IMPORTANT INFO - When creating a new asset using the Cube Grid tool, make sure to select the viewport and press ESC, otherwise you will be adding to the existing selection (and you may get errors)
This is one of the best tutorials for creating quick prototype using modeling mode.. Thank you so much for your time and effort. Lots of love from India!
Awesome explaining and lifesaving tips. Great find your chamnell. Hey i wish we could save at runtime created structure or object to like fbx file or so
not watched this vid yet but followed the last snow level series and that was great, so looking forward to this series especially the procedural stuff thats coming its something i am trying to learn
I met a problem with making doors, hitting CTRL and dragging works only in one direction to pull geometry, but if I want to push it only the grid moves backward and nothing happens with a wall Would be grateful to anyone for a solution and thanks a lot to the author for the video!
Hello. Great tutorial :) But I have one problem. When I move a mesh created with Grid Tool and want to use it again, the grid is not aligning to the mesh properly. Basically it extends outside the mesh border or not reach the border or not even align with the surface (It will create new cubes below or above the mesh). Any way to fix this? If I for example make a simple building with a Grid Tool and move it somewhere else on the map, I wont be able to add new elements with the tool with the same precise position as before (before moving it).
the creating new grid mesh with the "CubeGr" was a little buggy for me. it did not say "creating new asset" in red like yours did. it said something like "edit existing asset". it may have been hitting Esc, then selecting the "CubeGr" that fixed it. (you do actually mention this later in the video around 11:16, for those that get stuck, but don't carry on watching until you mention it)
Love your video's, better that most paid courses out there. So, I had to rotate the roof tiles material in order to get them looking correct. (I used a different roof material) But when I added the newly smaller protruded angled part and add it to the "original" angled roof with the material edit, the newly protruded part is rotated to the original material rotation. So the protruded part is now horizontal, while the "original" roof is vertical. When I go to the roof material that I used, to rotate again, the top part and protruded part both rotate in the same directions, always having a 90 degree difference. How do we fix that? Cheers *edit Found out that if I portrude, then select the top faces, and THEN angle the protruded part, the rotation stays correct.
Yes, I discovered the same thing which is why I reselected the faces in my video. In an upcoming tunnel video, I will show how you how to fix material rotation using the modelling UV tools.
@@unrealitybites763 Ah.. must have missed that you selected the top face as well XD Oh well, after trouble shooting myself for a little while, at least now I will never forget. I see pillars and doorways/windows in the walls, are we also going to be able to select a different static mesh in the details panel, in stead of having to change it in the blueprint. Would be nice to have 1 blueprint and be able to drag and drop a different mesh to use immediately. I mean, sure I can duplicate the BP and put a different mesh in it, but to avoid having more BP's for different walls would become quite a hassle after you have 20+ different walls or god forbid, 100+ I know you said 3 video's, but I think I speak for most viewers when I say, I would love this one to go deeper, to where it gets more customizable like the one you reviewed. Cheers
@@unrealitybites763 Found out how to choose a custom static mesh through the details panel.. and how to set collision, you probably know how to do it yourself, but if you want my BP just let me know
This is easily changed. Open up the BP_ThirdPersonCharacter and select the character movement component. On the right hand side are various details you can change, including the walk speed. Change it from 500 to 300 and voila, your character will now walk instead of run
IMPORTANT INFO - When creating a new asset using the Cube Grid tool, make sure to select the viewport and press ESC, otherwise you will be adding to the existing selection (and you may get errors)
Extremely useful, well paced and relevant detail. Thank you
This is one of the best tutorials for creating quick prototype using modeling mode.. Thank you so much for your time and effort. Lots of love from India!
I've been working on converting some GeoScript tools into Spines. This series is precisely what I've been looking for. Please hurry!
Man!!! your channel has many gems!!! Thank you for your time and energy -- have learned so much
Thanks for this series. This is very helpful for someone just getting started with UE5.
Amazing tutorials! Thanks for providing these for free.
Exactly what i was looking for! Keep them coming!
thank you! learned so much
Thank you finaly someone who covers everything.
Just what the doctor ordered. Much appreciated.
this lessons is well enough praised to add mine
Thanks for the great tutorial! Very useful information for a level designer⚒
Thank you so much, amazing tutorial 👍😁
Awesome explaining and lifesaving tips. Great find your chamnell. Hey i wish we could save at runtime created structure or object to like fbx file or so
not watched this vid yet but followed the last snow level series and that was great, so looking forward to this series especially the procedural stuff thats coming its something i am trying to learn
I really wish they add a search box in the modelling tools panel 🤯
Yes I know what you mean. There are a lot of tools to wade through to find what you need
Thank you! Can’t wait to try this 😊
Super useful tutorial.. Really appreciate this.. TQ sir
Thank you!
Can't wait for this tutorial series!
Great! Thank you!
Thank you very much. Great tutorial! I subscribed to you and will be watching from now on)
this video was so good
thanks!
Amazing! Thanks.
Top!
So you are defo in my top 5 "teachers" of Unreal together with the likes of @3dJC
I promise that's great company!
/Michael at Intercut AI
Do you happen to know any tutorials for doing spline roads? Your roads look like they are a spline, but I can't figure it out. Thanks!
final content thats like a box with another box ontop of a box lol
very helpful tutorial🎉👏👏👏👏👏👏
I met a problem with making doors, hitting CTRL and dragging works only in one direction to pull geometry, but if I want to push it only the grid moves backward and nothing happens with a wall
Would be grateful to anyone for a solution and thanks a lot to the author for the video!
Same problem here
Solved. In my case the exterior walls have to be selected before the extrude of the oom walls, and I guess it wasn't.
Hello. Great tutorial :) But I have one problem. When I move a mesh created with Grid Tool and want to use it again, the grid is not aligning to the mesh properly. Basically it extends outside the mesh border or not reach the border or not even align with the surface (It will create new cubes below or above the mesh). Any way to fix this? If I for example make a simple building with a Grid Tool and move it somewhere else on the map, I wont be able to add new elements with the tool with the same precise position as before (before moving it).
For stairs, i generated one but then a new one appears. How do I only edit one?
can this Building Series be used to add these functionalities into a game? e.g. player in game can drag to extend walls and curve them.
love your tutorio
Sir Thank you so much! Subscribing!
the creating new grid mesh with the "CubeGr" was a little buggy for me. it did not say "creating new asset" in red like yours did. it said something like "edit existing asset". it may have been hitting Esc, then selecting the "CubeGr" that fixed it. (you do actually mention this later in the video around 11:16, for those that get stuck, but don't carry on watching until you mention it)
That's a good point, it's an annoyance that caught me out a few times as well. I will pin a warning comment at the top of this section
Love your video's, better that most paid courses out there.
So, I had to rotate the roof tiles material in order to get them looking correct. (I used a different roof material)
But when I added the newly smaller protruded angled part and add it to the "original" angled roof with the material edit, the newly protruded part is rotated to the original material rotation.
So the protruded part is now horizontal, while the "original" roof is vertical.
When I go to the roof material that I used, to rotate again, the top part and protruded part both rotate in the same directions, always having a 90 degree difference.
How do we fix that?
Cheers
*edit
Found out that if I portrude, then select the top faces, and THEN angle the protruded part, the rotation stays correct.
Yes, I discovered the same thing which is why I reselected the faces in my video.
In an upcoming tunnel video, I will show how you how to fix material rotation using the modelling UV tools.
@@unrealitybites763 Ah.. must have missed that you selected the top face as well XD
Oh well, after trouble shooting myself for a little while, at least now I will never forget.
I see pillars and doorways/windows in the walls, are we also going to be able to select a different static mesh in the details panel, in stead of having to change it in the blueprint.
Would be nice to have 1 blueprint and be able to drag and drop a different mesh to use immediately.
I mean, sure I can duplicate the BP and put a different mesh in it, but to avoid having more BP's for different walls would become quite a hassle after you have 20+ different walls or god forbid, 100+
I know you said 3 video's, but I think I speak for most viewers when I say, I would love this one to go deeper, to where it gets more customizable like the one you reviewed.
Cheers
@@unrealitybites763 Found out how to choose a custom static mesh through the details panel.. and how to set collision, you probably know how to do it yourself, but if you want my BP just let me know
I can't find "Modeling" in UE5 03:07
Should be there by default but check in the PlugIns that modeling tools are switched on
The Cuba’s National Art Schools would be a neat project to build using this if one was clever enough, sorry YT deletes my links
Shame Epic didn't add a walk to their default characters. Always running is not allways great indoors.
This is easily changed. Open up the BP_ThirdPersonCharacter and select the character movement component.
On the right hand side are various details you can change, including the walk speed. Change it from 500 to 300 and voila, your character will now walk instead of run
@@unrealitybites763 Thank you, I use mostly the HumanBase character asset by Quang Phan as a starter which comes with a walk, run and jump animation
Hello @unrealitybites763 ;) Great works! Can you contact with me please? Thank you in advance!