Hi Pietro, Awesome !! I mean other than having this great work you have a beautiful thing about you in replying to each and every person who's asked you or replied to you. Great communicator ..Hats off to you.
Bravo Pietro, sto costruendo una porzione di metropolitana per il mio portfolio e questo video mi potrà di sicuro tornare utile. Ogni cosa che pubblichi è sempre di altissimo livello, daje :)
@@PietroChiovaro It s okay so far. but also: it s Asset use (last free pack i see). i come from unity, this is the reason for my question, i cant use unreal. I am not able to bring just 1 charakter just 1 step to move. not possible (also not possible to use blender editet daz rigs). my content for enviroments, is in most cases reworket with blender or made by myself. that brings me far away from unreal, because just the model importer window alone, kill every fun. 6 - 8 hours, with this Assetstack, seems to be a good time. Really enjoy your enviroment. now try unity :D you can made it, in 2 hours :D joke.
@@LongmireLocomotion hey Caleb! I watched the stream yesterday and tried to send a shout-out to you! Huge fan and long-time user of your ALS system here :) I think this guy deserves a shot at bringing his skills to you guys at EPIC. Have an awesome weekend and thank you so much for giving ALS to the community. You're a legend!
Impressive. Thanks for showing your workflow. Where did you get the prototype material that dynamically shows the scale? I have to watch without sound - so sorry in case you already mentioned it.
looks great, but tbh the kong for every vault maneuver looks silly when it's done every single time the actor goes over a block. I hope there is more variety available in the animation sample pack. I know its a pretty standard parkour move.
Looks amazing, loved the process of the development from Blockout to creating a more finalized version using asset packs. I was wondering how are you showcasing the height of each individiual block (e.g 1.45m block, 1.7m etc) is that a texture or something else? It looks extremely useful and was wondering how you obtained / created it. Thanks!
Thank you very much for your question. The height display of the box in Unreal Engine is built into the blueprint. It measures the distance between two reference points, updating the height text in real-time as the box is scaled. This ensures the displayed height is always accurate. The blueprint also includes nodes for error handling to maintain stability during rapid scaling.
Great stuff. Quick question; Must you use the traversable grey blocks aligned with the meshes or can you 'convert' the meshes themselves to a traversable state?
Can I ask why you are placing the blocks inside the meshes afterwards? Is it to provide collision or something else? Thanks in advance and great design as well!
Do you have to use the gray 'Traversal' cubes to tell the motion matching system something is traversable? Can you not just make a static mesh as being traversable?
Nice point. Yes, I used the traversal blueprint for the surface where I want the player to climb. The others are normal static meshes. To make a static mesh traversal, you need to create a blueprint, takes way more time and the result is the same, so the he traversal is the way right now.
Thank you very much! The height is measured by the distance between two points (which you can see in the editor). The blueprint continuously measures the distance between these points, updating the height text in real-time as the box is scaled.
Please dont take this the wrong way I think this looks amazing... but this is the free for the month enviroment with this weeks animation sample as a demo. There is still 1000s of days of effort left for this to be a fully fledged AAA game. However yes at first glance this could make you think there is a game here ... thats why in todays age its very important to be wary of every trailer you see from these big budget studios.
@@ryanjdevlin87 Man, as mentioned in the title, I created a level design to test the Unreal Motion Matching system. In the description, there is also a link to the asset pack and the sample project by Unreal.
How do you control the avatar/character for this I have some of these add-ons but I haven't messed with anything yet I get so distracted with blender and UE5 that I burn myself out quickly XD
I just connected a ps5 controller through usb cable. You can definitely just use the keyboard but, in my opinion, you can appreciate the climbing and movements better with a controller. I also understand the struggle with Blender and UE5 distractions; pacing yourself is key! 😄
Awesome! and I have a question is I notice your greybox can show up the scale and when you modify the scale it will change together. how to do it? sorry I'm a beginner, I can't fine it how to do. thanks.
Thank you very much! The height display of the box in Unreal Engine is built into the blueprint. It measures the distance between two reference points, updating the height text in real-time as the box is scaled. This ensures the displayed height is always accurate. The blueprint also includes nodes for error handling to maintain stability during rapid scaling.
In blockouts, the key is to lay the groundwork for your gameplay experience. You want to ensure that every aspect, from the mechanics to the level design, feels just right. For a Star Wars-themed project like this, it’s crucial to focus on creating clear pathways for players to navigate, structures that feel authentic to the universe, and gameplay mechanics that are intuitive and engaging. By paying attention to these details and constantly refining your design based on feedback, you’ll be able to create an immersive and exciting experience. 1 Gameplay (Climbing) 2 Scale and proportions 3 level flow 4 design (final graphic). Keep at it, and may the Force be with you!
Very impressive thank for the sharing ! Little question here , I'm to the point where i create my 3d assets , texture them in substance then use them to create nice scene in Ue and i'm very very interested to experiment those animations in my scene with a custom Metahuman and wondering what are the extra step to actually do that . ( can we just bring our mesh and the animation will automatically adapt to them without anything to do before ) Any help , links , helping tuto or documentation for this missing workflow I struggle to understand will be much appreciated.
Thank you very much, that’s a great point. I haven’t actually tried it yet, but based on the game sample, there’s already a metahuman available. So you can definitely replace it with your own or simply use the autoretargeter by selecting the metahuman in the project. As for matching motion and climbing, you just need to position the traversal blueprint wherever you want the player to be able to climb. :)
Does the motion matching work on any asset in a project? So if I placed some large nanite rocks in my scene, would the player be able to jump over it or are there requirements for it to work?
When it comes to walking and running, yes, it works, and in the future, for crouching and sprinting as well. However, for climbing, you'll need to trigger a specific animation for the character, so you'll have to utilize the traversal blueprint and position it where you want the character to climb.
Star wars has sucked for years because the creators have zero vision and actual passion to evolve the franchise. Doesn't mean the franchise sucks, only the people in power do. Star Wars still has endless potential across all mediums of art.
Per essere un italiano ci sai davvero fare, è una bomba questo level design. BRAVO!💯🔥💪
Veramente fantastico, complimenti!
@@lorenzor111 Grazie 😄
Hi Pietro, Awesome !! I mean other than having this great work you have a beautiful thing about you in replying to each and every person who's asked you or replied to you. Great communicator ..Hats off to you.
Thank you so much! It's truly a pleasure. When people take the time to leave a comment, I love replying-it's the least I can do.
Bravo Pietro, sto costruendo una porzione di metropolitana per il mio portfolio e questo video mi potrà di sicuro tornare utile. Ogni cosa che pubblichi è sempre di altissimo livello, daje :)
Grazie mille Gabriele, è un piacere! :D
this is probably the best level design video ive seen on youtube. absolutely amazing stuff!
Thank you very much 😊
Amazing work
@@rMell thank you very much :)
It reminds me of Star Wars Outlaws, well done
Thank you 🤩
@@PietroChiovaroyou’re the best Pietro!
@@PietroChiovaro how long for the level without timelaps.
@@opafritzschearound 6-8 hours
@@PietroChiovaro It s okay so far.
but also:
it s Asset use (last free pack i see).
i come from unity, this is the reason for my question, i cant use unreal. I am not able to bring just 1 charakter just 1 step to move. not possible (also not possible to use blender editet daz rigs).
my content for enviroments, is in most cases reworket with blender or made by myself. that brings me far away from unreal, because just the model importer window alone, kill every fun.
6 - 8 hours, with this Assetstack, seems to be a good time. Really enjoy your enviroment.
now try unity :D you can made it, in 2 hours :D joke.
Great demo! EPIC should hire you for the next update, so you can make them a bunch of maps like this.
Would love that! The only thing we can do right now is to try. Let’s get them to see this video 😊
@@PietroChiovaro you have my vote man! And you got yourself a new subscriber! Keep up the great work and have an awesome weekend!
@@patrikbaboumian Thanks a bunch! You have a fantastic weekend too!
I see this video.
@@LongmireLocomotion hey Caleb! I watched the stream yesterday and tried to send a shout-out to you! Huge fan and long-time user of your ALS system here :) I think this guy deserves a shot at bringing his skills to you guys at EPIC. Have an awesome weekend and thank you so much for giving ALS to the community. You're a legend!
Impressive. Thanks for showing your workflow. Where did you get the prototype material that dynamically shows the scale? I have to watch without sound - so sorry in case you already mentioned it.
looks great, but tbh the kong for every vault maneuver looks silly when it's done every single time the actor goes over a block. I hope there is more variety available in the animation sample pack. I know its a pretty standard parkour move.
I agree, I just need to change a few things in the blueprint I think, thanks for the feedback
Just fantastic, thanks for sharing 🌟
Thank you so much man 😃
@@PietroChiovaro 💪💪💪
looks great!
How did you make the traversal (vaulting etc.) work without using the orange blocks with the splines set up?
i'm wondering if it's possible to add a wall run to this motion matching
It is not easy to implement properly, but it is definitely doable
Looks amazing, loved the process of the development from Blockout to creating a more finalized version using asset packs.
I was wondering how are you showcasing the height of each individiual block (e.g 1.45m block, 1.7m etc) is that a texture or something else? It looks extremely useful and was wondering how you obtained / created it. Thanks!
Thank you very much for your question. The height display of the box in Unreal Engine is built into the blueprint. It measures the distance between two reference points, updating the height text in real-time as the box is scaled. This ensures the displayed height is always accurate. The blueprint also includes nodes for error handling to maintain stability during rapid scaling.
@@PietroChiovaro is that a blueprint you created yourself or got from somewhere?
This is so detailed! Wow. What would you charge to design an office room in Unreal?
Looks awesome! For sure is way better than star wars outlaw 😂
@@CreativeUnicornArt thank you ☺️
Great stuff. Quick question; Must you use the traversable grey blocks aligned with the meshes or can you 'convert' the meshes themselves to a traversable state?
Can I ask why you are placing the blocks inside the meshes afterwards? Is it to provide collision or something else? Thanks in advance and great design as well!
Thank you very much! The boxes I placed later define the elements where the player can climb, with an animation that gets triggered accordingly.
wow , it is a very good
@@super-game4bq3l thank you :)
Do you have to use the gray 'Traversal' cubes to tell the motion matching system something is traversable? Can you not just make a static mesh as being traversable?
Nice point. Yes, I used the traversal blueprint for the surface where I want the player to climb. The others are normal static meshes. To make a static mesh traversal, you need to create a blueprint, takes way more time and the result is the same, so the he traversal is the way right now.
Big thanks for sharing!
You’re welcome ☺️
Really nice ! What is the tool to measure any distance ? We can see some RenderText Actor for the heights. Thanks in advance !
Thank you very much! The height is measured by the distance between two points (which you can see in the editor). The blueprint continuously measures the distance between these points, updating the height text in real-time as the box is scaled.
Bello, sembra un videogioco
Grazie tante :)
Prego
That’s a AAA game buddy 😮
Thank you so much ☺️
Keep it up!
I thought the same, defiantly a AAA game
Please dont take this the wrong way I think this looks amazing... but this is the free for the month enviroment with this weeks animation sample as a demo. There is still 1000s of days of effort left for this to be a fully fledged AAA game. However yes at first glance this could make you think there is a game here ... thats why in todays age its very important to be wary of every trailer you see from these big budget studios.
@@ryanjdevlin87 Man, as mentioned in the title, I created a level design to test the Unreal Motion Matching system. In the description, there is also a link to the asset pack and the sample project by Unreal.
Very inspiring,greart work!
Thank you so much! 😊
how to make a block with height text. is it a plugin or you manually put the height text on it?
How do you control the avatar/character for this
I have some of these add-ons but I haven't messed with anything yet
I get so distracted with blender and UE5 that I burn myself out quickly XD
I just connected a ps5 controller through usb cable. You can definitely just use the keyboard but, in my opinion, you can appreciate the climbing and movements better with a controller. I also understand the struggle with Blender and UE5 distractions; pacing yourself is key! 😄
Hi, how did you hide grey boxes? I mean what did you do to make them invisible for the player
Is quite easy, you have to check the box “hidden in game” in the details panel of the grey box :)
Awesome! and I have a question is I notice your greybox can show up the scale and when you modify the scale it will change together. how to do it? sorry I'm a beginner, I can't fine it how to do. thanks.
Thank you very much! The height display of the box in Unreal Engine is built into the blueprint. It measures the distance between two reference points, updating the height text in real-time as the box is scaled. This ensures the displayed height is always accurate. The blueprint also includes nodes for error handling to maintain stability during rapid scaling.
@@PietroChiovaro Thank you so much!
thanks for the share of the process. may i ask what is your key fundamental in block outs?
In blockouts, the key is to lay the groundwork for your gameplay experience. You want to ensure that every aspect, from the mechanics to the level design, feels just right. For a Star Wars-themed project like this, it’s crucial to focus on creating clear pathways for players to navigate, structures that feel authentic to the universe, and gameplay mechanics that are intuitive and engaging. By paying attention to these details and constantly refining your design based on feedback, you’ll be able to create an immersive and exciting experience.
1 Gameplay (Climbing)
2 Scale and proportions
3 level flow
4 design (final graphic).
Keep at it, and may the Force be with you!
@@PietroChiovaro thanks for the great answers, hope to see more video of unreal from you
@@PietroChiovaro it's always great and helpful to me to hear what others have in mind when doing their works
@@kangdw0106 thank you so much, my pleasure :))
What softwate/tools u used? Blender?
The main software I used was Unreal Engine 5
What Are the spec of your PC Pietro ??? Run unreal engine 5 smoothly on RTX laptop ???
I’m using a MacBook Pro m2 max
UE is Epic but i super hate the motion blur of it. How do you disable that?
You can disable motion blur in the player camera settings, or post process volume (depends on your project)
@@PietroChiovaro Omg thanks!!
@@michaeltownley2089 you’re welcome ☺️
Very impressive thank for the sharing ! Little question here , I'm to the point where i create my 3d assets , texture them in substance then use them to create nice scene in Ue and i'm very very interested to experiment those animations in my scene with a custom Metahuman and wondering what are the extra step to actually do that . ( can we just bring our mesh and the animation will automatically adapt to them without anything to do before )
Any help , links , helping tuto or documentation for this missing workflow I struggle to understand will be much appreciated.
Thank you very much, that’s a great point. I haven’t actually tried it yet, but based on the game sample, there’s already a metahuman available. So you can definitely replace it with your own or simply use the autoretargeter by selecting the metahuman in the project. As for matching motion and climbing, you just need to position the traversal blueprint wherever you want the player to be able to climb. :)
How can I add animations to my own projects?
Does the motion matching work on any asset in a project? So if I placed some large nanite rocks in my scene, would the player be able to jump over it or are there requirements for it to work?
When it comes to walking and running, yes, it works, and in the future, for crouching and sprinting as well. However, for climbing, you'll need to trigger a specific animation for the character, so you'll have to utilize the traversal blueprint and position it where you want the character to climb.
hey! do you do commissions?
I wish I could play it :))
Haha :)
@@theoppositeopinion9290 The creators of the files have been duly credited within the description, and links to the used files are also provided.
Epic
Thank you 🙏
good job
Thank you 🙏
Amazing level design ❤
Thank you very much :)
😊
locomotion systemt is replicated?
Yep, it is :)
not like how looks props!But thank so much for tutorial of Level Design! Ru & Us - freandship!
Thank you ☺️
People who make video games are wizards big and small like wt actual hell
Star Wars has sucked for years, why are you still keeping that lame franchise alive?
Ahah, thank you! we have to believe in the force I guess ✨
Star wars has sucked for years because the creators have zero vision and actual passion to evolve the franchise. Doesn't mean the franchise sucks, only the people in power do. Star Wars still has endless potential across all mediums of art.