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Volkiller Games
United States
เข้าร่วมเมื่อ 18 ส.ค. 2014
Game developer/ freelancer. Posts Info on current work inside unreal engine as well as art projects and games set to release.
วีดีโอ
Editor Scriptable Tools: Basic Tools UE5.2
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Common Button and Common Activatable widget Unreal Engine 5
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Man, that info was usefull, but you sound drunk, please for further videos consider talking clear
yeah i just suck at capturing audio its something i have been working on
Sorry man, I understood nothing. What is going on? :) maybe it's to advanced but I literary got nothig except of an idea.
This tutorial is killer because unreal engine ui is very shitty you can't do something without giving wtf's every minute
Absolutely stupid no help what you say to do I don't get that option
Is it possible to bake the landscape patch into the landscape?
overall when you build your project the whole landscape and its layers is baked down with the current system.
@@VolkillerGames how about data layers?can you put them in data layers so you can load unload them at runtime?
Is it possible to duplicate actors in the scene?
How do you change the default value of a variable in a blueprint in your content browser (not spawned in the world) using an editor utility widget?
the video looses audio half way and makes it impossible to follow
Thanks for the video
good guide all work - thank you!
It shipped! Do another video! :)
i hope to there is tons of stuff to cover but ill terrible at remembering to do videos haha
Hey there. I am currently building my own tools. What´s weird is that i can´t find the "get editor property" node.
Oh well, ive found it. In case someone has the same problem. You need to create an Editor Utility Blueprint, not a standard bluepint.
man by this can this differentiate the Xbox and PlayStation controller ?
On pc atm you cant really tell the difference between plugged as it just detects gamepads at least this plugin by itself but i imagine combined with the dualshock plugin you could get it working pretty easy. There is also a new Windows Game input plugin coming that might help i havent looked into it
Next incarnation of Quixel mIxer?
Try to not rush through your tutorials as if somebody was hunting you. Don't skip that many things, just a friendly tip.
haha great advice. I agree i rushed this when i make the video it was more to show off the feature when it was added to the editor and it wasnt fully finished and i had planned to make a updated Video and a real attempt at making it a tutorial and not just an overview for people that discovered it while it was only in the source build. I hope to get to that depending on when 5.4 fully releases if it has enhanced input+common ui working correctly along with a demo
it doesn't work with nanite or dynamic meshes, can someone confirm that?
i believe that is correct unless something has changed recently ie 5.4
P r o m o S M 🔥
guess this won't work at runtime?
no because landscape gets compiled down for runtime. but i have seen some community Nanite displacement stuff that i imagine you could use in the long run. twitter.com/phyronnaz/status/1764068615072989580 :D they said they might be open source so it might end up being something to use
This sucks. I don't understand why there aren't more ways to modify the landscape at runtime. Lots of people have started to use voxel tech with marching cubes for this reason. However using voxel means you have to buy the expensive plugin, and its not multiplayer compatible. Im not asking for tons of features, but a basic smoothing, flattening, or patch feature which would allow players to shape the world as they play would open up so much gaming content.
How do u make objects align to surface...I tried but my object are always 90o off
I generally just use V to snap to vertex and end key to snap to ground. The editor does have a surface snap button you can enable but it has an align to number checkbox that tmight be what your using already. Overall the direction will be based on the rotation of the model when you imported it
How to bind events to Yes button in modal?
it's not possible to use it with decals?!!
a decal isnt a mesh and primitive data is saved inside mesh. You could use mesh decals if you really need the ability to use CPD with them
I cannot figure out how to do it from inside a blueprint...
you need your material to be setup with a Variable thats set to Custom Prim Data and then get your static mesh. Then use the Set custom Primitive Data Float/vector depending on the type of data your setting and just make sure your Data index is correct. Say your using a Float thats only going to take up that Index its assigned to a Vector it will be based on the size of the vector you pick so make sure its correct in the material.
I'd pay money to see (if you do) how you hide the water surface from clipping through the boat. Something I've always wanted to kniw how video games handle!
Here im using the water built into UE its setup for an addition opacity mask and im just comparing the custom depth stencil value to mask things out. Most the time games use this or distance fields most the time with stencil you might have to make an inside an outside of your model so you dont for instance see no water around your model. simonschreibt.de/gat/black-flag-waterplane/#comment-1067 if you go here and scroll down in the updates section they talk about both methods and explain it. Feel free to ask any questions if you want to know more :D
Wow that's exactly what I wanted to know, thank you!! :) great work, by the way!@@VolkillerGames
It stops working after it press play. please help, ue 5.3.2
Is there something wrong with the video? It seems to go so fast that it's almost skipping. It's very difficult to follow
sorry for that blame the ADHD and me not spending enough time editing things haha. Anyway if there is anything you need help with feel free asking here or on my discord and ill try to walk you through it. ill also look for the files i used here and post them if i can.
Great Tutorials
Any info about common UI is much appreciated. Thanks!
*Promo SM*
half my custom primitive data loses its name for some reason in teh details panel.
plan on making more commonUI videos in the future or just long streams?
Thats the plan these streams where of me working on a template i plan on using to show off common UI more and to release free for anyone to use. I do have an older video on common UI that goes over some things but i plan on replacing it with the new video Since i glance over some things people wanted to know more about and i suck at editing haha so i hope to make it better/clearer for people. Hope it helps for now if its needed if not feel free to ask questions here or for a faster response on my discord th-cam.com/video/q05jmFyeb0c/w-d-xo.html
I wish this existed for Blueprints
same idk how you would do it and have it be clean/not confused with other things thought. like overall you could make functions or custom events that you call to minimize somethings or collapse nodes but they always seem messy somehow haha
Im currently working on a template to use Common UI with Enhanced input. Sub to see when i post it for everyone or check out my livestreams where i have been working on it. Wil replace this with a link when i release it.
Have you had any progress with this? Would really like to combine Common UI with Enhanced Input, but can't really find any tutorial about it
Hello, is there common UI combobox? Can't find it to create a child BP
i dont believe there is but you can mix and match and still use assets not marked common ui or wrap it in a common Activatable widget is that something with the combobox you would want added to it? most the common ui stuff is setup to add common stuff to widgets like auto loading images etc
@@VolkillerGames I wanted to create a reusable component. For example with child of regular button for some reason I don't have even a click event. Child of common UI button have click event and ability to change style easily. Now I see that even a child of regular combo box/spin box have all needed events so it's fine for me.
I'm using the common UI in VR but every time I push a widget to the stack I loose all character input. Tried everything I can think of NOTHING WORKS,
IDK if you ever figured this out or if this is even in the right direction but, Common Activate UI has a function you can override called something like Input config might be able to find something in there or changing the widget stack from menu to game hopes it helps sorry for the late reply youtube doesnt send me notifications when there is a comment
you should have showed how to setup the input tables @2:36 and sped up video.
i agree this was done a while ago and now this setup is changed from the beta and supports Enhanced input as well as some other ui changes i keep meaning to update this video or release a template menu system
Everytimes I turn on Nanite on my tree (masked leaves) It's like my shadows disappears? any suggest?
Can the user select manually the type they want? Like instead of "generic" a "ps5 layout" ??? I usually run into issues as a player being stuck with Xbox icons on PC with no way to change them manually to PS5.
This is a great question i dont atm have a controller that doesnt use Xinput so im not 100% of the best way but you can set up multiple gamepads(or any other) in your common input settings in project settings that alone might work but if not on input method changed you can get gamepad name and set it manually using set input action or possibly another event i know overall it should be possible. i do plan on making an updated video to this now that the feature has changed a bit so ill add this on my list of things to look into for that
@@VolkillerGames Thx. I set up two controller data sets in the Project Settings. The one in index[0] in the project settings works as 'Generic'. I can't figure out how to "activate" index[1] for example it just appears to be ignored at the moment :/... Also, I could get the current gamepad name in Blueprint but couldn't find a way to set it. That might work if you can name Gamepad #2 to something other than 'Generic' and set it active
when i click with geneterete ini option, not work ,
For me, this didn't resolve anything - so why can't widgets use keyboard keys when paused anymore? Still unclear.
i've watched like 4 peoples videos and still no dice on this widget. the rest of common ui seems to work
make sure you name it correctly so it binds the events you can see under widget binds it adds a checkmark other bits of this system have changed since i made this i plan on making a new video at some point
thank you for the tutorial! as i understood: if i will make remappable bindings by controls settings, i should change input type info from data table inside the code, right?
these were setup not to really change in this early build as ui buttons tend not to ever change but since i made this they added enhanced input support and that has built in player remapping and input actions are easier to work with imo
In editor scriptable tool can I react to key pressed? Nice video btw.
Thanks for this video. It's really helpful. One thing I've been struggling with is getting finding a way to do Mouse position to world space in top down orthographic mode. I figured it out in perspective view but not in orthographic. If you know of a way, I would love to know
Hey man, this is incredible, thank you! Is there a way to make a custom UI panel in the tool? So if I have an array of meshes to turn then on and off like in the foliage painter. Is it possible to add custom widgets into the tool?
Hello, is it possible to map a UE5 button/tool to a custom widget button in a custom tab?
How do I go about displaying the keyboard and mouse wth this? Esp if I can reassign the bindings on PC
When this was created you couldnt really remap with it as its meant for UI input which isnt changed in a game ie you dont want players to break esc opening pause. BUT since this they have added enhanced input support so you can use your enhanced inputs directly so it would just read what is shown, it showing keyboard is as easy as adding the icons for the keys in the data table you set in the input settings That is what the "controller data" types you setup do they store the icons you want shown based on the button you add them to and set the control type inside it ue will then automatically switch it when it detects a change and it will default to keyboard/mouse if that is what you set as the platform default
@@VolkillerGames When did they add enhanced input for this?
@@vegitoblue2187 5.2 you have to enable it in settings it comes along some beta enhanced input stuff for player configurable data that is still being worked on.
Thanks for the video! But where exactly is the library project with the pre-made blueprints you mentioned?
i had released an early version of it but its been removed im planning on updating these videos now that common ui is more complete and supports enhanced input and in turn enhanced input player mappable remapping so it makes things even easier
@@VolkillerGames yes, please remake this video and don't skip anything 🙏
Thanks.
Can you please create a video how to use in runtime
the editor scripting tools are for editor time only. What is it that you want to be able to do at runtime? for most of this its the same but a standard bp and like using umg instead of the Scripting hud
Can't get it work properly, when switch to controller the gamepad icon is not showing up.
did you setup your controller data settings, other then that make sure your Input action widget is named corrected so it binds you can make sure its bound by looking at the bind widgets window and under the widget name you will have a checkmark. you can also use on input method changed to make sure its being used