Elevator System - Unreal 5 Product Demo

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 29

  • @ja.consultoria4.0
    @ja.consultoria4.0 ปีที่แล้ว +2

    Now this is a magnificent job. I'm impressed.

  • @tgreis
    @tgreis ปีที่แล้ว +1

    Dude, by the way, we figured out our character interaction. With our own character. It's just your elevator to replace ours :D

  • @serdargokhanonder28
    @serdargokhanonder28 ปีที่แล้ว +1

    Hello. I'm working on your scene to improve myself. when i use a glass textures on the elevator doors it is not visible. textures like marble, ceramic, wood are visible, but any glass textures are not. what is the reason of this?

    • @ruanlisboa1921
      @ruanlisboa1921  ปีที่แล้ว +1

      Hello, just right click the mesh in the content browser and disable Nanite. Nanite can't render translucent materials.

  • @MatthewRumble
    @MatthewRumble 2 ปีที่แล้ว +1

    What if you put one elevator in one location and the other one for the 2nd level somewhere else in the world instead of stacking the elevators ontop of each other? Will the player still be able to travel

    • @ruanlisboa1921
      @ruanlisboa1921  2 ปีที่แล้ว

      The elevator is designed to work on top of each other. I suggest you using world partition instead the world composition system, so you would just set a different data layer for each floor instead loading a different level.

    • @saeresm7628
      @saeresm7628 ปีที่แล้ว

      Can i desine in elavator cabin ?

    • @ruanlisboa1921
      @ruanlisboa1921  ปีที่แล้ว

      If you are asking if you can replace with your custom cabine, yes you can. But it must have the same size and pivot point.

  • @KishoreGoud
    @KishoreGoud 4 หลายเดือนก่อน

    great job! will this works with VR? I need this for Oculus and wanted to check if that works out-of -the box.

    • @ruanlisboa1921
      @ruanlisboa1921  4 หลายเดือนก่อน

      no, it doesn't work with VR, modifications would be necessary.

  • @tgreis
    @tgreis ปีที่แล้ว +1

    Good luck my friend. It was very nice work. We bought it from Unreal Engine Marketplace and we are trying to implement it in our own project. But there is a situation that I cannot solve. I'm not very well versed in blueprinting. I'm Junior level. I figured out how to run the 6-floor system, but I couldn't change the meshes of my elevator (like cabin, door) with your elevator meshes. And I couldn't interact with my own character. I'm having a problem with the location when I make a change. Any chance of helping us with this?

    • @ruanlisboa1921
      @ruanlisboa1921  ปีที่แล้ว +1

      Hello, your custom mesh must have the same size and pivot point to work properly. I suggest exporting the mesh from this product to a modeling software that you use (Blender, Maya), so you can see the exact size and it's pivot point. To export to Unrel Engine, you can right click on the mesh in content browser, select reimport with a new file , and choose your custom mesh file to import and replace the original. Also, you must set a tight collision to this custom mesh to work properly, you can do it in the mesh settings.

    • @tgreis
      @tgreis ปีที่แล้ว +1

      @@ruanlisboa1921 Thanks for your interest, man.

  • @tgreis
    @tgreis 8 หลายเดือนก่อน

    Hello friend, it's me again. :) I have 2 questions for you. Firstly, I used this elevator system for 6 floors. In order to avoid code density, I want to delete extra floors in the movetimelines and call timelines sections of the BP_Elevator blueprint. How should I delete this? Will I have a problem if I remove the numbers associated with the floor buttons I do not use? My second question is that I will install a power/no electricity system in this system. For which events would it be sufficient to use a boolean value? I wanted to ask a question before poking around.

    • @ruanlisboa1921
      @ruanlisboa1921  8 หลายเดือนก่อน

      Timelines just run at once when you change floors, timeliness of floors that you're not using will not have any performance impact. You can delete floor dysplay materials on "FloorDisplayMaterialMap" variable from "BP_ElevatorDoorFrame" first, and then delete the material and respective texture. But these textures just have a total of 5mb.
      For no power/no electricity system, it depends if you want the doors opening or not or whatever you want, setting a bool on the event start will be enough on most cases, the events are commented so it's showing very clear what it does.

    • @tgreis
      @tgreis 8 หลายเดือนก่อน

      @@ruanlisboa1921 Hello friend, I just saw your message. Thank you for your answer. I tried yesterday and solved it. There is only one problem left. When the power is cut off, the elevator stops and the lights go out. When the power comes on, the lights come on, but if the elevator does not reach the floor location, it does not work again. You can see it in this video. Do I need to work in the FindElevator event to solve this problem?

    • @tgreis
      @tgreis 8 หลายเดือนก่อน

      @@ruanlisboa1921 When I first stopped it, it stopped, I opened it, it continued to move, I stopped it again and then opened it again, but this time it did not stop when it reached the full floor. The doors opened but the buttons did not work. I wonder if the elevator didn't work because it didn't reach the floor completely?

    • @tgreis
      @tgreis 8 หลายเดือนก่อน

      @@ruanlisboa1921 Interestingly, I stopped and started it 2-3 times and it came to its level. I got in and pressed the 1st floor and it worked. It worked this time. :D It looks like there is no problem now. I only have one problem left, regarding the elevator. I checked all the meshes and looked at the codes and could not figure out why these 4 failed to load warnings were given even though they were all in place.

    • @ruanlisboa1921
      @ruanlisboa1921  8 หลายเดือนก่อน

      @@tgreis What warnings?

  • @tgreis
    @tgreis ปีที่แล้ว

    Hello again mate. If I change the location and rotation of these buttons, will the system break? I also want to move the keys I need up a bit.

  • @tgreis
    @tgreis ปีที่แล้ว

    Hi bro. I designed a 6-storey space with your system. 1 on the bottom floor and 6 on the top ground floor. I want the elevator to start on the 4th floor when the game starts. But I didn't know how to do this in the right way. I adapted your codes to my own system as much as I understood them, but when I changed some things, I encountered problems that I could not understand. Is there an easy way to do this?

    • @ruanlisboa1921
      @ruanlisboa1921  ปีที่แล้ว

      Hi. Just place the elevator blueprint on the 4th floor.

    • @tgreis
      @tgreis ปีที่แล้ว

      @@ruanlisboa1921 When I align the Elevator with ElevatorDoorFrame4, the elevator starts at that floor, but the elevator displays still show floor 1. I am changing this too, but this time the outer door does not open on the floor where the elevator is located. It gets better when I board from another floor. I will try again. If the same thing happens, I will record it and send you the TH-cam link, thank you.

    • @tgreis
      @tgreis ปีที่แล้ว

      @@ruanlisboa1921 My friend, I entered the coordinates of the elevator and its number changed automatically, thank you, I love you.

    • @ruanlisboa1921
      @ruanlisboa1921  ปีที่แล้ว

      @@tgreisI did tests here and it worked without any issue, try it on a unmodified version of this product. Seems that's not detecting the right floor on beginplay with your modification.

    • @tgreis
      @tgreis 8 หลายเดือนก่อน

      th-cam.com/video/UbC6xRjum18/w-d-xo.html&ab_channel=thetgstudio