Total newbie in Unreal here. The cold storage thing wasn't explained very well in the official videos or at least I missed it, and I could not understand why I could not go back and forth between static and generated mesh. Thanks a bunch. Keep it up!
Thanks for the tutorial! Well done! Btw, for the material, if you apply it and click "Bake to Static Mesh", it will updated the material from all the meshes generated already from it, even the ones generated before the application of the material, as long as they belong to it.
I'm a beginner and I followed your tutorial up to 6:12 with no problem then you used the b_dome tool which is not shown at the beginning when you imported the assets from Lyra. I looked around for it and can't find it. Please let me know where to get it. I guess I can try and create my own dome but ...having the tool would be so helpful, you have no idea. I'm moving ahead til the end and thanks for this and other tutorials.
how to increase the width of 'advanced window' tool from just one side in unreal engine 5, whenever i increase the width of wall or opening in the details panel, then width starts increasing from both ends but many times i dont want. Pls guide.
when i try to swap to static mesh it make the static mesh default shape. for example the Window I made round and added bevel and trim, but it swaps back to its default look everything square. Actully its from this time stamp 12:28 If i go static then back to change it, its will revert to what i made the first time i made it static. not saving the changes
Is there a way to use the Lyra shooter player character as a base to build a game off of? I’m curious in taking that character and adjusting it to be first person, and then building a game off of it
As always, new tools where you spend 3x more time than Blender. I will more happy if they implement similar thing like geonodes in Blender but no they must complicated everything like quantum physics
Total newbie in Unreal here. The cold storage thing wasn't explained very well in the official videos or at least I missed it, and I could not understand why I could not go back and forth between static and generated mesh. Thanks a bunch. Keep it up!
Thanks for the tutorial! Well done! Btw, for the material, if you apply it and click "Bake to Static Mesh", it will updated the material from all the meshes generated already from it, even the ones generated before the application of the material, as long as they belong to it.
I'm a beginner and I followed your tutorial up to 6:12 with no problem then you used the b_dome tool which is not shown at the beginning when you imported the assets from Lyra. I looked around for it and can't find it. Please let me know where to get it. I guess I can try and create my own dome but ...having the tool would be so helpful, you have no idea. I'm moving ahead til the end and thanks for this and other tutorials.
0:00 - intro
0:29 - install geometry script plugin
0:48 - migrate Lyra project to your project
2:23 - configure Lyra after migration
3:30 - start using tools
4:22 - building timelapse starts
10:58 - timelapse ends
11:06 - explaining generated scene objects
12:28 - how to losslessly swap between static mesh and editable generated mesh, duplicate, assign materials
you are amazing bro i love ur tutorial very informative helps a lot to improve unreal skills.
so true bestie
How do we get our hands on the dome blueprint?
how to increase the width of 'advanced window' tool from just one side in unreal engine 5, whenever i increase the width of wall or opening in the details panel, then width starts increasing from both ends but many times i dont want. Pls guide.
The engine won’t let me package my product with that plug-in enabled. Is that happening for anyone else?
when i try to swap to static mesh it make the static mesh default shape. for example the Window I made round and added bevel and trim, but it swaps back to its default look everything square.
Actully its from this time stamp 12:28 If i go static then back to change it, its will revert to what i made the first time i made it static. not saving the changes
OK, gave up BP method. Ended up using Geometry/Modeling/Shapes(Create sphere)/TriModel(Cut selected meshes with plane).
Thank you soooo much mate your vids are amazing. I think I missed something but how did you get the B_DomeTool to appear?
hi bro, how can I get "B_DomeTool" at 6:12?
I created my sphere tool. How do I cut it in half?
Hello, what to do if the Tool is vanishing when pressing play in the editor?
Is there a way to use the Lyra shooter player character as a base to build a game off of? I’m curious in taking that character and adjusting it to be first person, and then building a game off of it
yes
Yes you can
@@sekker2k446 how? I’m struggling to find a tutorial on how to do it, and I can’t find the player character in the files
"BakedGeneratedMeshActor" has missing or null parent class".
You have to enable the geometry script plugin!
Save yourself time, and just migrate the entire 'Tools' folder to begin with. No reason to migrate multiple times.
As always, new tools where you spend 3x more time than Blender. I will more happy if they implement similar thing like geonodes in Blender but no they must complicated everything like quantum physics
Except you'd have to export/import the fbx and place it, which takes time.