Awesome dude! I just used your Compass and this tutorial to help me create an Iron Man style HUD piece. Thanks so much! Clear and detailed enough for a total novice but not too much so. Subscribed.
Phenomenal tutorial Ryan! The only thing I ran into was inconsistent transparency results (visually) when compared to my original UI, but I am using a lot of UMG widgets with varying + overlapping opacity. The fix is easy, in the material output node change Blend Mode to AlphaComposite (Premultiplied) instead of Translucent. Thanks for sharing + excellent explanations, easy subscribe from me.
@DJ DOOMHEM You could have parameters in the material to independently offset the UV's in X and Y. You could then couple that with some kind of rotation setup and do both at the same time. Then have a blueprint that tweaks those parameters based on inputs/events/whatever. ** If you offset the UV's significantly, you will need to mask repeating elements **
What if i want to use it on interactable UI, is there any way to allign the mouse position to material? Because right now the mouse events have an offset where the ui bends
Cool, but this just bends it, what if I want to be distored like it was projected onto a sphere? so bend from bottom to top and top to bottom. In your example, everything is being bend towards the top.
This worked really well, but it destroyed my Ammo and Health Counter. Basically the second I wrap my Canvas Panel with the Retainer Box, all of my values stop working. Instead of 30 / 90 on a Gun it now shows 0 / 0. Does anybody know a fix?
I'd love to see more of the steps used here to make some more effects. For instance, in the movie the Matrix, when The Agents Smith(s) dodge bullets there's multiple of them. I'd like to make that effect where the character appears to duplicate itself in multiple locations positions at the same time.
There is a huge problem with UE4 hud for diagonale pixels, it looks like a stairs even if you use 2k or 4k images, i tought at the beginning something wrong with the format or compression but nope, even Borderlands 3 have this problem!!!
This is called aliasing. UMG is rendered from a separate pass than the scene view such that it’s not subject to any post processing, including antialiasing. A quick solution would be to apply a transparent layer around the hard edges so that they should slowly fade out when transformed
I would never have guessed you looked like a dwarven warrior with a lot of stat points in intelligence, I expected like some skater gamer kid who is swifty with unreal engine with shaggy hair maybe but nope we got hagrid the giga Chad unreal engine enthusiast
I always breathe a sigh of relief when I realise it’s you that’s making the video I need to learn from.
I've seen dozens of questions on multiple forums about making this effect.
Thank you for a really quick and easy method to start with it!
Amazing tutorial! It sounds like impossible thing, but you made it real! Thank a lot, Ryan!
Awesome dude! I just used your Compass and this tutorial to help me create an Iron Man style HUD piece. Thanks so much! Clear and detailed enough for a total novice but not too much so. Subscribed.
Phenomenal tutorial Ryan! The only thing I ran into was inconsistent transparency results (visually) when compared to my original UI, but I am using a lot of UMG widgets with varying + overlapping opacity. The fix is easy, in the material output node change Blend Mode to AlphaComposite (Premultiplied) instead of Translucent. Thanks for sharing + excellent explanations, easy subscribe from me.
Amazing tutorial, man!)
VERY NICE! Hat's off to you for using the GPU for this!
Большое спасибо! Все получилось!
Excellent
Awesome still works on 5.3.2
Now how to make the hud wobble when you move, jump, shoot, etc?
@DJ DOOMHEM You could have parameters in the material to independently offset the UV's in X and Y. You could then couple that with some kind of rotation setup and do both at the same time. Then have a blueprint that tweaks those parameters based on inputs/events/whatever. ** If you offset the UV's significantly, you will need to mask repeating elements **
@@CyberNomadic11 I don't think he understood any of that
@@CyberNomadic11 makes sense to me thou
What if i want to use it on interactable UI, is there any way to allign the mouse position to material? Because right now the mouse events have an offset where the ui bends
Cool, but this just bends it, what if I want to be distored like it was projected onto a sphere? so bend from bottom to top and top to bottom. In your example, everything is being bend towards the top.
Quick question, is there a way to stop the bottom of the screen bleeding onto the top?
I have a problem, my il is float value and in display Was a number bat dont update can you usate the video
How the hell... Dude, I was literally JUST thinking about this earlier this week, and wondering if anybody did a tutorial for it. Freaky..
Dude, same literally
Literally same btuh
Thank you
What would you need to do to invert the curve so that it distorts the bottom?
Sorry, so that it distorts the curve in the opposite direction.
@@OpenMawProductions did you find what to do ?
plz answer
try adding "OneMinus" on the masked G value before it gets multiplied by -2
What if you wanted them angled inwards along a curve but not actually curve the HUD elements themself? 🤔
Wow! You invented this thing alone?
No, this existed in 2018 from zaggoth blog and from another tutorial a month before this video.
the beaaaaaaaard
Hagrid
Very good 😘
This worked really well, but it destroyed my Ammo and Health Counter. Basically the second I wrap my Canvas Panel with the Retainer Box, all of my values stop working. Instead of 30 / 90 on a Gun it now shows 0 / 0. Does anybody know a fix?
I have the same problem, do you fix it?
@@AizenKyono sorry i just abandoned it
@@Synth679 it's OK. I fixed. You just need set RetainerBox's properties. Phase to 0 and PhaseCount to 2. :D
@@AizenKyo doesn't work for me, is there anything else that you changed?
@@kaizenartsae no, maybe you can check the details of RetainerBox. good luck
Didn't watch just linking your video to support your amazing work! See ya
Re uploaded?
I'd love to see more of the steps used here to make some more effects. For instance, in the movie the Matrix, when The Agents Smith(s) dodge bullets there's multiple of them. I'd like to make that effect where the character appears to duplicate itself in multiple locations positions at the same time.
Pose snapshots?
Afterimage
Onion skin effect
I forget the dumb name for it on technical terms
Easy to find videos about it once u know the right term
There is a huge problem with UE4 hud for diagonale pixels, it looks like a stairs even if you use 2k or 4k images, i tought at the beginning something wrong with the format or compression but nope, even Borderlands 3 have this problem!!!
This is called aliasing. UMG is rendered from a separate pass than the scene view such that it’s not subject to any post processing, including antialiasing. A quick solution would be to apply a transparent layer around the hard edges so that they should slowly fade out when transformed
hey, I don't know you have a real body. I always thought you were just an AI generated voice!
I thought it was a skater gamer kid who knows unreal engine but nope, we got hagrid
I would never have guessed you looked like a dwarven warrior with a lot of stat points in intelligence, I expected like some skater gamer kid who is swifty with unreal engine with shaggy hair maybe but nope we got hagrid the giga Chad unreal engine enthusiast
Thought the voice still matches the body n face still just got thrown off lol