UE4 Base Building / Snapping

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  • เผยแพร่เมื่อ 29 ก.ย. 2024
  • UE4 Base Building, Build System tutorial series.
    Building Playlist: • UE4 Base Building
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ความคิดเห็น • 34

  • @thwatcher
    @thwatcher ปีที่แล้ว +3

    Excellent tutorials. Easy to follow. I'm doing it on Unreal Engine 5.2 and it is working fine. I would recommend them for anyone new to Unreal Engine or who wants to learn how to create building parts that snap together. I'm also learning a lot about the engine as I go through them. I'm up through video 13 in this series and plan to finish them all.

  • @cmdrschime4840
    @cmdrschime4840 3 หลายเดือนก่อน

    Can we use this for another stuff i.e. building spaceship with components ..
    What im trying to get is something similar to ship builder from Starfield

  • @na790
    @na790 2 ปีที่แล้ว +1

    very good job and nice tutorial ! i trying to build only with diferents types of bloks, but i cant find the full blueprint editor of de block itself thks!

  • @bizouardpaul848
    @bizouardpaul848 2 ปีที่แล้ว +2

    Hey mate ! great videos. Just a question, why dont you use sockets for that ? that way if you want to incorporate a solidity system or even to break all the child when a paretn is deleted it would be easier, don't you think ?

    • @bizouardpaul848
      @bizouardpaul848 2 ปีที่แล้ว

      could put each socket as a child of the collision box for snapping :D

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว +6

      Because collision boxes give you an area in which to look at. Also gives you a visual "representation" of where the object is located. Also later gets used for outline drawing. And no need for any additional calculations and makes it easier for beginners to understand what's going on. If I would add a lot of math it would confuse a lot of people and they would not be able to modify the system to their need.
      Many benefits that just socket alone does not provide and still requires additional components.

    • @bizouardpaul848
      @bizouardpaul848 2 ปีที่แล้ว

      @@ItsMeBro thanks for the explanations bro

  • @crossmr
    @crossmr 9 หลายเดือนก่อน

    quickly browsing your videos there is one thing it doesn't look like you covered. How do you use this system if you have building pieces that are not all the same size? Like if you have 3 floors, a normal size, a half wide and a 1.5x wide?

  • @matuskacmar2059
    @matuskacmar2059 2 ปีที่แล้ว +1

    Hi first of all thank you for creating this video.
    I believe ive done everything as per instructions but it is now doing this wierd thing where it doesnt want to spawn the ghost at all if i look down,and spawn ghost only if i look more up and the ghost will not change the color to green wherever i look. I think the key difference is also that your ghost appears where your character is standing and mine spawns further away from the character can you PLEASE HELP ?

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Sounds like your start location for trace is off. If you have first person, remove multiply node for start location.

    • @matuskacmar2059
      @matuskacmar2059 2 ปีที่แล้ว

      Nevermind ... idk how but i disconected something in the build cycle ... rookie mistake

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      @@matuskacmar2059 happens. GJ with figuring it out :)

  • @Batra592
    @Batra592 2 ปีที่แล้ว +1

    Hi can you help me? I did everything you did exactly the same and when i try to play it it won't snap and after placing the first peace for foundation second is high of the ground. it almost looks like it bottom of the second is caching to the top of the first one or even overlap but wont snap.

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Sounds like you have made a mistake in collision settings for the collision boxes.
      Or maybe just aren't returning collision boxes to the build cycle.
      If you need help you can contact me on discord, which is a better place to communicate.

    • @LionKing25302
      @LionKing25302 2 ปีที่แล้ว

      For anyone else who encountered this problem. You made your Box Extent Z value smaller and moved the collision box up. Don't do that. This way, when you spawn a block, the HitComponent Transform is higher than your StaticMesh transform and you experience that issue. ​ @It's Me Bro, you might add this notion somewhere. Very nice videos btw =)

  • @distructed1878
    @distructed1878 8 หลายเดือนก่อน

    Great tutorial! I am enjoying the process and really learn a lot! Since I am working with a stone foundation in my game, I added a 5th Box on top that foundation, and block the FloorTrace channel, so i can snap wooden floors on top of the foundation, if I want. I like how modular the system is, so you can just add new buildung "blocks" in. Got a sub!

  • @julianbridges838
    @julianbridges838 10 หลายเดือนก่อน

    Anyone know why my mesh is deforming in build mode? almost through this tutorial :D nice work

  • @yaront111
    @yaront111 2 ปีที่แล้ว

    Thank You ! i used Mesh Sockets with tags .. beacuse i have round Foundation :) but everything else i Follow

  • @bobsort
    @bobsort ปีที่แล้ว

    You have shown how to snap exactly on side of objects. But this only allows objects of same size attach to each other.
    How do I make multiple snap point on a single object and tag each snap point? e.g.
    - A half plate floor can attach to side of a full slab floor on both long side and short side.
    - A different looking wall can snap to two different type of floor or to a different type of wall but each one has different type of connection.
    - A lamp can only go to center or 1/3 top and 1/4 division of the wall. but a monitor can only attach to center point of the wall.

  • @GamesbyArtemise
    @GamesbyArtemise 9 หลายเดือนก่อน

    This amazing! I am so excited about this!! Great Tutorial!

  • @Raphael2228
    @Raphael2228 ปีที่แล้ว

    I followed the whole tutorial, but now I can't put anything down, unless there is already a basic one. Why?
    It stays stuck on the ground as if it had detected a collision at a random location

  • @oostenmusic
    @oostenmusic 7 หลายเดือนก่อน

    Man.......this is so cool....great tutorial!

  • @atl3m660
    @atl3m660 2 ปีที่แล้ว

    Best build setup video thas easy to follow. thax anot

  • @rocketpoweredchimpgamesphi7798
    @rocketpoweredchimpgamesphi7798 ปีที่แล้ว

    Awesome, well explained!

  • @nikgiak2994
    @nikgiak2994 2 ปีที่แล้ว

    Hey, great tutorial, tyvm!
    Question:: Any ideas how to play a snapping sound PER snap? If I just play a sound 2d, it keeps repeating ofc because of the line trace cycle and I can't just check the change of the transform variable since it does change values while inside the collision box limit during the same snap when I move the mouse. So it still repeat the sounds. Any Brainiac out there???
    EDIT: Ok, I found a way incase someone else would like to add a snap sound without repetition.
    In your 'Build Component', 'DetectBuildBoxes' function, create another Hit component variable. I named it 'PreviouslyHitComponent'. Now, after the TRUE of the branch that checks the 'ForEachLoopwithBreak' (1), add another branch with the condition 'Hitcomponent' EQUAL to 'PreviouslyHitComponent'. From the TRUE of that, connect to 'Set collision box found', like it was previously but from the FALSE, Play sound 2d (your snapping sound) then 'Set PreviouslyHitComponent' to the 'Hit component' node you will find from the previous (1) condition and connect that node to 'Set collision box found' as well. That's it for this Function. Now, incase you lift your mouse and reselect the same spot to snap, or reselect the same snap after moving the mouse on the ground, you need to go to BuildCycle Function and after the FALSE of the Line trace branch, add 'Set PreviouslyHitComponent' node and leave it empty to reset the variable. Don't forget to connect its output to continue the flow as before.
    And after the 'Set hit component' node you already have (2), add a Branch with the condition from the 'Set Hit Component' output (2) NOT EQUAL to PreviouslyHitComponent variable. FALSE connects to 'is valid' as before but TRUE add 'Set PreviouslyHitComponent' and leave it empty to reset, Then connect that node to 'Is valid' as well.
    It's difficult to explain all this with text but if you follow carefully it will work fine and play a snapping sound only once per snap but If someone can think of a better way, pls let me know.

    • @LionKing25302
      @LionKing25302 2 ปีที่แล้ว

      Hard to read that text but if you still wondering after two months, you may try this =)
      Create another variable named "PreviousHitBox". Add another output to your DetectBuildBoxes function (or whatever is your name). Return the actual box you hit. Check if it matches with PreviousBox. If it doesn't, play sound. Set the new PreviousBox.

  • @saintmitt7123
    @saintmitt7123 ปีที่แล้ว

    I have buildings that snap to specific blocks on my map. How to I add a check and a prevent build feature if the player attempts to place an object that’ll completely cuts off an AI route in the nav mesh

    • @Raphael2228
      @Raphael2228 ปีที่แล้ว

      same problem

    • @saintmitt7123
      @saintmitt7123 ปีที่แล้ว

      @@Raphael2228 never figured it out :( ended up just having to make a check that says “if ai movement velocity is 0. Destroy target actor”

  • @BaeronBubba
    @BaeronBubba ปีที่แล้ว

    Hmm. Looks like UE 5 messes with this tutorial a bit. The trace snaps to the root of the placed objects, and the floors don't seem to snap at all. etc etc... But sometimes the base platform snaps correctly...
    Not only that, but when I point the ghost outline at some of the starter walls, the build copies their transformation into the build pieces! (so it's now as long as the wall)
    Since the dimensions of all the pieces are 1-1-1 and there are no stretch transforms, this has me somewhat mystified.

    • @ItsMeBro
      @ItsMeBro  ปีที่แล้ว +1

      You have made a mistake somewhere. This works the same in ue4 and ue5. Most tutorials on youtube do.

    • @BaeronBubba
      @BaeronBubba ปีที่แล้ว

      @@ItsMeBro I fixed one error that was causing the platforms to scale. The cause was the "Local Found" was a normal variable instead of the "Local Variable" that you showed in the video.
      The floor tiles still refuse to snap, but the foundations snap nicely.
      Even when placing a floor piece over a ledge (so it's only possible to hit the extended collision box) my version doesn't register... bleh. So I'm wondering if there is another variable I goofed like the "Local Found".

    • @BaeronBubba
      @BaeronBubba ปีที่แล้ว

      *sigh* slapping myself across the face now. (figuratively) XP
      Somehow I had turned off the collision of the platform boxes from "Query Only" to "No Collision"... and I somehow managed to mess up twice on different empty projects.
      Now everything works properly.

  • @manaftermayhem8287
    @manaftermayhem8287 2 ปีที่แล้ว

    can you help me make something like this please appreciate the help if you can ..