How To Dissolve Any thing in Unreal Using this Cool Material Effect.

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 164

  • @UnrealCG
    @UnrealCG  ปีที่แล้ว +2

    Hi, I updated this tutorial in Unreal Engine 5 and also improved a lot features, Here check it out.
    Link: th-cam.com/video/N_pq2RYTG04/w-d-xo.html

  • @GoatOfTheWoods
    @GoatOfTheWoods 4 ปีที่แล้ว +6

    2 year UE4 user here, and i still learn new things from you. One of the most helpful UE4 channels
    Thanks

    • @jericholondon7108
      @jericholondon7108 3 ปีที่แล้ว

      i know Im pretty off topic but do anybody know a good site to stream newly released movies online ?

    • @zakaikamdyn2172
      @zakaikamdyn2172 3 ปีที่แล้ว

      @Jericho London Try Flixzone. Just google for it =)

    • @briantrenton967
      @briantrenton967 3 ปีที่แล้ว

      @Zakai Kamdyn Yup, I have been watching on FlixZone for since april myself :)

    • @jericholondon7108
      @jericholondon7108 3 ปีที่แล้ว

      @Zakai Kamdyn Thank you, I signed up and it seems like they got a lot of movies there :) I really appreciate it !

    • @zakaikamdyn2172
      @zakaikamdyn2172 3 ปีที่แล้ว

      @Jericho London No problem :)

  • @erindonahue3237
    @erindonahue3237 4 ปีที่แล้ว

    sir you are the smartest person i have ever encountered

  • @shuyusung5481
    @shuyusung5481 2 ปีที่แล้ว

    TH-cam has so many dissolve effect tutorials out there but you're the most detailed one. Great work!

  • @SetZor666
    @SetZor666 5 ปีที่แล้ว +5

    beautiful effect

  • @TheLoneBit
    @TheLoneBit 5 ปีที่แล้ว +3

    You could use this for a Sims-like game. Nice!
    This is a sub!

  • @Resurrection21
    @Resurrection21 4 ปีที่แล้ว +4

    Holy Moly! You are a materials Guru :0

  • @runsbuns3675
    @runsbuns3675 3 ปีที่แล้ว

    came from the de res effect vid loving it subbed

  • @LoopSkaify
    @LoopSkaify 4 ปีที่แล้ว

    this material has great parts to stencil water within a boat for example. great work!

  • @manolomaru
    @manolomaru 5 ปีที่แล้ว +3

    Simply Wow!
    Thank you so much for sharing this with us bro.
    🌟👌😎

  • @Nightmist
    @Nightmist 5 ปีที่แล้ว +3

    the newest of them all beautiful making it rn :)

    • @Nightmist
      @Nightmist 5 ปีที่แล้ว +1

      thanks for the heart im using 4.17.2 is there a way to get it to work in game in this version of the engine? because 4.18.3 does not support my pc

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว

      It should work in 4.17.

  • @cyberspace7668
    @cyberspace7668 4 ปีที่แล้ว

    Bro you are amazing.. Im doing this project for some time and all the visual I ever seen in my mind, you showing me how to do it... Perfect designer, nothing extra.. I've been following your videos for some time, learned a lot too.. I will record and show you video of my project soon.. Got used to your English, which took some time.. You got gift with 3D art man.. Material Mage.. Thanks for your lessons.. Unfortunately I did not contribute to your cause except for my gratitude, but its not late yet.. Soon Brother.. GL

  • @naephyyyy
    @naephyyyy ปีที่แล้ว

    absolutely amazing tutorial! thanks for going so indepth and explaining everything :)

  • @Maxxomatik
    @Maxxomatik 4 ปีที่แล้ว

    you are material king, thanks for your work

  • @MichaelSchubertPhoto
    @MichaelSchubertPhoto 3 ปีที่แล้ว +1

    Now there is the question to apply this to a Unity Shader Graph. Dissolve is easy done. Combining this with a simple gameobject (with a script) working too, but using a more complex gameobject (cube/cylinder) is hard

  • @HH-mf8qz
    @HH-mf8qz 2 ปีที่แล้ว

    Dude your video is insane!!!!!
    Thanks a lot for making it, and I hope I can include its functionality in my project, when I will need it later!

  • @Moroi
    @Moroi 4 ปีที่แล้ว

    Thank you, i am using this effect successfully

  • @cghow
    @cghow 4 ปีที่แล้ว +1

    Looks really great.

    • @UnrealCG
      @UnrealCG  4 ปีที่แล้ว +1

      Thank you! Cheers!

  • @Weckmuller
    @Weckmuller 3 ปีที่แล้ว

    This helped me a lot. Thanks!

  • @RaphaelPizzo
    @RaphaelPizzo 5 ปีที่แล้ว +3

    nice job

  • @kioly_ah
    @kioly_ah 2 ปีที่แล้ว

    thanks man, really useful

  • @Lusiogenic
    @Lusiogenic 5 ปีที่แล้ว +1

    Very cool dude!
    Thanks a lot!

  • @vadymternovoy6054
    @vadymternovoy6054 5 ปีที่แล้ว +2

    Thanks you, amazing work!

  • @GaryParkin
    @GaryParkin 3 ปีที่แล้ว

    Your videos are excellent! Thank you so much for these tutorials.
    At 19:29 the video skipped. I assume you plugged the Bounds data parameter into the old Bounds parameter, then I see you fixed it! Thank you. I was a bit lost.

  • @VisualGameDev
    @VisualGameDev 5 ปีที่แล้ว +3

    Cool effect.

  • @donovanbaine8842
    @donovanbaine8842 5 ปีที่แล้ว +3

    way to go man

  • @AT10-TH
    @AT10-TH ปีที่แล้ว +1

    It doesn't work in sequencer

  • @LukynkaCZE
    @LukynkaCZE 5 ปีที่แล้ว +2

    Thank you for Tutotrial

  • @enricobersani8948
    @enricobersani8948 2 ปีที่แล้ว +2

    is there a way to apply the same effect from different actors?

  • @PeterPan-qn2hz
    @PeterPan-qn2hz 5 ปีที่แล้ว +3

    Nice!

  • @unrealenvironments-speedle782
    @unrealenvironments-speedle782 5 ปีที่แล้ว +3

    nice!

  • @trooper1627
    @trooper1627 5 ปีที่แล้ว +2

    wow. incredible.

  • @akihaennem
    @akihaennem 5 ปีที่แล้ว +3

    Looks really good! Can this affect be applied on already set up meshes? I haven't noticed any setting related for the house, is this working without modifying the material on the target mesh?

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +2

      Hi, Nope, You have to add the material function to the exiting material of the mesh and add all their parameters to get it working.

  • @gabrielepardi5178
    @gabrielepardi5178 4 ปีที่แล้ว

    Thank you very much

  • @scottlee38
    @scottlee38 5 ปีที่แล้ว +3

    Amazing!

  • @오징어먹물카레
    @오징어먹물카레 5 ปีที่แล้ว +2

    thx master

  • @Tataizer
    @Tataizer ปีที่แล้ว

    To make multiple blueprints working with different actors you need to add new vector parameters for position and bounds in the Material Parameter Collection, Duplicate the blueprint, rename static mesh in it, change set vector parameter value to your new vectors from Material Parameter Collection in your blueprint nodes, then go to the material itself and switch collection parameter to your new vectors you created in Material Parameter Collection. Good luck.

    • @Tataizer
      @Tataizer ปีที่แล้ว +1

      Also if you have an emission texture, just combine your MF and Emission texture with an "Add" Node

  • @andrejkarner4931
    @andrejkarner4931 3 ปีที่แล้ว

    DUDE :) respect

  • @priteshsingh9002
    @priteshsingh9002 4 ปีที่แล้ว

    Great work.

  • @АндрейВербицкий-ц7р
    @АндрейВербицкий-ц7р 4 ปีที่แล้ว +1

    Perfect job!
    When i rotate BP nothing happens. Why? Can you help me plz.

  • @Vasil_Boyanov_Troyanov
    @Vasil_Boyanov_Troyanov 5 ปีที่แล้ว +4

    naisu fx

  • @hamxajavaid9180
    @hamxajavaid9180 5 ปีที่แล้ว +2

    How do I apply this effect to a movable mesh like player

  • @RDD87z
    @RDD87z 4 ปีที่แล้ว

    the best! ,thank you so much.

  • @tingxu9398
    @tingxu9398 ปีที่แล้ว

    This looks amazing! I have tried this out but it appears the transparent material like glass is not supported?

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว

      Not sure, I haven't testes it on transparent materials

  • @JohnnySanchez-aka-7rooper
    @JohnnySanchez-aka-7rooper 4 ปีที่แล้ว

    Wow! Thanks!

  • @ricardobattss
    @ricardobattss 4 ปีที่แล้ว +3

    How to use multiple instances on the same map? when moving the actor with the effect is undone in all others!! :(
    Thanks for the tutorial!!

    • @kreendurron
      @kreendurron 4 ปีที่แล้ว +2

      Having same issue

  • @DNA-DNB
    @DNA-DNB 5 ปีที่แล้ว +2

    Thank you so much

  • @pauliuskazlauskas3547
    @pauliuskazlauskas3547 ปีที่แล้ว

    Any idea how I can do this for datasmith objects? They can't be converted to blueprints

  • @mattcrow4543
    @mattcrow4543 2 ปีที่แล้ว +1

    Hi, great tutorial. I got it all working but the masking effect doesn't rotate with the cube as I rotate it, is there an input/step that I've missed? Thanks again!

    • @allashama
      @allashama ปีที่แล้ว

      sameprobleme here

  • @IspasterIbilbidea
    @IspasterIbilbidea 4 ปีที่แล้ว +1

    Its possible to animate the movement?

  • @ecs-p3196
    @ecs-p3196 4 ปีที่แล้ว +1

    Thank you for sharing this with the community, this is amazing and you are so smart
    How do you know how to do this stuff? I could never figure anything like this out alone, do I need to go to university for computer science or VFX?

    • @UnrealCG
      @UnrealCG  4 ปีที่แล้ว +1

      I mostly learnt these stuff by experimenting inside the engine.

  • @agentarachnid2009
    @agentarachnid2009 5 ปีที่แล้ว +4

    Hi, is there a way to implement an effect that spawns expanding sphere masks dynamically in post processing?

    • @enricobersani8948
      @enricobersani8948 2 ปีที่แล้ว +1

      dont know anything about post processing but you can change the scalar parameter of the collection radius via blueprints, i did it with a timeline that increases a float variable

  • @meowme7644
    @meowme7644 2 ปีที่แล้ว

    👍👍 thanks

  • @stephenhidalgo7608
    @stephenhidalgo7608 3 ปีที่แล้ว

    I tried to render dissolve effect in movie render queue, the desolve does not work on the image sequence

  • @보리타작-x9s
    @보리타작-x9s 3 ปีที่แล้ว

    18:00 how could you show us that vertical effect?? Mine is been showing horizontal effect like as can be seen in the viewport at the material inst..

  • @yikes5455
    @yikes5455 2 ปีที่แล้ว

    How do you make it where once the area is dissolved, Collision not longer works on the clear area ? So things can pass though where it is invisible ?

  • @TunedFM
    @TunedFM ปีที่แล้ว

    When I turn “affect distance fields lighting” it doesn’t change anything

  • @lisianbajri7409
    @lisianbajri7409 3 ปีที่แล้ว +1

    thank you for this tutorial. could you make a video covering on how to animate the BP_cube to animate scale etc. so i can render it on sequencer? i cant figure out how to do it, i tracked the BP_cube in the sequencer and added 'tranform', when i move the values in sequencer it also moves in the editor which seems like its working, but when i click capture movie, the bounds are just round as if they are not affected by the cube actor.

    • @stephenhidalgo7608
      @stephenhidalgo7608 3 ปีที่แล้ว +1

      were you able to solver the sequencer problem

  • @Khan-_-Art1st
    @Khan-_-Art1st 5 ปีที่แล้ว

    Do you think you'd be able to one day do a tutorial on how to create a procedurally generated object from scratch (coding). For example something easy like a ladder or something complex like a rickety bridge. Just a thought :)

  • @pdcsky
    @pdcsky 4 ปีที่แล้ว +1

    Is there a way to get the bounds to work even if I rotate the dissolve cube? It seems to only work in straight lines

    • @allashama
      @allashama ปีที่แล้ว

      I have the sam issue.

  • @pescadilla2008
    @pescadilla2008 3 ปีที่แล้ว

    How would you make disappear the area that you have already covered with the ball ? thanks

  • @nullmorpheme
    @nullmorpheme 3 ปีที่แล้ว

    Thank You for the tutorial! Really great, simple and fast! A question - is there a way to CAP the cut mesh? Thank you!

    • @JDARRASVP
      @JDARRASVP 3 ปีที่แล้ว

      Hello, did you find an answer to your question ?

  • @AleexandreV
    @AleexandreV 5 ปีที่แล้ว +2

    Hi, ty for this tutorial. Is it possible dissolve the object in different positions? I mean, I want to have multiple cubes dissolving a really big mesh at different positions but how I do this? Like the house in the video burning in multiple position on the same time.

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +1

      You can do this by adding multiple sphere mask or box mask. Then after just min or max them together and connect them to the opacity mask.

    • @mrkatrina8742
      @mrkatrina8742 3 ปีที่แล้ว

      @@UnrealCG Hi, great tutorial! I am a noob in unreal so could you explain this process of multiple box masks more thoroughly? Do I need to make 2 separate "Input Location (Vector 3)" vectors for each box mask or can I simply connect them to the already existing ones? And if so, should I make a "Position 2" vector parameter in my "PC_Data" for the second box mask? And do I need to make changes to the cube BP? How does it work?

    • @BruneMarie
      @BruneMarie 3 ปีที่แล้ว

      Did someone find a way to do it? So far i only have 1 box dissolving wathever i do with the function material... I did max the two box mask i'm using.

    • @junegameart2866
      @junegameart2866 2 ปีที่แล้ว

      @@BruneMarie Did you figure out? I'd like to show several parts of a mesh with dynamic vectors set at runtime...

  • @MR_BRONZO
    @MR_BRONZO 4 ปีที่แล้ว +2

    this works perfectly in the editor, but when i actually play the level the effect doesn't work, any way to fix this?

    • @UnrealCG
      @UnrealCG  4 ปีที่แล้ว +3

      Hi, This is because we used the construction script, if you connect everything we connected to the construction script to the event begin play, it will work in game

    • @MR_BRONZO
      @MR_BRONZO 4 ปีที่แล้ว +1

      @@UnrealCG alright it is working as intended, thank you very much

    • @AndriRisdianto
      @AndriRisdianto 3 ปีที่แล้ว +1

      @@UnrealCG how to connecting to the construction script to the event begin play, because i want to trigger the cube for transition in others software like a aximmetry
      sorry about my English. in aximmetry the cube was editable transform, but the fx material not following
      many thanks..

  • @JohnRiversOfficial
    @JohnRiversOfficial 2 ปีที่แล้ว

    what are the practical applications of this?

  • @VictorTrifan
    @VictorTrifan 2 ปีที่แล้ว

    Does this work in UE5? I'm planning to buy it from your Patreon page

  • @sanketvaria9734
    @sanketvaria9734 3 ปีที่แล้ว

    Is it possible to have a custom mesh for masking?

  • @spacerock317
    @spacerock317 2 ปีที่แล้ว

    Regarding the render sequence issue, i was able to get a good result inside the sequencer - simply being the meshes that get the textures into the sequencer, and then track their materials and animate the bounds or whatever you want from the sequencer. the REAL problem is that even if it animates in the sequencer, the render queue (both movie & legacy) don't seem to render any of that dissolve effect. HELP ?

  • @allashama
    @allashama ปีที่แล้ว

    Hi, when i rotate the Cube, the effect remains straight. is there a way to make the effect follwing the rotation of the cube? Thanks for the tutorial!

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว +1

      Hi, watch my latest video on the dissolve effect. I have a fix for it there

    • @allashama
      @allashama ปีที่แล้ว

      @@UnrealCG thank you my friend, i'll look at it. continue your good work.

  • @adrianalcomendras6754
    @adrianalcomendras6754 4 ปีที่แล้ว +1

    hi for the tube dissolve is there a way so that the part that is masked off is not circular? I wanna make it more square if possible

    • @UnrealCG
      @UnrealCG  4 ปีที่แล้ว

      Yeah there is a option for that in the material function. At 32:03 you can see an input called square corners. Just get a bool and tick true and connect it there.

  • @rookie4632
    @rookie4632 4 ปีที่แล้ว

    Does it make the vertex's non renderable, example: like the back side of a planet or house? And does it have any performance hit?

  • @TheGrosher
    @TheGrosher 5 ปีที่แล้ว

    Hello. Thank you very much for the tutorial. I was wondering if there is a way to use a custom mesh as the mask. thank you very much

    • @paonerao
      @paonerao 3 ปีที่แล้ว

      ah you just change the mesh in the blueprint instead of the cue

  • @YourMuseIcian
    @YourMuseIcian 4 ปีที่แล้ว

    When I open the materials up (for example M_Dissol1) the material parameters are showing as "unspecified function".
    Why is it not loading correctly and how can I fix this? Thank you!

  • @АртёмНиколаевич-ш7ч
    @АртёмНиколаевич-ш7ч 5 หลายเดือนก่อน

    Hello. Cool effect! But not work on the render (UE 5.3, 5.4)
    How to render it in Movie Render Queue? Tnx.

    • @UnrealCG
      @UnrealCG  5 หลายเดือนก่อน

      Need to update the stuff from construction script with events in sequncer

    • @АртёмНиколаевич-ш7ч
      @АртёмНиколаевич-ш7ч 5 หลายเดือนก่อน

      @@UnrealCG Can you take a screenshot of how it looks? (I didn't succeed).

  • @dylandesban9506
    @dylandesban9506 ปีที่แล้ว

    Hello, thanks for this tutorial !
    Sadly, it doesn't work when I scale the cube ingame. It works fine in editor, but when I animate the cube ingame to make objects disappear, it doesn't work. Do you have a clue why ?

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว

      You need to connect the stuff in construction script to an event that fire during gameplay

    • @dylandesban9506
      @dylandesban9506 ปีที่แล้ว

      @@UnrealCG Ok thank you !

  • @stephenhidalgo7608
    @stephenhidalgo7608 3 ปีที่แล้ว

    Hi, I tried to duplicate the BP that desolves the static mesh the duplicated BP does not disolve other static mesh unless you select it

    • @UnrealCG
      @UnrealCG  3 ปีที่แล้ว +1

      Hi, You need to make more mask inside the material for add more mesh. Like you need more box masks.

  • @blackswan6386
    @blackswan6386 4 ปีที่แล้ว

    can anyone hel me, is this working in 4.35 ? i have problems, i add the Material instance to a Sphere who dissolve a Logo, but nothing happen, even when i hit playe...just nothing. please help me. thanks

  • @阿玖-t1v
    @阿玖-t1v ปีที่แล้ว

    好厉害呀

  • @amusingdancerivan
    @amusingdancerivan 4 ปีที่แล้ว

    how to remove glow from the Cube ? Thanks

  • @gyumeenchoi2810
    @gyumeenchoi2810 2 ปีที่แล้ว

    How do I render this in the sequencer?It doesn't come out even if I walk

    • @Joes_Jitsu
      @Joes_Jitsu 2 ปีที่แล้ว

      Im having the same problem. it works great until you try to animate it. nobody can seem to give me an answer. if you find out please let me know

  • @SopkosCZ
    @SopkosCZ 5 ปีที่แล้ว

    Hi man. Can you make 3d grid? When you click for exampl on position D7. You see invetory and you can place block from invetory on position D7 BUT if you have already block on D8 this block will be changed and make big block 2x1. Just D7 and D8 together. I hope you know what i mean :D

  • @ThePixelitomedia
    @ThePixelitomedia 5 ปีที่แล้ว

    can you please show how to make the following? I have the box above a house and when Player enter house (trigger collider) the shader will make the house roof dissolve, when player leaves house, the roof is back normal?????

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +1

      For that you just need to find out of the player is inside the house or outside using collision events. Then after that, you can animate the position of the cube using a timeline. Make the cube move down when you enter and make the cube move up when leaving the room. ( You don't have to create the cube at all, just animate the position and bounds of the box mask using the timeline)

  • @quochuynh6949
    @quochuynh6949 5 ปีที่แล้ว +1

    Followed your tutorial but my BP_Cube gets invisible with the same stats you used and scale doesn't work at all. Also if I play the level it doesn't work but in the editor it does work.

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว

      Can you show me a screenshot of the bp_cube and the parameter values and also it will only work in the editor since we used construction script. You can use event begin play if you want it to work in the game.

    • @quochuynh6949
      @quochuynh6949 5 ปีที่แล้ว

      @@UnrealCG Ah I found my problem. I changed the material of BP_Cube to the dissolve material.Fixed it thanks for your video!

    • @quochuynh6949
      @quochuynh6949 5 ปีที่แล้ว

      @@UnrealCG One question. If I have 2 or more BP_Cube/Sphere only one of them dissolve other objects. Is it possible that all of them dissolve objects?

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +2

      if you want to use multiple cubs you need to either create additional box mask in the material function or you can drag in one more material function (MF_CubeDissolve) into the material and set up all the parameters and for position and bounds create two more vector parameter collections to bring in that data from the second cube. then finally you can multiply the out for both MF with each other and input them( Emissive and opacity mask).

    • @quochuynh6949
      @quochuynh6949 5 ปีที่แล้ว

      @@UnrealCG It's working. Thank you very much!

  • @MemeDealer13
    @MemeDealer13 5 ปีที่แล้ว

    Hi! please, can you make spherical fog as in astroneer?

  • @WilliansBenites
    @WilliansBenites 5 ปีที่แล้ว

    friend you know how to make a menu when the character dies and a widget comes out saying have a port with an effect that dissolves and the widget appears

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว

      Hi, You want the widget to dissolve also?

  • @24shaky
    @24shaky 5 ปีที่แล้ว

    Very Nice Effect! How do I apply this to an object that hast already a texture ? Like the houses you showed in the beginning. Everything turns white if i drag the material instance on top.

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +5

      Just add the material function to the object with the material and turn on opacity mask.

    • @24shaky
      @24shaky 5 ปีที่แล้ว

      @@UnrealCG thank you ! works perfectly!

    • @dannyshrosli3046
      @dannyshrosli3046 3 ปีที่แล้ว +1

      @@UnrealCG How do i do turn opacity mask on ?

  • @nietoperz4726
    @nietoperz4726 4 ปีที่แล้ว

    why cant i use this in simulation or play ? cutting meshes like this works only in editor

    • @UnrealCG
      @UnrealCG  4 ปีที่แล้ว

      You need to add the location and scale parameters to the event begin play right now it's on the construction script which only works in editor

  • @francisgalvan3433
    @francisgalvan3433 5 ปีที่แล้ว

    Buenas, tengo un problema, cuando ejecuto el juego, todas las mallas que tienen aplicado el material no se visualizan. Como puedo lograr que se vean en tiempo de ejecución?
    Un saludo.

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว

      Conéctelo al evento, comience a jugar en el gráfico de eventos

    • @francisgalvan3433
      @francisgalvan3433 5 ปีที่แล้ว

      @@UnrealCG Perdona por la pregunta, pero como hago eso? soy nuevo en Unreal.

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +1

      Es en el actor BP_Cube. Copie los nodos del script de construcción al evento para comenzar a jugar.

    • @francisgalvan3433
      @francisgalvan3433 5 ปีที่แล้ว

      @@UnrealCG Muchas gracias, ya lo tengo funcionando.

  • @j.thomaswilson3543
    @j.thomaswilson3543 4 ปีที่แล้ว

    Hi! Amazing tutorial. I followed it through, and am now having trouble getting the effect to show up with animation on the BP_cube in sequencer. Do I need to make adjustments for this to work with animation in sequencer?

    • @UnrealCG
      @UnrealCG  4 ปีที่แล้ว

      Yes you need to update the values of the parameter collection using the sequence r

    • @j.thomaswilson3543
      @j.thomaswilson3543 4 ปีที่แล้ว

      @@UnrealCG Ok, thanks! I'll look into how to do this.

    • @lawmaniac
      @lawmaniac 4 ปีที่แล้ว

      @@j.thomaswilson3543 Hi J. Thomas, did you have any success getting the effect to work in the sequencer and if so, would you be willing to share it?
      Cheers!

    • @j.thomaswilson3543
      @j.thomaswilson3543 4 ปีที่แล้ว

      @@lawmaniac I actually ended up setting that particular project aside, so I didn't get to figure it out, but I'm sure I will try it again at some point and will be sure to share it!

    • @lawmaniac
      @lawmaniac 4 ปีที่แล้ว +1

      @@j.thomaswilson3543 Since I have no clue about Unreal, this is what I managed to figure out so far. If you add the parameter collection "PC_Data" to the sequencer you can then animate both bounds and location values manually within the sequencer. This way you do not have the visual advantage of moving the box around in the viewport. Its not exactly an intuitive way of animating, but depending on what you need it for, it kind of works.
      Just keying the box and have the effect be visible in the Sequencer would be way better though, of course :-(

  • @ak-gi3eu
    @ak-gi3eu 3 ปีที่แล้ว

    Hey does this effect performance ???or size of the game?can I do this in android

    • @desoroxxx
      @desoroxxx 3 ปีที่แล้ว

      Just test
      It's the work of a game dev to test things you know.

    • @runsbuns3675
      @runsbuns3675 3 ปีที่แล้ว

      @@desoroxxx how to go about stress testing it then, its easy to just say test it, but test it how? give an instance of what u would do to stress test it. thank you.

    • @desoroxxx
      @desoroxxx 3 ปีที่แล้ว

      @@runsbuns3675 Use the stat tracker of UE4 it's a great debugging tool.
      "its easy to just say test it, but test it how?" It's the work of the game developers to think about "How to do it".

  • @UserNotFound00101
    @UserNotFound00101 5 ปีที่แล้ว

    So if i become a patreon i can just download this and use it in my own little project?

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว

      Yeah, You can.

    • @UserNotFound00101
      @UserNotFound00101 5 ปีที่แล้ว

      @@UnrealCG Thats awesome! Keep up the good work!

  • @ShadowBanned0
    @ShadowBanned0 3 ปีที่แล้ว

    res

  • @furrybproductions
    @furrybproductions 5 ปีที่แล้ว +1

    Can you do this on a just a shell mesh? Let's say you've done your energy shield tutorial here: th-cam.com/video/1XPP7ZhqDkE/w-d-xo.html and you only want the shell mesh to show when it's in the sphere. Is that possible?

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +1

      Yeah, you can. Just multiply the opacity of that shell mesh with the sphere mask.

    • @furrybproductions
      @furrybproductions 5 ปีที่แล้ว

      @@UnrealCG thank you! This will be perfect for my scan effect! I think I'll try to set it up so that when I look at a character, the line trace will detect a player or object and place one of the spheres in front of it, set it to the same height of the player or object, then move it thru the character to achieve the effect I'm looking for! Kinda like the scan from MGSV!

    • @furrybproductions
      @furrybproductions 5 ปีที่แล้ว

      @@UnrealCG so if I did it this way, the character mesh would still show as the mask moves thru the object and the shell mesh would only show in the mask?

    • @UnrealCG
      @UnrealCG  5 ปีที่แล้ว +1

      Yeah.

    • @furrybproductions
      @furrybproductions 5 ปีที่แล้ว

      @@UnrealCG 😊

  • @agha809
    @agha809 4 ปีที่แล้ว +1

    After launch project this effect not work... dislike this tutorial