- Видео 22
- Просмотров 175 985
Dr Hippo
Дания
Добавлен 26 янв 2021
Hi there!
I am a game developer with 20+ years of experience working in the games/movies industry.
If you like my content and would like to support me, you can help me grow my channel by simply leaving a like and comment.
You can also support me by joining discord and/or become a patron.
I am a game developer with 20+ years of experience working in the games/movies industry.
If you like my content and would like to support me, you can help me grow my channel by simply leaving a like and comment.
You can also support me by joining discord and/or become a patron.
Видео
I Made A Sims Inspired Build Mode - DevLog #5
Просмотров 81921 день назад
In this Unreal DevLog I create a build mode inspired by The Sims! If you're interested in accessing the unreal project files for this prototype that I made in this video, it is now available on my patreon! Make sure to read the patreon tier carefully before subscribing! I am a solo veteran developer creating my take on the ARPG genre in Unreal Engine 5! If you like my content and would like to ...
How to Work with UI in Unreal - For Unity Devs!
Просмотров 719Год назад
If you recently departed from Unity and you're feeling lost with how UI is built inside Unreal Engine 5, I'm here to give you a helping hand! Unreal Engine asset naming conventions : docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/ Also highly recommended is the blueprint cheat sheet : docs.unrealengine.com/5.0/en-US/blueprint-editor-cheat-sheet-in-unreal-engine/ Discord : disc...
Unreal Engine Bluerpint Basics ( For Unity Developers )
Просмотров 7 тыс.Год назад
In this video I cover the unreal engine blueprint basics with some specifics that are handy for Unity developers switching to Unreal. Unreal Engine asset naming conventions : docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/ Also highly recommended is the blueprint cheat sheet : docs.unrealengine.com/5.0/en-US/blueprint-editor-cheat-sheet-in-unreal-engine/ Discord : discord.gg/G...
Dr Hippo's Orbit Camera 1.0 [ Unreal Marketplace ]
Просмотров 4,8 тыс.Год назад
www.unrealengine.com/marketplace/en-US/product/dr-hippo-s-orbit-camera Dr Hippo's Orbit Camera is an easy one-blueprint solution for Orbit Cameras. Customize rotation, pan, dolly and boundary settings. The blueprint is well-organized and easy to navigate, making it simple to customize and integrate into your project. #gamedev #indiedev #unrealengine
How To Add Customizable Hair | Character Customization Part 6
Просмотров 3,6 тыс.Год назад
In this tutorial series I will teach you how to make a character customization system in Unreal Engine using MetaHumans as the example character. The system I will teach you to make is based on my own system that I implemented for my own game that I showcased in this devlog : ruclips.net/video/uWbQ0NCzomk/видео.html&ab_channel=DrHippo The project files containing the final result of the charact...
How To Make a Skin Color Picker | Character Customization Part 5
Просмотров 3,7 тыс.Год назад
In this tutorial series I will teach you how to make a character customization system in Unreal Engine using MetaHumans as the example character. The system I will teach you to make is based on my own system that I implemented for my own game that I showcased in this devlog : ruclips.net/video/uWbQ0NCzomk/видео.html&ab_channel=DrHippo The project files containing the final result of the charact...
How To Highlight Mesh Areas On Mouse Hover | Character Customization Part 4
Просмотров 5 тыс.2 года назад
In this tutorial series I will teach you how to make a character customization system in Unreal Engine using MetaHumans as the example character. The system I will teach you to make is based on my own system that I implemented for my own game that I showcased in this devlog : ruclips.net/video/uWbQ0NCzomk/видео.html&ab_channel=DrHippo The project files containing the final result of the charact...
How To Manipulate Morph Targets | Character Customization Part 3
Просмотров 7 тыс.2 года назад
In this tutorial series I will teach you how to make a character customization system in Unreal Engine using MetaHumans as the example character. The system I will teach you to make is based on my own system that I implemented for my own game that I showcased in this devlog : ruclips.net/video/uWbQ0NCzomk/видео.html&ab_channel=DrHippo The project files containing the final result of the charact...
How To Make An Orbit Camera | Character Customization Part 2
Просмотров 9 тыс.2 года назад
In this tutorial series I will teach you how to make a character customization system in Unreal Engine using MetaHumans as the example character. The system I will teach you to make is based on my own system that I implemented for my own game that I showcased in this devlog : ruclips.net/video/uWbQ0NCzomk/видео.html&ab_channel=DrHippo The project files containing the final result of the charact...
How To Make Morph Targets | Character Customization Part 1
Просмотров 24 тыс.2 года назад
In this tutorial series I will teach you how to make a character customization system in Unreal Engine using MetaHumans as the example character. The system I will teach you to make is based on my own system that I implemented for my own game that I showcased in this devlog : ruclips.net/video/uWbQ0NCzomk/видео.html&ab_channel=DrHippo The project files containing the final result of the charact...
The battle against Stress as a Game Developer
Просмотров 7302 года назад
The battle against Stress as a Game Developer
RPG Character Customization Using Metahuman - Showcase
Просмотров 6 тыс.3 года назад
RPG Character Customization Using Metahuman - Showcase
RPG Character Creator Using MetaHumans! - DevLog #4
Просмотров 52 тыс.3 года назад
RPG Character Creator Using MetaHumans! - DevLog #4
Infinite Landscape Generation In Unreal Engine - DevLog #3
Просмотров 4,5 тыс.3 года назад
Infinite Landscape Generation In Unreal Engine - DevLog #3
Realtime Landscape Deformation In Unreal Engine - DevLog #2
Просмотров 12 тыс.3 года назад
Realtime Landscape Deformation In Unreal Engine - DevLog #2
Unreal Engine Beginner Tutorial ( For Unity Developers )
Просмотров 21 тыс.3 года назад
Unreal Engine Beginner Tutorial ( For Unity Developers )
Goodbye Unity... Hello Unreal : My Dream Game Journey - Devlog #1
Просмотров 8 тыс.3 года назад
Goodbye Unity... Hello Unreal : My Dream Game Journey - Devlog #1
Greetings from Korea. Thank you for coming back
Glad to see you are better ! cool hair :)
Nice :)
Good to have you back!
You're breathtaking! Thank you for your video!
YOU'RE breathtaking! You're very welcome 🙏
Let's go! Glad to hear you're back on track and waiting for the next video!
Thanks! The next one is an important one 😲
Looking forward to your videos but take care! Health first.
Wonderful to see you back and hear that you're doing much better!
Thanks! It's good to be back 😁
Welcome back ! 😁
Thank you! 🙏
new bideo, yay. Do your thing man. Glad to see you are still around.
I will do my thing to the best of my ability 😁 And thank you 🙏
Happy to see you back, man :)
Thank you 🙏
Hopefully you make a bunch of tutorials for life sim, would be awesome
INSANE Quality and only 3k? Keep it up! 😀
Thank you thank you :D
damn you really good man
Thanks!
This is literally like a V1.0 of the build mode I’m wanting for my game. This is amazing. I’d buy it as an asset lol
Nice! The project files are available on my patreon, I don't think I will be making it into an asset... at least not in the foreseeable future.
The man, The legend, The Hippo is back!
Great to see you back and looking better! The build mode looks amazing and the editing on the video has improved a lot, great job 🔥
Thanks! Hopefully it wont be another 3 years before the next DevLog :S :D
i subbed to you man maybe you can set me up a metahuman character creator for 3 race male and female and ill pay you 150 bucks to do it but i will definitely need you to show me how to add it to my game i don't need it right now till i get the apartment building done cause i want the character customizer to be like fallout 4s customizer along with a good amount of tats people love to tat there characters and face paint them for war purpose's
Thanks for the sub! I'm completely overwhelmed with my own stuff + full time job, so sadly no time to participate in any other projects. However you can get access to the project files of my character creator prototype on my Patreon and its way less than 150$ :D www.patreon.com/c/drhippo/ Just keep in mind that it's just a prototype/proof of concept, not a fully fleshed out product. So it's something to get you started.
@@DrHippo ok ill take a look man thanks for replying
If you're interested in accessing the Unreal 5 Project files for this prototype that I made in this video, it is now available on my Patreon! Make sure to read the Patreon tier carefully before subscribing! 🙏 www.patreon.com/DrHippo
look who is back, holy shit
I know I know... It's been a while 😅😅😅
how is this done from scratch i want to make one from scratch based off the fallout 4 game where you first start out you look in mirror to customize your character
I have a tutorial that covers some of the basics for this
Absolutely insane. You should sell this as an Unreal Character editor.
It's been on my mind for a long time but there is a lot of work that goes into converting something from a prototype/proof of concept to a flexible robust documented product for others to use. I just don't have time right now , but I'm not ruling it out entirely either.
Any idea why when I build this project the orbit and zoom functions aren't working but in the viewport it does? What i changed from your video is I took Mouse X and Mouse Y node instead of axis mapping.
Changing the mouse input thing shouldn't have any effect. This is unfortunately one thing in Unreal that can be a bit of a mind fuck - too often, builds act differently than in PIE. Whenever I find the reason, it makes sense why it acts differently but I still wish they would improve this. Try adding some logs in your script, then after running your build, open the log that is automatically saved in the /saved/logs/ folder. If you don't understand whats in the logs you can also just copy paste it into chatgpt and ask what's wrong with it.
Would absolutely love an update video for this topic. Surely things have come a long way since then
Sadly I have barely touched this since the video was made, other than cleaning up the blueprints and making things more stable. I would love to pick it up again once it becomes more relevant to my game, I just have a bunch of features that are more critical at the moment :( I might also end up not using metahuman mesh entirely, but the system will remain identical, the mesh will just most likely end up being one I will make myself from scratch and then I will mix it with the metahuman materials and bits and pieces like teeth, eyes and maybe even hair. I'm afraid it will lose some kind of identity if it straight up uses metahumans as I am starting to recognize metahumans very easily in other games when i see them :/
Excellent introduction; it helped me a lot!
Thank you! I'm glad it could ease some of the horrible pain of switching engines :D Any suggestion on other topics that could be handy for a unity dev switching to unreal?
@@DrHippo Unfortunately not (yet). I knew Unity quite well and thought I give other engines a chance and only did a quick Unreal demo. I ended up using Godot a lot recently but still think Unreal is great and I will probably do another 3D demo in it as soon as I find some more time.
Thanks, was very helpful for me as for experienced unity developer who has to switch to unreal for the next project in studio)
You're very welcome! Happy to help :) Are there other topics you would find helpful regarding switching from unity to unreal?
Checking out Unreal and damn, it's hard to get past how verbose everything is in Unreal blueprints. The unity implementation was a small, tidy script which was explainable in a few seconds. ps: Good tutorial.
That's hard to argue against. It's possible that I also just explained it poorly or took an overcomplicated approach. But it has also been my general feeling, however as you start to work with anything more than a barebone implementation, it becomes more apparent that the 'verbose' approach has many benefits. Not to mention not having your UI literally hanging out inside your scene... Which has always seemed very janky and messy to me :P Essentially, unreal UI was made for high fidelity complex UI and Unity UI is targeted towards more simple sol dev/mobile games, they both have strengths and its about using the right tool for the job. ps: Thanks :D
@@DrHippo About three months into my Unreal journey, I initially aimed for a balance between Blueprints and C++. However, I’ve ended up using C++ for all logic, reserving Blueprints only for visual editing in widgets. While I recognize the power of Blueprints, especially when collaborating with designers (I have one designer), I still feel the downsides outweigh the benefits. Code is simply cleaner and easier to follow. That said, I do use Blueprints for quick prototyping before transitioning to C++.
Love the vid. Just wish there were more cute Metahuman bases 😄
Thank you! I made the face shapes less cute and more exaggerated but that's just my personal preference. You could make a head shape to adjust the whole metahuman base so that it's more cute and to your liking. I suppose if it was advanced enough, a character creator could probably make both cute/pretty looks and the not-so-cute, borderline disfigured ones 😂
The quality of these videos is INSANE. What an incredible find?!
Thank you! That means a lot - I put a lot of work into them :)
@@DrHippo Please continue the series, bro! Maybe add saving characters and other good stuff! Btw, thanks for these awesome tutorials
---> For me, export is grayed out, neither UE 4.27, Maya nor Blender works? <---
Glad you solved it :D
How are you now?
Honestly, much better, thank you for asking! My habits have changed since then after I've become hyper aware of the symptoms 😅 I'm considering making a follow up on this soon and give people a general update since it's been pretty stale with the uploads 😢
Is this solution only possible with metahumans or we can make it with all models? Great tuts.
You should be able to follow the tutorial and apply most of it to non metahuman characters :) And thank you!
When you Pan "move anywhere" will the center orbit follow so I can orbit where the Paning is. Thats what I need, Hope you understand. Reply ASAP thank you!
Damn, sorry I missed your message :( But for anyone else wondering, the answer is yes, the center orbit follows when you pan.
@@DrHippo Yes it's working correct! Thank you, please make more things options on it for the future. I have added WASD and QE for up and down and zoom the get slower when you get closer. you could easy put that in.
That was awesome. I hope you get more recognized soon, this channel is fire for someone coming from Unity!
Thank you! Unfortunately I'm not very consistent with uploads due to full time job, life and stress management getting "in the way", so recognition is gonna be a struggle 😅
Does this have functionality for touch screens as well?
Sadly no, not yet. Not without some manual setup.
which tier has the unreal project? thx
The highest tier :)
Thank you for sharing your knowledge. Switching from Unity to Unreal was one of the best decisions I've ever made in my life. There is a bit of learning curve in the beginning but once you understand how unreal engine works you'll never want to go back to the past. Those instant noodles are terrible for your health btw. probably the worse food ever.
I feel the same! It's definitely not without it's flaws, but it's hard to come back to Unity when I have to use it for work 😭 Haha yep, I should really stop eating those! If only I had the energy to make proper food 😅
Perfect for beginners. later can get rid of binding since it runs on tick if performance is your concern
Spagetti blueprint is the result of either programmers don't know blueprint or blueprint scripting newbies don't know programming. Blueprint is the best thing has ever happened to game dev I believe and combined with c++, it's the best gift ever.
this is regular terrain or marching cubes? this is in c++. same questions for the deforming. thanks
Its all in blueprints and it's not marching cubes, that was outside the scope of what I needed out of it :)
You're a liar! I just paid for this product, and it's not Landscape at all, it's BP_TerraformLandscape( A custom blueprint) ! Give me my money back!
Hi @Metagirl001, I'm sorry you felt that my prototype didn't meet your expectations :( Send me a dm on Patreon and I'll give you a refund. However, I would like to point out that I never explicitly claimed that it was using unreal's Landscape system. You can even see my replies to @LakierosJordy and @pand2aren on this video where I state that this is not possible with Unreal's default Landscape. I've also mentioned this on my discord a few times. So this was not something I was trying to keep a secret whatsoever. I'll concede that I should probably have made that more clear at the very least in the Patreon tier description since I can't expect people to read comments here and/or on Discord to figure out what they'll be getting out of it. It was certainly never my intention to deceive!
Your work is Amazing ❤
Assymetry is so important ❤
AMAZING ❤
Thank you for sharing this amazing material ❤
Thank you for sharing ❤
PERFECT ViDeo! ❤
Unreal 5.1 Enhanced Input Actions are not supported so the tutorial is unfinishable. Could you address this? Please and thank you.
Just add the mouse clicks yourself in BP by typing in something like "Left Mouse Button"
Hi @kingrenzlovalleykingvfx, I believe you mean the other way around, the legacy input system is deprecated, the Enhanced Input Action is what is replacing it. Also, even though the legacy input stuff is deprecated, it should still work. So the video can still be followed and you can still complete the series and have a working character creator. I tested this exact tutorial project in 5.3 and it still works just fine ( for me at least ). If you want to avoid using a deprecated input system, you can do as @NewLegendPictures suggested and simply add an input listening even directly in the blueprint. Or you can use the Enhanced Input Action system. Here's a great video by Ryan Laley going over the Enhanced Input system : ruclips.net/video/qOh0b_-LMkE/видео.html
What does those missing parts contain?
I had originally planned to talk about how to clean up and organize all of the blueprints as well as how to load and save the custom characters.
@@DrHippo Well that's useful info.. the customizing part is not the hard part... To actually use the character and have other players use it and customize it and play with it is the hard part..
Dude! This is awesome 😎 something I have been looking for! But how does this technically work when my game is multiplayer?
Thanks! Character customization data can be gathered in a struct and stored locally using Unreal's SaveGame system. This works well for games like Valheim, focusing on co-op play where cheating is less critical. For online multiplayer with matchmaking, where fair play is vital, using a secure SQL database server to store this data is a better approach. When players then connect to eachother, they each have to download the other player's customization data and re-apply those morph targets.