How To Make a Futuristic World Scanning System in Unreal Engine - PostProcess
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- เผยแพร่เมื่อ 8 ก.พ. 2025
- Download Project Files : / 30405124
Hi Everyone, In this tutorial, I will show you how to make the post-process material based scan effect in unreal engine 4.It also uses custom stencil to highlight certain objects after the scan. We are also using a world aligned texture node to map a pattern texture on to the world. This tutorial was made in Unreal Engine 4.22.
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Project Files : www.patreon.com/posts/30405124
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man you got some balls to create such heavy and powerful tutorial
thanks so much, we need more determined peoples like you
Incredible tutorial and resource, seriously happy with the result and everything I've learned whilst following this! Thank you so much!!
Incredible. This didn't help me with my specific issue, but it still gave me some useful ideas for the same project. This was super easy to follow and very well made. Cheers!
I just went through this entire tutorial and it's incredible. Our game now has a survey scanning drone, and this is just what it needed! 10/10
Man, I know get a lot of this, but I just wanna say thank you. Thank you so much for this 🙏 I was on the verge of giving up on my university project until I found your channel, you've helped me more than you can ever know. Again, thank you! 🙏
I have no Idea why im just finding your channel but this is amazing!
I made a scan line for my current project and I thought it looked great until I saw this. Now I need to rework it. Thanks for helping me up my game. Looking forward to the other 2 tutorials you have planned. Keep it up.
Great effect and you can customise it too
Nice effect!
You are godly! Thank you sooooo much :3
Thanks so much for this amazing tutorial :)
Your channel is amazing!
Thanks! Very beautiful looks
Always Great and amazing...big Thanks
Perfect tutorial!
cool effects thanks for good tutorial
So nice!Thanks man!
really amazing bro love it
Super, as always!
Hey thanks dude 💕
Awesome !
Amazing!!!!
Amazing tutotial! I'm tried to make like this, but i have problem > then i press F keyboard, scan works only once.
Great tutorial. how would I do this for Third Person? You said something, but I didnt quite get what I had to implement and connect
Same here! Could you help us out @UnrealCG
Bro can you teach how to do this for specific object, not whole scene ?
i hope one day, you make tutorial about Curve world
Is there a way I could produce the scan effect but instead of it coming from the player, it comes from an object in the world?
is there any way to make the glowing fade out?
again absolutly amazing job :)
Just one question, is the scan replicated?
if NOT, that wouldb be great, because I don't want others to see the scan :)
It isn't.
Great tutorial, is there a way to prevent the scan effect lighting the gun as I noticed it appears on the weapon and also if there's a way for it now to show the scan effect on an enemy?
You can use the custom depth and stencil mask for that
Is anyone else having this issue, im unable to get the sceneTexture:WorldNormal connected to World Space Normal (WorldAlignedTexture node), error: gbuffer scene textures not available with forward shading. im using UE5
Gbuffer dont work with forward rendering
bravo
Awesome as always, so much information in a clear way :) ! Just a small question: Do you think its possible to rotate the texture after its aligned to the world?
rotate the scan texture?
@@UnrealCG Lets say i would want to adapt this effect to a "Area of Effect" selection or a "Directional" ability. Could we use this approach to achieve this goal?
Yeah you can rotate the texture buy rotating the world position offset of the world aligned texture node
Thanks a lot for the tutorial, amazing job!
I have one question, I need to make a second pulse (for example a second player) with different color. The process would be a second postprocessvolume or is there something like a mix material?
BTW, where can I find you and your work?
How can i make the highlighted objects go back to not highlighted after a little while? Now they are highlighted forever (unless i scan again, then they turn back to not highlighted and then to highlighted again once they are scanned)
every object that are marked for to be highlighted, but not within the radius when player scans, will still be highlighted when the player walks towards it without scanning once more
I came down to the comments looking for the answer to that question... i thought about switching in runtime the value of material's Bits to a number not specified on the actors, and it does remove their highlight. But once you switch the Bit value back, the highlight is back too!
Sweet!
Can anyone tell me how can I make the illumination of objects disappear after some time after using the scanner? I just started learning Unreal
could you please help, how could you change the world to black and white or any other monochrome color only when you press F button for the scan effect, and when the effect is over, the world comes back to normal colors. If you can give a screenshot or explain in detail, I am new to it, but I loved this effect and implemented it for my third person character, works great, thank you so much!
You can use the desaturation node to get a gray scale look
@@UnrealCG could you make a tutorial about effect like Detroit Become Human? When he is inspecting the world, it goes grey, vertical semitransparent lines appear and point highlights appear near the objects. Please!
Also do you have tutorials of adding vfx to HUd? Is it better to use flip book and make effects in Adobe after effects, or use particle system for the HUD and user interface effects? There is absolutely nothing on this topic on TH-cam, would be awesome to have an understanding how to do it. Can I ask for a paid tutorial for the special vfx user interface animation?
Hi, I know the DBH effect, I think I know how It was made but not sure and about the widget VFX check out my Patreon, if you want paid help
Nice 👌👍
Hey, thanks for this video it's very helpful, but how would you make the air space also show the sphere scan ?
Great tutorial, I was wondering how would you get the scan effect to start from the character mesh's location instead of the camera position?
Bring in the character mesh location using a parameter collection. Watch my outline transition effect. it's similar.
Anyone know how you can get multiple scans at once? When I try to do multiple it cancels the other
I have a Problem with the scan feature, it is not Fading out, instead it becomes red, can you help me?
good
Thank you so much for this awesome tutorial ! For some reason the sphere trace for objects doesn't hit every single instance of my actor depending where my player is : for example I press F and I got half of the actor highlighted then move to the right and press F again and then I got other actors, I tried to draw debug sphere to see if I can find something out but I can't find why some actor are ignore sometimes
Use multisphere trace
@@UnrealCG yes thanks I found the solution meanwhile :) keep the good works thanks for all you have done so far
@@UnrealCG I saw this fix and I'm wondering, where do you plug the Out Hit Hit Actor from the Sphere Trace to the Multi one because you cannot break the pin for the multi sphere object. Thank you
Batman arkham knight nostalgia
Is it even possible to make the PP actually into an actor BP, making dynamic mat on the PP and edit the params from within that scan actor BP, spawn an actor that makes the scan when button pressed and then fade out the PP and then destroy actor. I've made almost everything except the dynamic material part. Unless I made a mistake somewhere, I only get the stencil effect but the scan lines are not showing up.
So is that even possible/viable to do and is there any drawbacks/performance wise or whatever?
I'll definitely post if I make it work and will try post somewhere how. :)
do you have plan to make a Mesh Slash Particle effect? :)
What did he say i have to do, to get the param? (4:32)
I made the effect last longer, but it gets to a point where it just turns purple. its because of the oneminus. is there some way I can make the effect fade out after a different point?
I think it has to do with the values going over 0-1, try using a saturate node before all the alpha in th lerp
Thank you, thank you so much for this tutorial. It's precisely what I was searching. Now I'm trying to re-create it on my computer but I'm incurring in a couple of problems. First of all, I need to scan three types of enemies. I've used a super-class father that give parental to the three child-class of enemies, but a couple of them have a static mesh and the other has a skeletal mesh, so I'm having problems to "light on" all of them at the same time. And in particular, I'm trying to obtain a real-scan effect, where you scan, the silouette becomes visible, then delay of 5 seconds and the silouette disappear (I've done it after the spheretraceforobject (setting the green array on Pawn it works. On worlddynamics not), and doing a cast tothe father class of the enemy, casting the Activate event, then delay and then the deactivate event). But I've obtained the disappear effect only on ONE enemy type. And only on one of it. If I try to use it on an other enemy of the same type, he will not light on. And I've seen that I obtain some effect only if I write the activate/deactivate blueprint on both father and child classes. I can use the "custom" in the details, setting On myself, but if I do it the scanned silouette remain permanently visible and it will be a little strange on a game.
Do you have any suggestion to try to resolve these problems?
Again, thank you for this video and I hope you can help me with these issue. Next time I'll try the invisible effect tutorial. It seems pretty amazing °w°
If you have two different types of actors, You could create two different sphere trace for them and connect them using a sequence node.
You could also try using a multi sphere trace.
@@UnrealCG Uhm, understood. I will try it. I tried also the way suggested in a comment below and it worked, but I want to try multiple options to find the best one for my needs °w°
@@zodiark93 for fading after the delay that method works
How to spawn MaskSphere on Actor Position WS instead of Camera Position :)
Actor position won't work here. If you want to bring in the position of your character then you can get it using a vector parameter collection. Like we did with the radius (scalar collection parameter).
@@UnrealCG sorry i don't get it. scalar parameter value didn't get the location of the character. :) can you give me some guide i really need it to make it in the center of my character :)
it's like this. Here we are making the vector parameter collection. To get the location of the character to the sphere mask.
th-cam.com/video/78Im-4yM0DE/w-d-xo.html
@@UnrealCG Perfect Thanks a lot it's work now :)
New Patreon here, the project files don't support 5.4. When will that happen?
I will test it and give you an updated version, when I get home
@@UnrealCG awesome, brother! Much appreciated 🙏🔥
Hi I have added it check the link and you can get a new link with 5.3 and above version
@@UnrealCGlove it - thanks! 😊
my player is from top down i want the scan effect from player not from camera hw to enable that effect
You can get the players position and bring it to the material using a vector parameter collection. Watch my Outline transition effect, I did something similar there.
@@UnrealCG hw can i get the player pos to material
How can you make the highlight disappear after a few seconds without pressing F again?
@@GeeDeeDee How exactly?
@@GeeDeeDee Wow... such a rude answer dude. If you don't want to help is ok but this is not necessary.
I made some tests and this is the solution to disappear. Change delay to adjust visible time. imgur.com/PvJfymT
@@osm3ver728 yeah, that was a bit dickish. Thank you for the solution! Good luck!
@@osm3ver728 Thank you so uch masc0!!! I was having the same issue, but with multiple types of enemies and with both mesh and/or static mesh, so it was a real mess. Now with this simple system is perfect!
Thanks UnrealCG. One question. It seems that when I opened my project this morning the materials that were working fine yesterday arn't working anymore. I have a checkerboard Material display in the material editor and nothing I know of sseems to change this. Any ideas? It worked a treat yesterday. Also If I wanted to use this effect for a cinematic not runtime where would I put a time/speed expression? Any help would be appriciated:) cheers again.
Hello Cookie!
Sadly, I have encountered the exact same problem as you... I close the project and get back on and nothing works anymore... I really don't have a clue what is causing this, I am thinking it has something to do with the project settings resetting. Tell me if you find something. And also a question to everyone... did you have the same thing occuring as well?
@unrealCG uhmm i want the highlighted color deactivate or go off after sometime hw can i do this
never mind i did it lol
@@Abhishekchhetri6774 how?
@@oskar7063 I got a nice effect by just using a flip flop node. So you have your F key plugged into the flip flop node then "A" connecting to play in the time line and "B" connecting to reverse. So even though you have to press F again you get the reverse animation coming back towards your player, which will also reverse the highlighted effect :)
Is there anybody who knows a C++ version of this scan system? It's fine the blueprint in the character only, not the material creation.
charming accent!
All Father give me sight
Division scan anyone
How would you create a point-cloud effect? I saw this explanation but I don't 100% understand what I'm looking at since I am not fluent in shader: answers.unrealengine.com/questions/572630/animating-a-point-cloud.html
Please give me this project
Second
third
First
Malayali anno?
Yeah.
@@UnrealCG poli man love your work
Thanks. I have met few other Malayali's . Are you working on a game or something?
@@UnrealCG just started with unreal and workin on a game :p
Looks cool, but struggling with your thick accent. Might wanna add subtitles, or use a robot voice program.
*FATTO BENE*
hi, this is so awesome, but one question. If I have two objects in front of each other with different stencil value, how can I make sure both appear instead of only the front one appearing