Unreal Engine - Transform Effector V2 - News

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  • เผยแพร่เมื่อ 18 ม.ค. 2024
  • Walkthrought the very new functions of Transform Effector Blueprint.
    You can get it on UE Marketplace:
    www.unrealengine.com/marketpl...

ความคิดเห็น • 12

  • @danD315D
    @danD315D 6 หลายเดือนก่อน +1

    You're the Unreal Master ❤

    • @justassets
      @justassets  6 หลายเดือนก่อน

      Thank you very much ❤️

  • @Arudz
    @Arudz 6 หลายเดือนก่อน +1

    You gotta save the best for last ;) Great work!!

    • @justassets
      @justassets  6 หลายเดือนก่อน

      Thank you! :)

  • @Rosa_Michael
    @Rosa_Michael 6 หลายเดือนก่อน

    Absolutely fantastic!

    • @justassets
      @justassets  6 หลายเดือนก่อน

      Thank you man, I really appreciate it from such a Master!❤️

  • @MuttonheadsOfficial
    @MuttonheadsOfficial 6 หลายเดือนก่อน

    Really nice. But for me there is a small problem in terms of performance, the fact of having a loop on the tick which updates all the actors, it is not optimized (I know there a delay, but you lose the fluidity). For example, if I have a simple cube of 40x40x40 meshes, that's immediately 64,000 meshes to update, and therefore a huge drop in FPS. Your system is great for small animations, well localized, but not really optimized for a game that will completely exploit your system (for example a Minecraft map). Maybe for a V3, you can find a better solution? Like only animate actors who are close to the player. But congratulations, it's visually very cool, and I continue to follow the evolution of your asset!

    • @justassets
      @justassets  6 หลายเดือนก่อน +2

      Thank you very much for your feedback. I really appreciate it.
      I developed this tool mainly for animations and cinematics as it is written on marketplace product page. The scene what you are writing about is really huge for this kind of workflow. You are right.
      For know, maybe you can try to use the new feature "Update Only When Move" in Main -> Experimental -> Optimalization. It could help a bit, but still its a huge amount of actors.
      The main plus of my Transform Effector is using the Tag system to easily controll any existed scene with Effector. Since a lot of creators want to use effector in the game it lead me to think about making a new product optimized for games. Now it runs mostly on CPU. I will try to achieve similar transformation effects only based on materials so it will run smoothly on GPU. Basically as the Fornite Buildings Effects.
      The workflow of creation will not be so smooth as with the Tag system, but it will be well optimized for games.
      Thank you for your feedback, it helps me to create better future assets for you.

  • @OnyxLee
    @OnyxLee 4 หลายเดือนก่อน

    This is really nice. I can't wait to buy your BP and test it out. Btw, if you update to v3, v4, will we need to make separate purchase in the future? Also, do you plan to also allow instances to have gradually changing materials, or start an animation at different frame? Thanks a lot.

    • @justassets
      @justassets  4 หลายเดือนก่อน +1

      Hi! Thank you!
      If there will be next versions all who purchased this will get the update for free. But I am also working on new tools and assets as a new solo packs.
      Thank you for the material request I will think about it. For animation at different frame you can use the new random function.
      PS: now is 50% sale on Transform Effector!:)

  • @kaunj520
    @kaunj520 2 หลายเดือนก่อน

    could this work with the instanced foliage actor?

    • @justassets
      @justassets  หลายเดือนก่อน

      Unfortunately no, it can not control individual foliage actors.