UE4 Procedural Escalator & Travelator

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  • เผยแพร่เมื่อ 4 พ.ย. 2024

ความคิดเห็น • 21

  • @ThangNguyen-uk8bm
    @ThangNguyen-uk8bm 3 ปีที่แล้ว +1

    I have just purchasing your package. So excellent work! Thank you so much.

    • @emerson_rosa
      @emerson_rosa  3 ปีที่แล้ว

      Glad you liked it, Thang Nguyen! :)

  • @arnaucoll4708
    @arnaucoll4708 3 ปีที่แล้ว +1

    Hey :) I just bought your product and it's amazing. Thank you so much for dedicating your time and creating assets of this high quality.
    On the other hand, I have a problem bringing the animation into the sequencer. I'm also new to the software and I'm more focused on creating film projects than games. That is why it is hard for me to understand how once I dragged the escalator to the sequencer I can have control of the animation. Hope you get to see this soon :)
    Thank you for your time,,

    • @emerson_rosa
      @emerson_rosa  2 ปีที่แล้ว

      Hey Arnau, sorry for the 10 months delay to reply heheh...
      About your suggestions, one of the main issues with that is that the escalator/travelator is built procedurally inside the engine (in Construction mode), so if I enable the blueprint to be controlled using sequencer it has the downside that Sequencer rebuilds the blueprint on every frame, so the performance would drop considerably while in edit-mode (which would make it really hard to keyframe as you want).
      In short: It's possible but it would potentially worsen considerably the performance while in Edit Mode.

  • @SaguinMedia
    @SaguinMedia 2 ปีที่แล้ว

    How do I get the escalators to move in the UE5 sequencer? I can see them work fine when I hit the play button. But when I use take recorder and playback in sequencer, the escalators are static. Has anyone run across this and solved? Thanks!

    • @emerson_rosa
      @emerson_rosa  2 ปีที่แล้ว +1

      Hello, SaguinMedia. By default it doesn't work with Sequencer, but I'll check the possibility to enable it (I'll let you know when I have it implemented), although keep in mind that by doing so, the performance in Sequencer will drop considerably depending on the size of the escalators (When running Construction Script in Sequencer, the blueprint gets updated every frame, meaning in every frame the escalator will rebuild from scratch).

    • @SaguinMedia
      @SaguinMedia 2 ปีที่แล้ว

      @@emerson_rosa thanks for your reply. I have a project due at the end of the month. Is there any workaround? Thanks.

    • @emerson_rosa
      @emerson_rosa  2 ปีที่แล้ว +1

      @@SaguinMedia workaround for the performance issue or the sequencer one? I've started reviewing the code so hopefuly tomorrow i can push the option to work with sequencer.
      As for the performance issue, to avoid the reconstruction one of the solutions I can think of is having one blueprint to build the mesh and another to animate. I'll test this option tomorrow, if it works I can try to submit the update tomorrow.

    • @SaguinMedia
      @SaguinMedia 2 ปีที่แล้ว

      @@emerson_rosa thank you so much!

    • @emerson_rosa
      @emerson_rosa  2 ปีที่แล้ว +1

      @@SaguinMedia I've just submitted an update of the product, now supporting Sequencer Animation (The project now contains a demo sequence showing how to use it). It usually takes from a few hours to a few days to get approved, but soon anyway! Thanks for the feedback and request! :)

  • @flowerdealer
    @flowerdealer 2 ปีที่แล้ว

    Hi, will this work in UE 5.0?

    • @emerson_rosa
      @emerson_rosa  2 ปีที่แล้ว

      I haven't tested there yet but I believe it works fine (blueprints usually update fine between engine versions).
      If you buy and have any issue, just let me know through erosa@gmail.com

    • @flowerdealer
      @flowerdealer 2 ปีที่แล้ว

      @@emerson_rosa It worked just fine, thanks!

    • @emerson_rosa
      @emerson_rosa  2 ปีที่แล้ว

      @@flowerdealer Great to hear it! :)