how to create laser material to use on our gun as crosshair like resident evil laser aim in unreal engine 5 Patreon: / navidansari Join this channel to get access to perks: / @unrealmagic1
You can use a cable as the laser instead of the cylinder and attach the end of the cable to the hit point of a linetrace by channel so the laser doesn't go through objects and stuff. I needed it like that because the one using the laser is a turret and so using a cylinder the laser was going through cover boxes and stuff. great tutorial though! works perfectly for the player point of view.
I was about to put a comment in this way then I read yours 😮 Yes I think by using trace you can spot the coordinates of the point of impact of the beam, where you can attach a spotlight to illuminate the right place of aim, and using trace length you can adjust the beam length with a scale, provided you put the beam mesh pivot on the front end of the beam mesh 😊 And put a Niagara effect is a good idea!!!
Please make more materials example tutorial and Niagara effects bcz the way you explain that is just awesome. I want to more advanced on Niagara and materials. So Please make more more and more videos.
This is a hacky way to do it, not good to teach people shortcut development, it just creates bad devs. A proper triggerable system using a line trace and a Niagara beam would have been a much better solution. Then a decal at the end of the trace, and setting the trace to select from hit or max range would make it a much better system to teach people and use for an actually shippable game.
@@unrealmagic1 Firstly, its always there, not triggerable, which is just dumb. Secondly, it has an arbitrary length that does not match the weapons max range. Thirdly your assumption that because its just a simple mesh so it must be 'less power' is not only incorrect, it's borderline silly. The fact that you are even asking/debating this shows that you don't understand the engine or programming within it very well at all. And that perfectly proves my point how hacky and 'fast' solutions HARMS the learning of these concepts for new people, more than helping them.
I don't know what you mean about understating the engine or programming within it , maybe I'm that man that think earth is flat and don't know nothing , so please help me out to understand it better . Thank you so much
@@unrealmagic1 I'm happy to help you out, just shoot me an email and lets talk in private. No need to air this for all to see. I'll show you the solution privately, just keep in mind it is on a production game I am working on and don't want shown publicly just yet. I welcome the chance to help people get better at the engine and spread their knowledge to others, the more unreal developers the better! :)
Thank you so much man . As you know I did work with niagara a lot . In your first reply I learned the way that you said . What I was thinking was that niagara is overkill for this kind of things . My question is what is the problem with this method of mine?( remember some of my video I'm not showing what is the best way , I'm teaching the options , so with this video they know how they can attach whatever to skeletal mesh and how they can create a material that glow light )
@@unrealmagic1 I already stated what the problem was, in detail. If you rather argue and make excuses than admit showing people bad solutions, then there is nothing more I can do for ya, I'll just keep it moving. If all you wanted was to show people how to attach things and make glowing materials, then you should have done that, as opposed to clickbaiting people with specific mechanics that clearly aren't achieved in the way you are doing it here.
You can use a cable as the laser instead of the cylinder and attach the end of the cable to the hit point of a linetrace by channel so the laser doesn't go through objects and stuff.
I needed it like that because the one using the laser is a turret and so using a cylinder the laser was going through cover boxes and stuff.
great tutorial though! works perfectly for the player point of view.
Thank you so much i didnt even know cables existed
I guess with a linetrace you cant set the Z valure, and drop a vfx in impact location ? surely with niagara you can do all it at once.
I was about to put a comment in this way then I read yours 😮 Yes I think by using trace you can spot the coordinates of the point of impact of the beam, where you can attach a spotlight to illuminate the right place of aim, and using trace length you can adjust the beam length with a scale, provided you put the beam mesh pivot on the front end of the beam mesh 😊 And put a Niagara effect is a good idea!!!
And how to make a laser with a collision?💥
Thank you!
You're welcome!
Nice Video ❤ continue the good work !
Please make more materials example tutorial and Niagara effects bcz the way you explain that is just awesome. I want to more advanced on Niagara and materials. So Please make more more and more videos.
Great work need more ❤❤❤❤❤❤❤
How would i use this and have it toggle on and off?
Set Visibility ( Mesh ) In Your Character_BP or where ever your Mesh is.
Hi Very nice, thanks for your work :D Very usefull for my game dev learning
This is a hacky way to do it, not good to teach people shortcut development, it just creates bad devs. A proper triggerable system using a line trace and a Niagara beam would have been a much better solution. Then a decal at the end of the trace, and setting the trace to select from hit or max range would make it a much better system to teach people and use for an actually shippable game.
@@unrealmagic1 Firstly, its always there, not triggerable, which is just dumb. Secondly, it has an arbitrary length that does not match the weapons max range. Thirdly your assumption that because its just a simple mesh so it must be 'less power' is not only incorrect, it's borderline silly.
The fact that you are even asking/debating this shows that you don't understand the engine or programming within it very well at all. And that perfectly proves my point how hacky and 'fast' solutions HARMS the learning of these concepts for new people, more than helping them.
I don't know what you mean about understating the engine or programming within it , maybe I'm that man that think earth is flat and don't know nothing , so please help me out to understand it better . Thank you so much
@@unrealmagic1 I'm happy to help you out, just shoot me an email and lets talk in private. No need to air this for all to see. I'll show you the solution privately, just keep in mind it is on a production game I am working on and don't want shown publicly just yet. I welcome the chance to help people get better at the engine and spread their knowledge to others, the more unreal developers the better! :)
Thank you so much man . As you know I did work with niagara a lot . In your first reply I learned the way that you said . What I was thinking was that niagara is overkill for this kind of things . My question is what is the problem with this method of mine?( remember some of my video I'm not showing what is the best way , I'm teaching the options , so with this video they know how they can attach whatever to skeletal mesh and how they can create a material that glow light )
@@unrealmagic1 I already stated what the problem was, in detail. If you rather argue and make excuses than admit showing people bad solutions, then there is nothing more I can do for ya, I'll just keep it moving.
If all you wanted was to show people how to attach things and make glowing materials, then you should have done that, as opposed to clickbaiting people with specific mechanics that clearly aren't achieved in the way you are doing it here.
Good and simple.
Nice job.
very cool
Thank you so so much man
.... Now I feel dumb for fighting particle systems to do this. A cylinder works much better
Thanks for sharing! Please have a look at @dailion ando question, I think there’s a good idea for another tutorial there! 😊