![Amir Ansari](/img/default-banner.jpg)
- Видео 5
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Amir Ansari
Добавлен 20 июл 2011
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
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
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'
Since its saving the data, how does it compare to just hidding the actor?
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!
This is an amazing feature I was not aware about. Thank you very much for these videos.
Thank you for this video, it was a great introduction to this.
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)
can geometery collection with chaos destruction enabled also be used with light weight instances ?
Thanks, Dadash!
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?
درود بر شما
Hi, thanks for this video. Do you also know how to use lightweight instances with pcg?
How do I get this to work in 5.3?
Awesome tut👍👍👍
Very underrated! Thank you for the amazing talk!
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?
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
داداش فارسی فعالیت کن جامعه بازی سازی داخل کشور به امثال شما احتیاج داره!
Thank you for the amazing videos, I love how you throughly explain things. Also, cute voice 😅😊
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!
Hi Amir, could you tell me what "DataEntry_ListView_Skin" object is (at 56:52)? It has me stumped!
How do you unload the feature at runtime?
Great presentation. Thank you for great information.. I could not find the link for project file. It would be great to advise me. Cheers,
For some reason I can't select any of the instances actors in my scene? How do I select/delete them?
Well done
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.
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?
Hey really good explanation, do you know if it’s possible to edit an instance at runtime?
Do you know how to create custom game feature actions? For example to add level instances
Sounds like a cool feature but can't get it to work. Like other posters, with UE5.1 it just disappears. Bummer.
Holy shit!
Amazing stuff!
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.
Thank you!Maybe epic should update their doc timely
There's no space (" ") before a comma (","), there is just one space right after the commata Really good talk btw
Wow, fantastic talk, tons of information crammed in. thank you, i'll be checking out your other videos as well.
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.
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.
Thanks so much for this
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.
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.
Thanks great video.
Thanks! Are you still going to make tutorials?
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?
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
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
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.
Yeah, same, I've not been able to get any multi-component BP to convert.
@@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.
Couldnt get this to work myself either, wouldn't call this feature even alpha :D:D
same still not working i would really want this to work :D
@@PiJellyPin yeah it seems like it is still pre-pre-pre-alpha test demo version :D
holy shit. could the performance really rival ISMCs X_x. Thanks. Ill have to practice this.
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?
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
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.
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!
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😊
Yea, i think i mixed it with LW Instance static mesh manager. My bad! :) In that case.. that sounds fairly cheap to use.
@@internetexplorer781 Yeah it's amazing stuff!