If you want to smooth AUTO DOF , put Timeline after the Branch. Ex. Branch > Play - Timeline (Vector Curve ( add 2 key 0 to 1 and connect alpha of Lerp)) > Lerp A(Focus Location) & B (Vector Length). Return value > Set Focus Location .
@@afsin-sahin can you please explain this? (Vector Curve ( add 2 key 0 to 1 and connect alpha of Lerp)) > Lerp A(Focus Location) & B (Vector Length). Return value > Set Focus Location .
@@georgeluna6217 Add Timeline, there Add Float Track, then add 2 keys; first set on Time (0,0), Value (0,0), second on Time (1,0), Value (1,0) (in my example the second works better with Time (1,0) and Value (0,3) it's smoother), then make Lerp - conncet Timeline result (pin with name of your Track you made) with Alpha, Focus Location with A and Vector Length with B. Return value of the lerp connect with Set Focus Location.
as senior programmer on another platform (web), my brain almost fell out of my head when you were creating a timer on every frame with event tick. I was like "surely not?!", then you fixed it lol.
@@Ron_Barel yeah by a huge amount. creating a timer every frame? so lets say your game is open for 10 mins and your game runs at 60fps 60x60x10 = 36k timers.... its like the very definition of a memory leak. your game would surely freeze because whatever is being run on those intervals would eat all the memory on your system.
@@stereocodes no I was talking about the method he ended up using, not the event tick. I know it’s better than event tick. But Isnt the whole effect still resource intensive?
@@EREMENTALSTUDIOS Hey Bro Matt Aspland Copy Paste Your Tutorial th-cam.com/video/TvXJdDSHzro/w-d-xo.html🤣🤣🤣 Man how big youtuber cheat even he didn't give you Credit.
For those having a problem with when character has a weapon and it’s blurred. It would probably be best to A: not use this while a weapon is held or B: Modify it. Make a BOOL “HasWeapon?”, set to true if char has the weapon. Use a branch and either bypass the code if HasWeapon is true, or create a float and subtract it from the focus position, play with the amount until it doesn’t blur your weapon but still blurs what’s behind it. Also you can set the line trace to ignore your weapon.
Using line trace to ignore weapons and characters is just for ignoring the trace channel, right? The depth of field effect is full-screen. It can't be avoided that the weapon will also be blurred, is that correct?
Thank you, this is very useful!! But I still have a question: How do you make the blur transition slow down between walls? For example: When you look at one wall to another the blur effect snaps a bit too fast. what do you recommend making the blur slowly adjust the blur like an actual camera like?
After the green SET Focus Location node, throw in a Delay node (try0.5s) and then out of the delay node, connect the blue end node (SET Post Process Settings). hope that works!
I'm Brazilian and I use the translator to type this, I was just going to say thank you because this tutorial helps me a lot, I just say thank you, thank you for your attention.
My screen goes white after evreything when testing it... I use a high fog for white fog a little but it totally gets white after using this AutoDOF any fix?
Hey, It does work but the blur is reversed, when I'm looking at an object that object gets blurred and the background doesn't. I've checked the video multiple times, and my code is exactly the same, what's the issue that's causing this?
I ticked a print node and find out the focal length value is not updating, and find out I didn't check "loop" on the "set timer by function name" node, which cause the problem.
ive got a qustion hopefully you can help me out ive applied this auto dof to my first person character and ive also got a pistol attached but the pistol is blurry is there a way to get the pistol to be in focus
I had the same problem, I solved it by attaching my gun and my character to the " ignore " input on the " line trace by channel" node. Your fps arms and weapon won't blur out anymore after that. I'm using Unreal 5.2 btw, don't know "ignore" is a new feature or not.
Thank you for this tutorial! I am having a problem that a couple of other people have mentioned, where the DOF is reversed; meaning the object closest to the camera is blurry and the background is in focus. The advice by another commenter was to check that 'Looping' on 'Set Timer by Function' was ticked, but it already is. Any idea why this might be happening?
I Have a question relating to your vhs sharpen effect video, once i made the bp for path tracing DOF it breaks the sharpen effect applyed on my first person camera?! Any idea how to get tem working together?
same problem here. no idea how to fix it. I've been playing with it and noticed that it happens due to the fact that the post process volume is being changed, see node at end of script. the problem is that it seems to be changing all the settings. i need to find a work around that doesn't involve the post process settings node.
Yo my dude! Great tutorial, just got one question; This also makes it so the weapon my character is holding is always out of focus. Any way to prevent this side effect? 😅
@orivxdevlabs 2 weeks ago For those having a problem with when character has a weapon and it’s blurred. It would probably be best to A: not use this while a weapon is held or B: Modify it.
Make a BOOL “HasWeapon?”, set to true if char has the weapon. Use a branch and either bypass the code if HasWeapon is true, or create a float and subtract it from the focus position, play with the amount until it doesn’t blur your weapon but still blurs what’s behind it. Also you can set the line trace to ignore your weapon.
Hey, thank you for uploading this! I followed the video and got the Auto DOF system running nicely, except for one detail: The field of view is adapting perfectly to the objects I focus on, but is not doing anything when focusing on pawns or characters. It's like the hits went through them. I tried to implement that function myself (tried things like getting actor location from the "Hit Actor" output of "Break Hit Result" and stuff like that) but I still being a newbie and didn't manage to do so. If you could tell me any sort of solution/tip I'd be very grateful!
Is there a way to make the maximum aperture and the aperture flow to the blurred values so it doesn't just instantly switch between the two? not just adding a delay, but flowing between the values
Can we add code that disables the dof effect, for instance, if the player looks through a gated fence? i have a netting fence in my scene with a scene playing behind it but if the player comes close, the dof effect is making everything way to blurry.
a great tutorial and perfectly explained ⭐⭐⭐⭐⭐ but I have a problem. I am developing a game for android with this effect but when applying it and playing it does not work it is as if the effect did not exist so I changed the platform to the PC and it works correctly. I'm new to unreal engine, do you know why this happens?
It's cool, but how to apply this one for a third-person game? To defocus at a distance of 5-8 meters? upd. ha-ha, I found the answer to my own question myself )) I added in the postprocessing settings parameter "Depth Blur Raduis" and everything worked! ;)
hi man, how u did it? im trying also to put the autoDOF on a thirdperson character game but adding the depth blur radius didnt change nothing in my project
Hi, just wanted to ask, Is there any way of making the camera focus to infinty when im not looking at anyhting? Basically when I look into the black void after being close to a wall, the camera doesn't ajust until I look at an object. thanks
The "music" reminds me of an elevator ride from the sixties very annoying and distracting, and why don't any of these tutorials comment their code so not cool.
The music on the background makes the tutorial such more plessant
If you want to smooth AUTO DOF , put Timeline after the Branch. Ex. Branch > Play - Timeline (Vector Curve ( add 2 key 0 to 1 and connect alpha of Lerp)) > Lerp A(Focus Location) & B (Vector Length). Return value > Set Focus Location .
note: Branch False > Reverse
@@afsin-sahin can you please explain this? (Vector Curve ( add 2 key 0 to 1 and connect alpha of Lerp)) > Lerp A(Focus Location) & B (Vector Length). Return value > Set Focus Location .
@@georgeluna6217 Add Timeline, there Add Float Track, then add 2 keys; first set on Time (0,0), Value (0,0), second on Time (1,0), Value (1,0) (in my example the second works better with Time (1,0) and Value (0,3) it's smoother), then make Lerp - conncet Timeline result (pin with name of your Track you made) with Alpha, Focus Location with A and Vector Length with B. Return value of the lerp connect with Set Focus Location.
Just came to say this lol
as senior programmer on another platform (web), my brain almost fell out of my head when you were creating a timer on every frame with event tick. I was like "surely not?!", then you fixed it lol.
Is it still expansive though?
@@Ron_Barel yeah by a huge amount. creating a timer every frame? so lets say your game is open for 10 mins and your game runs at 60fps 60x60x10 = 36k timers.... its like the very definition of a memory leak. your game would surely freeze because whatever is being run on those intervals would eat all the memory on your system.
@@stereocodes no I was talking about the method he ended up using, not the event tick.
I know it’s better than event tick. But Isnt the whole effect still resource intensive?
After Headbob tutorial, i added this too. Amazing work, thanks a lot!
Your videos are truly great ! Thank you so much for all this !
😃
@@EREMENTALSTUDIOS Hey Bro Matt Aspland Copy Paste Your Tutorial th-cam.com/video/TvXJdDSHzro/w-d-xo.html🤣🤣🤣 Man how big youtuber cheat even he didn't give you Credit.
The perfect tutorial doesn't exist..
Eremental Studios : "Hold my beer..."
I ALMOST GAVE UP, BUT YOU HELPED ME SO MUCH! U R AWESOME
For those having a problem with when character has a weapon and it’s blurred.
It would probably be best to A: not use this while a weapon is held or B: Modify it.
Make a BOOL “HasWeapon?”, set to true if char has the weapon.
Use a branch and either bypass the code if HasWeapon is true, or create a float and subtract it from the focus position, play with the amount until it doesn’t blur your weapon but still blurs what’s behind it.
Also you can set the line trace to ignore your weapon.
How is that possible? Sounds very vague.
hi did you find out how to do it?
@@danlee7923
Using line trace to ignore weapons and characters is just for ignoring the trace channel, right? The depth of field effect is full-screen. It can't be avoided that the weapon will also be blurred, is that correct?
straight forward as an arrow... great!
Magical! Tnx Buddy .. u r amazing 🥰🥰🥰
Great Tutorial, Subbed
Make more videos bro, all your tutorial content is amazing, a hug.
Yes i will, but its summer rn so im not at the computer so much. But thanks☺
Awesome tutorial, thank you so much! :)
Thank you, this is very useful!! But I still have a question: How do you make the blur transition slow down between walls? For example: When you look at one wall to another the blur effect snaps a bit too fast. what do you recommend making the blur slowly adjust the blur like an actual camera like?
After the green SET Focus Location node, throw in a Delay node (try0.5s) and then out of the delay node, connect the blue end node (SET Post Process Settings). hope that works!
@@sadaine Now it turns off at intervals, but still abruptly
I'm Brazilian and I use the translator to type this, I was just going to say thank you because this tutorial helps me a lot, I just say thank you, thank you for your attention.
fala cria poe a linguagem do projeto em ingles ai nao precisa ficar traduzindo
@@FiveNightsatFreddysthegame manos o npc fica borrado e o fundo nao .. fora isso ta funcionando kk ...mas tinha que ser ao contrario..
amazing work mate!
Very userful. I wish evry tutorial are like this!
Thank you so much for this !
Thank you for watching!
oh snap this is so cool , thanks for sharing
This only work in fps? not third person?
Juste perfect. THX
Amazing tutorial thank you
Thank you!
You are best!
☺
My screen goes white after evreything when testing it... I use a high fog for white fog a little but it totally gets white after using this AutoDOF any fix?
Thanks!!!
Looks good
THX ALOT it works great !!
My monitor only gets flashed whit a white screen. Its like the brightness is too high
that happened to me to. I just restarted the engine then unplugged my monitor then it worked.
Hey, It does work but the blur is reversed, when I'm looking at an object that object gets blurred and the background doesn't. I've checked the video multiple times, and my code is exactly the same, what's the issue that's causing this?
Same problem here
I ticked a print node and find out the focal length value is not updating, and find out I didn't check "loop" on the "set timer by function name" node, which cause the problem.
@@tranewon5301 Legend! thank you :D
Happy to help :D@@BYZGAMES
Great tuto, very efficient ! only, I wonder does running a function like this require a lot of power or almost nothing?
No, This is taking no power☺
great video my friend! I am getting an inverted effect (character blurry and env clear) even though loop is enabled. Any idea?
thank you so much - This is PERFECT
thanks for the videos. sorry, I'm not very practical, at minute 6:17 HEADBOB what is it? what should I put? Thank you
Its another Video, Check that out
how can we get the weapon not blur
ive got a qustion hopefully you can help me out ive applied this auto dof to my first person character and ive also got a pistol attached but the pistol is blurry is there a way to get the pistol to be in focus
I had the same problem, I solved it by attaching my gun and my character to the " ignore " input on the " line trace by channel" node. Your fps arms and weapon won't blur out anymore after that. I'm using Unreal 5.2 btw, don't know "ignore" is a new feature or not.
@@tranewon5301 yoo thanks man I appreciate that 🙏
@@tranewon5301 How do I apply a character to the "ignore" input?
@@Clydiie How do I apply a character to the "ignore" input?
@chamerson720 been tryna figure it out myself
Thank you for this tutorial!
I am having a problem that a couple of other people have mentioned, where the DOF is reversed; meaning the object closest to the camera is blurry and the background is in focus.
The advice by another commenter was to check that 'Looping' on 'Set Timer by Function' was ticked, but it already is. Any idea why this might be happening?
if your holding a gun close to you, how can you make it always focus the gun too, because my guns look blurry
I Have a question relating to your vhs sharpen effect video, once i made the bp for path tracing DOF it breaks the sharpen effect applyed on my first person camera?! Any idea how to get tem working together?
same problem here. no idea how to fix it. I've been playing with it and noticed that it happens due to the fact that the post process volume is being changed, see node at end of script. the problem is that it seems to be changing all the settings. i need to find a work around that doesn't involve the post process settings node.
@@SmithSmithTH-cam Did you find a way?
pretty nice ...but the npc in front is blurring :( and the background is not
It works but how can I exclude my gun ? the gun is blur with this setup ?
Ты нашел способ как это исправить? У меня такая же проблема
set your gun as actors to ignore in the line tracing of the DOF
hey, I have a question, if I have a flashlight, and I want it to be always in focus, but still have the Auto DOF, what should I do?
by chance did you find the solution yet?
@@squarefan69 no
Thanks
I need help because when im holding something in my hand, they
it will also get out of focus. Is there any way to fix this?
I have the same problem. Hands in front of the camera are soapy
Do you know how I can make it work with vegetation?
So for some reason this effects affects my lighting and idk how to make it darker again
i'm using this effect with a custom 3d widget but it's all blurry, do you know how i could fix this issue? it's related with the DoF
So, I have a problem. When I use this with a dirt mask, the dirt mask just disappears. Is there a way to fix that?
Yo my dude! Great tutorial, just got one question;
This also makes it so the weapon my character is holding is always out of focus. Any way to prevent this side effect? 😅
@orivxdevlabs
2 weeks ago
For those having a problem with when character has a weapon and it’s blurred.
It would probably be best to A: not use this while a weapon is held or B: Modify it.
Make a BOOL “HasWeapon?”, set to true if char has the weapon.
Use a branch and either bypass the code if HasWeapon is true, or create a float and subtract it from the focus position, play with the amount until it doesn’t blur your weapon but still blurs what’s behind it.
Also you can set the line trace to ignore your weapon.
@@7lo3loможно туториал пожалуйста
Hey, thank you for uploading this! I followed the video and got the Auto DOF system running nicely, except for one detail:
The field of view is adapting perfectly to the objects I focus on, but is not doing anything when focusing on pawns or characters. It's like the hits went through them. I tried to implement that function myself (tried things like getting actor location from the "Hit Actor" output of "Break Hit Result" and stuff like that) but I still being a newbie and didn't manage to do so.
If you could tell me any sort of solution/tip I'd be very grateful!
thanks
Is there a way to make the maximum aperture and the aperture flow to the blurred values so it doesn't just instantly switch between the two? not just adding a delay, but flowing between the values
Try a Lerp between the old value and the new.
Thanks for the tutorial, but I have one problem mobile builded game. It just doesn't work, is there any way to fix it?
Can we add code that disables the dof effect, for instance, if the player looks through a gated fence? i have a netting fence in my scene with a scene playing behind it but if the player comes close, the dof effect is making everything way to blurry.
Try to add custom collision with ignore trace responses visibility
Does this work in aiming
You see my camera zooms in to my third person character while i aim
I have a problem, when I walk, I have the same head bob as when I run
Hmm, weird did you get it to work?
I'm using a cine camera instead of the default first person camera, the DOF doesn't work for me, is there a way to do it with cine camera?
How to disable it for holding items for example weapon?
You need to render the players hands/weapons on a separate render pass. This also helps hands/items clipping through walls when standing near.
Sorry for the newbie question but does anyone know to increase the distance at which the depth of field effect starts?
experiment with the field "Aperture (F-Stop)
in 5.3 where is headbob ? where is add input mapping ?
a great tutorial and perfectly explained ⭐⭐⭐⭐⭐
but I have a problem. I am developing a game for android with this effect but when applying it and playing it does not work it is as if the effect did not exist so I changed the platform to the PC and it works correctly.
I'm new to unreal engine, do you know why this happens?
There is a separate DOF setting for mobile. Typing in "depth" in your camera's details panel should show it at the top.
It's cool, but how to apply this one for a third-person game? To defocus at a distance of 5-8 meters?
upd. ha-ha, I found the answer to my own question myself )) I added in the postprocessing settings parameter "Depth Blur Raduis" and everything worked! ;)
hi man, how u did it? im trying also to put the autoDOF on a thirdperson character game but adding the depth blur radius didnt change nothing in my project
@EREMENTALSTUDIOS A problem I have and many others is when there's a weapon in 1st person. How do we combat this?
he doesn’t know it, otherwise he would have shown it to us in this tutorial! that’s youtube!
OR no one asked him so he didn't think about it.@@GrekkoGaming
Great tutorial, but! When you take the weapon in your hands, it gets blurry... I tried several different tricks to fix it, but it didn't work.
same for me did you find a way out
It's awesome. Your code is messy. But ty.
I was curious if theres a way to do rhis without the first player hands being always out of focus
You need to render the players hands/weapons on a separate render pass. This also helps hands/items clipping through walls when standing near.
@@HammyG_ How would one do that?
how can we do that ?
@@HammyG_
🙏🙏🙏👌
It doesn't work for me and I followed it exactly. This is the second tuto that doesn't work in Unreal Editor 5.3.2
How do we allow people to manipulate their field of view with buttons in a map?
Not depth but field
Hi, just wanted to ask, Is there any way of making the camera focus to infinty when im not looking at anyhting?
Basically when I look into the black void after being close to a wall, the camera doesn't ajust until I look at an object.
thanks
How can i make it fade instead of just snapping out of the blur?
You could use an Lerp node to blend over time.
@@HammyG_ Hey Hammy, can you explain this? I messed around with lerp and a timeline for hours and the focus would still only snap between states.
yeah I have the same question
Maybe increasing the F-stop helps. for example to 1.5. It changes the effect a bit, but stops the sudden change for me.
@@erikvarga4367 I wish i wouldve saw this comment 3 hours ago when I deleted the DOF 😭
How I wish I could achieve the same effect in 4.26
You should be able to!
One Problem is that in Some cases, it's Not Smooth
Did work
Hmm make sure to do it exactly what I did in the video, bc it worked for others 👍
Doesnt work for me, idk what is wrong.
try playing with the f-stop, but keep it under 1.2 cause it pretty much disables it if you have it greater than 1.2
not working, just blurry view
Just make everything white and bright didnt work
That's because of the Aperture F-Stop, keep it at 4, I had to same problem just put the Aperture F-Stop at 4.0 instead of 1.0.
Legend @@wesjgae
@@wesjgae Thanks!
The "music" reminds me of an elevator ride from the sixties very annoying and distracting, and why don't any of these tutorials comment their code so not cool.