If you guys are having troubles with the Booleans sections be aware that Multiple Layered SVGs play a part into it. What I did, was export an SVG with just the one layer I wanted to boolean, as opposed to an SVG with many layers - Basically creating a single layered mask - If anyone knows any workarounds for layered SVGs please comment below. @PixelProf thanks for the video very informative!
This is amazing! Thanks! But I am stuck, UE will not accept my SVG file to save my life. Each time I bring close to the texture constraint, it turns red. I've tried many different versions of SVG, via InkScape and even downloading random files to see.... with no luck.
Nevermind, I just realized I was trying to use the SVG as the constraint instead of the PNG!!! Doh! Anyways, it works although I had to change the channel to Alpha for it to be applied?
Amazing stuff. Thank you for the knowledge. I'm not sure how the more pro modelling software is, but the modelling is really impressing me relative to Blender. I personally have not seen it so easy to turn an SVG into a mesh as this is. And the boolean function looks great too.
Is there any bug in SVG support? After each save, exiting the software and opening the model generated by SVG will cause it to deviate from its own center point and be misaligned...
Great video! Is it possible to create a text actor and subtract that to the metallic shield for example? I am not able to choose the boolean operator on a text actor.
when i added the shield texture to the cloner, nothing happens.. i dont get the outline of the shield.. i followed your steps and still nothing.. not too sure if its a bug since this is only the preview version. Does the dimensions of the shield matter? I currently saved the shield png as 2048x2048
Mmm... I'm not aware of any limitations on this. My PNG turned out very small (300x357) but larger should also be fine, I think. I had solid black on a white background, Constraint was set to Texture, "Invert Constraint" was ON, Channel was set to "RGBLuinance", and there are other options in the Channel drop down to specify a specific channel, including alpha. Also check the "Plane" setting. In my case it was set to "XY". Compare mode was "Greater" and Threshold was "0.0". Just tried it in another project and on Mac and worked on both.
@@PixelProf where are these options at you are talkling about ? sorry your tutorial was my first time trying unreal engine. Loving it so far but unfortunately nothing happens when I do the boolean operation aside from the svg disappearing that was supposed to create the rivet
@@PixelProf Anybody figure a fix out for this? I'm having the same issue. I've double checked all my settings are the same. The only difference I'm noticing is when I import the .png, the whole content browser preview is black. But if I open the file, it looks correct.
Hi, I have a question,if I got SVG have animation information how can I play it in UE5 system?
UE's SVG import doesn't internalize SVG animation... it's really just intended for still logos and shapes.
If you guys are having troubles with the Booleans sections be aware that Multiple Layered SVGs play a part into it. What I did, was export an SVG with just the one layer I wanted to boolean, as opposed to an SVG with many layers - Basically creating a single layered mask - If anyone knows any workarounds for layered SVGs please comment below.
@PixelProf thanks for the video very informative!
This is amazing! Thanks! But I am stuck, UE will not accept my SVG file to save my life. Each time I bring close to the texture constraint, it turns red. I've tried many different versions of SVG, via InkScape and even downloading random files to see.... with no luck.
Nevermind, I just realized I was trying to use the SVG as the constraint instead of the PNG!!! Doh! Anyways, it works although I had to change the channel to Alpha for it to be applied?
d0pe
Amazing stuff. Thank you for the knowledge. I'm not sure how the more pro modelling software is, but the modelling is really impressing me relative to Blender. I personally have not seen it so easy to turn an SVG into a mesh as this is. And the boolean function looks great too.
Thanks for the tuto, everything was fine until the bolean part. Party bugs.
Haha - I was screaming at the screen, Z OFFSET!!!!!
Is there any bug in SVG support? After each save, exiting the software and opening the model generated by SVG will cause it to deviate from its own center point and be misaligned...
Yeah, I’ve seen that intermittently with the preview. Fingers crossed this is addressed in time for the full release.
Thank you so much for this tutorial series! Really appreciate it :)
Thanks for this. Wondering if one can import an SVG animation/image sequence as well?
Mmmmm..... I don't have any SVGs containing animation to test with. Will ask around.....
@@PixelProf ohhh I can send you some do you mind experiment them?
Great video! Is it possible to create a text actor and subtract that to the metallic shield for example? I am not able to choose the boolean operator on a text actor.
when i added the shield texture to the cloner, nothing happens.. i dont get the outline of the shield.. i followed your steps and still nothing.. not too sure if its a bug since this is only the preview version. Does the dimensions of the shield matter? I currently saved the shield png as 2048x2048
Mmm... I'm not aware of any limitations on this. My PNG turned out very small (300x357) but larger should also be fine, I think.
I had solid black on a white background, Constraint was set to Texture, "Invert Constraint" was ON, Channel was set to "RGBLuinance", and there are other options in the Channel drop down to specify a specific channel, including alpha.
Also check the "Plane" setting. In my case it was set to "XY". Compare mode was "Greater" and Threshold was "0.0".
Just tried it in another project and on Mac and worked on both.
@@PixelProf where are these options at you are talkling about ? sorry your tutorial was my first time trying unreal engine. Loving it so far but unfortunately nothing happens when I do the boolean operation aside from the svg disappearing that was supposed to create the rivet
@@PixelProf Anybody figure a fix out for this? I'm having the same issue. I've double checked all my settings are the same. The only difference I'm noticing is when I import the .png, the whole content browser preview is black. But if I open the file, it looks correct.
I'm not sure what changed, but I redid my inkscape file from scratch. The new export worked correctly.