Interaction System - Outline & Interaction Widget - Unreal Engine 5 Tutorial [UE5] #3

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  • เผยแพร่เมื่อ 22 พ.ค. 2024
  • Check out my inventory system:
    🌿www.unrealengine.com/marketpl...
    🔷💬Join my discord server / discord
    Good outline material (not the same as in the video but would recommend this one more atm):
    blueprintue.com/blueprint/y7o...
    (Set the Material Domain to post process and blendable location to Before Tonemapping)
    Outline Material (the material I'm using in this video):
    blueprintue.com/blueprint/fam...
    (Credits: www.parallelcube.com/2017/12/...)
    00:00 Introduction
    00:14 Outline Material
    04:00 Show Outline On Focus
    06:27 Interaction Widget
    11:58 Result & Outro
    #ue5 #unrealengine #niceshadow

ความคิดเห็น • 58

  • @Potezny_Ork
    @Potezny_Ork 10 หลายเดือนก่อน +11

    after adding post proces volume, check if infinite extent is selected, otherwise objects wouldnt outline

    • @NiceShadow
      @NiceShadow  10 หลายเดือนก่อน +4

      Yes, I'm saying that at 6:05 but it would be good if people know already it earlier, so thank you :)

    • @hypedoncoffee2884
      @hypedoncoffee2884 8 หลายเดือนก่อน

      This would be great to edit in a note, I thought tutorial wasn't working until I found the comments @@NiceShadow

  • @JevoKitano
    @JevoKitano 11 หลายเดือนก่อน

    Best tutorial I've found on this subject. 👍
    Best result as well.
    Thank you very much!

  • @TheVorlecGame
    @TheVorlecGame 3 หลายเดือนก่อน

    Fokin awesome dude!

  • @MagistroFF
    @MagistroFF ปีที่แล้ว +1

    Really Thanks!

  • @TheFlyingEpergne
    @TheFlyingEpergne 8 หลายเดือนก่อน +1

    i love this guy

  • @imateria9088
    @imateria9088 ปีที่แล้ว +1

    Thank you again!

  • @iSneakyPewPew
    @iSneakyPewPew ปีที่แล้ว +1

    Very cool video! Did you make a video on the 'Interface Toggle Focus' you are using in this video? I'm having issues making the outline go away when I look away from the object, I was thinking that might hold a clue to what I'm missing.

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว +2

      Thanks, yes in part 2 I create this function after about 10 minutes.

  • @BSXPanther
    @BSXPanther 5 หลายเดือนก่อน

    This is a very very nice tutorial series. May I ask if it is possible to let the wb_interaction icon not change it's size depending on the camera? So that it looks like a physical object in the world like on a plane which is facing the camera?

  • @Jake_P.
    @Jake_P. ปีที่แล้ว

    Great tutorial, but i have this problem where the outline doesn't go away most of the time when I move my crosshair away from the cube (only when I move it downwards from the cube).

  • @Tegurd
    @Tegurd 3 หลายเดือนก่อน +2

    Really nice tutorial man! Do you know a way to make it so that the outline doesn't show through other meshes?
    Basically I put this effect on a doorknob, but I'd like to make it so it only outlines the parts that are visible instead of both sides of the door if that makes sense.

    • @NiceShadow
      @NiceShadow  3 หลายเดือนก่อน +1

      Thanks, yes. Here is an explanation that should help you (ignore that it is a different interaction system of mine) the outline material is about the same. docs.google.com/document/d/17Y2o9_dgR7-yIyZZd4CGo4KfpOdCqY2ga85VTDMl4KA/edit#heading=h.pa9os9v9ai49

    • @Tegurd
      @Tegurd 3 หลายเดือนก่อน +1

      Thank you! That was driving me crazy :) Great work

  • @vherbmedia8296
    @vherbmedia8296 10 หลายเดือนก่อน +2

    Hi, Shadow. I tried both of your codes, and the issue i'm finding with all of these outline tutorials is that you can see the outline through walls and floors. I'm using this for outlining interactive objects, so i'm trying to avoid having them highlight through the walls. I even have all walls set to block all. Any suggestions on how to adjust this code to not see through walls? Thanks!

    • @swifty916
      @swifty916 7 หลายเดือนก่อน

      Having a similar problem that the outlines active when game starts but once you look at an item it resets and functions properly.

  • @crazyartwithtejas2334
    @crazyartwithtejas2334 4 หลายเดือนก่อน

    Its not working for me I dont know why ?
    Cause when you did that string of true false it also didn't work

  • @shizzy2199
    @shizzy2199 11 หลายเดือนก่อน

    did everything up until 4:40 or something about three times completely restarting and it still wont highlight

  • @pierrotbeats-music
    @pierrotbeats-music 2 หลายเดือนก่อน

    Hello, I wanted to know how you got the "Event Interface Toggle Focus" feature? Because I can't figure out how to get it... Thank you!

    • @NiceShadow
      @NiceShadow  2 หลายเดือนก่อน

      In part #2 I created the interface and toggle focus function at 9:50. If you have that and you don't see the option to add the event make sure to add the interface in the class settings of the actor

  • @ImperfectWeapons
    @ImperfectWeapons 3 หลายเดือนก่อน

    Are there any adjustments can I make or things I can add to the Event Graph of the outline material for a more feathered, glowing look, rather than a harsh outline?

    • @NiceShadow
      @NiceShadow  3 หลายเดือนก่อน

      In the node where you set the color, you can increate the value (V) that is the brightness. 0 is black and 1 is full bightness. Everything above 1 makes it glow. You can try high values there like 100.

    • @ImperfectWeapons
      @ImperfectWeapons 3 หลายเดือนก่อน +1

      Thank you, that worked perfectly!

  • @samfrom2007
    @samfrom2007 6 หลายเดือนก่อน

    This was very helpful, but how do you make the outline disable after your crosshair moves away from it? Which video explains this part?

  • @oculusidirisov6981
    @oculusidirisov6981 8 หลายเดือนก่อน

    does not work on transparent glass please help

  • @teamplayer3357
    @teamplayer3357 ปีที่แล้ว

    2 questions before starting the tutorial, does it work with nanite, and will it work on ALL the meshes in a actor blueprint? I currently already have an outline thingy for my game but it not only wont work on nanite but also wont even show up at all if there is something below the static mesh i want it on in the actor blueprint.

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว

      I don't know if the outline effect shows up on nanite meshes. The possibility of interaction should be possible for all actors.

  • @MohammadRashed.
    @MohammadRashed. ปีที่แล้ว +1

    I'm not sure if you've noticed this but there's an annoying glow in the top left corner caused by this outline material. How can i fix that?

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว

      Yes, you can also use this outline material
      blueprintue.com/blueprint/y7oqnofn/
      Set the Material Domain to post process and blendable location to Before Tonemapping

  • @SuperAenema
    @SuperAenema ปีที่แล้ว

    Rather than doing the line trace at any time, wouldn't it be less expensive to add a collision box surrounding each interactable object and only start to loop a line trace when the character overlap with the collision box, and stop it when the character stop to overlap the collision box? I mean, even if it's not replicated on the server, it must be quite heavy to constantly do a line trace right?

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว +1

      In tutorial #1 at 3:58 I set the Tick interval to 0.03.
      That means it does not tick at any time. Only 33 times per second which is almost nothing performance wise today. Also I made sure that the tick is only enabled for the local player. If you would add a box collision it also check really often for overlaps and if you don't disable it's collision or destroy it for non local players, it also checks for overlaps on all other players. I'm not entirely sure but I don't think that you can save performance with a box collision here. Physics and the like are much more performance epensive than a simple line trace firing at 33 FPS.

    • @SuperAenema
      @SuperAenema ปีที่แล้ว +1

      @@NiceShadow Yeah that's the thing, i have 0 clue on how cost effective on perfs is to do a line trace each 0.03 second, naturally, i would be incline to think it is, but i'm also a noob, so if you say it's almost nothing, i trust you.

  • @Harryaars
    @Harryaars 3 หลายเดือนก่อน

    How would it work, if i want to add multiple colors?
    Example:
    For an interactable that you can pickup green
    and for something you can not pickup it is yellow?

    • @NiceShadow
      @NiceShadow  3 หลายเดือนก่อน

      You would need an outline material that can render different colors at the same time. I've another interaction that I sell on the marketplace where you can dynamically adjust the outline color and it would be easy to implement a system where the outline color updates wether the actor is pick upable or not

  • @Itsme-wt2gu
    @Itsme-wt2gu ปีที่แล้ว

    Target self

  • @Raphael2228
    @Raphael2228 6 หลายเดือนก่อน

    I HAVE this problème "Accessed None Trying To read property FocusedInteractionArea Function Trace Interaction Area. But all the code work

    • @NiceShadow
      @NiceShadow  6 หลายเดือนก่อน

      Maybe it happens if you destroy the interactable. Add an is valid as this position in the blueprint.

  • @victortoothy9983
    @victortoothy9983 ปีที่แล้ว

    Hi. I have a problem.
    When I set the widget to screen, it seems to move with my character or my camera instead of staying in its original spot. Does anyone know what is causing this issue?

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว +1

      Probably it renders a whole canvas but you can see only the small visible part of it. Then it seems that the widget moves but it's just the pivat that is off. Check if the widget component is set to Render as desired size. If it's already ticked you need to adjust the widget e.g. by not using a canvas panel as parent but a size box where you can set a specific width and height.

    • @victortoothy9983
      @victortoothy9983 ปีที่แล้ว

      @@NiceShadow I have used a size box with a border and an overlaid letter. From there I have only selected the widget class inside the actor and set it to screen. I have also tried to open another project where it seemed to work fine. So why this is happening is actyally kind of surprising.

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว

      @@victortoothy9983 Ok, yes maybe it's a bug. Sometimes widgets are not updating the latest changes you made to them, only after restarting the project. Good luck!

  • @baryafe
    @baryafe ปีที่แล้ว

    what blueprint class do you select? 4:15

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว

      What do you mean? Which class I'm opening there. Is it missing for you?

    • @shizzy2199
      @shizzy2199 11 หลายเดือนก่อน

      Yes I am having the same problem idk how to get the bptestinteractionactor or where to find please help!!!

  • @SilverScriptGames
    @SilverScriptGames ปีที่แล้ว +1

    Hey, how can we make the outline less thick? :)

    • @NiceShadow
      @NiceShadow  ปีที่แล้ว

      Do you use the outline shown in the video or the other one that I linked too?

    • @SilverScriptGames
      @SilverScriptGames ปีที่แล้ว +1

      @@NiceShadow I found the solution now thank you for your reply though :)

    • @rohanmehmi4772
      @rohanmehmi4772 ปีที่แล้ว +1

      @@SilverScriptGames hey mate what was your solution ? i’m pretty new to this haha i’m using the outline material linked in the desc cheers

    • @talonburr
      @talonburr 7 หลายเดือนก่อน

      @@rohanmehmi4772 Using the material in the description, there's a node for thickness at the beginning of the node group

  • @TheAmicofede
    @TheAmicofede 4 หลายเดือนก่อน

    what about the outline that go under the floor?

    • @NiceShadow
      @NiceShadow  4 หลายเดือนก่อน

      It renders through the floor

    • @TheAmicofede
      @TheAmicofede 4 หลายเดือนก่อน

      can it be hidden?@@NiceShadow

    • @NiceShadow
      @NiceShadow  4 หลายเดือนก่อน

      @@TheAmicofede this depends on the outline material. Usually they render through everything but tbh I'm not the material pro

  • @easy_maxx
    @easy_maxx ปีที่แล้ว

    material doesnt show up for me, what can i do?

    • @ImTheWinningest
      @ImTheWinningest ปีที่แล้ว

      I am also struggling to get the outline to appear. Did you ever find a solution?

    • @winterfluss7556
      @winterfluss7556 ปีที่แล้ว +4

      @@ImTheWinningest Hi there. I made two mistakes before the material worked the way it should. 1. In the project settings I forgot to change the Custom Depth-Stencil Path to "EnabledWithStencil". 2. I forgot to set the post process volume to "infinite". After changing that everything worked fine.

    • @ImTheWinningest
      @ImTheWinningest ปีที่แล้ว +2

      @@winterfluss7556 Hey, thanks for the message. I ended up finding out that custom depth rendering doesn't work for nanite-enabled meshes so I had to come up with a workaround. In my case, as I am only using outlining when placing building pieces, I just use a blueprint node to disallow nanite on the proxy meshes that are following my pointer before placing the actual pieces, which have nanite enabled.