Trigger Functions from Sequencer Variables - Hidden Feature in Unreal Engine 5 Tutorial!

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  • เผยแพร่เมื่อ 21 ธ.ค. 2024

ความคิดเห็น • 44

  • @johno8425
    @johno8425 2 หลายเดือนก่อน +1

    You literally saved me hours of searching in 6-7 minutes. Thanks

    • @MattLakeTA
      @MattLakeTA  2 หลายเดือนก่อน

      @@johno8425 awesome! Happy to help :)

  • @ec75413
    @ec75413 หลายเดือนก่อน +1

    Great tutorial! Looks like it's a BP version of C++ Setter specifier

  • @TheAF01
    @TheAF01 2 ปีที่แล้ว +2

    This thing here is simply awesome!!!! Thank you for sharing, and hopefully you'll get much more deserved views!

    • @MattLakeTA
      @MattLakeTA  2 ปีที่แล้ว +1

      Thank you Alberto! Happy to help!

  • @yanchen7991
    @yanchen7991 2 ปีที่แล้ว +2

    This is awesome! Thanks for sharing! Did a test on UE4 and it works too.

    • @MattLakeTA
      @MattLakeTA  2 ปีที่แล้ว

      🥳 Awesome news Yan!
      Happy to help!

  • @devenwinters9498
    @devenwinters9498 ปีที่แล้ว +3

    Thanks for this, I'm slowly getting familiar with more technical aspects of UE. I came across this video and your channel looking for something else. I looked through your channel and did not find that particular information. I just started looking as of this writing. I'm looking to trigger an event to un-hide assets in a room to change the environment from one state to another.

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว +2

      Hi Deven!
      You could use a regular Event Track to create an Event in Sequencer - from this event you can right click in the timeline, properties, then create an End Point. This will open the Sequence Director Blueprint where you can add your own custom logic like a typical BP!
      I hope that helps in what you are after!
      Thanks!

  • @ludwigwetzel
    @ludwigwetzel ปีที่แล้ว +2

    this is purely amazing, totally saved my day🤟

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว

      Happy to help Ludwig!

  • @NedlohZ
    @NedlohZ ปีที่แล้ว +1

    Thank you so much this is exactly what I'm looking for!!!

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว

      Awesome! Good luck with your projects!

  • @SkapTech
    @SkapTech ปีที่แล้ว +2

    It's sooooo cool. Thanks a lot!

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว

      Happy to share Daniil!

  • @cgndev
    @cgndev ปีที่แล้ว +1

    Really Cool Hidden Feature! Thanks for your share. I wonder that get current frame number of sequencer in blueprint actor. Do you know..?

  • @georgesmith6389
    @georgesmith6389 2 ปีที่แล้ว +1

    Ty for this tutorial. What might be some other common use cases for this - esp. for cinematics?

    • @MattLakeTA
      @MattLakeTA  2 ปีที่แล้ว +1

      Hey George, glad you enjoyed.
      You could use this to control systems over time in a cinematic - such as changing a lights colour, particle properties or even changing a dynamic material instance through BP :)

    • @behrampatel4872
      @behrampatel4872 ปีที่แล้ว

      Printing out distances or velocities when doing Tech-Viz for film production

  • @ivanc86179
    @ivanc86179 ปีที่แล้ว +1

    Thank you very much, this is a really useful tool.
    I am currently trying to find a way to change the value of a key . For example, add a "transform" track for the object you want to move. And set TWO keys for the movement from the initial point to the target point (start location and end location). Is there any way to change the value of the key that corresponds to the target point from blueprint graph? (without using the method from this video / simpler way)

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว +1

      Happy to help!
      For changing the value of existing keys you can right click on it and go to the value setting to change it, or modify it in the viewport then press the little + button on the same track!

    • @behrampatel4872
      @behrampatel4872 ปีที่แล้ว

      @@MattLakeTA is there a way to do this procedurally ? i.e read the key frame time & values and set them based on some action.
      Thanks

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว

      @@behrampatel4872 hello! It depends on what exactly you're aiming for.
      If you're after something more procedural and less authored, I would recommend not using a Sequencer asset and use a Timeline in Blueprints instead.
      What are you trying to achieve?

    • @behrampatel4872
      @behrampatel4872 ปีที่แล้ว

      @@MattLakeTA Thanks for suggesting the timeline alternative. I was hoping to get / set key values so I could drive other channels in the sequencer with the key frame data.
      Lets say I had a Perlin noise function and I wanted to sample that and add a key frame for those values . It would be good to be able to get or set key frames.
      Same for keyframe data coming in from mocap and other live link sources.
      Cheers
      b

  • @Mireneye
    @Mireneye ปีที่แล้ว +2

    Dude as much as I love being able to do this as a feature. It's also a huge WTF moment. Coupling Variable names with Function names is just terrible. As it violates a number of things. What if you pascal case your booleans? Now you have to do the same with a function. What if you didn't intend to call a function but happen to have the same name. Many more things come to mind but that's what's on my mind, surface level.
    And now if a lot of people rely on this feature, they'll design it into a corner where they can't change the feature to have a better design.

  • @만든다비디오
    @만든다비디오 ปีที่แล้ว +1

    nice tut, this helped me a lot

  • @HymenopusD
    @HymenopusD 6 หลายเดือนก่อน +1

    Thank you) You helped me a lot!

    • @MattLakeTA
      @MattLakeTA  6 หลายเดือนก่อน

      Happy to help!

  • @reversebutcher
    @reversebutcher ปีที่แล้ว +1

    Thanks for this! Very helpful.

  • @summer.vfX-trem
    @summer.vfX-trem 8 หลายเดือนก่อน

    Hi, the best trick I was looking for month, in order to use sequencer as an artist (with feedback when pressing play).
    how could you found a such nice tip !!
    I don't know why but the boolean function is not working but the float one is working like a charm

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay 2 ปีที่แล้ว +1

    Very powerful!

  • @MuhammadHassan-pq2fp
    @MuhammadHassan-pq2fp 2 ปีที่แล้ว

    Hey buddy anyway I can access sequence components like cinecameras focal length in blueprints, edit sequence keyframes in blueprint.

    • @MattLakeTA
      @MattLakeTA  2 ปีที่แล้ว +1

      Hi Muhammad,
      Just to verify I understand correctly; you are asking how to animate components from a blueprint inside a sequencer?
      If so, to do this, you first need to add the blueprint asset into the sequencer. On the row of the blueprint inside the sequencer, there is a + icon. You can press this and you will find a list of attributes and components. If you add the relevant component, then press the + icon for the component, then you can animate properties for that specific component.
      Hope that helps!

    • @MuhammadHassan-pq2fp
      @MuhammadHassan-pq2fp 2 ปีที่แล้ว

      @@MattLakeTA nah other way around, like I want to change the key point values of sequences inside blueprints.

  • @epis9642
    @epis9642 2 ปีที่แล้ว

    Cool. Are these set function calls evaluated with package/standalone build as well?

    • @MattLakeTA
      @MattLakeTA  2 ปีที่แล้ว +4

      Hello Sami!
      Yes these functions evaluate at run-time and in packaged builds. The only reason you need to enable call in-editor is so you can preview it within sequencer.
      thanks!

  • @florinursache1351
    @florinursache1351 ปีที่แล้ว

    Hi - nice tutorial - i search on the web how i can hide/unhide - like fading in out effect an entire 3d building with a lot of furniture inside without workig with fade material method - i can have similar material in other part of an project that will fade to invisible - i see a method with level visibility track but i want that fade in out effect - if possible not only with a building but also with parts of foliage - I want to make a camera animation and show various building construction phases. For example when a parking lot is constructed - the grass on that area to dissapear in couple of seconds All these effects to be controlled with the sequencer - but the method with fading the materials is too much work to do. Thanks.

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว

      Hi Florin!
      Glad you enjoyed the video, hope it was helpful!
      As for your request, the visibility track is a boolean operation so it's only On or Off, but to have a granular level of control over the opacity as a percentage you will have to control the opacity of a material, but it sounds like you are already aware of that. Since it changes the materials rendering, it would have to be done in the material, otherwise you are stuck with On/Off binary states.
      I wouldn't think it's too much work though, especially if your scene is setup with master materials and instances. In the master materials you could add an exposed parameter to the opacity channel and control that via the sequencer fairly easily.
      Hope that helps!

  • @iciervasotomayor
    @iciervasotomayor 2 ปีที่แล้ว +1

    Thanks!

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay 2 ปีที่แล้ว +2

    Wow!!!

  • @zenparvez
    @zenparvez ปีที่แล้ว

    Have you tried with the Ultra Dynamic Sky plugin to trigger thunders on specific frames ? I have been trying to do that but with little knowledge I am unable to do it.

    • @MattLakeTA
      @MattLakeTA  ปีที่แล้ว

      Sorry zenparvez, I have never heard of used the ultra dynamic sky plugin before!