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Everflame Studio
United States
เข้าร่วมเมื่อ 12 มี.ค. 2021
Game Developer making tutorials and project assets in Unreal Engine 5. Experienced in Multiplayer, Gameplay Programming, Realtime VFX, Houdini, and Lifting Heavy Things.
Developing Kitsune Battlemage and several blueprint assets, game templates, and components for the Unreal Marketplace. Making tutorials along the way.
th-cam.com/channels/RY-Ur4IfiSH_Bd3rlLBUIA.html
Developing Kitsune Battlemage and several blueprint assets, game templates, and components for the Unreal Marketplace. Making tutorials along the way.
th-cam.com/channels/RY-Ur4IfiSH_Bd3rlLBUIA.html
Unreal Engine | Choppable Trees Integration Walkthrough (UE5)
This video walks through the integration process of an established project in order to get Choppable Trees working in about 15 minutes, could be less if I went faster! I have already implemented the minor improvements mentioned in the video.
Choppable Trees is a procedural tree chopping asset that works with multiplayer and is available on the Unreal Marketplace.
Link: www.unrealengine.com/marketplace/en-US/product/choppable-trees
00:00 Intro
00:51 Setup Character
02:56 Input Mapping
04:51 Retarget Animations
07:30 Setup Tree
08:04 Resource Trace Channel
10:00 Fix Anim Montage Slot
12:17 Add Resource Trace Channel to Tree Slice
14:07 Fix Item Collider Character Cast
15:52 Outro
Choppable Trees is a procedural tree chopping asset that works with multiplayer and is available on the Unreal Marketplace.
Link: www.unrealengine.com/marketplace/en-US/product/choppable-trees
00:00 Intro
00:51 Setup Character
02:56 Input Mapping
04:51 Retarget Animations
07:30 Setup Tree
08:04 Resource Trace Channel
10:00 Fix Anim Montage Slot
12:17 Add Resource Trace Channel to Tree Slice
14:07 Fix Item Collider Character Cast
15:52 Outro
มุมมอง: 117
วีดีโอ
Unreal Engine | Choppable Trees - New Project Setup (UE5)
มุมมอง 1362 หลายเดือนก่อน
This quick video covers how to get a new third person template project set up and working with the Choppable Trees asset from the Unreal Engine Marketplace. This video is compatible with the first update of Choppable Trees project. Link: www.unrealengine.com/marketplace/en-US/product/choppable-trees
Unreal Engine - Choppable Trees Demonstration (UE5)
มุมมอง 4502 หลายเดือนก่อน
Link to Asset: www.unrealengine.com/marketplace/en-US/product/choppable-trees Demonstration of my Choppable Trees digital asset available on the Unreal Marketplace. Trees are procedural meshes that can be sliced into smaller logs which when small enough can be picked up, and give varying amounts of resource depending upon size. Tree wobbles on hit, there is chop decal, splinter fx, and sound ef...
Unreal Engine | Choppable Trees Setup Tutorial (UE5)
มุมมอง 1892 หลายเดือนก่อน
Here is the project setup tutorial for the Choppable Trees asset from the Unreal Engine Marketplace. It's a procedural tree slicing project that overcomes the multiplayer replication obstacle that procedural meshes have. Get it here: www.unrealengine.com/marketplace/en-US/product/choppable-trees
Let's Make Snake Pt3: Unreal Engine Beginner Game Series (UE5)
มุมมอง 922 หลายเดือนก่อน
Part 3 of our Snek series where we make a snake spinoff. Part 1 can be found here: th-cam.com/video/DF7eBVL_-lg/w-d-xo.html We add a bird's eye view and blow our snake up. Link to My Assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/profile/Everflame Studio Link to Noids: AI Villager Worker Gatherer System: th-cam.com/play/PLvFY4Y_bXcCgmAoXx8qurDS-klJzAjK3J.html Link to AI Se...
Let's Make Snake Pt2: Unreal Engine Beginner Game Series (UE5)
มุมมอง 1442 หลายเดือนก่อน
In this video we begin part 2 of making snake, I mean meking snek. Most of the time is spent setting up the "snaking" mechanic and correcting the controls and rotations. Unfortunately audio cuts out around 36 minutes in so I ended up recording over the top and include a nice little motivation for those taking the time to learn vs. just consuming tutorials... and sing some Creed. Link to part 1:...
Let's Make Snake Pt1: Unreal Engine Beginner Game Series (UE5)
มุมมอง 2482 หลายเดือนก่อน
In this video we get some basic set up for the movement of our soon-to-be snek. I recently had my wisdom teeth removed so bare with me as we work through how to make a snake game like we used to have on them ol' nokia phones. Link to part 2: th-cam.com/video/YwO5hlf9z-4/w-d-xo.html TimeStamps: 00:00 Intro 02:20 Create Snek & Snak Class 11:50 Movement Loop 26:40 item Pickup & Respawn 41:48 Incre...
Unreal Engine | VFX Tutorial Custom Depth Buffer - X Ray Material
มุมมอง 5213 หลายเดือนก่อน
In this video we make an X-Ray material kind of similar to the Farsight gun from the Nintendo 64 game Perfect Dark. We use the Custom Depth buffer and the scene depth buffer to create a mask and then modify that to whatever color we choose. Related Video: th-cam.com/video/bK5Qmo9_scA/w-d-xo.htmlsi=25xv_f5DztwD1hML Link to My Assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/p...
Unreal Engine | Depth Expressions VFX Tutorial - Shield Basics
มุมมอง 7843 หลายเดือนก่อน
Link to My Assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/profile/EverflameStudio In this video we cover some of the things we can do with depth expressions in Unreal Engine 5, specifically the scene depth and depth fade nodes. We finish by making a simple but cool shield effect that you can improve upon if you want. What to Watch Next: th-cam.com/video/bK5Qmo9_scA/w-d-xo....
Unreal Engine Tutorial | Easy Audio Modulation (UE5)
มุมมอง 1294 หลายเดือนก่อน
Link to Unreal Marketplace Assets: www.unrealengine.com/marketplace/en-US/profile/Everflame Studio In this video we go over a very simple and easy trick to improve the variation of your sound effects in a way that allows them to be re-used in other areas of your code easily. Simply create a sound cue, add your sound .wavs, add a random node then plug that into a modulator. Boom. Also sorry the ...
Unreal Engine - Mineable Rocks Showcase (UE5)
มุมมอง 3684 หลายเดือนก่อน
Do you yearn for the mines? Dreaming of rock and stone? Grab a pickaxe and add this blueprint asset pack to your project! Link to Unreal Marketplace: www.unrealengine.com/marketplace/en-US/product/mineable-rocks
Unreal Engine Tutorial | How To Bounce Off Walls - Basic Parkour (UE5)
มุมมอง 2645 หลายเดือนก่อน
In this Unreal Engine tutorial we use the reflection vector node paired with line traces to bounce our character off walls when jumping, creating a king of basic parkour effect. Link to my Assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/profile/Everflame Studio Link to Advanced Archer AI: th-cam.com/video/RPsxypZNbYA/w-d-xo.html What to watch next: Ragdoll physics with mome...
Unreal Engine Tutorial | How to Replicate Animation Montages for Multiplayer (UE5)
มุมมอง 3985 หลายเดือนก่อน
In this Unreal Engine tutorial we seek to understand the basics of replication and how we can use multicasting from the server to replicate animation montages. Link to My Assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/profile/Everflame Studio What to Watch Next: How to Replicate and Change Team Colors at Runtime: th-cam.com/video/kGfs_26ZAX0/w-d-xo.html Link to AI Series: ...
Unreal Engine 5 | Replicated Dynamic Materials: How To Change Team Colors in Multiplayer (UE5)
มุมมอง 4175 หลายเดือนก่อน
In this Unreal Engine 5 tutorial we explore a way to change team tags and team colors in multiplayer using replicated dynamic material instances. This allows for teams, materials, and colors to be changed at run time and works with multiplayer. Link to My Assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/profile/Everflame Studio What to Watch Next: How to Replicate Montages: ...
Unreal Engine 5 | AI Tutorial: Patrol Path Component
มุมมอง 3175 หลายเดือนก่อน
Link to my assets on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/profile/Everflame Studio In this video of the game AI series in Unreal Engine 5 we create a Patrol Path Component that handles traversing patrol points, allowing our AI to also combine more than one patrol path if we want. This component can be added to other AI characters as long as you have the matching patrol tas...
Unreal Engine 5 | Advanced AI Archer Showcase
มุมมอง 4415 หลายเดือนก่อน
Unreal Engine 5 | Advanced AI Archer Showcase
UE5 Tutorial | Ragdoll Physics with Momentum
มุมมอง 4535 หลายเดือนก่อน
UE5 Tutorial | Ragdoll Physics with Momentum
Unreal Engine 5 | AI Tutorial: Enemy Damage Perception - Part 4
มุมมอง 3685 หลายเดือนก่อน
Unreal Engine 5 | AI Tutorial: Enemy Damage Perception - Part 4
Unreal Engine 5 | AI Tutorial: Enemy Sight - Part 3
มุมมอง 2555 หลายเดือนก่อน
Unreal Engine 5 | AI Tutorial: Enemy Sight - Part 3
Unreal Engine 5 | AI Tutorial - Enemy Setup: Part 2
มุมมอง 4235 หลายเดือนก่อน
Unreal Engine 5 | AI Tutorial - Enemy Setup: Part 2
Unreal Engine 5 | AI Tutorial - Enemy Setup: Part 1 (UE5)
มุมมอง 1.5K5 หลายเดือนก่อน
Unreal Engine 5 | AI Tutorial - Enemy Setup: Part 1 (UE5)
Paint with Meshes in Game | Geometry Script pt. 4 | Unreal Engine (UE5)
มุมมอง 2856 หลายเดือนก่อน
Paint with Meshes in Game | Geometry Script pt. 4 | Unreal Engine (UE5)
Noids: AI Villager Worker Gatherer System | Hunter Update
มุมมอง 1056 หลายเดือนก่อน
Noids: AI Villager Worker Gatherer System | Hunter Update
Making Drop Pods from Helldivers 2 in Unreal Engine 5!
มุมมอง 5446 หลายเดือนก่อน
Making Drop Pods from Helldivers 2 in Unreal Engine 5!
UE5 Geometry Script pt. 3 - Destructive Projectiles
มุมมอง 3956 หลายเดือนก่อน
UE5 Geometry Script pt. 3 - Destructive Projectiles
UE5 Geometry Script pt. 2: Digging Tunnels
มุมมอง 8047 หลายเดือนก่อน
UE5 Geometry Script pt. 2: Digging Tunnels
UE5 Geometry Scripting: Booleans Pt1 - Lake
มุมมอง 2157 หลายเดือนก่อน
UE5 Geometry Scripting: Booleans Pt1 - Lake
Great video thanks. Is it possible to do without or otherwise “Cast Character”? On your example, there are only 2 buttons but if I have a map with 5 or more destination locations, if I have to cast each time I'm going to put my FPS to the test no?
You can test it, type in the little console thing I think it's the tilde key ` then type stat fps. Casting isn't too bad on performance unless you're doing it every frame on large classes, from what I understand. Also what I like to do is cast once then set a reference variable then use that variable instead of casting.
Cool stuff, you got any idea how to work with either multiple PPMs or integrating different colors in the material? for example, if I want to have friendlies to show up as green and enemies as red instead of all of them turning out to be green?
You could either create two separate materials or use a material parameter to set the color from green to red is my guess.
@@everflamestudio hmm, i did try that but it just used both of the materials on all of the hidden objects, which just made a brown slop sort of color, is there a way to only have pmm affect specific meshes? Im having a look on if turning a customstencil node to a bitmask value could work, but im having issues lerping the bitmasks to the last lerpnode before the emissive output pin.
hold on, i got it to work with using custom stencil mask. Now im worried that its too spaghettios to read, but transforming it into a material function and call it for every different color might work.
Any chance you can make a video about a behavior tree > ai follows a spline by length/distance ?
Do you need it to be an AI with a behavior tree or would any actor suffice?
is this use GAS ? and C++
This project does not, blueprint only.
The most confused shit ever.
If you ever gonna continue with this tutorial series it would be nice if you could replace all the casts and make a Blueprint Interface instead i try to figure out how to do it but im not far enough to be able to imagine stuff like that 😅 I’m a total beginner 🫣
Yeah interfaces can be good but they're not always necessary so if you hear someone say "casts are bad use interfaces" take that with a large grain of salt. The main valid reason I've actually seen for interfaces in practice is if you want people to be able to swap in and out different classes i.e. you made an archer class but you want to use it in another project with a different character base class... but now you have to go and fix all the cast nodes to match. Instead you can create an archer interface and add the interface to the new class.... but that's not even that great of a solution, an archery component might be better. Someone with a little deeper knowledge in that area than me would probably mention the way memory is handled and that classes that cast to others hold that other object in memory as long as they exist even if the other class has been destroyed. So they might say to use soft object pointers and references... I'm not 100% sure about that but it's something to have some awareness of. You can also run into some traps with them that I can't remember off the top of my head - probably just debugging issues where the interface is assumed to work where a cast will actually fail and therefore can throw an error. Anyway that's my rant on interfaces. Take that with a grain of salt as well ha. I might do something like that if I get around to continuing the series... as much fun as it is to do a search & replace of all cast nodes to swap with interface messages. Yeah I doubt I'll do that in this one probably better to start a new series that covers interfaces and components...
@@everflamestudio I thank you so much for this answer 🙏 thats one of the best advice given to me so far. I’ve only heard about how bad casts are and avoid them at any cost but this presents a totally new perspective to me. Guess i shouldn’t be to afraid of casts and just avoid them in case’s where it really makes sense like an interaction system or something like this?! ✌️ man thanks. Keep your goofiness up 😂
@@daliendaan That's a perfect example of what to use an interface for. Also, if you have a piece of code that is being called multiple times you may want to avoid casting every time in that section. It is my understanding that every time you cast you basically check to see if the object class matches which takes a bit of time, usually not a big deal if done once here and there. Instead you can pass a reference of the object you were casting to and set that as a variable. You can access the functions and variables of that object through that new reference variable. I'm pretty sure this is more efficient than casting every time... just be aware that since this is blueprints and not C++ the variable reference -may- not be "up to date" with the actual object if that object's variables have changed. Off the top of my head I'm actually not sure if blueprint variables of objects are like pointers to the object or copies of the object... I should probably test that as that is pretty important 😆 If there is one thing you want to avoid using, it's tick... just ask yourself, "does this code need to be called 60-100 times per second?"
Worked for me in 5.4 for now, appreciate the vid!
work with 5.4/ ps4/ 64bit?
The project was built in 5.2 and is compatible with 5.4 and up.
3p/1p?
this work with 3p?
"I haven't messed with projectiles in a while and i don't know much about them but I'm doing a Tutorial, and its on a time budget." I stopped after that. Watching you try to figure out how to get a 'Keyboard event' was pretty funny too. Learn Unreal Engine before posting tuts. For anyone who cares, breaking a Geometry Collection is a lot easier using a physics field. Its called a Master Field in Blueprints. Using a masterfield is the recommended way in the Unreal Engine Documentation. You don't have to do whatever crap this guy is doing. He has no idea what he's doing.
I am one of the few people who is doing things that nobody else has done and at least made a video of it - this is just showcasing a different way to use geometry script which is part of a series. A series where we explore different things that can be done with geo-script, not master fields for destruction. I might make videos on that that later but I already spent years learning destruction in Houdini so anything else feels like a downgrade. The whole projectile thing is because at the time of this video it had probably been about 3 years since I had to set up projectiles - and even then I was using epic's GAS system. Some of these videos I know exactly what I am doing, some of these videos I'm trying things and sharing how to do it. Sometimes I forget simple things but the truth is I have covered more ground than most. If you paid attention you would know this isn't a geometry collection, it's a procedural geometry. There are cool things you can do with it by using it in ways it wasn't originally intended. Also when I make these videos the odds are I'm probably tired.
@KB-nt7eg dude you sound like you got some kind of fist up your ass. Also you're the one who doesn't know his shit, Chaos is suitable for a lot of things but it's still limited, resource intensive and buggy as hell. Chaos is suitable for certain things, and geometry scripting is suitable for other purposes. Of course if you were a real dev, you'd know this. Don't listen to this guy OP, this is a fine tutorial on geometry scripting. Keep up the good work.
Lol dude chill, this is a tutorial on geometry scripting not Chaos. Chaos can do a lot but it isn't suitable for everything, if you were a dev you'd know the differences and usages of each. This is a fine tutorial OP, keep up the good work.
Thank you! It's very useful!
How can you do the same thing with 2 modifiers. Like shift+ctrl?
Is there any way to smooth the cut out edge at the top? Like a more natural drop off into the lake?
Yeah you can increase the vertex count and change the angle of the shape to get a smoother slope this was just a super simple example.
@@everflamestudio thank you!
Dude, I randomly stumbled upon your channel and the videos you make are just GOLD. The topics you cover are uncommon and I am just eating your videos up please don't stop.
Regarding doing it live or not, maybe have it in two pieces where you experiment with stuff and then a second bit where you run through the final solution you came up with?
I like that idea.
@@everflamestudio I gotta say though, seeing your process for trying another hitbox and it just not working made me feel saner as I was also trying my own version of this and faced the exact same issue
Hello, very understandable tutorial however, how do we make it possible to change a chord key in-game through an input key selector widget ?
That would take its own video... you can either have the player create the chorded action via menu buttons to set the new chorded action or record input from the player once they begin creating a new chorded action.
@@everflamestudio I would love a video on that, actually there is no tutorial anywhere online which explains how to allow the player to remap, for instance, alt + S or shift + F to an action. You would be the first and surely a good way to get views !
Very cool! any plans to do a more optimized efficient version of this?
Hey no plans currently but that could change in the future.
Hello, I've recently updated this project with some fixes and new features! *UPDATE* 1.1 Equip and unequip axe Fix collisions when player ran into tree after chopping Added visual inventory Removed delay time to pick up logs Added tool component for easier setup Made it easier to hit downed logs
Is there a function to place the axe away when finished using? Would be great to pick up the cut lumber and place into wood bin/ storage Maybe visualize wood collection in inventory system would be dope? Can you assist with adding to my current 3p?
Hey I've added most of your requests to an update list after we integrated choppable trees into your project over discord. Good stuff.
@@everflamestudio Awesome Man! Where can i check out the update?
@@bossmunc23 It's not out yet but I'll let you know. Already got most of it done just have a visual inventory to set up then fix a bug where the tree falls through the ground if you try to chop it before the timer is finished lol. Since you already bought it the update will happen in the Unreal Launcher and I think you'll have to re-add it. I'll make a video on the setup for existing projects based on what we went through.
Hell yeah definitely looking forward to it@everflamestudio
@@bossmunc23 I made a project integration tutorial here:th-cam.com/video/vgIKTzeCYPc/w-d-xo.html and the asset is here: www.unrealengine.com/marketplace/en-US/product/choppable-trees Since you already have it, you should be able to update it in the Epic Games Launcher... you may have to delete the old stuff I'm not sure how that works tbh. Either way that project integration video should have all the directions we went over and in a much shorter amount of time. Thanks
😊
Can I also add a smooth change in NOISE while the game is running? If so, how will complex collisions behave when the noise changes? thank you, it would be nice if you find the time to answer me
What kind of change in noise? You can modify the noise parameters at runtime to change the shape of it so it would be more or less spikey.
@@everflamestudio how cool that you answered, thank you!! can I apply noise to my own custom mesh (with complex collision), and how will the collisions change in runtime when the noise changes from 0.33 to .077? (for example) ... Is the collision changeable during runtime?
@@george6ix9ine20 I'm not sure, try it! I imagine if you're using complex collision it will update to the new shape, it's probably not super performant but eventually with how powerful computers are getting that won't matter so much.
1:45 - Today's Mission ...
... Should you choose to accept...
is it possible to make a ragdoll after hitting an object with a vehicle? or when the vehicle flips over?
Yes as long as that character is set up to ragdoll then you just trigger the ragdoll event when hit with a vehicle. From the vehicle blueprint you create an overlap event and then check if the hit actor is a character, cast to the character and call the ragdoll event. For vehicle flipping over you need some way to know the vehicle flipped, like checking the rotation, then again trigger the character's ragdoll event. In that case you will need a reference to the character/s which you can assign when they enter the vehicle. Hope that helps.
Yo that's so crazy I'm doing similar stuff on my channel! Keep up the good work bro!
Can't wait for next eps. I need auto respawn after ball touch the snake
Awesome, I waned to find a simple game to recreate for practice and find a really cool tetris tutorial but the creator stopped updating. This will be a great one to follow!
7:40 wise man once said...
thank you
This is exactly what I was looking for and to think it was only uploaded 6 days ago. Cheers!
Awesome I love it when that happens.
DO THE THING! Good vibes
Man, this is so cool! Thanks for sharing, can't wait to implement this in my game.
Right, I thought it would be way more difficult to get the intersections. If you think this video is cool you might like the follow up video that shows an X-Ray type material: th-cam.com/video/vw_wwbSQU3E/w-d-xo.html
I am doing an Archviz app and was looking for this. So great, thank you so much, worked like a charm.
Awesome good luck with your Archviz app. I'm wondering if there are other videos that could help the Archviz crew.
Yo! Thank you so much for these tutorials! Btw your voice reminds me of Adam Jensen from Deus Ex :D
Thanks haha
I just scanned through the videos and quickly added it to my UE5 playlist to follow along with as I work. Please keep on making videos! Your insights and in-depth understanding is invaluable! Not a lot of what you're doing on YT. Thanks so much for this Brian!
Hey thanks!
How about it, let's see if you can help me, I already created another "gold" material but at the time of collecting it it has the image of "Food" how do I change the image? thank you
I'm not sure what you mean by gold material. You may just want to delete it and create a new one instead of trying to change it, probably easier.
Thanks for the simple and super useful tutorial! Been messing around with some VR stuff on unreal. This is exactly what I was trying to do for my level, time to see if the same thing works in VR!!
Thank you very much ! I use it on first person/own character map, and itæs little different adjustments - but - so clear and step by step clarified alt in video, that it takes just a litle extra time to adapt. Very useful ant important video, very good tutorial in useful tempå than can understand and green junior in UE like me ;) Have a nice day !
9:09: You don't know how replication works. You don't call a own client event from remote since it doesn't have the authority to do that. Please get your shit together before being one more garbage unreal engine "tutorial" channel. TH-cam is already full of people who don't know wtf they are talking about.
At about 04:12 if you aren't interested in visualizing the impact of the HasAuthority Node and just want to get it done you can skip to 09:09 ;)
From the FB group. Adding to my likes for after work to watch.
Hope it helps!
Nice work. TH-cam algorithm sucks
Hey thanks
First update was to add back-pedaling and strafing run animation blendspace.
First update has been fixing the run animations to include back pedaling and side strafing.
This was pretty straightforward, and simple. So thank you, it helped.
Glad I could help. I made this video just because I saw one person ask how to do it in a fb group and now it's helping quite a few people which is really cool to see.
@@everflamestudio so I tried to scale this up a little and I ran into the issue that the array orders the markers in a very weird way. Any suggestions on how to make sure that when you add the markers into the array they follow the proper order of indexes?
@@VinoVenitas It's probably the "Get Actors of All Class" node that is shuffling the order. You can do a couple of things: create an editable array in an object such as the teleporter that exists in the level where you manually add all of the markers to it in order in the editor. Or you could get all actors of the marker class then sort them by their names by splitting the string with the affix "_" and comparing the number after that. First option is easier up until there are a lot of spawn markers. Hope that helps.
@@everflamestudio yeah it does, thank you
Thanks for the straightforward video! I'm using it in my architectural walkthrough to teleport from room to room! It really helped a lot and was easy to follow.
That's awesome!
Pls add work anim
Very nice, great work. Looking forward to learning this
good stuff man..what other plans do you have for it?
I'm not sure at this point, think I'm going to branch off to some other projects for a bit, currently working on an Archer AI that can patrol and guard.