- Видео 61
- Просмотров 986 119
BuildGamesWithJon
Добавлен 28 дек 2021
Learn how to use Unreal Engine by building games with Jon! I'll show you to use various features of Unreal Engine, Blender and other pieces of software to create cool video game content. Content ranges from beginner level to more advanced and a wide range of game mechanics are covered!
Chaos Destruction In Unreal Engine 5 - Part 5: Using Disable Fields To Control Large Simulations
In this part of the series I take a look at the chaos Sleep/Disable/Kill field which we can use to control large chaos destruction experiences and make sure the physics pipelines doesn't cause the frame rate to plummet.
Просмотров: 15 474
Видео
Chaos Destruction In Unreal Engine 5 - Part 4: Damage Over Time & Accumulated Damage (Master Field)
Просмотров 12 тыс.2 года назад
In this video we'll explore using the powerful Master Field actor in Unreal Engine 5 to quickly and easily create different kinds of chaos destruction effects including damage over time or accumulated damage. We'll take a brief look at how the master field actor works under the hood and which variables are exposed to affect the behavior of the field.
Tetris Style "Falling Blocks" Game With Unreal Engine 5 - Part 4: Detecting Completed Lines
Просмотров 5 тыс.2 года назад
Download the full project when you support me on Patreon! www.patreon.com/user?u=75006076 In this part of the series we'll add functionality to check for completed lines in the playing area. Filled lines are destroyed and all the blocks in the playing area above drop down. Part 1: ruclips.net/video/54L7Un47Pbs/видео.html Part 2: ruclips.net/video/cZpslMyP1CM/видео.html Part 3: ruclips.net/video...
Tetris Style "Falling Blocks" Game In Unreal Engine 5 - Part 3: Add Inputs To Move & Rotate Blocks
Просмотров 4,6 тыс.2 года назад
Download the full project when you support me on Patreon! www.patreon.com/user?u=75006076 In this part of the series we'll add inputs to move blocks laterally, rotate the orientation of blocks and speed up the descent rate of blocks. We'll also add a camera pawn and fix a couple of minor issues from the last two videos. Part 1: ruclips.net/video/54L7Un47Pbs/видео.html Part 2: ruclips.net/video/...
Tetris Style "Falling Blocks" Game In Unreal Engine 5 - Part 2: Dropping Blocks & Detect Collisions
Просмотров 6 тыс.2 года назад
Download the full project when you support me on Patreon! www.patreon.com/user?u=75006076 In this second video of the series we'll introduce a small playing area and the functionality for blocks to automatically start dropping towards the playing area. We will also introduce collision checking with the playing area and other blocks. Part 1: ruclips.net/video/54L7Un47Pbs/видео.html Part 2: This ...
Tetris Style "Falling Blocks" Game In Unreal Engine 5 - Part 1: Creating The Master Tetromino
Просмотров 12 тыс.2 года назад
Download the full project when you support me on Patreon! www.patreon.com/user?u=75006076 In this series I'll explore using Unreal Engine to create a "falling blocks" style game entirely using blueprints. In this first video I'll create the main falling block actor that will procedurally generate all the different possible "tetromino" combinations used in the game. Part 1: This video! Part 2: r...
Using "Pressure Activated" Switches To Trigger Events In Unreal Engine 5
Просмотров 28 тыс.2 года назад
I'll show you how to create a classic "pressure activated" switch that opens a door (or triggers any other event). I'll create a door actor that requires one or more pressure switches to be activated in order to open, and I'll show you how to set up communication between the actors.
Procedural Endless Runner Technique For Unreal Engine 5: Creating An Endless Tunnel / Tube
Просмотров 10 тыс.2 года назад
I'll show you the basic technique I used to create the endless tunnel for an arcade style shoot-em-up game that I'm prototyping. I'll show you how to create one basic tunnel section in Blender in just a couple of minutes, and then how to make an actor in Unreal engine that automatically continues to spawn itself to make a randomized endless tunnel.
Classic Exploding Barrel: Blender to Substance Painter to Unreal Engine 5 Workflow
Просмотров 3,5 тыс.2 года назад
I'll show you how to build a classic exploding barrel asset from scratch for Unreal Engine 5 and I'll show you my workflow from modeling in Blender to texturing in Substance Painter to creating an actor in UE5.
Using Virtual Heightfield Mesh For Landscape Displacement In Unreal Engine 5 (Updated)
Просмотров 63 тыс.2 года назад
You can support my channel at www.patreon.com/user?u=75006076 In this video I take a fresh look at using Virtual Heightfield Mesh in Unreal Engine 5 to add displacement to your landscape.
Basic Inventory: Picking Up & Dropping Items In Unreal Engine 5
Просмотров 65 тыс.2 года назад
I'll show you how to build a basic inventory system so your player character can "pick up" and "drop" items in your Unreal Engine 5 game. This basic setup includes support for allowing multiples of the same item to "stack" in the same inventory slot.
Simple "Vacuum/Pneumatic Style" Travel Conduit In Unreal Engine 5
Просмотров 2,4 тыс.2 года назад
I'll show you how to make a "travel conduit" that can send your player character or other actors through a customizable "path" in your game world. Download the "wobbling" animation for the UE5 mannequin: drive.google.com/file/d/1rzTvdnSQtRY2UpfiHdgHefG168PXBuWs/view?usp=sharing
Simple Dash Ability In Unreal Engine 5 With Niagara FX
Просмотров 42 тыс.2 года назад
I'll show you how to setup a simple "dash" ability that lets the player character run quicker than normal for a short period of time. We'll adjust the animation to match the speed, and make a simple Niagara system FX to compliment the ability!
Automatic Staircase & Railings Geometry Script Tool for Unreal Engine 5 (Free Download)
Просмотров 9 тыс.2 года назад
Download the tool free: drive.google.com/file/d/1S3v2iphVKIQXG6XHcIn3mJwr6JYhwmMY/view?usp=sharing This tool improves the basic staircase tool to add automatic solid railings on one or both sides. Adjust the railing height and width, the dimensions of the railing topper (handrail), bevel amounts and more. Level up your level design with geometry script tools!
Floating Damage & Healing Text Using Niagara In Unreal Engine 5
Просмотров 14 тыс.2 года назад
Floating Damage & Healing Text Using Niagara In Unreal Engine 5
Assets Without Modeling?? Using Geometry Script for Easy Crates & Containers In Unreal Engine 5
Просмотров 5 тыс.2 года назад
Assets Without Modeling?? Using Geometry Script for Easy Crates & Containers In Unreal Engine 5
Rapid Level Design w/ Procedural Mesh & Geometry Script: Migrating The Lyra Tools & Cold Storage
Просмотров 8 тыс.2 года назад
Rapid Level Design w/ Procedural Mesh & Geometry Script: Migrating The Lyra Tools & Cold Storage
Scratch, Grime & Grunge Imperfections Textures In Unreal Engine 5 - Introduction & Master Material
Просмотров 31 тыс.2 года назад
Scratch, Grime & Grunge Imperfections Textures In Unreal Engine 5 - Introduction & Master Material
Chaos Destruction In Unreal Engine 5 - Part 3: Adding Niagara FX Using The Chaos Data Interface
Просмотров 24 тыс.2 года назад
Chaos Destruction In Unreal Engine 5 - Part 3: Adding Niagara FX Using The Chaos Data Interface
Custom Terrain Meshes with Displacement for Unreal Engine 5 using Quixel Mixer & Megascans Textures
Просмотров 33 тыс.2 года назад
Custom Terrain Meshes with Displacement for Unreal Engine 5 using Quixel Mixer & Megascans Textures
FREE Geometry Script Tool for Unreal Engine 5 - Tunnels & Tubes
Просмотров 7 тыс.2 года назад
FREE Geometry Script Tool for Unreal Engine 5 - Tunnels & Tubes
Lyra Style Geometry Script Procedural Mesh Tools In Unreal Engine 5 - Making Your First Tool
Просмотров 29 тыс.2 года назад
Lyra Style Geometry Script Procedural Mesh Tools In Unreal Engine 5 - Making Your First Tool
Procedural Mesh Generation Tools In Unreal Engine 5 (Lyra Project)
Просмотров 53 тыс.2 года назад
Procedural Mesh Generation Tools In Unreal Engine 5 (Lyra Project)
Platformer Style Game With Niagara "Ghost" Respawn FX in Unreal Engine - Part 1
Просмотров 2,2 тыс.2 года назад
Platformer Style Game With Niagara "Ghost" Respawn FX in Unreal Engine - Part 1
Zombies Mini-game - Build This From Scratch in 50 Minutes with Unreal Engine 5!
Просмотров 14 тыс.2 года назад
Zombies Mini-game - Build This From Scratch in 50 Minutes with Unreal Engine 5!
RTS Game - Adding Unit Resource Costs & Tooltips
Просмотров 9 тыс.2 года назад
RTS Game - Adding Unit Resource Costs & Tooltips
RTS Game - Basic Mini-map Setup Using a Runtime Virtual Texture
Просмотров 6 тыс.2 года назад
RTS Game - Basic Mini-map Setup Using a Runtime Virtual Texture
RTS Game - General Improvements & Project Organization/Cleanup
Просмотров 4,1 тыс.2 года назад
RTS Game - General Improvements & Project Organization/Cleanup
RTS Game - Produce Units From Buildings
Просмотров 7 тыс.2 года назад
RTS Game - Produce Units From Buildings
Thanks Jon. Amazing. How would you kill the particles sooner though, the fracture lies on the ground and they continue to spawn.
can you make part 5 please? This really helped me by far, now i need to add a score count, a high score count and a game over
Thank you so much!!! I will try to implement it in Senscape Midnight jam!
do you have any other templates
wow this is amazing thank you so much great start point for a team based shoot or fighting game...just amazing thank you!!!
30:25 - You probably also want the units to drop of the resources, if they have them but are not working (e.g. if you interupted the on their way home). So I would do the is working branch just before they get the unit move comand to head back to the resource.
for some reason when I generate the New Static Mesh the cut out material is applied to the entire new mesh. 'Ive followed the every step closely. Anyone else with this same issue?
Nice video thx
Great detail! Appreciate your help with this. Thank you!
I appreciate the video is old, nevertheless. Has anyone stumbled upon an issue with the units not being highlighted upon hovering over the unit card/image in the widget? Been over the tutorial maybe 3 times still cant wrap my head around it haha!
Solved: I accidentally screwed up the "Event_Highlight_Unit" & "Event_Un_Highlight_Unit" in the Parent Unit Class. For some reason the ones i added were not referenced from the RTS Interface. Must have been rushing.
Brilliant tutorial, great style of presentation and good explanations!
very cool. the widget and session things still working in latest versions
If flickering add fixed bounds a high number in niagara properties.
This is an underrated channel. Great work, sir.
Bugs.
hello guys can someone help me for niagara
great video
Thank you so much. It would be cool if you zoom more the numbers too
Awesome tutorial on chaos. Keep it up Jon. Thank you.
johns gone 😔
Best game tutorial I’ve ever encountered. Praying to the Omnissiah for more of it.
literally nothing in this video is how it works for me. everytime you say click this i go to click it and i dont have that as an option. you seem like you really know what your doing but this video is massively outdated from 5.4
I had the problem that the mesh doesnt fracture every time. Fixed it by setting a delay of 0.01s before the bullet gets destroyed
To see "Output Sample Texture SampleColor"in Kill Particles you need in "Sample Texture", change the version of the modular script for 1.0 (Now you make Script in Version 2.0 and becouse you dont see this parametr) Choose "Sample Texture" -> on the right in window "Details" , near the icon delete -> you will see the two crossed arrows drawn, press and change version for 1.0 and then press "Dismiss". Fix will return you to version 2.0.
thank you so much!
hero
Everything done exactly according to the video, everything works perfectly in the editor. Cool. Try to package/export the game as *.exe for Windows. Problem: Zombies don’t move/follow the player. Fuck. Solution (worked in my case, using UE 5.4): - Go to Project Settings => Navigation Mesh => Set “Runtime Generation” to dynamic. - Go to your “Nav Mesh Bound Volume”-Object, check “Can ever affect navigation”. - Immediately before you package your game to an *.exe, go to “Build” => “Build Paths” (you may have to do this everytime before exporing your game) => Now pack/export your game (Windows *.exe), zombies moving and following now.
when it came time for the decal to show up by selecting it, it wasnt, I found out it was due to the decal box only merely grazing with the ground and not intersecting with the ground
Wait huh? At 1:28 you create a boolean var, and you use it at 11:12... but you never Set it anywhere - but it works anyway?
OMG, I was troubleshooting why the box wouldn't show up, it turned out that the RTS_PLAYER_CONTROLER blueprint for "Set Input Mode Game And Ui" setting box for "Hide Cursor During Capture" was ticked ON instead of off. Once i changed it, it worked like a charm. took me a solid 30 minutes to figure out, watching the video over and over.
Thank you so much! LMFAO
my top down controller default blueprints were different but I got it to work.
man I love your videos so much, I followed along and feel like I was when I was a kid again at highschool in Drafting class learning AutoCAD! keep making videos you are great
Excellent video!
I just want to say that it was very refreshing finding your tutorials! You are clear and concise, and most importantly, you're deliberate and explain what you do. Thank you!
Hi, I made this in ue 5.2, does anyone know how to fix items overlapping at the first index? It seems as if the class checking doesn't work correctly. Any helps is appreciated
Hey just curious can you not have it create the blocks at a random integer in range so that the pieces arrange themselves instead of duplicating the nodes? Actually I know you can I am actually just kind of brainstorming it as a personal project
I learned a lot about the engine following your tutorial. I do hope you come back.
Hi, Thank you very much for this video. Is it possible to do the same in a single BP? I have 1 BP with 3 coded wheels and I would like to be able to create a highlight when I select one of them. At the moment the decal is displayed on all 3 at the same time. if you have an idea?! I've tried creating 3 decals for each wheel with 3 set visibilty for each, but it doesn't work!
Awesome video thank you! Dose anyone know how to make it where only an item can activate the box collider? I don’t want the player controller to be able to activate it. (it’s for a puzzle game. They need to find an item then put it on the collider and band door opens) Cheer!!
I'm joining the others and hope you will continue the series.
If someone is having the same issue, I was having trouble getting the camera to work. Was missing 2 steps, first, use the new game mode on the top down map only, not in menu, Then remember to map your camera pawn to the possess one, 10:52 aprox.
Hi . My join button dosent work. Can you help me please?
Materials work differently in Unreal 5.3. I can't change my material type to user interface. How would you adjust your tutorial for that?
Fantastic video. Thank you.
Some basic formation logic ideas: 1. units stay in formation when moving (get average array location, and subtract the x and y values of the location from the x and y values of the destination location from your click, then give the resulting vector to the individual units via the parent unit blueprint, which can be added there to their current position to calculate where their destination should be to remain in formation) 2. units scatter and spread out when you hit the x key (get average array location, send it to the parent unit blueprint, and there calculate the vector to the actor's current position from the array average location, triple the values, and then add that tripled vector to the unit current location to make new destination that will tell it to spread 3x further apart) 3. hold ctrl to make the units bunch up again (the same as this tutorial's default behaviour but make it require holding ctrl)
SO SWEET THANK YOU just what I needed and seemingly so basic it's ignored by most tutorial makers, so glad I found this. very clear voice, recording and instructions and no cringe comments are a huge plus <subscribe> "Dekkle"! XD
At time of writing, epic swapped out the legacy action and axis mapping in favour of a new enhanced input system. Jon’s tutorial was still more help than their documentation lol
fantastic 💕💕
This is a great video! How would you implement a cooldown for this?
Hi, nice Video. For the Thumbnail image, tehre is a free plugin which export it
thank you for this opportunity for showing us how to make rts game i have been looking for it so thank you
Great tutorial, this definitely helped me understand blueprints better
So if I did want displacement where my character walks on what method would I use for displacement in 5.4?