yo brooo , I really Like your content it really helped me a lot of time ! ( can u do one day a video about how to create a realistic zone wars storm ? ) have a nice day bro !!!!
I DECLARE TOMORROW MAKING A FULL AWESOME WINTERFEST THEMED DEATHMATCH MAP WITH THE HELP OF THIS AWESOME TUTORIAL WHICH I KNOW I AM GONNA LEARN A LOT THANK YOU A LOT HOWTWOBOSS
Hi,I would like to ask you something,it is not related to the video,but,I have a map of a fall guys obby and I wanted to put a timer that when I restart the map back to count from zero,at the end of my map I put a rift for players to replay the map,but when they pass again the initial mutation zone I do not know how to reset the timer and run from zero. I would be very grateful if you could help me. Thank you.
If you want it to immediately reset and begin counting up again, use the reset function to reset the timer to 0 when a player enters the teleporter at the end. Then make a trigger that also triggers when a player enters, add a trigger delay of 1 second, then when that trigger triggers, begin the timer again using the start function. You might also want to turn off visibility, and sfx and vfx of the trigger too. If it's all set up correctly it should reset and restart the timer only for the player who entered the teleporter. The reason we need the delay is because we can't reset, and start the timer at the same time, so we need a little bit of delay, using the trigger to make that happen.
I'll be honest, I usually do but I actually forgot to test all the new versions when I updated them to UEFN a few weeks ago, I just presumed they still work (very foolish of me) I've tested season 3 chapter 6 in a private session AND live verison and it should be all working now. I replaced the item spawners for the bones with item placers, so it should be a lot more reliable now. I havent converted season 4 to UEFN yet so they should all be working (hopefully), bar maybe some parts with the prop mover as that device just doesnt work consistently. And I will make sure to playtest them when I do 💀. But just keep an eye out for any more bugs throughout the end of S3.
hello! Wanted to say they updated the partition settings and now I am unsure of how to make the cell size different or see it because now I still have massive memory issues because I don’t think partitions work
It's really the same except you can make multiple runtime partitions for different HLOD layers. All you need to do to keep it simple, is go into the Runtime Settings dropdown, then in the index, there should be already a RuntimePartitionGrid in there. There's two options for what sort of Class of partition you can make, RuntimePartitionLHGrid (this is the old fortnite creative, if you converted you will see this) and RuntimePartitionLevelStreaming (the new way with streaming, if you made project in UEFN you'll see this). RuntimePartitionHLGrid is pretty bad so just use RuntimePartitionLevelStreaming, then right under that option you can see Main Layer, go into that tab and you can find cell size, grid preview, loading range etc.
Hey, please can you make a tutorial on Modelling mode? Thanks. Edit: I realised that UE5 tutorials exist but you can if you want. Don't think it's necessary anymore
I went in and replaced the teleporter with a mutator zone. Back then, I used the area of effect setting in the teleporter and not a more modern way of doing it like with a mutator zone. I've went and replaced it with a few other spots in part 2 and 3 as well. The new versions should be out soon.
@@djtommycreatives Please could you say what settings you changed, I am useless with this stuff - I see no fog in UEFN or in game, using a gaming laptop - wondering if something else is preventing it from working but is the same in other maps Also interested in this snow effect, does it detect the collision on buildings and not fall through the roofs?
@ in the game settings i think it would be effects under video settings but i’m not sure, i just did auto-set quality and it fixed it. It’s weird u don’t see it in UEFN though, sounds like it’s a wrong setting under fog.. For the snow collision, it goes through roofs yes hahah
@@Fallen-Champ Can't speak for them but usually the settings for better fog is just high and epic presets really. If you're in performance mode in either game or UEFN that also may be why. Not sure why else it wouldn't be working. And the snow does detect collision on buildings! Oh and height falloff for the fog in the Day sequence device settings is important too, the lower, the higher the fog can go in your level. Not sure if that is it though but it's a thought.
I think I got it now, the bones aren't spawning because the same bug happened where the island updated to the same version instead of the newer one, as all the bones spawned after I fixed it in a private session, yet after hopping into the live version it's still not working. I'm going to try publishing it again. The bones actually were spawning inside the walls sometimes, which made them fall out of the map and impossible to get. Never happened before, but I think it's unique to UEFN. I played a session, and it worked, I stopped the session, made a new one, and it worked again, so it should hopefully be working now (or in a few hours when it publishes). Let me know if there are any more problems.
OKAY. Nuclear option, I'm just going to remove the spawners and replace them with item placers. It's the only way I can think of making it work (or just remove it entirely. I'll also check out chapter 7 too. Also S3 chapter 6 literally is getting into Discover for the first time in a year because of all the updating 💀) Also if you find anything else do report it all! Edit: I just played the published version 7 that's out now, it worked with the item placers, SO IT SHOULD FINALLY be working!
I found the issue, I tried in a live session and it worked fine, but in the published version it's still the old version that isn't updated for whatever reason. I might have uploaded the wrong private version. Let me actually do it right, it should be published in about 3-4 hours, give or take.
Hey uh sorry I think I found another bug on chapter 6 I’m at a bit we’re I gotta find bones for a gnome I found one bone then by the gnome who wants the bones my chracter is saying bones near a wall but there are no bones sorry if all these messages are annoying
i watch ts even tho i dont plan making snowy map but its still fun to watch the video cuz i might learn something new
Yeah a lot of the stuff you can get from this video applies to a lot of other things.
He's the best
I'm keeping up with your videos. thank you so much bro!
Goat dropped again🔥🔥🔥🔥🔥🔥
Just got to chapter 7 part 2 and I’m getting really interested now in the story
that was a fun watch
Good job!
yo brooo , I really Like your content it really helped me a lot of time ! ( can u do one day a video about how to create a realistic zone wars storm ? )
have a nice day bro !!!!
This is super coolio
I DECLARE TOMORROW MAKING A FULL AWESOME WINTERFEST THEMED DEATHMATCH MAP WITH THE HELP OF THIS AWESOME TUTORIAL WHICH I KNOW I AM GONNA LEARN A LOT
THANK YOU A LOT HOWTWOBOSS
Bro, do you make custom maps?
nice
Hi,I would like to ask you something,it is not related to the video,but,I have a map of a fall guys obby and I wanted to put a timer that when I restart the map back to count from zero,at the end of my map I put a rift for players to replay the map,but when they pass again the initial mutation zone I do not know how to reset the timer and run from zero.
I would be very grateful if you could help me.
Thank you.
If you want it to immediately reset and begin counting up again, use the reset function to reset the timer to 0 when a player enters the teleporter at the end. Then make a trigger that also triggers when a player enters, add a trigger delay of 1 second, then when that trigger triggers, begin the timer again using the start function. You might also want to turn off visibility, and sfx and vfx of the trigger too.
If it's all set up correctly it should reset and restart the timer only for the player who entered the teleporter.
The reason we need the delay is because we can't reset, and start the timer at the same time, so we need a little bit of delay, using the trigger to make that happen.
@howtwoboss Thank you very much,I will try it.
thats what the decal is used for
Hey do you test your maps after you release them I think you should do that
I'll be honest, I usually do but I actually forgot to test all the new versions when I updated them to UEFN a few weeks ago, I just presumed they still work (very foolish of me)
I've tested season 3 chapter 6 in a private session AND live verison and it should be all working now. I replaced the item spawners for the bones with item placers, so it should be a lot more reliable now.
I havent converted season 4 to UEFN yet so they should all be working (hopefully), bar maybe some parts with the prop mover as that device just doesnt work consistently.
And I will make sure to playtest them when I do 💀. But just keep an eye out for any more bugs throughout the end of S3.
hello! Wanted to say they updated the partition settings and now I am unsure of how to make the cell size different or see it because now I still have massive memory issues because I don’t think partitions work
It's really the same except you can make multiple runtime partitions for different HLOD layers. All you need to do to keep it simple, is go into the Runtime Settings dropdown, then in the index, there should be already a RuntimePartitionGrid in there. There's two options for what sort of Class of partition you can make, RuntimePartitionLHGrid (this is the old fortnite creative, if you converted you will see this) and RuntimePartitionLevelStreaming (the new way with streaming, if you made project in UEFN you'll see this).
RuntimePartitionHLGrid is pretty bad so just use RuntimePartitionLevelStreaming, then right under that option you can see Main Layer, go into that tab and you can find cell size, grid preview, loading range etc.
@@howtwoboss awesome man, thank you so much, you just got a new sub :)
the bawss
So I finally moved onto dreamlands s4 chapter 1 and when I start it I’m just stuck at a camera angle looking at a gas station
Sorry I know what's the issue, but I may be a bit it's christmas eve
Hey did you end up fixing the death barrier thing in chapter 5 part 2 s3
Yeah it should be all fixed now!
Hey, please can you make a tutorial on Modelling mode? Thanks.
Edit: I realised that UE5 tutorials exist but you can if you want. Don't think it's necessary anymore
It’s still broken the bones are not spawning unless I’m missing something do I gotta find other bones so those bones spawn or something idk
New release still isn't published yet!
I think I found another bug I don’t get teleported at the start of chapter 9 part 1 in the helicopter
I went in and replaced the teleporter with a mutator zone. Back then, I used the area of effect setting in the teleporter and not a more modern way of doing it like with a mutator zone. I've went and replaced it with a few other spots in part 2 and 3 as well. The new versions should be out soon.
is any way to make the light not visible thru walls? is like a bug
I think I make the intensity to high + fog too thick. That might be why.
@@howtwoboss for me happens anywhere... no matter the intensity, a foggy dot of light thru walls where is light..
Yo boss! For some reason i can't see the fog when when in game mode. I see it in the editor but not in game. Any idea why? Copied every step
It might be your graphics settings, or if you're in 1.0, lumen and day sequence devices are bugged out right now that may be why.
@ it was the graphics settings indeed. Thx boss also for the quick reply 🐐
@@djtommycreatives Please could you say what settings you changed, I am useless with this stuff - I see no fog in UEFN or in game, using a gaming laptop - wondering if something else is preventing it from working but is the same in other maps
Also interested in this snow effect, does it detect the collision on buildings and not fall through the roofs?
@ in the game settings i think it would be effects under video settings but i’m not sure, i just did auto-set quality and it fixed it. It’s weird u don’t see it in UEFN though, sounds like it’s a wrong setting under fog..
For the snow collision, it goes through roofs yes hahah
@@Fallen-Champ Can't speak for them but usually the settings for better fog is just high and epic presets really. If you're in performance mode in either game or UEFN that also may be why. Not sure why else it wouldn't be working. And the snow does detect collision on buildings!
Oh and height falloff for the fog in the Day sequence device settings is important too, the lower, the higher the fog can go in your level. Not sure if that is it though but it's a thought.
Yo Just played the map just now and there is no bones at the spot still
I think I got it now, the bones aren't spawning because the same bug happened where the island updated to the same version instead of the newer one, as all the bones spawned after I fixed it in a private session, yet after hopping into the live version it's still not working. I'm going to try publishing it again.
The bones actually were spawning inside the walls sometimes, which made them fall out of the map and impossible to get. Never happened before, but I think it's unique to UEFN. I played a session, and it worked, I stopped the session, made a new one, and it worked again, so it should hopefully be working now (or in a few hours when it publishes). Let me know if there are any more problems.
@howtwoboss still not working unfortunately
@@howtwobossalso BTW chapter 7 s3 does not work either it won't teleport me to the main map in the very beginning in the black hallway
OKAY. Nuclear option, I'm just going to remove the spawners and replace them with item placers. It's the only way I can think of making it work (or just remove it entirely. I'll also check out chapter 7 too. Also S3 chapter 6 literally is getting into Discover for the first time in a year because of all the updating 💀)
Also if you find anything else do report it all!
Edit: I just played the published version 7 that's out now, it worked with the item placers, SO IT SHOULD FINALLY be working!
@howtwoboss pleased to say it works now! Can't wait to play the rest your maps definitely deserve more attention.
Tried to get past it I keep jumping down and I’m still dying to a death barrier
Let me just go check, I'm pretty sure I fixed it but I might have fixed the wrong part or something like that. Hold on.
I found the issue, I tried in a live session and it worked fine, but in the published version it's still the old version that isn't updated for whatever reason. I might have uploaded the wrong private version. Let me actually do it right, it should be published in about 3-4 hours, give or take.
Hey uh sorry I think I found another bug on chapter 6 I’m at a bit we’re I gotta find bones for a gnome I found one bone then by the gnome who wants the bones my chracter is saying bones near a wall but there are no bones sorry if all these messages are annoying
No the messages are fine! The more the merrier helps me find bugs! I know what you mean I'll go check it out.
Yo did you find out what was wrong
Yeah I put out a fix about 3 hours ago I think, it's not published yet I don't think. Tell me if it's still broken or you find anything else!
The way I would pay you 1,000 just to help me with landscape
ill do it