Recreating BG3's Camera System in UE5 | 13: MATERIAL INSTANCES

แชร์
ฝัง
  • เผยแพร่เมื่อ 5 ก.พ. 2025

ความคิดเห็น • 21

  • @augustocunha3127
    @augustocunha3127 4 หลายเดือนก่อน +2

    you are pretty good at teaching. I hope you share more content! I had fun following this project.

  • @michaelgriffis6450
    @michaelgriffis6450 24 วันที่ผ่านมา

    Thank you for this. I learned so much!

  • @0nwerd
    @0nwerd 10 หลายเดือนก่อน +1

    I've just finished this series of tutorials and... it was really great! 👏
    I struggled with the fading of rooms collection (still don't why it fails) but I learned some new things so it was cool. I'm looking forward your next tutorials now 🙌

    • @FalsePrism
      @FalsePrism  10 หลายเดือนก่อน

      Glad you enjoyed it! Interesting about the room collections, there are a few moving parts so could be an issue with a number of things. First place I'd look for problems would be the collision settings on the Room Collection (and the trace used to check for it) and making sure the objects all use a material that has the Env Mask function in them

    • @0nwerd
      @0nwerd 10 หลายเดือนก่อน

      ​@@FalsePrism I finally manage to make it work! My problem was due to the room height and bad sizing for the RoomCollection actor

  • @PostalPete
    @PostalPete หลายเดือนก่อน

    I don't know about BG3 but many games will show the back walls of a room that has been faded out. Also you can do stuff like show the contours of the windows, doors and other meshes that area part of the front walls shape, so the player can get a better sense of stuff that's there, but hidden...

  • @extinctsun4905
    @extinctsun4905 9 หลายเดือนก่อน +2

    It was an interesting experience. Thank you

  • @PostalPete
    @PostalPete หลายเดือนก่อน

    I think the solution not to have the floor affected by the masking is only a workaround, since the masking is still creating what could be described as artifacts or places where you would not expect the masking to be clipping into. I am experiencing this in my own project with a lof of different objects because of my orthographic-ish camera angle. I'm hoping that I can adjust the distance at which the masking takes place. In theory everything behind the player should not be affected by the mask, but in practice certain objects that are behind the player will have points that are closer to the camera than the player is, and they are all being cut by this masking plane which seems to be at the location of the character at the angle of the camera.

  • @Sa-sw8xj
    @Sa-sw8xj 6 หลายเดือนก่อน

    I have finished this tutorial. Thank you.

  • @sykdrit4786
    @sykdrit4786 7 หลายเดือนก่อน

    Thanks for the amazing tutorial! I have a question about the dithering/mask. Could you guide me on how to mark that location as unmovable so it doesn't snap to invisible walls? Thanks :)
    An example of what I mean: Time 11:15

  • @distractedreviews6198
    @distractedreviews6198 7 หลายเดือนก่อน

    Brilliant work! Fancy adding a light version of the combat system with ability to switch from a sword to a crossbow?

  • @donavanl7524
    @donavanl7524 10 หลายเดือนก่อน

    Great Videos, helped a lot.
    Found that reducing the size of the Multi Box Trace For Object's half size in BG3_Camera to x5.0 y5.0 z5.0 eliminates the occlusion pretty well when the character is up against a wall opposite to the camera angle.
    I Don't know if you intend to make more ''tinkering'' videos but may I suggest a video for fixing the following:
    - Cursor being able to select walls and objects as destinations.
    - (This one might be only me) After rotating the camera once with the middle mouse button, when moving the character while holding down the left mouse button the camera is set to follow as if I'm still holding the middle mouse button.
    - Any way to have the destination marker disappear when the destination is reached?
    Thanks!

    • @FalsePrism
      @FalsePrism  10 หลายเดือนก่อน +4

      Nice find regarding the half size!
      While I don't intend to make more videos on this series, a few potential fixes for you would be;
      - On the IA_Select action when we are getting the hit result under the cursor, have a branch check checking if the Hit Result's Normal is equal to (0,0,1) [with a tolerance somewhere around 0.45] before continuing the logic. This makes sure the surface is flat, or at a walkable angle, before placing the destination marker.
      - Check your IA_RotateCameraGate and make sure it doesn't have the 'Pressed' modifier on it. This would prevent the reset on the Gate bool. Also make sure the RotateCameraGate action in the Player Controller triggers off of Started and Completed.
      - Add a hitbox to the collision box to the destination marker that, when the character enters it, resets the markers position to (0,0,0)

  • @victorzuim
    @victorzuim 7 หลายเดือนก่อน

    Nice tutorial, it was very helpful, but I'm having an issue where if I click through a "hole" or dithered surface it sets the destination on the surface not on the place I'm actually seeing. Do you have any suggestion on how to fix it?

  • @Darmoyasun
    @Darmoyasun 7 หลายเดือนก่อน

    Nice series! Do you have any idea om how you would implement the combat system for bgt3? i know it should be quite easy to do turn based, and from what i understand most turn based tutorials are grid based.

    • @FalsePrism
      @FalsePrism  7 หลายเดือนก่อน +1

      Thanks! The combat system is a rather large system comprising many sub-systems. You're right that its not grid-based though, it seems to use it's pathfinding system for measuring distances. While I probably won't be covering that here, I'd recommend watching some tutorials already out there on turn-based systems, and swap the grid out for pathfinding checks (using blueprint nodes like Find Path to Location -> Get Path Length)

    • @Darmoyasun
      @Darmoyasun 7 หลายเดือนก่อน +1

      @@FalsePrism Thank you, i will read more about it!

    • @Darmoyasun
      @Darmoyasun 7 หลายเดือนก่อน

      @@FalsePrism And! Will you make more tutorials? Your way of explaining is very good, also the pacing is perfect. Wouldn't mind for paid courses either. So good man!

    • @FalsePrism
      @FalsePrism  6 หลายเดือนก่อน

      Thank you! Definitely plan on making more, just finding the time to record can be tricky!

  • @miroslavvano8411
    @miroslavvano8411 4 หลายเดือนก่อน

    Hey! Amazing tutorial, i am just wondering thsi work just fine with cube etc - assets that do not have some other material textures. But what about megascans assets? How can i 'comabine' its materials/textures with our environment for this to work. Thanks!

    • @FalsePrism
      @FalsePrism  4 หลายเดือนก่อน +1

      Hey! The reason we set this up as a material function is so it would be reusable in any material you wish to use it with. As long as you have access to the material you want to use this logic on, it should be as easy as switching your materials Blend Mode to Masked rather than Opaque, and plugging the MF_EnvironmentMask into the Opacity Mask channel (if you already have stuff plugged into this node you can simply multiply what you already have by the output of the MF_EnvironmentMask).
      The only thing not shown in the video would be making the Static Mesh component in the BP_EnvironmentActor exposed so you can edit it per instance with whatever mesh you wish. Admittedly time consuming to then replace everything with this actor - but you'd only need to do this on any object you wish to use the Dithering effect on (fading in and out). If you only need the occlusion masking it should be all good to just be placing the static meshes normally!