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Blueprints vs. C++: Which is Faster in Unreal Engine 5? Part 2 Pure CPP Actor
In this follow-up video, I take things a step further by creating a pure C++ actor in Unreal Engine 5. Building on the discussion of speed and performance differences between Blueprints and C++, this video provides a hands-on demonstration of implementing an actor entirely through C++ code.
Thank you Mangarookie for the comment in making this video! Cheers
🔗 Timestamps:
0:00 - Intro to topic
0:13 - Blueprint actor
0:21 - PureCPPTest.h - Code for pure cpp actor
1:05 - PureCPPTest.cpp
2:25 - Running the test
มุมมอง: 523

วีดีโอ

Lyra Series How To Create a Weapon Drop Ability Part 2 for Unreal Engine 5
มุมมอง 6512 ชั่วโมงที่ผ่านมา
Welcome to Part 2 of my Lyra Series! In this video, I guide you through the process of creating a weapon drop ability in Unreal Engine 5 using the Lyra framework. Building on the basics from Part 1, we'll dive deeper into the mechanics of setting up a gameplay ability that allows players to drop weapons dynamically. You'll learn how to configure the ability, manage animations, and handle the in...
Blueprints vs. C++: Which is Faster in Unreal Engine 5?
มุมมอง 1K12 ชั่วโมงที่ผ่านมา
In this video, I dive into the age-old debate of Blueprints vs. C in Unreal Engine 5. I put both scripting methods to the test to see which one offers better performance and speed for game development. Let me know your thoughts in the comments below. What I did wrong, what I am missing, how could I improve? Also, which do you prefer? Blueprints or C ? Don't forget to like, comment, and subscrib...
Lyra Series How to make a Gameplay Ability Weapon Drop Part 1 for Unreal Engine 5
มุมมอง 12714 วันที่ผ่านมา
Welcome to my Lyra How-To series for Unreal Engine 5! In this introductory video, I’ll guide you through the basics of creating a gameplay ability using the Lyra Framework to be referenced later if needed. We'll take a closer look at the process by developing a "Drop Weapon" ability, covering the fundamentals to help you get started with custom ability creation in Lyra. This is Part 1 of a two-...
Lyra Series How to set up an Advanced Camera Management System in Unreal Engine 5
มุมมอง 218หลายเดือนก่อน
In this Unreal Engine 5 tutorial, I'll show you how to create an advanced camera system using the Lyra Framework. We'll dive into setting up the camera struct in C and seamlessly integrating it into your abilities using Blueprints. This tutorial is perfect for developers looking to enhance their game's camera mechanics and provide players with a more dynamic and immersive experience. What you’l...
Lyra Series How to make Left-Handed Characters & Shoulder Swap Ability Tutorial for Unreal Engine 5
มุมมอง 259หลายเดือนก่อน
In this Unreal Engine 5 tutorial, I'll guide you through the process of making your character left-handed or implementing a shoulder swap for their weapon using the Lyra Framework. We'll cover everything from setting up the ability and modifying the animations to adjusting the base camera for a smooth and natural transition. What you’ll learn: Setting up the left-handed ability to implementing ...
Lyra Series How To Set Up Character Leaning Ability & Secondary Camera Mode Tutorial in Unreal UE5
มุมมอง 335หลายเดือนก่อน
Welcome to my latest Unreal Engine 5 tutorial! In this video, I'll show you how to make your character lean using the Lyra Framework. We’ll go through setting up the ability, modifying the animation, and adding a secondary ability camera that can be used for other abilities as well. What you’ll learn: Setting up the character leaning ability Modifying animations for a smooth lean effect Impleme...
Lyra Series How To Implement Team Damage in C++ For Unreal Engine UE5
มุมมอง 1693 หลายเดือนก่อน
Welcome to another episode of the Lyra How-To Series! In this video, I'll guide you through the process of implementing team damage in Unreal Engine using C . This tutorial covers everything you need to know to get team damage up and running. What you'll learn: Setting up team damage logic in C This step-by-step guide is designed for those with basic knowledge of Unreal Engine and C , but I’ll ...
Lyra Series How To Create Hip Fire Ability and Forward Facing Character in Blueprints in Unreal UE5
มุมมอง 2083 หลายเดือนก่อน
Welcome to another episode of my Lyra How-To Series! In this video, I'll show you how to create a Hip Fire Gameplay Ability and change your character's animation style from strafing to forward-facing, all using Unreal Engine Blueprints. Whether you're developing a tactical shooter or just looking to enhance your character's animations, this tutorial will guide you through the entire process ste...
Lyra Series How To Add Fall Damage using C++ CPP for Unreal Engine 5 UE5
มุมมอง 2765 หลายเดือนก่อน
🎮Welcome to another exciting tutorial in the Lyra How To series! In this video, we'll dive into implementing fall damage in C for the Lyra framework within Unreal Engine 5. Whether you're a beginner or an experienced developer, this step-by-step guide will walk you through the process, providing you with the knowledge and skills to add realistic fall damage mechanics to your game. Don't forget ...
Carbon Group | Devlog #2: Multiplayer Network Replicated City Sample Destructive Vehicles in Lyra
มุมมอง 4065 หลายเดือนก่อน
🎥 Devlog: Multiplayer Network Replicated City Sample with Destructible Vehicles in Lyra Welcome to our latest devlog video, where we dive into the exciting world of multiplayer network replication and destructive vehicles in Lyra! In this episode, we'll take you behind the scenes as we showcase our latest project: a multiplayer city sample featuring fully network replicated gameplay and dynamic...
How To Import The Matrix City Sample Map into Any Project including Lyra in Unreal Engine UE5
มุมมอง 10K6 หลายเดือนก่อน
Description: 🎮 Unreal Engine Tutorial: Integrating The Matrix Demo City Sample Small City Map into Lyra Framework 🌆 🚀 Welcome to our latest Unreal Engine tutorial! In this video, we'll show you step-by-step how to seamlessly integrate The Small City Map into any Unreal project. Plus, we'll demo the process using the powerful Lyra Framework as an example. Whether you're a beginner or an experien...
Carbon Group: The City | Devlog #1: Tactical Espionage Shooter in Unreal Engine 5, Lyra & Metahumans
มุมมอง 2257 หลายเดือนก่อน
🔥 Dive into the thrilling world of espionage with our very first devlog video for Carbon Group: The City! Join us as we peel back the curtain on the secrets behind the game, discussing what the game will entail, such as the intricate espionage elements, immersive character creation system, the adrenaline-pumping car and weapon customization features, and finally the combat system.💥 So, what are...
Lyra Series How To Create Metahuman Character Customization with Lyra - Unreal Engine UE5 FULL VIDEO
มุมมอง 5617 หลายเดือนก่อน
Lyra Series How To Create Metahuman Character Customization with Lyra - Unreal Engine UE5 FULL VIDEO
Lyra Series How To Create Metahuman Character Customization with Lyra in Unreal Engine UE5
มุมมอง 3658 หลายเดือนก่อน
Lyra Series How To Create Metahuman Character Customization with Lyra in Unreal Engine UE5
Lyra Series How To Create Walk Run Sprint Ability Animations Unreal Engine 5 UE5 Part 3 (Updated)
มุมมอง 4908 หลายเดือนก่อน
Lyra Series How To Create Walk Run Sprint Ability Animations Unreal Engine 5 UE5 Part 3 (Updated)
Lyra Series How To Start Off Unarmed Animation Fix Unreal Engine 5 UE5
มุมมอง 2868 หลายเดือนก่อน
Lyra Series How To Start Off Unarmed Animation Fix Unreal Engine 5 UE5
Lyra Series How To Create Walk Run Sprint Ability Unreal Engine UE5 Part 2
มุมมอง 9258 หลายเดือนก่อน
Lyra Series How To Create Walk Run Sprint Ability Unreal Engine UE5 Part 2
Lyra Series How To Create Walk Run Sprint Anim Unreal Engine UE5
มุมมอง 1.3K8 หลายเดือนก่อน
Lyra Series How To Create Walk Run Sprint Anim Unreal Engine UE5
Lyra Series How To Fix Floating Animation Glitch Unreal UE5
มุมมอง 3449 หลายเดือนก่อน
Lyra Series How To Fix Floating Animation Glitch Unreal UE5
Lyra Series How To Fix Hand Animation Problem Unreal UE5
มุมมอง 7569 หลายเดือนก่อน
Lyra Series How To Fix Hand Animation Problem Unreal UE5
MetaHuman Character Creator 2 for Carbon Series Game Unreal UE5
มุมมอง 65ปีที่แล้ว
MetaHuman Character Creator 2 for Carbon Series Game Unreal UE5
MetaHuman Character Creator for Carbon Series in Unreal 5 UE5
มุมมอง 90ปีที่แล้ว
MetaHuman Character Creator for Carbon Series in Unreal 5 UE5

ความคิดเห็น

  • @webbofmusic
    @webbofmusic วันที่ผ่านมา

    Easy sub

  • @todddurholt2666
    @todddurholt2666 วันที่ผ่านมา

    is it possible to implement the Game Animation Sample with C++ i have been advised its not game ready?

  • @mangarookie
    @mangarookie 3 วันที่ผ่านมา

    hey thnx for the follow up! I was baffled with the BP child of a C++ actor functioning so much slower in the first video. But editor is being editor I guess... still, I would have never imagined it to be this way if it wasn't for your video. so thx again on this, it's eye opening.

    • @mangarookie
      @mangarookie 3 วันที่ผ่านมา

      there are also immense differences for ; cast and direct function call, interface function call, blueprint interface function call and blueprint library function calls. Afaik Cast+DirectCall is the fastest.

  • @jarnine-d9n
    @jarnine-d9n 3 วันที่ผ่านมา

    I'm writing this before I watch the video, I would think C++ would be faster without the extra bit of code blueprints need to work together.

  • @japanfigs8063
    @japanfigs8063 3 วันที่ผ่านมา

    Very nice video bro. Thank you

    • @tango-alpha-dev
      @tango-alpha-dev 3 วันที่ผ่านมา

      I am glad you enjoyed it, thank you!

  • @crazyguy7585
    @crazyguy7585 3 วันที่ผ่านมา

    ofcourse C++ is faster then BP Because all u see in BP Node is compact C++. math operation is so faster in c++ if have lots of complex calculation per sec u have to use c++ for that and if u have simple things go for bp mix both with optimum result

    • @mangarookie
      @mangarookie 3 วันที่ผ่านมา

      of course but in his first try a blueprint child actor of a user created C++ class was a lot slower compared to a "pure" BP class actor, when implementing the same function in blueprint. Now that the function is in C++ it is faster as expected. but why is the bp child of a custom C++ class so slow... is there a way to overcome that? would packaging just fix it?

    • @crazyguy7585
      @crazyguy7585 3 วันที่ผ่านมา

      @@mangarookie u can use nativization for if u want ur bp faster when u package ur project.

  • @A.D.A.M.411
    @A.D.A.M.411 3 วันที่ผ่านมา

    Wait so what im getting from this is either you go full blueprints or full C++ no inbetween? Interesting... Now I'm wondering about the GAS Ability System and how it uses both C++ and Blueprints and if there is any performance issues with it... Do you have any information on this or if you get a wild hair, than do some of these test on that. Anyways thanks for the update and doing it in the first place.

    • @tango-alpha-dev
      @tango-alpha-dev 3 วันที่ผ่านมา

      I don't necessarily think that. I think a big part of it may be it running in the editor. I'm thinking once it is packaged the result may be different. I may have to try that now...

  • @kevinbittner5069
    @kevinbittner5069 4 วันที่ผ่านมา

    The question "Which is faster" Depends in the context. Blueprints are faster for prototyping things but if we are talking about performance then cpp that is faster but both are fine use what you are comfortable with. There are games made fully from bp and there are games fully made from cpp. If you want to know why cpp is faster on performance it is because cpp interacts directly with the hardware from the compiler. bp is a scripting language that has many steps before it can do the same thing even if you write them exactly the same bp just has many more steps to get to machine code that is just the nature of the beast. You will see more performance difference on heavy calculations you can check the unreal live where they did something similar like calc the Fibonacci sequence and show the difference. Hope that clears things up.

    • @tango-alpha-dev
      @tango-alpha-dev 3 วันที่ผ่านมา

      Great commentary, thank you. I do remember watching that video! Unreal does some amazing presentations. Again, this wasn't scientific at all, however, just a fun thing I decided to waste time on. Again, thank you for the comment, cheers

  • @Beanbag59
    @Beanbag59 4 วันที่ผ่านมา

    Random question can u make any game u want in unreal ?

    • @Beanbag59
      @Beanbag59 4 วันที่ผ่านมา

      If so can u make a full tutorial like everything we have to know

    • @tango-alpha-dev
      @tango-alpha-dev 4 วันที่ผ่านมา

      I am somewhat working on that. Each How To video and Devlog I make is moving towards the game I am making. Are you thinking like an overview video?

    • @Beanbag59
      @Beanbag59 4 วันที่ผ่านมา

      @@tango-alpha-dev ya an overview of everything to make any game idea become a reality like for example I wanna make a baseball game or football game , im still new to unreal but ya like the animations and hitting the ball and the pitcher like how does it all work maybe u can do game projects based learning or overview if you’d like

    • @Beanbag59
      @Beanbag59 3 วันที่ผ่านมา

      @@tango-alpha-devya but like some tutorials don’t contain everything like u can out in animations UI like unique things that’s other tutorials don’t have

  • @dIancaster
    @dIancaster 5 วันที่ผ่านมา

    I'm not certain if I'm reading this right. Blueprints are faster? Very interesting. Thank you for doing the research on this, too many people just kind of assume they know and evidently the results don't necessary line up with our intuitions.

    • @tango-alpha-dev
      @tango-alpha-dev 3 วันที่ผ่านมา

      That is what it seemed mangarookie mentioned a pure cpp actor. I just posted that video here: th-cam.com/video/xiYXgAQwvrg/w-d-xo.html

  • @mangarookie
    @mangarookie 5 วันที่ผ่านมา

    make the cpp actor pure cpp, like with no function calls in blueprint. what are the results for that?

    • @tango-alpha-dev
      @tango-alpha-dev 5 วันที่ผ่านมา

      That is an interesting idea. I might have to play with that.

    • @mangarookie
      @mangarookie 5 วันที่ผ่านมา

      @@tango-alpha-dev do it! do it now youtube person! >:@

    • @tango-alpha-dev
      @tango-alpha-dev 3 วันที่ผ่านมา

      Boom. Done. th-cam.com/video/xiYXgAQwvrg/w-d-xo.html

  • @mangarookie
    @mangarookie 5 วันที่ผ่านมา

    wttffffff how

  • @VIN-h4f
    @VIN-h4f 16 วันที่ผ่านมา

    Are you doing a part 3

    • @tango-alpha-dev
      @tango-alpha-dev 15 วันที่ผ่านมา

      I absolutely will have more dev logs coming. Most of the items I add I try to do tutorials on, but yes, I will absolutely add more dev logs to show progress. Cheers

  • @thadarkone5087
    @thadarkone5087 20 วันที่ผ่านมา

    so can make it where you can go into the buildings ? like open door and jump into windows ?

    • @thadarkone5087
      @thadarkone5087 19 วันที่ผ่านมา

      also how can you take areas of the city to use it as a smaller map , like 4 city block with everything in it besides the ppl and cars ???

    • @tango-alpha-dev
      @tango-alpha-dev 15 วันที่ผ่านมา

      Thank you so much for the suggestion! I have been working on the player functionality lately but I will be diving into the level design shortly and that is first on my list so stay tuned!

    • @tango-alpha-dev
      @tango-alpha-dev 15 วันที่ผ่านมา

      @@thadarkone5087 There is a little more work to be done on the NPC side of things in my project, but I will absolutely get into how to set up crowds and cars. Cheers

  • @xmatrixtv1
    @xmatrixtv1 25 วันที่ผ่านมา

    hi im importing this city sample map into my project but when i open the map it says that in Game/CitySample/Audio/Scripts/CitySampleWorldAudioDataScript has invalid type and in the outliner it says that the world contains invalid actors files. Click the repair button to repair them, and the sky is black and i see the water plane only and when it finish loading all the static meshes and textures there are still big pieces missing why?

    • @tango-alpha-dev
      @tango-alpha-dev 15 วันที่ผ่านมา

      I am more than happy to help you work through that, shoot me a DM or email and I can get into it in more detail with you. Cheers

  • @Umarshafiq2012
    @Umarshafiq2012 29 วันที่ผ่านมา

    Great tutorial, Thanks for sharing such a detailed tutorial, I just have one question when equipping pistol do you need to set specific animation as well for the character?

    • @tango-alpha-dev
      @tango-alpha-dev 27 วันที่ผ่านมา

      Lyra should have the equip pistol animation already built in

  • @austinscottful
    @austinscottful หลายเดือนก่อน

    Great wrap up to an excellent series! Thanks for sharing this

    • @tango-alpha-dev
      @tango-alpha-dev 27 วันที่ผ่านมา

      Thank you so much! Glad you enjoyed it!

    • @tayloranderson5438
      @tayloranderson5438 11 วันที่ผ่านมา

      Yes

    • @tango-alpha-dev
      @tango-alpha-dev 11 วันที่ผ่านมา

      But it is NOT done! I still have a bunch more coming, cheers

  • @hosseinteimouri9369
    @hosseinteimouri9369 หลายเดือนก่อน

    realy great video , it's amazig . i want add reddead2 horse riding system in lyra, can you record a video how we can do that ?

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      I hadn't thought of a horse system as I was working on a modern game and will be doing cars... But now that you mention it. There was a horse in one of the John Wick movies. I might have to do something like that

    • @hosseinteimouri9369
      @hosseinteimouri9369 หลายเดือนก่อน

      @@tango-alpha-dev so can you help me if i have question about animation and issues in lyra with horse riding??

  • @austinscottful
    @austinscottful หลายเดือนก่อน

    Another great video! Thank you🎉🎉

  • @JumpCatStudio102
    @JumpCatStudio102 หลายเดือนก่อน

    More lyra tutorials pls. Its awesome.

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      Thank you so much! I do have plenty more on the way

  • @JumpCatStudio102
    @JumpCatStudio102 หลายเดือนก่อน

    I dont why epic did set up their aim this way in lyra. Every single anim in lyra has the weapon_r backward.

  • @OdinSix11
    @OdinSix11 หลายเดือนก่อน

    Sup Tango

  • @austinscottful
    @austinscottful หลายเดือนก่อน

    Oh man! Great work. Thank you for sharing

  • @davy4842
    @davy4842 หลายเดือนก่อน

    Can you add full body hit reaction using the Lyra task that emulates root movement movement and not actually use a root bone ? Like the GA-dash uses it but couldn’t make it work for full body hit reaction!!!! Can you please help I’m desperate!

    • @tayloranderson5438
      @tayloranderson5438 หลายเดือนก่อน

      That is an interesting request. Let me look into it

    • @davy4842
      @davy4842 หลายเดือนก่อน

      @@tayloranderson5438 please do !!!!

    • @davy4842
      @davy4842 หลายเดือนก่อน

      @@tayloranderson5438 if you can please do

  • @gmorl
    @gmorl หลายเดือนก่อน

    Does that mean your character always loads the entire data asset?

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      From what I can in the logs, it gets loaded once at start. There are a lot of soft references in the blueprints so while the initial load time is longer, it doesn't seem to hurt performance at runtime.

  • @MasiraIsCool
    @MasiraIsCool หลายเดือนก่อน

    what if i got objects or casts to the old blueprint? why is this so dumb tutorial

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      I always disconnect pins so there are not errors. And if it is a bad cast, because of a deleted type or something, I wrap it in a comment so I know what I did. Sorry if you did not like it, I use this technique quite a bit, so I figured I would share.

    • @MasiraIsCool
      @MasiraIsCool หลายเดือนก่อน

      @@tango-alpha-dev what if i used any SETTER OR a GETTER? if it was objects or varps, if u will say its already in the bp then if u copy the casts and repaste it, it will not make an error

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      @@MasiraIsCool Don't compile and you shouldn't have errors. You can save uncompiled blueprints, so no need to compile. I often times have a bunch of variables from other blueprints not compiled in the blueprint holder. I typically use this to store code I am still working on so I can see if I made changes that did or didn't work, I can see how I did it earlier. Sure, you can use something like blueprintue.com or even a notepad to store extra blueprint code you may want to come back to, but this is a quick reference and visual storage system.

    • @MasiraIsCool
      @MasiraIsCool หลายเดือนก่อน

      @@tango-alpha-dev ok sorry, but you still have a big bleprint or infinity space, gl on ur chal

  • @gridtac2911
    @gridtac2911 หลายเดือนก่อน

    I'm actually working through this right now. I created a new idle hipfire anim for a new weapon and the anim looks great in preview, but once I put the dang thing in the ABP and it plays at runtime, the blend space is all kinds of f--k'd up. The lower body looks like it's in the standard unarmed idle pose, and my upper body is additive over that. Still haven't figured out a solution yet.

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      Hmm. I am currently working on some mods in the ABPs. The Lyra animation is extremely complex. There could be any number of issues. What animations you're using? How you have the linked layers set up? Any way to share more specifics?

    • @gridtac2911
      @gridtac2911 หลายเดือนก่อน

      @@tango-alpha-dev I think it's something to do with the ik and spine 5 solvers on the current rig included with Lyra. I was using the shotgun idle hipfire anim to create a new anim for a pump shotty, but every time I pull the anim in to sequencer and bake it to the rig you can literally watch the ik handles for the hand, virtual bones, and hand gun just default to the a pose location. So basically, anything that was created by epic works fine, but attempt to modify with additive and it'll break because the backward solve is broken on the rig. I'm in the process of fixing the rig to see if that resolves the issue. Btw I believe this is also why you have to set the weapon bone in the anim you created on this video. The weapon bone wasn't included in the rigs solver.

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      ​@@gridtac2911 Oh man, I hear you. I am doing something for my game right now and the IK is all sorts of messed up. (Will make a video on it, maybe it will help your issue.) But keep me updated, if you figure it out, I would love to see it!

  • @DanielHsu-f1r
    @DanielHsu-f1r หลายเดือนก่อน

    When creating the CitySample folder, do you *move* the folders (Audio, Building, etc.) into the CitySample folder or do you *copy* them? Also, what's the idea behind needing to "fix up redirectors?", since those folders are outside of the CitySample folder we made?

  • @DanielHsu-f1r
    @DanielHsu-f1r หลายเดือนก่อน

    Do you copy the folders into the CitySample folder you made, or do you move the folders into the CitySample folder? The Audio, Building, etc. folders.

    • @tango-alpha-dev
      @tango-alpha-dev 27 วันที่ผ่านมา

      I move. That way you do not break dependencies

  • @playinsertoken
    @playinsertoken หลายเดือนก่อน

    bro your select character is functuional in dedicated servers?

    • @tango-alpha-dev
      @tango-alpha-dev 27 วันที่ผ่านมา

      It should, the way that it is set up works within the framework of Lyra which does so through the cosmetic component. I have tested it in PIE using client servers so it should

  • @porterdesignandmotion
    @porterdesignandmotion 2 หลายเดือนก่อน

    I am doing this now and so far the "City" folder seems to be the biggest file in the process...I am "moving" the assets and not copying them as the walkthrough wasn't 100% clear, but moving the assets to the new CitySample folder does of course make the original folders "empty" so I assume that is what was done. Regardless I imagine this took you a long time to do. Once the files have been migrated and you create your City Sample Backup folder, are you free to delete the original citysample project? Thanks again!

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      Yes, you absolutely can delete the project. In fact, I did. I moved a few other things, like the crowd and the vehicles and I think one or two other folders those required, but then deleted the project. I have a fresh City Sample I reference, but that is only because I have the short term memory of Dori.

  • @porterdesignandmotion
    @porterdesignandmotion 2 หลายเดือนก่อน

    Thanks for this. I have been looking for a way to get this city map into a project for an automotive animation. It would be great if epic released a version with just the small city so it wasn't such a massive download. Thanks again.

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I am glad you liked the video. And, yes! I couldn't agree more. they have the city sample buildings you can add, which are great, but building a map from those would be a full time job for someone. Again, glad you like it! Cheers

    • @Rickcoon-XXX
      @Rickcoon-XXX หลายเดือนก่อน

      @@tango-alpha-dev Hey... i was Wondering if U could make a (Link) to Download your (CitySample) Download U made Online? Becuz i Tryed this 5 Times after watching your video Over -&- Over again and i Kept having Missing Static Mesh and Material Problem's with the City Map from the 1 i Tryed to make???

  • @borrowedtruths6955
    @borrowedtruths6955 2 หลายเดือนก่อน

    When I open the city sample map in 5.4, close the project and then reopen it, each time I have to reload it. Did I miss something?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I am so sorry, I am not sure what you mean by having to reload? Every time I close the engine, no matter the project, assets take a while to reload. Is that what you mean? Or do you mean you have to load the partitions? Let me know and I will see what I can do to help. Cheers

    • @borrowedtruths6955
      @borrowedtruths6955 2 หลายเดือนก่อน

      @@tango-alpha-dev I mean that when I reopen the project, I have to go to the world level, enclose the portion I want, the complete small city, and then wait for it to reload each time. I hope that makes more sense.

  • @Conversion108
    @Conversion108 2 หลายเดือนก่อน

    I can't read the graph for MoveForward it was to blury, what is the code doing to get the boolean?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I actually put the blueprint up here: blueprintue.com/blueprint/i3hetzc1/ hopefully that helps. Cheers

  • @cwingler
    @cwingler 2 หลายเดือนก่อน

    Does it work with gamepads?

  • @isaacpelistv3981
    @isaacpelistv3981 3 หลายเดือนก่อน

    hey bro nice tuto, i have learned a lot with this series of tutorials, but i can't find the tutorial to package the project to windows and be able to test lol.... could u help me?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      Thank you so much for the compliment. I will eventually do a tutorial on packaging the game, but it may be a little bit. Depending on what you are looking for there may be a few options, like, are you looking to set up a dedicated server? Just a single player game? Let me know and I will see if I can help out. Cheers

  • @davy4842
    @davy4842 3 หลายเดือนก่อน

    Nice vid ! can you make one about how add a DLSS and FSR toggle in the option menu?

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      That is definitely a great idea. I may wait until 5.5 to implement some of the graphic optimizations, as I am currently working on some gameplay mechanics, but it is definitely on the list, thank you for the suggestion.

  • @null_10x
    @null_10x 3 หลายเดือนก่อน

    Great tutorial, one of the only ones addressing this topic. Should be viewed more!

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      Thank you so much! I am glad you like it

  • @djkwon9999
    @djkwon9999 3 หลายเดือนก่อน

    Thank you, It helped me understand Lyra's Locomotion. I've managed to set up a four animation for Sprint and do GA_Sprint, but what could be the problem if it comes out as T Pose when sprinting? I think animation itself isn't a problem, because when i copy lyra jog also same comeout. -> anyone get missing sequence error, you should apply save😂

  • @vishwasraj1341
    @vishwasraj1341 3 หลายเดือนก่อน

    What about the EnGore Simulation on mesh of collapse in pixle box disintegration?? That look brilliant 👌🏻

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      Are you asking how that is done or how to remove? It is done by default in the Lyra game. If you are interested I can work on breaking that down for you, if you're asking about how to remove it, I can show that too. Just let me know. Cheers,

  • @romeoinferno
    @romeoinferno 3 หลายเดือนก่อน

    Hey! Thanks for making this video! What if I want to just turn a section of the city into static meshes and then migrate it to a different project? I can't seem to find a solution.

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      My guess is that it would include combining meshes. I will look into that. One problem I could see arising, though, is that some of the files are in the folder _ExternalActors_ which doesn't show in the editor. Let me see what I can do.

  • @forgeoffantasy5157
    @forgeoffantasy5157 4 หลายเดือนก่อน

    Unfortunately this is not working for me, I am using Lyra in UE 5.3. Once i add the weapon_r key to the animation then the weapon looks right in the animation and also its montage, but ingame the weapon still is rotated. Do you have any idea what could also be wrong?

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      I am sorry, I have not tried it in 5.3 yet. I have been playing in 5.4 lately so, let me see what I can do in that and I'll keep you posted.

  • @TheFallenKages
    @TheFallenKages 4 หลายเดือนก่อน

    Cool stuff 👌

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      Thank you so much, I am glad you like it! I've been working on a few different elements and have some more videos coming shortly

  • @UnknownEX0
    @UnknownEX0 4 หลายเดือนก่อน

    2:34 for the people that got the 128 ram, you can straight up transfer the map over if you got the ram for it btw

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      I have also done a straight migrate into other projects. That said, this seemed like a way to organize the files and keep them on say a separate hard drive to simply drag and drop. I have done that multiple times now with a few different projects. When done this way, it seems a bit faster than migrating it each time. But you do make a great point regardless. Thank you for the comment! Cheers

  • @dinossauroromano
    @dinossauroromano 4 หลายเดือนก่อน

    Do I need a license to place these assets in my game?

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      There is a lot of good info about the EULA on Epics site, from their terms to forum discussions. Their EULA is here: www.unrealengine.com/en-US/eula/unreal. Some good info on that very subject in their forums is here: forums.unrealengine.com/t/city-sample-in-eu-license-details/777090. I hope that at least points you in the right direction. Cheers

    • @dinossauroromano
      @dinossauroromano 4 หลายเดือนก่อน

      ​@@tango-alpha-devthank you very much

  • @TheModernHermit
    @TheModernHermit 4 หลายเดือนก่อน

    I'm new to UE5 and using Lyra Extended, but I'm not sure how to switch from Metahuman to my own models or change the Melee AI to use my monster instead of Manny and Quinn. A short video would be awesome 🙏

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      Hi Hermit, thank you for commenting. There are a few tutorials on switching between characters in Lyra. I have a video here: th-cam.com/video/N9cnBkRhIO8/w-d-xo.html that shows how to set up character customization using Metahumans. However, Unreal has a few good demos on their page that show switching between custom characters. This video here: th-cam.com/video/5O-nTNMB19Y/w-d-xo.html starting at about the 12 minute mark shows using a custom character. I hope that helps! Let me know if you have any other questions. Cheers

  • @Nunya-beezwacks
    @Nunya-beezwacks 4 หลายเดือนก่อน

    Great video, i cant even follow along tho as you haven't explained how to just "Pull from ads" or whatevr XD

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      Sorry you were not able to follow along. Let me try and help with at least the first part you mentioned. The "Pull from ads" is in reference from pulling the pin connection from the blueprint node. I am pulling from the "GetMainAnimBPTThreadSave.Gameplay Tag is ADS" node. That can be found in one of two ways. First you can copy it from the "Update Idle Anim" function, or you can create a new node by right clicking and typing "property access" and finding the right node under the Variables tab. From there click on the "Bind" selection in the node to bring up the drop down menu. Hover over the "GetMainAnimBPTThreadSave" with the arrow and you will find the "Gameplay Tag is ADS" there. I hope that helps. If you have any other questions just let me know. Cheers

  • @aneesaziz3611
    @aneesaziz3611 4 หลายเดือนก่อน

    Video flow is very bad. Not able to follow any tutorial to completion. Just a helpful feedback. Best.

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      Ouch, that definitely hurts a little bit, but thank you for the honest feedback. If there is anything I can help with so you can better be able to follow along, let me know. Cheers

  • @bringfire
    @bringfire 5 หลายเดือนก่อน

    this is great. thanks for sharing!

    • @tango-alpha-dev
      @tango-alpha-dev 5 หลายเดือนก่อน

      Absolutely! I’m glad you liked it, cheers

    • @davy4842
      @davy4842 4 หลายเดือนก่อน

      Can you do an ability spell book and kind of system and a spell bar…using an item system.

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      @@davy4842 I haven't thought about adding spells as that doesn't quite fit with what I am working towards. That said, I could do a something with stamina and an inventory system that would work the same way. Let me see where I could work that in

  • @ProjectCity1
    @ProjectCity1 5 หลายเดือนก่อน

    Wouldn’t it be easier to import 2gb into 100gb than the other way around?

    • @tango-alpha-dev
      @tango-alpha-dev 5 หลายเดือนก่อน

      It has to do with the underlying framework for Lyra and the Matrix City Sample. The City Sample project really isn't build for multiplayer, whereas Lyra is built with that in mind from the outset. I am sure you could migrate the Lyra framework into the City Sample, but I played around with it and there is a lot more redirecting and debugging. I found this method to be faster. Cheers

    • @ProjectCity1
      @ProjectCity1 5 หลายเดือนก่อน

      @@tango-alpha-dev k thanks