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Добавлен 12 июл 2022
I make content on niche game development topics like optimization and production pipelines using Unreal Engine!
You Should be Using Developer Folders in Unreal Engine 5
The developer folder is a powerful tool in Unreal Engine that allows you to separate experimental work in your project to avoid errors. Developers often break the project/ build by trying to experiment with new content or perform large refactors within the main content folders. Developers folders give you a safe place to do just that without breaking the entire Unreal project in the process. In this video I go in depth on how to enable and setup developer folders in Unreal Engine 5 as well as the best practices for using the dev folder.
#unrealengine #unreal #unrealengine5 #textures #materials #gamedev #gamedevelopment
#unrealengine #unreal #unrealengine5 #textures #materials #gamedev #gamedevelopment
Просмотров: 11 990
Видео
How To Create Atlas Master Materials in Unreal Engine 5
Просмотров 13 тыс.2 года назад
This video goes over how to create a basic master material for texture atlases in Unreal Engine 5. Texture atlases are a great way to reduce the size of your game as well as lower load times. Note this video just shows the basics of setting up the UV system needed to select and scale the sub-textures of the texture atlas, and not how to setup general master materials. #unrealengine #unreal #unr...
How to Properly Upgrade an Unreal Engine Project
Просмотров 2,4 тыс.2 года назад
If you have ever tried to upgrade your Unreal Engine project from Unreal Engine 4 to Unreal Engine 5 or similar and had it fail, then this video is for you. In this video I go over how to properly upgrade an Unreal Engine project and avoid the dreaded Try Rebuilding from Source error. Safe to Delete Files Video: ruclips.net/video/aE78UTxudOA/видео.html #unrealengine #unreal #unrealengine5 #unre...
What are Redirectors and How do you Fix Them? Unreal Engine 5 Tutorial
Просмотров 9 тыс.2 года назад
Redirectors are an important but often misunderstood part of Unreal Engine development. In this video I show you what redirectors are, how they work, and the different ways they interact with your project. In general, redirectors are what throw errors when you move a lot of objects or rename files in Unreal Engine. How To Instantly Improve Unreal Engine Performance: ruclips.net/video/aE78UTxudO...
Drastically Reduce Texture Memory in Unreal Engine 5!
Просмотров 16 тыс.2 года назад
If you have ever wondered how to avoid going over the texture streaming pool size in Unreal Engine 5 then this video is for you! This video goes over a cool industry trick for reducing the memory usage of your textures and materials that is used by small studios and AAA alike. Alpha Channel Optimization Video: ruclips.net/video/6ymlJVcV6Pg/видео.html How To Instantly Improve Unreal Engine Perfo...
How To Instantly Improve Unreal Engine 5 Performance!
Просмотров 25 тыс.2 года назад
In this short video I go over a simple trick that can help you instantly improve your Unreal Engine performance and solve minor engine bugs. This is one of the most used tricks in Unreal Engine game development, and I personally do it all the time! List of Files/ Folders that are safe to delete: .vs/ .vscode (C Projects Only) Binaries (C Projects Only, will require a rebuild if deleted) Derived...
Don't use Alpha Channels in Unreal Engine 5
Просмотров 19 тыс.2 года назад
Alpha channels are incredibly helpful when building materials in Unreal Engine 5. However, they do come with a hidden cost. Alpha channels result in larger texture sizes and limit your options when optimizing your game for release. #unrealengine #unreal #unrealengine5 #textures #materials #gamedev #gamedevelopment
You're Naming Booleans Wrong! Unreal Engine 5
Просмотров 3,4 тыс.2 года назад
This video shows you how to properly name boolean variables in Unreal Engine 5 to avoid redundancy and reduce bugs when programming game mechanics in unreal blueprint and C . #unrealengine #unreal #unrealengine5 #materials #gamedev #gamedevelopment
Unreal Engine 5 Asset Validation in Blueprint Part 2!
Просмотров 1,5 тыс.2 года назад
This is a follow up video tutorial on how to setup asset validation using blueprint in Unreal Engine. This tutorial builds on the lessons from the first tutorial by showcasing how to validate textures and their individual compression settings in order to reduce bugs. If you missed the previous video you can get to it using this link: ruclips.net/video/zRZjNN6jxCI/видео.html #unrealengine #unrea...
Unreal Engine 5 Blueprint Asset Validation Tutorial
Просмотров 6 тыс.2 года назад
This is a beginner tutorial on how to setup and use the asset validation tools in unreal engine using blueprint. Asset validation allows you to verify that assets are setup correctly according to your projects style guides. Part 2 Available Here: ruclips.net/video/CHgjckt8p8o/видео.html #unrealengine #unreal #unrealengine5 #gamedev #gamedevelopment
Hey I watched both of your videos and tried using the python class instead as well but for the life of me I cannot get it to work ? And there is not a lot of information about this Is there maybe an issue with the data validation in unreal 5.5 and 5.4 ? What version were you using in this video ?
Update it was a dumb error for anyone having this issue I originally created the class as a regular blueprint that inherits from editor validation base Instead you need a editor utility blueprint class that inherits from editor validator base And also in python the fonction names changed For ex it's not validate() it's k2_validate_loaded_asset() Hope this helps someone
THIS IS THE ONE THAT FINALLY WORKED FOR ME - THANK YOU!!
Great video. Thanks a lot!
what you are doing in @6:30 - looking for variable from the function input. it is a dangerous practice. Probably ok in validators but never do it in normal blueprints. It's because variable name does NOT updates when you change its name in function input, so you can easly break your function.
how many objects in a game, percentage-wise do actually utilize opacity mask.. I'd say it's below 1% total so in this specific example, the optimization would be completely insignificant
Heard about this tech from a UE talk on optimization. Needed a tut on how to implement it. Thank you so much!
Great info :)
i had a COMPLETELY different problem, but this tutorial still fixed it because i was able too look at the parameters on the left, so thanks
.....THANK YOU!!!!! Been dealing with this for months and just kinda went "welp guess I can't do anything with this now" and left it. WHY are these things invisible to begin with! I had layers upon layers of these things and didn't even know they existed. Thanks again!
I wonder what they were smoking when they designed this.
1. How can some channels not be baked with the same bit size as the rest? And if they can have different sizes since you said at 4:00 that packing alpha into rgba will have the alpha size be the same as rgb, how can that not be the case the other way around when you say at 6:20 that reducing the alpha also sets the same size to rgb? 2. Why would you pack opacitymap into all three rgb channels? A single channel is sufficient but with that shouldn't the increase only be 33% if all channel bits are equal and then you wouldn't need the separate lower mipmap on the alpha?
Thank you. I had a weird issue where I would continually get the same redirectors even after using the option to fix them. Showing them via the filter and updating them one by one fixed the issue and this video helped pointing me in the right direction :)
thank you
Thank you, I was flabbergasted by some weird errors, and now I understand :)
what I don't get is why it doesn't just happen automatically, or pop up a box saying "hey these files are referenced a bunch- should we move this shit and create redirectors? or do you want to wait for us to fix all those references right now"
Now i can organise my file structure with confidence
Hello, Hello, thank you for this very useful video. I have different errors and I do not know how they should be renamed. I drop you some here if you can help me to understand that would be really cool. [AssetLog] D:\Projet_UNREAL\Vauban 5.3\Content\Game\Map\Island.umap: Soft references /Game/Game/Map/Island _Start which does not exist. (AssetValidator_AssetReferenceRestrictions) [AssetLog] D:\Projet_UNREAL\Vauban 5.3\Content\Game\Map\IslandStart.umap: Soft references /Game/Game/Map/Island_Start which does not exist. (AssetValidator_AssetReferenceRestrictions)
This is amazing - I've been manually setting up UV's for atlases in Blender, being able to chose which one you're using inside of Unreal is so much better.
The textures are not in 5.4 😞
Great thanks!
Its 2024, you don't need to do this, this is like - 6 years ago. Drawcalls are the most important thing in Games, also - pack the map. This video is misinformation at its highest - It's nearly 2025, electric cars, ai, nvidia chips - somehow people are still optimizing meshes in an era of Nanite and Lumen and adding separate lighting maps. If you are in a professional studio and I see you do this - you're getting "The Talk" that could potentially affect your employment, stay current - pack the map with the alpha, and move on.
You saved me
Boy, did you ever just clear up some headaches I've been having - Thanks!!
Thanks so much! Im actually using unreal engine for Fortnite and had this problem, and the solution was very similar to this. Great video!
Thank you so much, this was super helpful
using the DeriveNormalZ node, it only shows the the texture in x and y coordinates only while the z is flat
Thank you. Have been looking all over for best practice advice.
couldnt find MRA texture mask and other textures in the default folders :((
He said he made them himself - all you need are some placeholders
Thank you. I'm looking forward to more videos
The option to fix but keep the redirector is useful when you have a game that has a modding SDK. You can fix the references for those assets in your game but keep the redirectors so that modders can fix the references in their mods. You can then give them some time to do it and get rid of redirectors in the next patch.
Thank you for the tutorial and being straightforward!
So.. any way to have multiple selections in 1 drawcall? xD
There is no way the normal map texture size was cut in half without some sacrifice, what's the trick?
anyone get the error : -WaitMutex -FromMsBuild" exited with code 6 ???
HI. i get the error -WaitMutex -FromMsBuild" exited with code 6. i try to copy plugins by one but the same error?
I get sent videos like this often as a technical artist, because artist seek out things like this as optimizations, but in reality what you do not realize is you are losing tons of data, as well you are not allowing negative values, which are 2 of the most important things with normal maps. In this video you have halfed the quality/precision, and created an incorrect normal. I urge others to think carefully before employing a strategy like this. Can the issues be corrected? Yes. Will it look the same? No. Epic has normal map compression for a reason, just use it as designed you really are not saving what you think you are from such strategy
very helpful, thanks a lot :D
Does this tool also deal with external file moves? I moved a project from one computer to another (including all the imported datasmith files) in windows explorer, and now I cannot use the reimport or reimport with new file to bring in updates exported from my DCC.
thank you so much for the video helped me
Thanks for this! Whenever I submit content to the Unreal Marketplace I always get the bounced back to me saying I need to fix up the redirectors. After today being the 4th time to get an asset pack rejected, I sought to learn what in thhe heck the redirectors were. Your video clued me in on how they get created!
Just a simple rename of a folder (which works perfectly when done in Unity!) causes so much hassle here in UE! I still can't for the life of me (even following this video exactly) get the redirectors to go away and allow me to remove the old folder! Oh well, just have to live with it! lol!
thank you this was on point
Thank you for the explanation! Is it possible to use some sort atlasing for a character clothing system?
Thanks a lot! It really boosted my project's performance! :)
noted ,Sir tnx
This video is redundant in itself
SO FUCKING STUPID, WHYYYYY IS THIS A THING!!??
I always create a "Dev" folder in my content fo this purpose. What would be the benefit of using this particular "Developpers" folder instead? I mean I will never use source control, and I will never work with a team, maybe my custom folder does the job?
I was wondering the same thing. One of the hearted comments confirms my suspicions. Its only worth using if you are working in a team. It functions the same as any folder except for the fact it auto creates sub-folders based on the computer name, and the fact you can toggle it's visibility via settings. It would be cool if things outside the Dev folder couldn't reference things inside it (or if references of that nature were flagged to the dev on the fly), but it doesn't do that from what I can tell. It's just another folder in the project.
@@theoneechanman thanks for the clarification !
Thanks!
Amazing! I just tested it in UE 5.3.2 (including what @Cpt.Tripps mentioned) and it worked great. Thanks!
Ho my god thank you