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NanceDevDiaries
Canada
เข้าร่วมเมื่อ 5 ธ.ค. 2011
Sharing UE5 tutorials of what I learn as I enjoy crafting my game Portabellows with a mix of blueprints and C++, building up from the Lyra sample project.
I'm hoping this helps your game development in Unreal Engine 5 and/or to build off Unreal's Lyra Sample game. Lyra is a great learning sample to understand and dive in for best practices, so even if you're not basing your game off of it, it has invaluable examples for UI, game data and much more.
This channel is a fun adventure! I hope these videos help fellow game devs on their own game dev journey and I'm looking forward to improving my videos over time.
Thanks for watching and supporting!
I'm hoping this helps your game development in Unreal Engine 5 and/or to build off Unreal's Lyra Sample game. Lyra is a great learning sample to understand and dive in for best practices, so even if you're not basing your game off of it, it has invaluable examples for UI, game data and much more.
This channel is a fun adventure! I hope these videos help fellow game devs on their own game dev journey and I'm looking forward to improving my videos over time.
Thanks for watching and supporting!
Fix your materials on HLODs that use custom primitive data, match your HLODs to its original meshes
Setup your materials that use custom primitive data to be ready to work on HLODs, fixing HLODs just rendering out black.
⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access, newsletter)
My HLODs were looking sad in the distance, since I use custom prim data for color and they all lost their colors. It took me a long time and some long tangents but I found a solution that goes with what Unreal already has!
For the step-by-step tutorial part, I'll be using foliage (bush) and static meshes (chair) from the starter content in a UE5.5 empty blueprint project.
===============
🎮 Project details :
===============
Version of Unreal Engine : 5.5
My open source plugin for some extra HLOD support goodies at : github.com/NanceDevDiaries/HLODUtilitiesExtra
Project : Empty project with starter content enabled.
===============
📚 Document I reference in this video:
===============
Unreal Documentation : dev.epicgames.com/documentation/en-us/unreal-engine/storing-custom-data-in-unreal-engine-materials-per-primitive
===============
🎥 Related videos or links
===============
UE4 Tutorial - Per Instance Custom Data : th-cam.com/video/S-TWyn44sPs/w-d-xo.html
Interesting video: randomize the colors you get for custom prim data on construction at th-cam.com/video/knO3R5g0s8s/w-d-xo.html
===============
✨ Results in Portabellows
===============
I'm glad I get to continue using Primitive Custom Data, and fixed how my HLODs looked (no color anywhere 🥲), it's such a nice workflow to diversify your game's environments. I hope it's also useful in your project.
🎁 Thanks for watching and supporting!
=====================================
🔊 More game updates or channel updates
=====================================
NanceDevDiaries: linktr.ee/nancedevdiaries
Portabellows Game: linktr.ee/portabellowsgame
---------------
⏲️ Time Stamps
00:00 - Intro
01:18 - Setup material that uses custom primitive data
07:26 - Use an HLODModifier from plugin to generate foliage color array
10:11 - Custom HLODbuilder class if you're interested
⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access, newsletter)
My HLODs were looking sad in the distance, since I use custom prim data for color and they all lost their colors. It took me a long time and some long tangents but I found a solution that goes with what Unreal already has!
For the step-by-step tutorial part, I'll be using foliage (bush) and static meshes (chair) from the starter content in a UE5.5 empty blueprint project.
===============
🎮 Project details :
===============
Version of Unreal Engine : 5.5
My open source plugin for some extra HLOD support goodies at : github.com/NanceDevDiaries/HLODUtilitiesExtra
Project : Empty project with starter content enabled.
===============
📚 Document I reference in this video:
===============
Unreal Documentation : dev.epicgames.com/documentation/en-us/unreal-engine/storing-custom-data-in-unreal-engine-materials-per-primitive
===============
🎥 Related videos or links
===============
UE4 Tutorial - Per Instance Custom Data : th-cam.com/video/S-TWyn44sPs/w-d-xo.html
Interesting video: randomize the colors you get for custom prim data on construction at th-cam.com/video/knO3R5g0s8s/w-d-xo.html
===============
✨ Results in Portabellows
===============
I'm glad I get to continue using Primitive Custom Data, and fixed how my HLODs looked (no color anywhere 🥲), it's such a nice workflow to diversify your game's environments. I hope it's also useful in your project.
🎁 Thanks for watching and supporting!
=====================================
🔊 More game updates or channel updates
=====================================
NanceDevDiaries: linktr.ee/nancedevdiaries
Portabellows Game: linktr.ee/portabellowsgame
---------------
⏲️ Time Stamps
00:00 - Intro
01:18 - Setup material that uses custom primitive data
07:26 - Use an HLODModifier from plugin to generate foliage color array
10:11 - Custom HLODbuilder class if you're interested
มุมมอง: 256
วีดีโอ
Generate HLODs in a world partition level tutorial tips & tricks : save time and gain performance
มุมมอง 85528 วันที่ผ่านมา
I've been hard at work figuring out the HLODs of my game and am sharing a guide of what I learned and how you can setup your HLODs to save you time and performance. ⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access, newsletter) Finding information on this subject was hard and I spent a lot of time waiting on HLODs to generate with the wrong settings and the...
About my channel, and thanks!
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Why I made this channel, about it, a little about me, and thanks! ⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access) 🎁 Thanks for watching and supporting! 🔊 More game updates or channel updates at : NanceDevDiaries: linktr.ee/nancedevdiaries Portabellows Game: linktr.ee/portabellowsgame
Rig your characters with modular rig in UE5 without rigging experience step by step tutorial
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Start editing your animation sequences with Control Rig in Unreal Engine 5
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UE5 Tutorial for improving your camera movement by adding camera rotation lag with camera modes. Code is in the description! ⭐ Join my Patreon for free or perks (credits, ad-free vids, early access) at www.patreon.com/NanceDevDiaries 🎥 Previous related videos Camera Volumes: th-cam.com/video/6q3HAlBkccc/w-d-xo.html Camera Lag: th-cam.com/video/eE983Wlst_M/w-d-xo.html This is an update to my cam...
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UE5 Minimap from World Partition Tutorial for use in-game and in-editor
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UE5 Lyra Interaction Ability : sitting down on a chair using motion warping tutorial
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Camera Look Around Freely UE5 and Lyra Setup : shoot forward or at crosshair
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CommonUI enable enhanced input support for navigation and action widgets in sample BP UE5 project
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I've updated my pause menu CommonUI project to support enhanced input so that our action widgets and navigation can read directly from input actions. Project in description! ⭐ ad-free at www.patreon.com/posts/ad-free-commonui-115033054, join my Patreon for free or perks (credits, ad-free vids, early access) This removes the extra step of an intermediate data table containing all the key info ab...
UE5 zoom ability tutorial : look sensitivity, outline widget and hiding the reticle in Lyra
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CommonUI bottom action bar, make a skip hold button for your credits screen tutorial UE5
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Sprint Gameplay Ability UE5 Lyra, allow your players to toggle or hold sprint input
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In this tutorial, you'll be implementing a sprint gameplay ability, and letting the player set if they want it to be a tap or hold input. You'll be creating a new input trigger to handle choosing one input trigger over another based on a user setting. Code at: github.com/NanceDevDiaries/Tutorials/tree/main/SprintAbility Some C required for user game settings to save Engine version : Unreal Engi...
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thank you so much!! Very clear explanation and a great tutorial overall
May I ask, what node do we edit to adjust the damage created by the roll?
How do I add a Popup question asking if I want to quit to desktop or main menu? In your project I create a variable for the Root layout in my player controller which I use to access the push function. But when I have pushed the quit button in menu widget it doesnt have access to to the root widget. I tried "get actor of class" but it doesnt list there....
You are an absolute star. Please keep making vids your style is fantastic
Thank you!
Its working in UE5.4
ue5 sux balls
Its pretty good! The engine says that the build is not complete but I can still use the plugin.
Thank you for the very detailed and high-quality video, keep up the good work! But I have a request, could you show me what to do with a common problem when knees or elbows turn inside out, and when the control shape is moved, the mesh breaks. This is a common problem, but for some reason I did not find an answer to it on the Internet. I would be very grateful if you could tell me!
"If you want more of an attribute based solution I will link a video which, I think, covers it really well" - It would be great if you share
Updated the description, thanks for reminding me! Someone else had asked and I forgot to update the description right away. th-cam.com/video/4NnA_SFyjmw/w-d-xo.htmlsi=awbvsR9xWCFVQrH6 by @DevGods
@@nancedevdiaries I appreciate it
once again Nancy saves me =D I so needed this! pulling the graph onto my second screen while I move the IK around is really helpful too to see if I've done any weird sudden movements - would never have figured out how to add my weapon into the scene and attach to its socket in the sequencer without this thanks so much
4:16 great tutorial! I am using the default GASP and even though in the content browser I can find the CR Mannequin In the bake to control selection I can not find it.. Any idea?
You're my hero ❤
hah. u used my forum post :D Fun fact.. packed level actors also will work with CPD...
Hah, no way!! I was going to post this video in the replies, I still should I think. Also thanks, I'll check that out! I haven't looked into packed actors yet, do you have any advice? :)
@@nancedevdiaries Well one thing i noticed about hlods ... its been a while but at the time CPD didnt work with simplified mesh, but CPD does work with approximate. Right now im just running tests with this and will soon check to make sure level instances work with HLODs... because unfortunately if u are not using world partition i have not been able to make them work correctly. The main level that houses the level instances cannot build hlods for those sub level instances that are dragged in... and if you build them on their own in their own level it often says it needs to rebuild them in the main level even though you cant build them in the main level.. This also leads to lots of bugs like long lag spikes every 20 seconds (no idea why) .. literally like clock work. Had to cancel using HLODs for that reason until i figured a way to make them work with level instances. Hopefully going through the world partiion system will make it all work... but again havent tried yet.
Super useful stuff, thank you
Is there a way to reset or delete the generated texture?
Hi there are new maps in Lyra that have smart object implementation!! Can you help cover that please?
ooh interesting! That should be very useful, I'm not familiar with smart objects to be honest, more to learn, thanks for sharing :). I just got 5.5 yesterday, will wait for the next patch to fully integrate into my project but it's nice to snoop in the meantime
@@nancedevdiaries until 5.6? That’s half a year..any reasons why?
@@davy4842 oh no definitely not 5.6 haha. just the first patch, 5.5.1, just in case there's something that needs to be fixed that was missed. Just a precaution
Very good video. Please continue to make videos like this!
Do I still need to do the step with the 3rd person content with 5.4's autoretarget feature?
Maybe not, curious how that process goes, one less step is nicer :).
Thank you so much for the explanation. As my character is riding on a flying creature I was struggling to find a good tutorial on HLODs so I could create them correctly. This one gave me hope. I was almost about to replace my landscape with actors with nanite enabled to solve the distance issue but I guess I‘d run into different issues then.
Would love to know how to replace nanite trees using HLOD. Ive seen it done in a Unreal talk and have been scratching my head ever since lol. great video !
Thanks! Me too! I've been looking into tree imposters, but have a missing link : - Have nanite trees - HLOD layer for foliage set to disallow Nanite for generated HLOD - Where can we setup the imposters (since Nanite doesn't show LODs or I may be mistaken)? I even found an interesting article from 2018 about octahedral imposter trees that looked promising at shaderbits.com/blog/octahedral-impostors I feel like 6 years later the tech should be there. Maybe we watched the same video about trees and imposters at th-cam.com/video/eoxYceDfKEM/w-d-xo.html, too bad the section about tree imposters was so short! Will share if I do end up finding out, and please share here if you do too :)
I really appreciate your tutorials! I've got a question to consult you,how to switch between single shot and continuous shot modes in lyra project?
Sorry for my English! The author! Thank you very much! This is the only video that helped me, everything works except one.. The tiles of the landscape become blurred and always "grow" above the original landscape. One can easily see the huge, high junction between the Hlod of the landscape cell and the original cell. I wish I could send you a screenshot. I'm exhausted(😓
No problem! I think I ran into similar issue with holes or jagged edges on the proxy landscape squares. I couldn't remember exactly how I fixed it but I found this forums.unrealengine.com/t/how-to-stop-holes-in-landscape-with-hlods-and-world-partition/1604383. You could try enabling nanite skirts. Here's the documentation and what you may need is under "Nanite Skirts" at dev.epicgames.com/documentation/en-us/unreal-engine/using-nanite-with-landscapes-in-unreal-engine Hopefully that's it!
I've been combing through a lot of modular control rig videos because I have a couple issues I'm trying to troubleshoot (I'm doing a horse rig, which has been...interesting), mostly to do with some of my controllers not following the axis orientation of the joints they're assigned to and some weird deformations when baking animation assets to the rig. While this video didn't help out with those issues specifically, I have to say that this is by FAR the best video I've come across on modular control rigs. You don't spare any details, go through possible pitfalls and what you've learned while working with it, and you even just took a sec to show your connections in the Module Hierarchy tab. That last one is something I've seen no one else do when it was very much needed in building a non-humanoid character that won't always automatically populate your mesh with the proper sockets. Thank you, and you've got a new subscriber in me!
Thanks and glad that was helpful! Non-humanoid characters are hard to rig 😅
@@nancedevdiaries I've definitely been feeling that haha. I've had a little rigging experience here and there over the years, but I'm definitely no rigger. But I needed a quick way to animate some characters in UE5 for a project deadline so here we are 😂
I been using uefn to make games its cool but so limited this kind of stuff is exactly what I am looking for and the ideas are very much like uefn ty!
This video is so underrated in the amount of information it provides and questions it answers for those of us struggling with World Partition HLODs. Thank you Queen.👑
good videos well done thanks
Hi. Do you know if it is ok to use the mechanics and assets from the lyra in my own game and sell the game i make from it online?
As far as I know, it's allowed "You may feel free to use any of these systems or elements in your own games" at dev.epicgames.com/documentation/en-us/unreal-engine/sample-game-projects-for-unreal-engine. You have to comply with Unreal Engine End User License Agreement (EULA) at www.unrealengine.com/en-US/eula/unreal and www.unrealengine.com/en-US/eula/content. The relevant parts I found in the EULA are: "“Examples” means the code, artwork, or other content made available by us in the Samples and Templates folders in the install directory. "b. Distributing Examples" You may Distribute Examples (including as modified by you) in Source Code or object code to any third party." It's hard to find the correlation between commercial use and distribution, I'm not well versed in lawyer talk :D. But I've seen games or commercial projects that are based off Lyra. As much as I can find online the only things you may not do are: - Sell the assets by themselves (seems ok if they're part of a asset pack or project but not the main focus) - Use the assets in an engine other than Unreal Engine I'd love to also have a definitive answer to this question online and/or from an unreal rep but I trust the samples are fair use with the info I found online. So anyone don't hesitate to share if you find more concrete info. Thanks for the question!
thanks for such a detailed tut, hope your development for Portabellows goes great, keep the spirit and the willpower going and much support to your endeavours
Thank you!
I have an actor just empty. And then i spawn mesh at runtime for this actor. Does HLOD work for this case?
I don't think so, since HLOD generation doesn't happen during runtime, and generating HLOD for an empty actor would not produce anything. I'd also like to find out more how to handle runtime spawned actors, specially if there's a lot and performance tanks. I'd think good LODs. Do share here if you find out :). On another note, level instances I'd be curious how HLODs work for those, haven't personally tested but I'd image they'd come with their own HLODs.
Thanks for the video! I am currently trying to make use of the simple cross widget navigation mechanisms. I use the common buttons for that. Now I am thinkin, how could I: 1) Replace which buttons are used for navigation 2) Make the buttons react to more than just the configured input action, but listen to multiple actions, adapting the buttons behavior 3) Make the buttons really not broadcast the IA, as currently it seems even the generic inputs get broadcast to all buttons when they implement the respective input event Any advice would be very appreciated! Thanks
Is there a way to add a Pickup/Toss/Throw animation into Lyra player? Thank you for this tutorial!!!
Is there a way to do a toss/throwing animation with Lyra?
finally!!!! thank you!!! I was stuck on how this worked because I want to build my game up I had no clue what hlods was
Hey Can u Tell me why my actor is showing in editor viewport but not in game window?
Could your actor have “Hidden in Game” checked? Or maybe it's streaming and not loaded and doesn't have HLODs?
Does this also work with level thumbnail captures? And if so could you update it to work with 5.4? I tried to do update it manually myself, but I got too many errors when trying to rebuild. :(
Here's the updated 5.4 branch : github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/5.4 I'm not sure what you mean by "level thumbnail captures" but it works with static meshes and blueprints. My older version works with most assets that have a thumbnail already but no options for background or transparency at github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/1cc942cba4813c3e5726341e977177189b490fe1
yea same for me, an updated version would be lovely. :)
I was asking if it was able to turn the thumbnail captures of a .umap file, but now that I've tried it myself I see it can't sadly.
Thanks for the video, it's really helpful, wish more people went into it like this. One thing I'm having trouble getting my head round is the following: I setup an linked anim layer in the Anim BP and it's running it in PIE and ingame BEFORE I even set LinkAnimClassLayers with the relevant layer class.? (5.4.2). Is this normal behaviour, I thought it'd only run it when I use LinkAnimClassLayers.
Thanks, happy to hear it's helpful! Interesting, could it be that your character has an item equipped on spawn and that's setting the linkedAnimLayer? Or in your ABP's AnimGraph in the LinkedAnimLayer node, in the details you might have set an "Instance Class".
@@nancedevdiaries Thanks, you're a star. It was the latter. I didn't realise I could get it to work without setting that. It's always the simple thing that go unnoticed and cause the head in brick wall scenario! Subbed to your Patreon :)
@@valmirius Awesome, glad that was it! Agreed on the brick wall scenario, happens a lot :D. Thanks for subbing :)
Awesome tutorial as always, before watching I was quite confused about how the action bar works in Lyra. 🙂
Finally an explanation about HLODs, well needed. Thank you :)
great video , thanks 🙏
Tillykke:) You nailed it! I know what you went through, cause getting vehicles into Lyra was my goal from Lyras start. I spend many hours side by side with you and Astaraa, but I went with the key forwarding, since possessing was too hard for me to figure. I havnt been on UE for long time, so it made me soo happy to see that you actually cranked it. There are much to learn from this video, also in other aspects. Thank you N.
you are amazing , please keep going
can you show how to add sounds and vfx to this?
Good idea for a new tutorial, I'll make a note. In the meantime, you can add vfx and sfx as part of the swim montage as notifies :)
@@nancedevdiaries alright thanks just a tutorial in general about best practices for adding sounds and replicating and stuff would be amazing
You´re the best! ^^
how to write end overlap? when 2 overlap each other, I tried
I'll have to look into that, we could make use of the camera mode stack, so it takes care of blending in and out but I did make the camera mode in the volume separate. Good question, I sort of figured something related out with the rotation lag videos but I forget if it fixed the lerping between camera mode volumes that overlap.
@@nancedevdiaries It would be interesting to see how to do this. I understand how to do it in theory, but my knowledge of C++ is not enough.
Your indie game looks so good!
Thanks Candace!! ❤️
I have a problem where Client can not trigger Wait Target Data. Do you have any idea how I can debug this or fix it? Thank you for the help
Interesting! I wonder if it could be : - The ability's Net Execution Policy in the ability's class defaults is not set to 'Local Predicted' - Maybe the execution path doesn't lead to the Wait Target Data node on client, maybe there's a HasAuthority node on the way? I'd set breakpoints on the Client Ability and see what's going on. Good luck!
Ive been using inreal since 4.12 as well! The difference being that there are no game dev jobs where I live, and so the time that I have had with the engine has been only after work. Full time job fixing computers sucks out my creative juices. If I'm lucky, I only get 1 or 2 days a week that I can pour myself into my project. Wife and daughter on top of it. I have to take time off from it too since I end up working myself 24/7 just to get the stuff made that I want to. It sucks. I just want to make games but its not accessible. Hoping my passion project takes off once I get it closer to completetion so that I can do what I want for a living, and make cool games.
I totally relate with the brain being just tired after work, hard to feel creative even with a creative job after work to be honest! I was incredibly lucky to land a game job when there were not many options in my hometown but I've had to move since then to find jobs and get different experiences. That sounds exhausting, I'm impressed you have energy with the added responsibilities of being a parent to make games. I hope your passion project takes off too and you keep getting enjoyment out of it. Every little bit, every iteration pushes the project forward :). It feels amazing to see a game evolve, become itself, I've felt frustration how slow it was sometimes with a full time job. Saving and chipping away at my own project for years helped keep it alive and it's completely worth it.
Hi!! I good like to ask something, Im trying to add the manacost to the sprint, but i havent be able to do it, i make the sprint just on hold cause dont like the toggle for the type of game im doing, can you help me a little bit with it?
Hi! I have a video that covers mana cost but not continuous cost at th-cam.com/video/bwg1yspDKg0/w-d-xo.html. On top of that video tutorial, to make a cost retrigger over time, you could commit the ability cost continuously with a timer (that's what I do for glide 'air' attribute personally) and end the ability if the cost fails. I honestly haven't found the "best" way to apply continuous cost, pleas share if you do :). Another way is that the ability with a cost itself triggers again and again like the Lyra fire ability but it might not fit for sprinting. That way the ability takes care of not starting if the cost check fails.
You're an inspiration subbed on patreon!
Thank you so much! Your channel and Patreon look awesome!
Your channel has been my go-to anytime there is a relevant tutorial to my challenges. It's a guarantee that what you're teaching and showing will be correct, clean, and well explained. Thank you for the Lyra videos, it's been so hard to find quality content regarding it.
Thank you so much!