4 Tutorial: World Space Tri-Planar Material Improved
มุมมอง 6K2 ปีที่แล้ว
In this video, I show how you can create a world space tri-planar material - which is a material that is projected onto a mesh in world space on each axis. This can be used to make different meshes that have the same material on them match up properly if you place them together in world space. This version improves on an older video where I used a dot product and added them together, I think LE...
Unreal Engine 4 Tutorials: C++ Adding and Moving Instanced Static Mesh Component Instances
มุมมอง 3.5K2 ปีที่แล้ว
In this video, I start from a clean project and make an actor which contains an Instanced Static Mesh Component. I then add instances to it OnConstruction(), and move them on Tick(). Finally, I use PerInstanceCustomData to set their colors randomly. Timestamps: 00:00 - Intro 00:20 - Make Instance Actor 04:10 - Make BP Class 04:55 - Make Material 06:04 - On Construction 10:57 - Constructed Insta...
UE4 Tutorial: Combining 3 separate meshes/materials into one using Blender and Gimp
มุมมอง 6392 ปีที่แล้ว
In this video, I take a water heater mesh, which is in 3 pieces (separate meshes, textures, and materials), and combine them into one using GIMP and Blender. 1. Use GIMP to take the multiple textures and combine them into one larger for each type of texture. 2. Use Blender to scale and move the UV's for each mesh. 3. Combine the mesh into one and reimport. 4. Make a new material using the new t...
Unreal Engine 4 Tutorials: How to Remove Unwanted Android Permissions Part 2 (needed for Oculus)
มุมมอง 1.7K2 ปีที่แล้ว
In this video, I show how to get rid of Android settings for allow backup and using cleartext traffic, which are something you need to do to allow your app to be published to the Oculus store. Previous video: th-cam.com/video/vMBwlkoCf_o/w-d-xo.html Patreon: www.patreon.com/stephenamaloney Timestamps: 00:00 - Intro 00:34 - Android Developer 01:07 - Project Settings Tags
Unreal Engine 4: Best Practices (2019-2021)
มุมมอง 4.7K3 ปีที่แล้ว
In this video, I talk through some Unreal Engine 4 best practices I've found in the past few years working in it professionally. docs.google.com/document/d/1kIgOM7VONlPtx3WPiKdNVRYquX-GTduqSw0mU7on5h8/edit?usp=sharing Patreon: www.patreon.com/stephenamaloney
Unreal Engine 4 Tutorials: How to Remove Unwanted Android Permissions using UPL (needed for Oculus)
มุมมอง 6K3 ปีที่แล้ว
If you have tried and package a game for placement on the Oculus store, you will get warnings about Android permissions that you may not need. In this video, I show how to use UPL (Unreal Plugin Language) to automatically edit the AndroidManifest.xml so that it will remove the permissions that you do not want. Patreon: www.patreon.com/stephenamaloney Timestamps: 00:00 - Intro 01:26 - UPL 07:08 ...
Unreal Engine 4: How to make collision in Blender - Bowl (Part 2/2)
มุมมอง 3413 ปีที่แล้ว
In this video, I show how to make collision for a bowl, which is a concave object. You have to create a bottom and an array of sides.
Unreal Engine 4: How to make collision in Blender - Knife (Part 1/2)
มุมมอง 2003 ปีที่แล้ว
In this video, I show how to make collision in Blender for use in UE4. I explain how to name the objects inside Blender, the settings, and how to use Blender to some degree. This tutorial expects you to know how to navigate Blender, but I do explain the hotkeys used.
Unreal Engine 4: PSO Caching (Pipeline State Object) to Reduce Load Times/Hitches
มุมมอง 7K3 ปีที่แล้ว
In this video, I talk about Pipeline State Object caching. I have written a Google Doc that I will try and keep updated. docs.google.com/document/d/1_6z1NwWyaLiojbL-tyjoz_fXsEDMuKAJVI6WUrha_58/edit?usp=sharing The confusing documentation is located at: docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/index.html PLEASE READ THESE STEPS QUICKLY BEFORE YOU FOLLOW THE VIDEO - I forget to ...
Unreal Engine 4 Tutorials: C++ UPROPERTY EditFixedSize
มุมมอง 6533 ปีที่แล้ว
In this video, I show what the edit fixed size UPROPERTY specifier does, and how to initialize your arrays in PostLoad() so that you don't lose the data that you place into them. Patreon: www.patreon.com/stephenamaloney
Unreal Engine 4 Tutorials: C++ UPROPERTY Visibility/Edit specifiers
มุมมอง 1.2K3 ปีที่แล้ว
In this video, I create components and variables with all the available UPROPERTY specifiers, and explain how they affect the objects in editor. Actor: An object placed in the world. Archetype: The blueprint that exists in the content browser. Component: An object attached to an actor that gives the actor reusable functionality. Instance: A copy of the archetype that is placed into a level. Vis...
Unreal Engine 4 Tutorials: C++ Instanced Static Mesh Component and Per Instance Custom Data
มุมมอง 6K3 ปีที่แล้ว
Unreal Engine 4 Tutorials: C Instanced Static Mesh Component and Per Instance Custom Data
Unreal Engine 4 C++: Nativizing Timelines
มุมมอง 7443 ปีที่แล้ว
Unreal Engine 4 C : Nativizing Timelines

ความคิดเห็น

  • @skivar1
    @skivar1 19 วันที่ผ่านมา

    This is awesome!!!! Thank you very much for making this tutorial!

  • @sleezay
    @sleezay หลายเดือนก่อน

    Hey Stephen! Awesome breakdown, thank you :) I'm trying to make a fade animation, from left to right, character by character. Could be driver by a linear gradient or something. I know how to do by using a material parameter but it animates everything in text block at once. Not line by line. Could you help with more convenient solution? Thanks in advance!

  • @ryangilbert5302
    @ryangilbert5302 2 หลายเดือนก่อน

    Does anyone know how to do this on LinuxAArch64 device, when im cross compiling on a windows machine? I cant get it to record without building and launching it in editor. I want to be able to launch the game manually and it start recording.

  • @GameDevAraz
    @GameDevAraz 2 หลายเดือนก่อน

    such unnecesarry hassle,

  • @TorQueMoD
    @TorQueMoD 3 หลายเดือนก่อน

    I've since discovered to combine the axes, you just specify 1,1,0 for X and Y axis, or 1,1,1 for X and Y and Z. The colors represent the axis so X=R, Y=G, B=Z. There's no need to combine multiple Rotate About Axis nodes.

  • @FeuerDrache0702
    @FeuerDrache0702 3 หลายเดือนก่อน

    Is it possible to scale an object based on the distance to the player? Also is it possible to make it only scale on the client?

    • @stephenmaloney424
      @stephenmaloney424 3 หลายเดือนก่อน

      You can use the distance to the camera to do things in a material; if you wanted that to only happen on the client, have default material not do this, and then on the client only set the material with the effect. You can check with IsLocallyControlled() to know if you are on a client but also want to test standalone.

  • @jbm8280
    @jbm8280 3 หลายเดือนก่อน

    which cs editor the dude is using to edit and build the TargetShoot.build.cs file ?

    • @stephenmaloney424
      @stephenmaloney424 3 หลายเดือนก่อน

      I'm editing it inside Rider. www.jetbrains.com/lp/rider-unreal/

  • @yoshedev5290
    @yoshedev5290 4 หลายเดือนก่อน

    Fantastic resource! Thank you!

  • @JohnDaniels
    @JohnDaniels 5 หลายเดือนก่อน

    Amazing video! I am trying to make a sphere cage where a motorcycle can ride inside. I made a half bowl in blender duplicated it and imported into Unreal with correct naming convention and it did import the bowl and collision but the collision was only a half sphere collision, not a bowl collision. It is even possible to make a half sphere bowl collision or is that that reason you made you bowl with all the pieces to get around the concave issue?

    • @stephenmaloney424
      @stephenmaloney424 5 หลายเดือนก่อน

      The pieces is to get around the concave issue, correct. A collider cannot be concave, so you have to split it into many convex pieces. Or if you don't care about performance you can set the mesh to use complex collision and use the mesh itself as the collider.

    • @JohnDaniels
      @JohnDaniels 5 หลายเดือนก่อน

      @@stephenmaloney424 okay good information sir, that's what I thought that's pretty amazing and interesting that Nvidia physics x can't do concave but maybe that's with all physics engines. I do know about using the static mesh as the collision in unreal engine but you cannot turn on physics for that and this is going to be a sphere that's going to be rolling so it has to have simple physics so what I'll probably do is just inside of unreal engine inside of the static mesh editor just make some flat rectangles out of collision and just put them all in a circle may not be perfect but I think it'll work I guess the other option would be inside blender make some curved pieces well I guess you can't make curve pieces because then they would be concave I wonder what degree it considers concave I guess anything after 90° or is it anything after 45°. It's fascinating

    • @stephenmaloney424
      @stephenmaloney424 5 หลายเดือนก่อน

      @@JohnDaniels In Blender, under Mesh header while modeling, there is a selection called Convex Hull you can use to force something to be convex, try that if needed. Unreal will force colliders to be convex similar to how this works.

    • @JohnDaniels
      @JohnDaniels 5 หลายเดือนก่อน

      @@stephenmaloney424 Ok, I will give that a shot. Thank you so much for your help! I am like maybe a 1 in blender and you are a 10 :)

    • @JohnDaniels
      @JohnDaniels 5 หลายเดือนก่อน

      @@stephenmaloney424 The convex hull option really helps, thank you again!

  • @FrankMelendezM
    @FrankMelendezM 6 หลายเดือนก่อน

    Thank you for this video. I'm using Unreal 5.4 and I was wondering how can you achieve this with a 3 color Lerp.

  • @Elnaz_Heydari_22
    @Elnaz_Heydari_22 7 หลายเดือนก่อน

    ✌🏻✌🏻✌🏻thanks

  • @firemageddon
    @firemageddon 7 หลายเดือนก่อน

    Awesome vid.

  • @Elnaz_Heydari_22
    @Elnaz_Heydari_22 7 หลายเดือนก่อน

    ✌🏻✌🏻✌🏻✌🏻

  • @aprilem11
    @aprilem11 7 หลายเดือนก่อน

    The apparent discrepancy between what TexCoord[0] and TexCoord[1] mean for color versus position had me LOSING. MY. MIND. It is such a relief to see someone else mention it! Thanks for the nice breakdown

  • @Sulphisix
    @Sulphisix 8 หลายเดือนก่อน

    Dude... You are Awesome!!!

  • @robinj6997
    @robinj6997 8 หลายเดือนก่อน

    Amazing, this video had everything that I searched for.

  • @nomorecookiesuser2223
    @nomorecookiesuser2223 9 หลายเดือนก่อน

    Exceptional. Thank you!

  • @DanielLiljar
    @DanielLiljar 10 หลายเดือนก่อน

    It's flickering because the preview is out of bounds, place an object in the scene with the material and set bounds scale to 2 and it will stop flickering. ..Now how do you fix the "FixRotateAboutAxisNormals" so that the object normals are shaded correctly?

  • @santigod4073
    @santigod4073 10 หลายเดือนก่อน

    Sos un capo

  • @blackivy011
    @blackivy011 10 หลายเดือนก่อน

    Dude honestly, thank you so much for the work you've put in making documentation and sharing it with us. I just found your channel and I wanted to comment this on your most recent video so you have the highest chance to see it. I'm looking through this documentation for GPU profiling, Timelines, and like literally so many other useful things, and I'm just so grateful. I've been using unreal engine for going on 3 or 4 years now and I'm sure you can attest as well that the documentation isn't all that awesome. Sure they do their best I'm sure and there are things out there but it's still rough. Especially with how powerful unreal engine is with it's 1000000 different ways to skin cats. So again, thank you so much for the documentation you've made and I hope to see more from your channel in the future! New sub here :)

    • @stephenmaloney424
      @stephenmaloney424 10 หลายเดือนก่อน

      You are very welcome. It's nice to know someone is finding my documentation useful besides myself!

  • @JackTurner-v2e
    @JackTurner-v2e 10 หลายเดือนก่อน

    Excellent Tutorial, Stephen! Curious: How would you separate axes from each other? Like, if you wanted to animate scale in the X axis, but not Y or Z?

  • @YeQiu-yk1ho
    @YeQiu-yk1ho 11 หลายเดือนก่อน

    Quest2/Quest1 can not write PSO a big reason is that the Android API version is more than 30, switch back to the 29 version of the API can be written normally, I am because of this problem for a long time.

    • @jonathanantoine4962
      @jonathanantoine4962 8 หลายเดือนก่อน

      Meta Quest store now requires Android API 32 minimum, any solution?

  • @meloin522
    @meloin522 11 หลายเดือนก่อน

    If neither advice helped you to set up PSO caching with Quest - make sure that you are not using UPL manifest which delete READ and WRITE Android permission from your project(which required for shipping in Oculus store)

  • @gamechop3884
    @gamechop3884 ปีที่แล้ว

    Hello, Why your Uproperty Uscenecomponent variable is not showing near that float. I want something like my new class (forward declaration) to visible in detail panel. But its not showing up there untill I press play button. In play mode its showing but its not showing rest of the time!!!

    • @stephenmaloney424
      @stephenmaloney424 11 หลายเดือนก่อน

      The one above the float, where I use UPROPERTY(EditInstanceOnly) tells the editor that you only want to be able to edit it during runtime. If you want to see a scene component always, use UPROPERTY(VisibleAnywhere) and be sure to construct it in the constructor of the cpp file.

    • @gamechop3884
      @gamechop3884 11 หลายเดือนก่อน

      @@stephenmaloney424 hello, thanks for reply. I actually want to set that Scene component variable through class defaults. How to make it possible?

    • @stephenmaloney424
      @stephenmaloney424 11 หลายเดือนก่อน

      Typically you set the scene component up by creating it in the cpp file in the constructor. You might need to explain what you are trying to do exactly - the way Unreal is set up, you may be trying to do something in a way that isn't possible, but if you know the right way is easy.

    • @gamechop3884
      @gamechop3884 11 หลายเดือนก่อน

      @@stephenmaloney424 ok, I found that it's impossible in unreal because the the way it's setup is far different from what I am being using from long time (unity).

    • @stephenmaloney424
      @stephenmaloney424 11 หลายเดือนก่อน

      @@gamechop3884 Oh, that makes more sense. I'd look up some videos for Unity->Unreal to help you, but the first thing to keep in mind is that Unreal started as a first person multiplayer shooter, so everything was designed with that in mind. It will take some time for it to start to make sense to you but it will click if you keep experimenting for a bit! Good luck.

  • @DeeOdzta
    @DeeOdzta ปีที่แล้ว

    This is really cool thanks for the technical example tut. new sub.

  • @scottcourtney8878
    @scottcourtney8878 ปีที่แล้ว

    I stumbled on this while looking for something related, and I'm so glad about that! Unreal Engine's documentation is great overall but has a few gaps, and I've found UI materials to be one of those gap areas (especially materials for text fonts -- the Font Sampler node is very sparsely documented). In 16 minutes I learned more about this topic from you than I did in hours of perusing the UE documentation and experimenting on my own. Thank you so much for sharing this resource. I'm sure I will be referring back here and to your slide deck often.

    • @stephenmaloney424
      @stephenmaloney424 ปีที่แล้ว

      Awesome! I spent many hours trying to figure out how to do this on a project before I found this web site www.stevestreeting.com/2022/09/14/text-animation-effects-in-unreal-engine/ that had some examples, and I hoped no one else would have to suffer like I did trying all kinds of crazy things!

  • @RobFisherUK
    @RobFisherUK ปีที่แล้ว

    This should be a good approach for my data visualisation tool. I was trying to do this with a GameInstanceSubsystem but getting Blueprint access to it was proving difficult. Following this tutorial should get me a lot closer to what I want, thanks!

    • @RobFisherUK
      @RobFisherUK ปีที่แล้ว

      An update: I have this pretty much working, except with cubes and with the colours changing randomly every second instead of moving the positions. One thing I found is that SetCustomData inside OnConstruction seems to have no effect. Not sure if that's UE5.3 or some mistake I made. But anyway in Tick it works fine. Also there is no longer any VertexInterpolator needed, it seems.

    • @RobFisherUK
      @RobFisherUK ปีที่แล้ว

      Another update: everything is working beautifully. Until I use Project Launcher to package my game and then run the game outside Unreal Editor. Now the instanced static meshes do not appear. The game runs fine. But they are invisible.

  • @glaseeze
    @glaseeze ปีที่แล้ว

    Thank you.

  • @mosel3y755
    @mosel3y755 ปีที่แล้ว

    The texture is flipped without adding the multiply by minus one that exists in the WorldAlignedTexture Node

  • @artemchaika
    @artemchaika ปีที่แล้ว

    Thank you!

  • @littledemo3605
    @littledemo3605 ปีที่แล้ว

    hello sir, can u make full video for how to export sdk 33 api by ue4.27 with update bill to v6? please make full video with sdk, ndk ,jdk, android studio project update, permissions please sir nor one need explain how to export sdk 33 with ue4 and google console need now bill 6 and sdk 33 .

  • @littledemo3605
    @littledemo3605 ปีที่แล้ว

    hello sir, can u make full video for how to export sdk 33 api by ue4.27 with update bill to v6? please make full video with sdk, ndk ,jdk, android studio project update, permissions please sir nor one need explain how to export sdk 33 with ue4 and google console need now bill 6 and sdk 33 .

  • @VasilenkoElina
    @VasilenkoElina ปีที่แล้ว

    Hello! Thanks for your video! I tried, but it did not help me, I'm on 5.1, maybe this is the reason?

    • @stephenmaloney424
      @stephenmaloney424 ปีที่แล้ว

      I haven't tried using UPL in UE5. I'm currently working on a UE5.2 VR game, but I'm using the Meta branch of Unreal Engine now, and I only had to remove one permission (allow backup) so far. What permissions are you trying to remove and why? Thanks!

    • @VasilenkoElina
      @VasilenkoElina ปีที่แล้ว

      @@stephenmaloney424 Thank you very much for your reply. I'm using the Meta XP plugin in 5.1. The error comes when trying to post: A Your manifest includes the following permissions restricted by Oculus: - android.permission.WRITE_EXTERNAL_STORAGE - android.permission.READ_EXTERNAL_STORAGE I android.permission.READ_MEDIA_AUDIO - android.permission.READ_MEDIA_VIDEO - android.permission.READ_MEDIA_IMAGES - android.permission.ACCESS_MEDIA_LOCATION - android.permission.READ_MEDIA_IMAGE- android.permission.WAKE_LOCK Please remove these permissions if they are not needed by your application.

  • @jhonnyappleseed1786
    @jhonnyappleseed1786 ปีที่แล้ว

    Hey! Thanks for the walkthrough but I believe your calculation of the phase constant is incorrect. The Nvidia document says that the phase constant is Speed * 2 / Wavelength, or Speed * Frequency. You have it as Speed * RadialFrequency, which increases the phase constant by pi. Not a big deal but worth noting for people trying to crack the math. I think the mistake stems from all these Latin characters that look like w.

  • @sliceofcheese630
    @sliceofcheese630 ปีที่แล้ว

    Just a tip for anyone who is struggling to build the project--what I assume is a requirement for the newer engine versions, be sure to add the following line at the top: #include "Components/InstancedStaticMeshComponent.h"

  • @11alekon
    @11alekon ปีที่แล้ว

    out of curiosity, do you know how to scale the faces on its own axis rather than scaling the whole object?

  • @camilavignoni1600
    @camilavignoni1600 ปีที่แล้ว

    Thank you, very explicative, best type of tutorials!

  • @joshuarorrer1813
    @joshuarorrer1813 ปีที่แล้ว

    This isnt what I was looking for, But this is black magic. Never understood material applications.

  • @marcinnawrocki1437
    @marcinnawrocki1437 ปีที่แล้ว

    So you made C++ class then everything else in blueprints. Great CPP TUT. :D

  • @mosheturpiano1193
    @mosheturpiano1193 ปีที่แล้ว

    *Promo SM*

  • @Paintrap
    @Paintrap ปีที่แล้ว

    Thank you so much for making this!!!! COULD YOU MAKE ONE OF FLUIDS? PLEASE.

  • @myth0genesis
    @myth0genesis ปีที่แล้ว

    You could shave off another instruction by putting just one abs just after the VertexNormalWS and feeding that into the masks before the lerp alphas.

  • @jackcoker2372
    @jackcoker2372 ปีที่แล้ว

    This was super helpful! Thank you!

  • @DawnBriarDev
    @DawnBriarDev ปีที่แล้ว

    I hear you typing out multiply a lot, so here's a cheat sheet of every hotkey I know of in Unreal's shader graph editor. Hold these, then click, and the following happens (there are a few I found interesting to learn and would not have expected, like "normalize"): S= Scalar Parameter. 1= Scalar Constant 2= Vector 2 Constant 3= Vector 3 Constant V= Vector 4 Parameter F= Material Function Call (whichever you have selected in the content browser, or unassigned if none selected) L= Lerp (linear interpolate) I= If M= Multiply A= Add D= Divide E= Power (exponent) B= Bump Offset R= Reflection Vector T= Texture Sample U= Texture Coordinate (think "UV" to remember it easily.) N= Normalize I just made a project, then held every key and clicked to see what came up. I hate drop down menus.

  • @alessiobelli
    @alessiobelli ปีที่แล้ว

    Hi, great tut, Have you tried this for Windows? I tried myself, but it doesn't generate any pipelinecache file... Any thoughts? (I followed this same tutorial and it works for UE5, but it doesn't for 4.27.2)

    • @GrzegorzStyczen
      @GrzegorzStyczen ปีที่แล้ว

      I just did, make sure you have your deploy target set as WindowsNoEditor and the check under ProjectName\Saved\StagedBuilds\WindowsNoEditor\GameName\Saved Also you need to make sure you use dx12 as the default RHI

  • @sargalis
    @sargalis ปีที่แล้ว

    Would be awesome to cover ISMComponents in UE5 for C++. Can't figure out how to properly initialize it as it's unlike how UE4 handles it.

  • @skioppinovero
    @skioppinovero ปีที่แล้ว

    I mistakenly closed the event graph window of the material and I can't find the window again, what can I do?

    • @stephenmaloney424
      @stephenmaloney424 ปีที่แล้ว

      Look in the content browser for it, when you made it you had to have created something there. If you didn't save it, it could just be lost.

  • @android_games_Nire
    @android_games_Nire ปีที่แล้ว

    Great tutorial, Could you make lease Tutorial for PSO Caching for Unreal Engine 5 because folders names are different and We are not able to make it for Android. Thnak you

    • @stephenmaloney424
      @stephenmaloney424 ปีที่แล้ว

      I have updated a document that works with Unreal Engine 5. I will link it in the description.

    • @android_games_Nire
      @android_games_Nire ปีที่แล้ว

      @@stephenmaloney424 Thnak you very much

    • @android_games_Nire
      @android_games_Nire ปีที่แล้ว

      @@stephenmaloney424 Can not find collected PSO file on device using UE 5.1.1. Where specificaly writes on device or do I need to create folders as in UE 4? PLease help. THank you

    • @stephenmaloney424
      @stephenmaloney424 ปีที่แล้ว

      @@android_games_Nire If you are not seeing the file on the device, the first thing to check is that it is writing the file. To do that when you run the game using the Project Launcher, it shows you ADB logs from the device. As you are playing the game you'll see PSO cache messages about new ones found. Quit the game normally - on the Quest 2 I use the menu to do this; if you are using a phone you need some way to quit the game from inside it that allows UE to know you are quitting. It will then write the file and you can see it in the logs. If that is happening and you can't find the file, I've had to reboot my device and reconnect to my PC. You can use ADB shell to search around on the device too. Mine was buried in that long path that is in the document.

    • @android_games_Nire
      @android_games_Nire ปีที่แล้ว

      @@stephenmaloney424 Thank you for support. All the best

  • @TheoCucciGameDev
    @TheoCucciGameDev ปีที่แล้ว

    Hey! Thanks for this tutorial! Any idea on how to improve it by adding a left to right fade to my text in using materials ?

  • @VShoom
    @VShoom ปีที่แล้ว

    Thanks for the video, just what I was looking for! I tried making waves using the DistanceToNearSurface node (for coastal waves). Everything works and looks great, but I have a problems with the Normal and Gerstner functions. I don't understand how to set the correct X and Y coordinates. Now I'm using Normal with DDX and DDY. Perhaps you can help find a solution?