Unreal engine 5.1 image carousel | slideshow with billboard effect

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  • เผยแพร่เมื่อ 10 พ.ค. 2024
  • This is a character customization project I am working on in Unreal Engine. I am showing the blueprint way of setting up an array of materials and cycling through them using multiple static meshes as the billboards to display them as well as to also project a decal onto a characters T-Shirt.
    There are many ways to do this like looping the array to move every item forward by one and also storing and placing the last index at array 0 or hard coding each button but I quite like this approach as it creates more options for customization in my mind.
    Timestamps:
    0:00 Demo
    3:07 Billboard effect
    3:25 Carosel - Image slideshow
    7:48 Debug Tips
    8:58 Orbit camera
    10:16 Random hat color generator
    10:52 Darken or lighten image textures
    11:23 Post process outline
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ความคิดเห็น • 2

  • @faradaysinfinity
    @faradaysinfinity ปีที่แล้ว

    ok this is sooooooooo cool

  • @kenalpha3
    @kenalpha3 9 หลายเดือนก่อน

    Thanks. Do you have a sample project avail to see the code/settings easier?
    And 10:16 if anyone wants to select a specific color, here is a vid that tells about a UE plugin that adds the Color Picker as a Widget (popup). [watch?v=Qs1hGYHEZnc]
    I told you about modular meshes at your other comment. I also have a Master White Material, which has white/grayscale textures for the Base Text without any colorization. Thus during CS or Player click, a color (Hue) can be applied to the White/gray, so that any color can show. (Because it's harder to colorize a Blue texture into Red.)
    And to set up each Armor/clothes piece: my Function reads the DT > String variable that associates with the Mats for that Mesh.
    So if a mesh has Mat indexes of 0, 1, 2, 3 - and I know I have a Colorized Master Mat at Index 0, and 2 - then I set my String variable as "0, 2."
    Then my code breaks the string at each comma to get Integers > feeds each Int to a Loop > Set Param (Color) > ignore the other Mat indexes > thus the Mesh and Colors are updated in game.
    (This is a way to reuse the same Mesh and Texture set - while getting multiple color variations - merely by adding another DT row, with an alternate pre-set Color (MI > Param change); or use one DT row per Mesh, which has a Random Color Param set during game.)
    I like your use of decals to project on the curved Mesh surface. But when I tested decals on Meshes (in CharBP), the UV was wrong/stretched. So I'm interested in seeing your decal settings.