Geometry Script Tutorial - Destructible Wall at Runtime in Unreal Engine 5 | Bool Mesh Operation

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

ความคิดเห็น • 56

  • @elitic7
    @elitic7 ปีที่แล้ว +7

    "Runtime" might be misleading, yeah it works in realtime in editor play, but I think it doesn't work in runtime in packaged build, because: GeneratedDynamicMeshActor is Editor only...
    1:35 tooltip says that it is Editor-Only. Let me know If I'm wrong.

    • @2slick4u.
      @2slick4u. ปีที่แล้ว

      you are right

    • @DestructibleGame
      @DestructibleGame ปีที่แล้ว

      Will it work with just a dynamic mesh actor with rigid scale

    • @MartinDlabaja
      @MartinDlabaja 11 หลายเดือนก่อน

      that kinda sucks big time as it becomes totally useless if true

    • @TyLovePie
      @TyLovePie 11 หลายเดือนก่อน

      You are correct. Use the parent class, DynamicMeshActor for runtime edits in live.

  • @ExistentialPineapple
    @ExistentialPineapple 4 หลายเดือนก่อน

    Hey man! Wonderful tutorial, made me laugh out loud, was clear and concise and got right to the point. Keep up the fabulous work and thanks so much for giving your time to people who had curiosity about this system! Can't wait to make some cool things myself and I look forward to seeing the things you make in the future!!
    Have a fabulous day c:

  • @Gersendai
    @Gersendai ปีที่แล้ว

    Love the video! Almost screwed up a few times, but after a little backtracking and about an hour or so, I did it! thanks for the video man! :D
    Hopefully I can learn to actually understand all this soon xD

  • @dr_j0nes
    @dr_j0nes 11 หลายเดือนก่อน +1

    Any way to separate the mesh in to two meshes when it gets cut in half and make two actors of these two meshes?

  • @lingshuaihe2957
    @lingshuaihe2957 8 หลายเดือนก่อน

    Hi, do you know how to change the wall to a custom shaped model or can he receive a programmed mesh body?

  • @plasid2
    @plasid2 2 ปีที่แล้ว +2

    cool, when you cut of big piece on top, its possible add physics and let it fall down?

    • @erikee
      @erikee  2 ปีที่แล้ว +2

      Good question, I tried that but wasn't able to get physics to work :( I had problems with the collisions

  • @unrealdevop
    @unrealdevop 6 หลายเดือนก่อน +1

    Anyone find it suspicious that 'Gorka Games' came out with a video that looks almost EXACTLY like this one 3 months later, but where he only does an overview and doesn't show the setup?

    • @erikee
      @erikee  6 หลายเดือนก่อน +1

      Well seems like he used the best tutorial for his setup :D

    • @unrealdevop
      @unrealdevop 6 หลายเดือนก่อน

      @@erikee For sure lol.

  • @realadnoh
    @realadnoh 2 ปีที่แล้ว

    thanks mate. did't get my feeds wet with the geometry script system but I need to look into that. for simple geo like wals it's killa :) thank you for your time to explaining it so easily

  • @Lamatetatonka
    @Lamatetatonka ปีที่แล้ว

    Woudl this work in mobile standalone. Jsut 1 instance is good enough?

  • @importon
    @importon ปีที่แล้ว +1

    great video! How would we go about changing the material or texture inside the exposed wall?

    • @pto2k
      @pto2k ปีที่แล้ว

      here is an idea, not sure if it will work...
      build the inside texture inside the wall material, but it is not shown
      then when the wall is broken, reveal the inside texture with the mask that responds to the destruction, normal, height change, etc.

  • @gameisolation
    @gameisolation 2 ปีที่แล้ว +2

    cool

  • @SuperMontana2008
    @SuperMontana2008 ปีที่แล้ว

    Can you do more Geo Script tuts please? not many around . Great tut btw

  • @daha9546
    @daha9546 ปีที่แล้ว

    Does this also work in UE4?

  • @gostan2718
    @gostan2718 2 ปีที่แล้ว +1

    Can I make my terrain with this dynamicmesh?

    • @erikee
      @erikee  2 ปีที่แล้ว +1

      Try it! You can do a lot of things with this dynamic mesh. If you don't want to edit your mesh in runtime, better use the landscapes.

  • @LupusMechanicus
    @LupusMechanicus 2 ปีที่แล้ว +1

    Wow thanks!

  • @Luciferdelight
    @Luciferdelight ปีที่แล้ว

    If i want to have a plane instead of a 3d wall, how do i change it, cant find any append to plane node. Also want to change the projectile to a own mesh instead of the sphere. Any tips would bre great =) From anyonw =) Great vid !

    • @LeonelAmaral14
      @LeonelAmaral14 11 หลายเดือนก่อน

      Use copy mesh from static mesh node

  • @TGADB
    @TGADB 2 ปีที่แล้ว

    Do they have LOD ?

  • @Jockaracker
    @Jockaracker ปีที่แล้ว

    More! MOAR!!

  • @kamyabie
    @kamyabie ปีที่แล้ว

    Please more tutorial, thanks

  • @maje621
    @maje621 ปีที่แล้ว +1

    nice Is it possible to do this in line trace??

  • @LeonelAmaral14
    @LeonelAmaral14 11 หลายเดือนก่อน

    Very nice tutorial :) but how do i handle the floating pieces? how to make them fall or desappear if they not conected with the rest of the mesh?

  • @TAPTaneAbsoluteProject
    @TAPTaneAbsoluteProject ปีที่แล้ว +2

    Hello! One question: we try to use geometry scripting, but when we start progect at satndalone mode - our bp_map with geometry scripting don't appear... Do you know how decide this problem?

  • @Alpha_GameDev-wq5cc
    @Alpha_GameDev-wq5cc 2 หลายเดือนก่อน

    11:58 Why wasn’t there a next time? 😢

  • @WhiteNorthStar1
    @WhiteNorthStar1 2 ปีที่แล้ว +2

    very nice! :)

  • @lz4090
    @lz4090 ปีที่แล้ว +1

    Nice work. Do you think we can add a new material or decal applied on the surfaces being hit?

    • @MartinDlabaja
      @MartinDlabaja 11 หลายเดือนก่อน

      I am not the author, but of course you can, but no need to do that inside the procedural component. Just spawn them normal way along hit normal.

  • @fact3521
    @fact3521 ปีที่แล้ว

    Cool!

  • @maketurnbasedgreatagain4717
    @maketurnbasedgreatagain4717 2 ปีที่แล้ว +1

    best tutorial voice around :)

  • @uegamedev
    @uegamedev 2 ปีที่แล้ว +1

    🔥

  • @GeneralNovais
    @GeneralNovais 10 หลายเดือนก่อน

    You are very good at explaining, congratulations, I wish you all the success in the world.
    Can you tell me why on my machine or on my project colleague's machine the use of Geometry Script is laggy? The lag occurs both when compiling the BP and at the time of HIT, when applying the hit, I don't know how to solve it.

    • @Palexite
      @Palexite 5 หลายเดือนก่อน +1

      Do not use convex collision generation on the wall. It takes way too long to calculate. Use boxes or complex collision. (Per poly) which is good for massive objects like terrain deformation or something

    • @GeneralNovais
      @GeneralNovais 5 หลายเดือนก่อน

      @@Palexite I was actually trying to use the same idea but in tree cutting.

    • @Palexite
      @Palexite 5 หลายเดือนก่อน

      @@GeneralNovais I see. Geometry script is very performance intensive. The idea of having edible geometry is actually not so commonly found In games. Usually since unreal engine plugins are aimed to suit many uses, it comes at the cost of effectiveness since there’s more implementation for each process. Also depending on what your trying to do, blueprints could have dramatical effect on performance for resource intensive scripts since they go through a Virtual Machine if it isn’t native (converted to c++).

  • @cursedbishstudio
    @cursedbishstudio ปีที่แล้ว

    Thank you. New Sub 😁

  • @dacdac5015
    @dacdac5015 2 ปีที่แล้ว

    Hi, have a question, your box/wall is visible in standalone? I create dynamic mesh like in your video, and wall disappear in standalone (visible only in selected viewport, PIE and simulate)

    • @fizzypopvfx
      @fizzypopvfx ปีที่แล้ว +1

      I'm also finding this, once I launch the game, the walls vanish (visible is true for actor and mesh, and 'is editor only' is also false)

    • @fizzypopvfx
      @fizzypopvfx ปีที่แล้ว +1

      So this video from Unreal Fest says that the On Rebuild Mesh event only works for the editor at the moment and not in game (although it also sounds like they're saying the DynamicMeshActor is editor only too). Possibly helpful anyway: th-cam.com/video/gDso9X4HgLA/w-d-xo.html

    • @fizzypopvfx
      @fizzypopvfx ปีที่แล้ว

      Mystery solved I think, Ryan Schmidt from Epic explains that for things to work in game we need subclass DynamicMeshActor not GeneratedDynamicMeshActor. It's involves a bit more work as we have to manage the mesh ourselves, tut here: th-cam.com/video/Pj-3sYOZEow/w-d-xo.html
      I'd also like to just thank Erik for this really good video as well, it's been super helpful!!

    • @dacdac5015
      @dacdac5015 ปีที่แล้ว

      Thanks for your reply. Good work!

  • @saramonteiro9011
    @saramonteiro9011 ปีที่แล้ว

    Can this also be used to make outwards deformations, like bumps in the wall?

    • @erikee
      @erikee  ปีที่แล้ว

      yes

    • @saramonteiro9011
      @saramonteiro9011 ปีที่แล้ว

      @@erikee Cool, and does it work if the cursor would touch a certain spot on the wall to make the deformation? Instead of shooting against it

    • @erikee
      @erikee  ปีที่แล้ว

      @@saramonteiro9011 yes

    • @saramonteiro9011
      @saramonteiro9011 ปีที่แล้ว

      @@erikee Ok perfect, thanks!!