- Видео 21
- Просмотров 147 184
Evelyn Schwab
Добавлен 19 сен 2017
Technical artist, Unreal generalist, game art and programming teacher at an Australian university
Modular Camera Dynamics - Overview and Quick Start Guide (Unreal Engine 5 Plugin)
Modular Camera Dynamics is an extension of the Camera Modifier system, designed to facilitate modular approaches to building advanced gameplay camera behaviours with rapid iteration time.Complex gameplay camera modes can be set up in moments with no additional code required. Modular Camera Dynamics includes 14 built-in camera behaviour modifiers to build your ideal gameplay camera and supports the development of additional modifiers through Blueprint or C++.Camera modes and modifiers can be iterated on during play-in-editor, added/removed from gameplay and automatically blended in/out during runtime. Creating a dynamic gameplay camera system in Unreal has never been easier.
Modular camera ...
Modular camera ...
Просмотров: 2 663
Видео
UNREAL ENGINE 5 - Chaos Flesh Meat Cube
Просмотров 8 тыс.Год назад
The Meat Cube is back after 14 years. OG 2008 UE3 Meat Cube: ruclips.net/video/imPJ9a1KwEw/видео.html Chaos Flesh tire deformation page: dev.epicgames.com/community/learning/tutorials/BEZV/unreal-engine-electric-dreams-tire-deformation
UNREAL ENGINE 5.2 - ZELDA: TEARS OF THE KINGDOM Inspired Construction System (Download)
Просмотров 2,7 тыс.Год назад
A quick experiment project to see if I could set up a TOTK-style construction system with Unreal 5's Chaos. Project available on GitHub: github.com/EvelynSchwab/ComponentFuseMechanic
UNREAL ENGINE 5 - How to Use Material Ambient Occlusion Maps with Lumen
Просмотров 26 тыс.2 года назад
Methods for utilizing material-based ambient occlusion in Unreal 5.0 and some general lumen AO observations. Twitter: evelyn_schwab
UNREAL ENGINE 5 - Advanced Use of the Fracture Editor (Chaos destruction, Geometry Collections)
Просмотров 55 тыс.2 года назад
A quick video covering some more advanced uses of the fracture tools I've found while producing my chaos prop destruction system
UNREAL ENGINE 5: CHAOS PROP DESTRUCTION SYSTEM - Release 1.0 Trailer
Просмотров 8 тыс.2 года назад
Download here: www.unrealengine.com/marketplace/en-US/product/513cb1fa1ae2440cbc4107582891be89 The Chaos Prop Destruction System adds easily integrated prop destruction to your Unreal Engine 5 game. It allows you to leverage Unreal 5’s Geometry Collections and Chaos Physics System in a much more controlled, refined way than what Unreal Engine allows by default. This pack additionally includes 2...
DISPLACED Demo (Gameplay)
Просмотров 3722 года назад
A vertical slice of a 3D platformer in which you play as a lost frog in search of a new home. Download here: evelyn-schwab.itch.io/displaced
UNREAL ENGINE 5 - SILENT HILL 2 Neely's Bar Remaster
Просмотров 3,5 тыс.3 года назад
A re-creation of Neely's bar in Unreal Engine 5, making use of Nanite and Lumen. This was a short project as a proof of concept for some R&D I've done for a workflow to bring older assets to modern formats and standards. www.artstation.com/artwork/nYo98X Rendered in Unreal Engine 5 Textures worked with ESRGAN and Substance Sampler Meshes produced in 3DS Max and ZBrush
UNREAL ENGINE - Sci-Fi Survival Horror (2019 Student work)
Просмотров 1693 года назад
Short gameplay prototype to showcase some folio assets
UNREAL ENGINE - Junkyard Automaton Cinematic Short
Просмотров 1703 года назад
UNREAL ENGINE - Junkyard Automaton Cinematic Short
Pocketeer - Epic MegaJam 2021 Submission
Просмотров 833 года назад
Download: evelyn-schwab.itch.io/pocketeer Voted No.1 Adventuring Essential Magic Item across the multiverse! As a Bag Goblin, you have been assigned to the astral bag of a dungeon crawling adventurer! Your job is to manage the space inside the bag by organizing, growing and shrinking items, as well as finding an delivering requested items from storage. Store whatever you want, whenever you want...
UnLed - Trailer - GMTK Game Jam 2021 Submission
Просмотров 963 года назад
Available now on evelyn-schwab.itch.io/unled Created in a 48 hour period for the 2021 GMTK game jam, with the theme "Joined Together" Please check it out and rate!
Unreal Engine 5 Niagara skeletal mesh morph effect
Просмотров 7 тыс.3 года назад
inspired by the Prototype series
Unreal Engine 4 Survival horror inventory system
Просмотров 2,4 тыс.3 года назад
Unreal Engine 4 Survival horror inventory system
3DS Max/Substance Painter - Hunting Rifle (Winchester Model 70) Timelapse
Просмотров 14 тыс.3 года назад
3DS Max/Substance Painter - Hunting Rifle (Winchester Model 70) Timelapse
UNREAL ENGINE - BLOODBORNE Central Yharnam Remake
Просмотров 2,6 тыс.6 лет назад
UNREAL ENGINE - BLOODBORNE Central Yharnam Remake
UNREAL ENGINE - DARK SOULS FIRELINK SHRINE REMAKE
Просмотров 15 тыс.6 лет назад
UNREAL ENGINE - DARK SOULS FIRELINK SHRINE REMAKE
UNREAL ENGINE - PostAsh Early Development Clip
Просмотров 2986 лет назад
UNREAL ENGINE - PostAsh Early Development Clip
Any plans for bringing this to 5.5?
I use it in 5.5 and it works great. I just copied it from its UE5.4 location to my project plugin folder and as I remember I just had to comment out line 38 and 155 of CDDatatypesDetails.cpp in the editor module (both line were ".UseAllottedWidth(true)" in slate UI construction script - I don't know yet why they triggered compiler error).
Fantastic video! Thank you for sharing. The fracture tool isn't quite as intuitive as I thought it would be. Also, UE 5.5 now has Chaos Flesh for soft body sims.
Это будет работать с огнестрельным оружием, которое стреляет пулей?
can it be used as souls like camera with lock on system.
got to say, out of all the videos for UE5 out there, there is almost nothing for Chaos physics, so Im glad you made this, only video ive seen that goes over this stuff
If anything, in the new version of the engine you can do Split Meshes when creating a new geometry collection)
can the third person collide with it? or does it pass through?
i LOVE your work!!
Hi Evelyn, can we controlled the already made camera stack inside a BPplayercontroller? Please let me know. 😊
Hi @@francisgagneart ! As long as you have a reference to the player camera manager, you can get any modifier in the stack and change its values as you see fit. There is an example of this in the example project, with the lock-on actors, and the same principles used there apply to controlling the camera stack from any actor.
@@evelynschwab7436 Hello Evelyn, have you planned to update in 5.5? Please let me know, Francis. :)
@ hi, 5.5 update is in progress, there are a few other fixes I’ll need to make then will submit it for review
is it possible to use preComputedAOmask, even after disabling static lighting?
I actually watched this a while ago. Learned some cool stuff, then while working on destruction for more modular meshes, I thought to myself: "it must be possible to separate into each module". Lo and behold, slice a tiny chunk off with a plane. No idea how anyone is supposed to figure that out by themselves but my eternal gratitude for being Him.
loving it so far
Hasnt the chaos destruction plugin been deprecated and replaced with a newer fracture plugin with more detailed features?
@@ToddHillerich no, the plugin has been improved since I uploaded this but it’s the same plugin.
I think I'm confusing with Apex Destruction @@evelynschwab7436
Would it work if thrown into a ue4 project
@@Smokey-A you’d need to edit a little in C++ but probably, it’s not using any UE5 exclusive features. Epic only supports Marketplace plugins to be built for the last 3 engine versions, otherwise I could have published it for earlier versions too.
Holy shit, amazing work
When converting a mesh into a collection, there is a checkbox called split mesh, this will split the mesh into its element. Hope that helps
This looks great - do you have a discord or a way to chat further? I'm curious about adding some spring-interpolation based rotation lag to a true first person project, and I'd like to learn more both in general and about using this product.
Congrats, looks great!
Awesome stuff!
so cool
How to change collision of the pieces once the geo collection breaks? Whenever i run into the broken pieces my character just flopps and flips around. Gonna need to set collision of the pieces to ignore the player or is there a better way?
Would love to know the physics recovery on pieces set up with automatic sleeping and disabling system! I am breaking huge buildings and they jiggle and bounce after they break.
would love to see an example of the mesh fracture on the box!
Been looking for a month, maybe you know since you got the feature. Once fractured, the pieces.. Allow the player just to walk pass it. Im using this in an FPS, and I've tried all the "logical" things without any solution. Collision off, player can't walk over, etc etc. Nothing works. Once its fractured, the pieces makes me fly away, and the sleep, is set fast but it wont delete "everything" just the minor pieces. Going insane. Anyway, thanks for interesting video.
Fantastic tutorial, thank you! being able to apply the concepts to pallets has been extremely helpful. In your project during the conclusion you would break the barrels into nice wooden chunks leaving behind metal rings, is there a way to have those get bent or dented like metal objects?
It looks more like jelly
When I fractured a mesh I made, when I hit begin play, it immediately breaks apart. What causes that?
Possibly intersecting collisions between the mesh parts, you might need to tweak the convex collision setup for those parts.
Great and awesome work :D i use 3dsmax too :D
Dude your poor mouse
Hi, good video / guide. Do you have any idea why my brick wall with a metal piece on top (that piece is sliced as planar) holds together my whole wall? I basically followed you along with your barrel but did that with a brick wall... For some reason it only happens when i use it in conjunction with a anchor on the ground. Brickwall + anchor = works Brickwall + seperate metal piece = works All those 3 things together need about 2-5 impulses from the field to break :/ (Unreal 5.4)
Great video. This is exactly what i needed, thanks.
Sorry if I missed it, but how can I slow down the speed of the fracture. I want my player to hit the fracture object, breaking off pieces of it at a time, until it's all destroyed.
This is brilliant work mate
the meatcube! his glorious return, as was fortold!
How do you get it so cubes break into boxes? Every fracture turns a box into a solid object. I want my GeometryCollection to break just the edges of a box.
Your geometry needs to have some thickness to it for this fracture method to break it without closing the gaps. If your cube is just 6 planes all around, it will make the fractures pieces into solid blocks once it breaks apart. So just give your cube some thickness.
Any tips if I'd like to platform on the objects and only break them with the sword?
I am actually playing with this right now trying to see if I can make just a certain portion of an object destructible. In my case I want to see if I can make a tree destructible but only around the base where you would chop it with an axe.
Actually nm, I figured it out. Now I just need to figure out how to get a weapon to damage it...
As i noticed your crate is not interacting using AO with the floor - how to switch it on? In general - are you going to continue publish such interesting information about AO?
Phenomenal, i really learn a lot from your videos, you state the tool, it's function, pros and cons then use case with visual examples swiftly tied together really shines true understanding 5⭐
This is great. Thanks for the detailed guide on how to fracture. My problem now is this entire geocollection breaks when any piece is hit. Any idea how to fix that?
Would it be possible to have it available on the Marketplace? I would buy it for sure.
Outstanding, and its all done in C++! Fantastic learning resource!
Can u eat it?
Was wondering if the tech behind the original meat cube was still integrated into ue5 or replicable
this is actually a very useful approach to make a game about "The blob" hahahah
Ok, I've managed to do something not bad! I've created a "BP GeometryCollection" with a collision sphere, if I move slowly and I'm detected by the sphere, then all's well but if I move too fast towards the geo my character falls into the void, he passes through the ground, isn't that crazy? Any ideas?
Hello, Thanks for your video, it's really good. I succeeded with the barrel and the separation of the parts but it does not break exactly like you. Is it possible to say a word about the BP and the Actor components you used?
This is so fucking cool, I need to do try to do something like that.
Great video. Hugely informative. Thank you for taking the time to create this with such clear explenations and examples.