Unreal Engine 4 Tutorials: C++ Adding and Moving Instanced Static Mesh Component Instances

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  • เผยแพร่เมื่อ 9 ต.ค. 2024

ความคิดเห็น • 13

  • @robinj6997
    @robinj6997 8 หลายเดือนก่อน

    Amazing, this video had everything that I searched for.

  • @GSProjects12
    @GSProjects12 ปีที่แล้ว

    Thank you for the tutorial. I struggled to target a specific instance until you used "update", upon which I searched the blueprint nodes, used it and now I can resume my ridiculous blueprint as planned. I'm constructing an apartment building through the blueprint, not because it reduces my Outliner to a single entry for the building, but because it's an exercise to more proficient in UE. Yep, I did see that hard coding leads to more efficient programs. I know, I enjoy C++, it's just that I do enjoy programming with nodes.

  • @LastIberianLynx_GameDev
    @LastIberianLynx_GameDev ปีที่แล้ว

    Excellent tutorial. Was very useful for me.

  • @omarz5009
    @omarz5009 2 ปีที่แล้ว

    Clean and organized. Thank you.

  • @austinbryan6759
    @austinbryan6759 ปีที่แล้ว +1

    You really need to turn up your volume. I'm playing you on max volume on my Bluetooth speaker and still can barely hear you.

    • @danstrike6687
      @danstrike6687 ปีที่แล้ว +1

      Yeah, I was maximising the volume on everything so I could hear it above household noise, then a random Windows error popup blows my head off.

  • @rudraprataplaha
    @rudraprataplaha 2 ปีที่แล้ว

    can i animate per instance differently?

    • @stephenmaloney424
      @stephenmaloney424  2 ปีที่แล้ว +1

      You can scale, position, and rotate each instance separately; you can do anything you want in a material using the custom data. But each instance is a static mesh (not a skeletal mesh, so they cannot animate if you are referring to bone animation).

    • @TomanovicsGergely
      @TomanovicsGergely 2 ปีที่แล้ว

      Yes. I'm actively researching about this topic because as a motion graphics designer I think one of the most exciting features of Unreal Engine it the ability of having hundreds of thousands (maybe even millions or more?) of objects and animating them differently realtime. I'm working on an animated data-driven visualization project which will display 3D animated bar charts, line charts, etc, all made up by instantiated hexagonal shapes, and the first experiments look really promising. For example: th-cam.com/video/yKxucu5Xokc/w-d-xo.html&ab_channel=TomanovicsGergely - this was entirely programmed in C++ without any blueprints (didn't even need to tweak the material custom data nodes, because all this is possible with C++ coding) and all the animations are driven by a single CSV file created with various algorithms in Python.
      BTW it's incredible what kind of magic is possible in Unreal Engine but how poorly documented this whole thing is, Epic Games should really pay some bonus to tutorial video makers like Stephen because all of this magic would be unaccessible without good tutorials on TH-cam.