PART 2 OUT NOW! -> th-cam.com/video/VqKcQtEAjJI/w-d-xo.html Completely forgot to mention this in the tutorial but you can select certain fall guys props and change their colours/designs! Also Tom Jank made a really easy way to spin stuff using Verse, you can use that code here -> x.com/thomasjanky/status/1815789108049965466 . Might be more reliable than the sequencer.
I didn’t have the option of creating a new comment from my ipad. Thank you, I have being looking info about Fall Guys collab and your video is so complete, I learned how create basic maps too. ❤
The problem at 9:39 where sequences don't loop even with loop playback enable seems to be a bug. You can temporarily fix it in UEFN by adding a "Play Function" when the sequence stops (On Stopped), and it will repeat continuously. By the way great video, thank you!
I think the issue was more that there was desync with the platforms, as when I jumped off at 9:39, I jumped off at where I would have been if the sequence kept playing rather than it stopping. I remember there was an issue with the sequencer not replaying a few weeks back but it got fixed so I'm not sure if it's back or something else.
Later in the video I noticed you mentioned that you could have used a prop-mover, just wondering if you know of an easy way to do rotation with the prop mover as we only did up / down / forward / back type movements. Thank you for the info on Fall Guys also, excellent info.
HEY thank you so much ! in 14:11 i did the race mode, but in play its show a big uhd on top of the screen with status of the round, i disable all uhd like in the tuturial. any idee how to hide it ?
hi how can use colision ? i have created some bells but unfortunatelly they have no collision and doesnt touch the actor into the scene. i´ve tried to create a blueprint anyway theres no static mesh. :(
In my foliage mode tutorial I go over adding collisions at the end of the video so check that out it should all apply the same if you go into the static mesh of the bells. -> th-cam.com/video/PQxvqz2KIiM/w-d-xo.htmlfeature=shared
I'm getting the bug you talk about where the animations freeze but the collisions keep happening. Did you ever figure out a work around or fix? Great video btw helped a lot.
You could try the long pinball bumper and put one that's stretched out to fit the pole on each side, attach it by selecting both bumpers, right click -> attach to -> select the spinning pole prop, that should attach both to the pole. Make sure you're not in a sequence when you attach it to the pole as it won't work and say the pole is invalid.
You could try Verse, there's a good verse device made by Couri inspired by Tom Jank's device that is a lot more versatile and supports multiple props, and you don't need to edit it. You can get the code here -> x.com/fncouri/status/1816586187190206837 .
After animating objects and jumping on them in play session my character falls through the object like if it was invisible, what can I do with it? Great vid, thanks for guiding us!
I'm pretty sure it's because the sequences are bugged right now, where force keep state or maybe the looping of the sequence causes the props to not work. The way I fixed it in some of my maps was to make the sequence 2 minutes long so it miniumizes the amount of times it needs to loop and also make it restore state too. It's more of a "fix" then a fix but it should help.
Yo bro, i'm building a map for fall guys for ages now and i keep having the same issue with obstacles used with sequencers like moving platforms. When i jump on, it's fine nothing happens but when i jump off, it's like i get teleported a little bit to the side and i fall off. Weird thing is, when playing on pc on listed game it works but on other platforms for testing like nintendo switch, the issue occurs. Got any idea how to fix? Thanks!
From what I've seen from playtesting my map all day it seems to be still there. I found a workaround to make the sequence really long, like 2 minutes or longer, reducing the chances of it breaking.
Had a question- If I want to change the map after every round ends (eg: Round 1 : mapA | Round 2: mapB), how would I go about implementing it? Also, very helpful video , thanks !
I'm actually doing that right now, you'd want to use a random number generator that triggers 2 triggers randomly or how many triggers per map you want to use, then make it so a mutator zone will then enable when a trigger is triggered that covers where the players spawn which then teleports every single player using a teleporter to the level you want when the player enters the zone OR respawns the player at a player spawn pad for the level, with the option use as island start = off/team related settings too if you want team 1, team 2, team 3, etc to spawn only on specific spawners.
It's kind of impossible as we don't have physics in UEFN yet, same goes for if you want to make seesaws. Physics should be coming before the end of the year hopefully.
I am so happy this is in i am glad this is also in creative 1.0 now i can make fall guys horror maps! Jk XD i am so happy still i can make awesome courses!
Im cooking don't worry. Dreamlands 2 is on the way, but Dreamlands takes a while to make, Dreamlands 1 took 5 years for a lot of reasons, including writing the story and coming up with ideas (and making it good), building each chapter, writing out all the dialogue, dealing with all the bugs and memory, adding music and effects, and the most time consuming of all, making all the cutscenes (that are new for Dreamlands 2). Dreamlands 2 Season 1 is about 40-50 percent done in terms of being created and I started about a year and 3 months ago March when UEFN came out, I also had a lot of personal stuff happen that I'm not getting into and of course this youtube channel to run since then, so don't expect anything for a while!
PART 2 OUT NOW! -> th-cam.com/video/VqKcQtEAjJI/w-d-xo.html
Completely forgot to mention this in the tutorial but you can select certain fall guys props and change their colours/designs!
Also Tom Jank made a really easy way to spin stuff using Verse, you can use that code here -> x.com/thomasjanky/status/1815789108049965466 . Might be more reliable than the sequencer.
I didn’t have the option of creating a new comment from my ipad. Thank you, I have being looking info about Fall Guys collab and your video is so complete, I learned how create basic maps too. ❤
There’s more assets in UEFN than the actual fall guys creative 💀
Except they are already coded in fg and uefg doesn't have some stuff like the floors you can easily change size of in fg
The problem at 9:39 where sequences don't loop even with loop playback enable seems to be a bug. You can temporarily fix it in UEFN by adding a "Play Function" when the sequence stops (On Stopped), and it will repeat continuously. By the way great video, thank you!
I think the issue was more that there was desync with the platforms, as when I jumped off at 9:39, I jumped off at where I would have been if the sequence kept playing rather than it stopping. I remember there was an issue with the sequencer not replaying a few weeks back but it got fixed so I'm not sure if it's back or something else.
Later in the video I noticed you mentioned that you could have used a prop-mover, just wondering if you know of an easy way to do rotation with the prop mover as we only did up / down / forward / back type movements.
Thank you for the info on Fall Guys also, excellent info.
@@Fallen-Champdon't think so, even though it's been in the files for years already
Fall Guys in Fortnite is crazy... I'm excited to see what comes next😂
HEY thank you so much ! in 14:11 i did the race mode, but in play its show a big uhd on top of the screen with status of the round, i disable all uhd like in the tuturial. any idee how to hide it ?
hi how can use colision ? i have created some bells but unfortunatelly they have no collision and doesnt touch the actor into the scene. i´ve tried to create a blueprint anyway theres no static mesh. :(
In my foliage mode tutorial I go over adding collisions at the end of the video so check that out it should all apply the same if you go into the static mesh of the bells. -> th-cam.com/video/PQxvqz2KIiM/w-d-xo.htmlfeature=shared
Thank you! This helped. Looking forward to building in Unreal Engine! 👌
Nice one👏🏻
i was super confused when i placed props and it wasn't moving 😭😭
Same
is there a way to slow down the momentum of a character on the moving platforms? when i jump off of one it launches my character.
Best way is just to make the platforms slower, you can't really change that.
I'm getting the bug you talk about where the animations freeze but the collisions keep happening. Did you ever figure out a work around or fix? Great video btw helped a lot.
Is it only possible to make the little hammer things and spinners spin on pc and not console?
Yeah, you would need the sequencer/verse to do it. There's no way on console even with the prop mover.
@@howtwoboss Awww :(
2 week game jam baby let’s get it!
how did u do for the water ? bcz for me it's not showing
Just click the ocean spline points which are the three dots below the middle of the map!
is there a way to make the spinning poles knockback players like in the original game? Im having problems with collision hitboxes and stuff
You could try the long pinball bumper and put one that's stretched out to fit the pole on each side, attach it by selecting both bumpers, right click -> attach to -> select the spinning pole prop, that should attach both to the pole. Make sure you're not in a sequence when you attach it to the pole as it won't work and say the pole is invalid.
Use some stretched bounce pads with low gravity off and about 5-12 m/s strength, the pinball bumper doesn't recreate the fg feel too well
Cant wait to have a map ready for august 6th. also very underated videos 🙏
So, to make an object move back and forth, given that the cinematic device is currently broken, what should I do?
You could try Verse, there's a good verse device made by Couri inspired by Tom Jank's device that is a lot more versatile and supports multiple props, and you don't need to edit it. You can get the code here -> x.com/fncouri/status/1816586187190206837 .
After animating objects and jumping on them in play session my character falls through the object like if it was invisible, what can I do with it? Great vid, thanks for guiding us!
I'm pretty sure it's because the sequences are bugged right now, where force keep state or maybe the looping of the sequence causes the props to not work. The way I fixed it in some of my maps was to make the sequence 2 minutes long so it miniumizes the amount of times it needs to loop and also make it restore state too. It's more of a "fix" then a fix but it should help.
Yo bro, i'm building a map for fall guys for ages now and i keep having the same issue with obstacles used with sequencers like moving platforms.
When i jump on, it's fine nothing happens but when i jump off, it's like i get teleported a little bit to the side and i fall off. Weird thing is, when playing on pc on listed game it works but on other platforms for testing like nintendo switch, the issue occurs.
Got any idea how to fix? Thanks!
Hey nice video I was know the sprint option is in some maps that are out out in wondering if u know how to do that 🙏🏼
thank you man
Do you know if they fixed the bug or if it's still happening?
Thanks a lot for the content
From what I've seen from playtesting my map all day it seems to be still there. I found a workaround to make the sequence really long, like 2 minutes or longer, reducing the chances of it breaking.
Had a question- If I want to change the map after every round ends (eg: Round 1 : mapA | Round 2: mapB), how would I go about implementing it? Also, very helpful video , thanks !
I'm actually doing that right now, you'd want to use a random number generator that triggers 2 triggers randomly or how many triggers per map you want to use, then make it so a mutator zone will then enable when a trigger is triggered that covers where the players spawn which then teleports every single player using a teleporter to the level you want when the player enters the zone OR respawns the player at a player spawn pad for the level, with the option use as island start = off/team related settings too if you want team 1, team 2, team 3, etc to spawn only on specific spawners.
@@howtwoboss I tried but it doesnt seem to work. Can we expect one more fall guys UEFN video/Short where you will cover this ?
Yeah, I didn't quite see this before part 2 of the tutorial but I'm making part 3 anyways so I'll include it there!
The race device finish line don't work
Have a question- how do i make the spinning walls move when i touch them?
It's kind of impossible as we don't have physics in UEFN yet, same goes for if you want to make seesaws. Physics should be coming before the end of the year hopefully.
@@howtwoboss ok thanks
YAY
I am so happy this is in i am glad this is also in creative 1.0 now i can make fall guys horror maps! Jk XD i am so happy still i can make awesome courses!
I mean there's nothing stopping you from making a horror map, maybe just keeping it rated 7.
w video boss
I miss dreamlandes
Im cooking don't worry.
Dreamlands 2 is on the way, but Dreamlands takes a while to make, Dreamlands 1 took 5 years for a lot of reasons, including writing the story and coming up with ideas (and making it good), building each chapter, writing out all the dialogue, dealing with all the bugs and memory, adding music and effects, and the most time consuming of all, making all the cutscenes (that are new for Dreamlands 2). Dreamlands 2 Season 1 is about 40-50 percent done in terms of being created and I started about a year and 3 months ago March when UEFN came out, I also had a lot of personal stuff happen that I'm not getting into and of course this youtube channel to run since then, so don't expect anything for a while!
Ok
air went AND Fan disappear once you use them 🤦♂🤦♂ It is still too buggy, this template shouldn't have been released yet
No, it's most likely that you have environment damage set to all in your island settings. Just turn that off and the fans will work fine.
@@howtwoboss didn't help 😢
Huh that's definitely strange then.
W
you gotta stop cutting the most important peice of the mechanics out man.