Unreal Engine 4 Tutorial: World Position Offset (WPO) - Rotating, Scaling, Translating Combined

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  • เผยแพร่เมื่อ 9 ต.ค. 2024

ความคิดเห็น • 16

  • @Bas3008
    @Bas3008 ปีที่แล้ว +1

    The info on how to combine two rotateaboutaxis nodes is damn helpful! Thanks so much!

  • @TorQueMoD
    @TorQueMoD ปีที่แล้ว

    Thank you so much for this awesome and simple explanation of World Position Offset! I wanted to make a static mesh fan that spins, and this was perfect for that!

  • @PsyCoCinematics
    @PsyCoCinematics ปีที่แล้ว +4

    For anyone confused on the Scaling flicker: easy fix! Select the specific static mesh (component) that is flickering, search for bounds, and under "bounds scale" increase it from 1 to 3 or whatever is needed. Try not to go TOO high as it does make the mesh a little more expensive to render, but that should fix the flicker.

    • @pwsui
      @pwsui ปีที่แล้ว

      nice

  • @TorQueMoD
    @TorQueMoD 3 หลายเดือนก่อน

    I've since discovered to combine the axes, you just specify 1,1,0 for X and Y axis, or 1,1,1 for X and Y and Z. The colors represent the axis so X=R, Y=G, B=Z. There's no need to combine multiple Rotate About Axis nodes.

  • @CombatFXZone
    @CombatFXZone ปีที่แล้ว

    Thanks! Great Tutorial

  • @mkhizeart
    @mkhizeart ปีที่แล้ว

    Just...thank you so much

  • @JackTurner-v2e
    @JackTurner-v2e 10 หลายเดือนก่อน

    Excellent Tutorial, Stephen! Curious: How would you separate axes from each other? Like, if you wanted to animate scale in the X axis, but not Y or Z?

  • @ZimCrusher
    @ZimCrusher ปีที่แล้ว +1

    what if you have a propeller?
    This seems to work really nice, as long as the obj you are rotating is lined up in world XYZ, but if the component is a child of a mesh, and you want to tilt the mesh....
    So if you have a rotating fan, and the box it's attached to can tilt, how do you get the fan to properly rotate?

    • @stephenmaloney424
      @stephenmaloney424  ปีที่แล้ว +2

      World position offset is in world space, so you'd have to make local space rotation, then convert it into world space in order for it to work. If I get a chance I'll attempt it and make a video at some point. There's a transform vector and transform position node you can use.

    • @CombatFXZone
      @CombatFXZone ปีที่แล้ว

      I solved this issue by using a texture mask.
      Assuming your propeller Model (including the fans) share the same UV space, you could mask out the blades and multiply the "Rotate about Axis" Node with said TextureMask. Hope that helps :)

  • @DanielLiljar
    @DanielLiljar 10 หลายเดือนก่อน

    It's flickering because the preview is out of bounds, place an object in the scene with the material and set bounds scale to 2 and it will stop flickering.
    ..Now how do you fix the "FixRotateAboutAxisNormals" so that the object normals are shaded correctly?

  • @tengerzander7921
    @tengerzander7921 ปีที่แล้ว +1

    Is there a way to control which direction the scale gona happen?

  • @11alekon
    @11alekon ปีที่แล้ว

    out of curiosity, do you know how to scale the faces on its own axis rather than scaling the whole object?

  • @FeuerDrache0702
    @FeuerDrache0702 3 หลายเดือนก่อน

    Is it possible to scale an object based on the distance to the player?
    Also is it possible to make it only scale on the client?

    • @stephenmaloney424
      @stephenmaloney424  3 หลายเดือนก่อน +1

      You can use the distance to the camera to do things in a material; if you wanted that to only happen on the client, have default material not do this, and then on the client only set the material with the effect. You can check with IsLocallyControlled() to know if you are on a client but also want to test standalone.