Amir Ansari
Amir Ansari
  • Видео 5
  • Просмотров 39 238
Unreal Engine 5 - How To Set up Light Weight Instances - #UE5
A quick tutorial video on how to set up Light Weight instances in Unreal Engine 5.
Main video on Light Weight Instances: ruclips.net/video/QGEV8YjBGHQ/видео.html
Просмотров: 4 815

Видео

Unreal Engine 5 Game Features Plugin | New Feature | #UE5
Просмотров 6 тыс.2 года назад
Let's talk about the new Game Features plugin! Unreal Engine 5 tutorial on the new feature that allows you to create modular content without modifying your project's base content and assets. Socials: Twitter: AmirAnsari09
Unreal Engine 5 Lyra Starter Game Capture the Flag Mode #UE5
Просмотров 2,3 тыс.2 года назад
Unreal Engine 5 comes with a new feature called Game Features Plugins allowing for modular and standalone game content. The Lyra Starter game already uses this feature extensively to create modular game modes such as the Control point and the Team deathmatch. This plugin is a standalone Capture the Flag game mode that can be added to the Lyra Start Game without any changes to the core content o...
Unreal Engine 5 Light Weight Instances | New Feature | #UE5
Просмотров 20 тыс.2 года назад
Unreal Engine 5 tutorial and break down of a new feature introduced in #UE5 called Light Weight Instances or LWI. It's useful for Instancing Actors, especially for Open World or Large scale games. Socials: Twitter: AmirAnsari09
Unreal Overloaded - Soft and Hard References - Primary Assets #NotGDC
Просмотров 7 тыс.2 года назад
Slides: docs.google.com/presentation/d/1cDppqxam5NOfdA-nBltoU-0YR0ghQnS6Ml6YlJBLD8I/ 00:00:00 Intro 00:01:39 Assets: Soft and Hard References 00:25:25 Primary Assets 00:43:27 Cosmetic Customization System 01:02:03 Custom Editor Tools

Комментарии

  • @hellomistershifty
    @hellomistershifty 23 дня назад

    It's weird to me that this is part of the engine, but the only source on information is this youtube video. The only Epic related thing for it is one ex-employee tweeting a poll if people use it, and the results were 2% yes, and over 90% "what are light weight instances" I guess the release announcements are 'read the whole list of plugins every update' and the documentation is 'reverse engineer the source code'

  • @emptybruh
    @emptybruh Месяц назад

    Since its saving the data, how does it compare to just hidding the actor?

  • @andreabuttarini2485
    @andreabuttarini2485 2 месяца назад

    Finally a good teacher explaining complex concepts with simple examples. A rare gem in the messy ocean. I will definitely steal the cash/ATM example. Brilliant!

  • @charlesscholton5252
    @charlesscholton5252 2 месяца назад

    This is an amazing feature I was not aware about. Thank you very much for these videos.

  • @charlesscholton5252
    @charlesscholton5252 2 месяца назад

    Thank you for this video, it was a great introduction to this.

  • @namrog84
    @namrog84 3 месяца назад

    Super helpful! keep it up! It'd be great to see 2 extra scenario breakdowns. Multiplayer/replication example a object that has multiple static mesh components on it, represented as a singlar actor (e.g. a table with items on it)

  • @annyantuv9068
    @annyantuv9068 8 месяцев назад

    can geometery collection with chaos destruction enabled also be used with light weight instances ?

  • @saeedzamani1503
    @saeedzamani1503 8 месяцев назад

    Thanks, Dadash!

  • @keerianflammang1891
    @keerianflammang1891 9 месяцев назад

    Hi, I have issues with compiling the plugin in Unreal 5.3.2. Says there's an error I need to rebuild manually from source. Lyra project doesn't open anymore because of the plugin. Could you help?

  • @navidheidari4329
    @navidheidari4329 9 месяцев назад

    درود بر شما

  • @gufranyesilyurt
    @gufranyesilyurt 10 месяцев назад

    Hi, thanks for this video. Do you also know how to use lightweight instances with pcg?

  • @Rhoran
    @Rhoran 11 месяцев назад

    How do I get this to work in 5.3?

  • @stalkershano
    @stalkershano 11 месяцев назад

    Awesome tut👍👍👍

  • @mohammedomar6802
    @mohammedomar6802 11 месяцев назад

    Very underrated! Thank you for the amazing talk!

  • @TunedFM
    @TunedFM Год назад

    Thanks for the video but I have a problem here. I acknowledge that LWInstances need the same static mesh that blueprint actor is using, but how we transform a blueprint actor that does not have a static mesh coupled in it without it disappearing?

  • @joeymalta749
    @joeymalta749 Год назад

    It seems very finicky using it in runtime. I tried spawning some actors in runtime and converting them to lightweight instances. They dissapear, but if i shut down the game they show up as instances in the editor. What if you want them to become instances on the go ? Spawn them and then make them instances? there isnt much about it online

  • @Soheil2030
    @Soheil2030 Год назад

    داداش فارسی فعالیت کن جامعه بازی سازی داخل کشور به امثال شما احتیاج داره!

  • @genesisflores2585
    @genesisflores2585 Год назад

    Thank you for the amazing videos, I love how you throughly explain things. Also, cute voice 😅😊

  • @hullabulla
    @hullabulla Год назад

    You also need to do this in development editor and not ind ebug game I've noticed or else the chairs just disappear. Thanks for the tutorial, it was great!

  • @cinetic_
    @cinetic_ Год назад

    Hi Amir, could you tell me what "DataEntry_ListView_Skin" object is (at 56:52)? It has me stumped!

  • @HuanLeVuong
    @HuanLeVuong Год назад

    How do you unload the feature at runtime?

  • @koko-nl5tp
    @koko-nl5tp Год назад

    Great presentation. Thank you for great information.. I could not find the link for project file. It would be great to advise me. Cheers,

  • @res0lve
    @res0lve Год назад

    For some reason I can't select any of the instances actors in my scene? How do I select/delete them?

  • @Aw00o
    @Aw00o Год назад

    Well done

  • @chromativerse
    @chromativerse Год назад

    Hello, every time I try to add a static mesh to the InstancedStaticMeshComponent (the step at 5:13) the editor instantly crashes. Do you know why this might be happening? Edit: Nevermind, I watched your other video and figured it out.

  • @juangalvez3704
    @juangalvez3704 Год назад

    Hello, your video has helped me a lot, I have some questions, in which class do you activate the GameFeature plugin? Why do you use the CreateUObject method when you load and activate this plugin?

  • @danielso644
    @danielso644 Год назад

    Hey really good explanation, do you know if it’s possible to edit an instance at runtime?

  • @ijerofei
    @ijerofei Год назад

    Do you know how to create custom game feature actions? For example to add level instances

  • @wenpluto4282
    @wenpluto4282 Год назад

    Sounds like a cool feature but can't get it to work. Like other posters, with UE5.1 it just disappears. Bummer.

  • @Skalbemann
    @Skalbemann Год назад

    Holy shit!

  • @Skalbemann
    @Skalbemann Год назад

    Amazing stuff!

  • @tichpo8411
    @tichpo8411 Год назад

    I NEED YOUR HELP!!! Great video thank you, needed badly. I followed your video until @2:11. When typing "static" there is NO list that shows up for me. In your video there is a list. I can't continue until the list shows up. What am I missing? I followed all your steps. I'm using Unreal Engine 5.0.3. I have hundreds of different meshes that are repeated thousands of times. Please help.

  • @zz6838
    @zz6838 Год назад

    Thank you!Maybe epic should update their doc timely

  • @swrcPATCH
    @swrcPATCH Год назад

    There's no space (" ") before a comma (","), there is just one space right after the commata Really good talk btw

  • @KavanBahrami
    @KavanBahrami Год назад

    Wow, fantastic talk, tons of information crammed in. thank you, i'll be checking out your other videos as well.

  • @olaufr
    @olaufr Год назад

    In UE 5.1 preview 2 the meshes disappear as they are converted to LWI, even if restarting the editor. Damn this looked like a super nice feature, too bad the implementation is lagging behind for now.

  • @olaufr
    @olaufr Год назад

    Thank you! Very useful, I'm going to use this heavily instead of HISM, I hope Epic will make this native or out of beta soon.

  • @Sluggernaut
    @Sluggernaut Год назад

    Thanks so much for this

  • @xMrDog
    @xMrDog Год назад

    If I follow the steps between 1:00 and 1:24, without editing any blueprints, will I have an instanced mesh? For example, I make a window, I add a Hierarchical InstancedStaticMesh as you've shown. Now, if I duplicate the mesh by doing simply copy and paste, will the second mesh require calculation or will it be instanced? I tried to do so, and it created another statichmeshcomponent under the main one. I wanted to know this, I only found the procedure in your tutorial, thank you in advance.

  • @LFA_GM
    @LFA_GM Год назад

    Thank you for sharing your dev notes. A quick question, do you know how to load/activate these features at run-time? For instance, if player completes a certain task, it grants a new feature. Based on other presentations, this feature is great to create game patches and DLCs, as it is used in Fortnite for seasonal packs. Thank you.

  • @beyondkhan8459
    @beyondkhan8459 2 года назад

    Thanks great video.

  • @ioano5432
    @ioano5432 2 года назад

    Thanks! Are you still going to make tutorials?

  • @aydinh75
    @aydinh75 2 года назад

    This game mode looks awesome! Thanks for sharing brother. But, when i plug it in, it gives a lot of error messages and doesn’t work. Any idea why?

  • @blackdevilcreations
    @blackdevilcreations 2 года назад

    That is supercool!! And makes my thought about buying an instance pool plugin obsolete 😅 This will push my Keeper-Like Gridmap to a more performant Level

  • @nfrancisj2122
    @nfrancisj2122 2 года назад

    Thanks for the Info. You mentioned below that this can be used for Interaction. I wasn't able to get the Interaction part to work. Say I have 30 Gold Coins to collect (BP_GoldCoin). The GoldCoin BP has a collision box that destroys them when the character collides, or presses a key for pickup. From what I see, the class representation has and input for the BP Actor Class, but the representation is a static mesh. How do I expose the Collision Box so that the coin can be picked up ? Thanks again

  • @Aldraz
    @Aldraz 2 года назад

    Hey, thanks for the video! Anyway I have a unique problem that editor always crashes after I try to convert BPs to Lightweight instance. I did everything correctly, including the last restart. Seems like it doesn't work on version 5.0.3 anymore.

    • @GarethNoyce
      @GarethNoyce Год назад

      Yeah, same, I've not been able to get any multi-component BP to convert.

    • @tastysnak
      @tastysnak Год назад

      @@GarethNoyce I've been trying this for months and my editor always crashes no matter what I do. It sounds like a good idea, but until Epic put time into correcting this feature there is nothing we will be able to do to make it work.

    • @vembdev
      @vembdev Год назад

      Couldnt get this to work myself either, wouldn't call this feature even alpha :D:D

    • @PiJellyPin
      @PiJellyPin Год назад

      same still not working i would really want this to work :D

    • @Aldraz
      @Aldraz Год назад

      @@PiJellyPin yeah it seems like it is still pre-pre-pre-alpha test demo version :D

  • @RobCardIV
    @RobCardIV 2 года назад

    holy shit. could the performance really rival ISMCs X_x. Thanks. Ill have to practice this.

  • @vicwaberub5297
    @vicwaberub5297 2 года назад

    ISM, HISM, Auto-Instancing and now Light Weiht Instances: I think i'm losing track of the advantages, disadvantages, and intended uses. What does the new technology offer in terms of performance compared to the old ones?

  • @safak2492
    @safak2492 2 года назад

    Hey Amir thanks for free ctf sample, is flag logic c++ ? im trying to 2 base but 1 flag version (think like a flag in middle and players trying to return flag to their base

    • @amiransarimy97
      @amiransarimy97 2 года назад

      Hey Safak, thanks for the kind words! You can find the logic in "Blueprint/B_CaptureTheFlagScoring.uasset", You can customize it to only activate one Flag pad. It might need a bit of work. Fun fact , initially I did exactly what you said , I had only one flag in the middle but then changed it to two flag version.

  • @internetexplorer781
    @internetexplorer781 2 года назад

    When you say "We are only storing its transform...". This is not entirely true, under the hood those are just good old HISM components which properties are hidden. Nice video though!

    • @amiransarimy97
      @amiransarimy97 2 года назад

      Thanks for the kind word! You might be confusing lightweight instances with HISM, The use of HISM is only for the rendering side of Light instances. In fact, Lightweight instances are not only meant to be used for actors with meshes. you can have a lightweight instance of an actor that is entirely data-oriented and does not require rendering. I only use LightWeightInstance Static Mesh so I could show a visualization of how the system works in the video but you can use lightweight instances without any mesh or rendering. it's more than just hiding properties. You can refer to How the engine now treats Tracing and casts, you no longer get an actor but instead an ActorHandle which is just an id of the Actor that has been traced. In fact, The majority of the engine has been changed to accommodate lightweight instances. I suggest you look into LightWeightInstance Manager to see how the process is implemented under the hood. When you convert an actor to a lightweight instance, The actor is removed from the world and only its Transform is stored which is mapped to a Handle Id then the moment you convert the instance back to an actual actor, the actor gets created at the transform. Few places I would recommend looking at , if you are interested in learning about Light Weight instances : 1 - ALightWeightInstanceManager 2 - FLightWeightInstanceSubsystem 3 - FHitResult, Where instead of an actor you get a "FActorInstanceHandle HitObjectHandle". Let me know if you still need more info , I'll be glad to help out😊

    • @internetexplorer781
      @internetexplorer781 2 года назад

      Yea, i think i mixed it with LW Instance static mesh manager. My bad! :) In that case.. that sounds fairly cheap to use.

    • @amiransarimy97
      @amiransarimy97 2 года назад

      @@internetexplorer781 Yeah it's amazing stuff!