- Видео 50
- Просмотров 229 083
Dev Squared
Добавлен 7 авг 2022
I am an Unreal Engine developer that creates interesting and unique game mechanics, as well as videos showing how you can too.
Unreal 5.5 | Testing Megalights on Portals
Just a video experimenting with the new megalights from Unreal Engine 5.5. To my surprise it can be fully integrated with portals, which creates really smooth lighting and reflections from the portals which couldn't be achieved before.
In the demo scene here, I have two portals, one for the window, and one for the door that the player can pass through.
Let me know your thoughts on this!
In the demo scene here, I have two portals, one for the window, and one for the door that the player can pass through.
Let me know your thoughts on this!
Просмотров: 1 074
Видео
Conveyor Belts | Unreal Engine Showcase
Просмотров 1,2 тыс.5 месяцев назад
This is another addition to my Unreal Engine 5 puzzle-platform starter pack. This conveyer belt system utilizes splines, allowing you to build simple or complex routes. This template is available for download on my patreon, but I will also try to add a tutorial for this mechanic as well. Comment below any other puzzle style mechanics you would love to see covered. Useful Links: Download Files: ...
Rifts In Space | Unreal Engine 5
Просмотров 1,5 тыс.6 месяцев назад
Preview of a different style of the common portal mechanic inside Unreal Engine 5. Same concept, but instead of a door, the portal is styled around a pulsing rift through space. Let me know your thoughts! Useful Links: Patreon: www.patreon.com/DevSquared Discord: discord.gg/h9EyUQFCNY #unrealengine5 #gamemechanics #portals #gamedevelopment #ue5
How to Create Third Person Portals | Unreal Engine 5
Просмотров 6 тыс.7 месяцев назад
In this video, I show how you can create a third person portal effect inside Unreal Engine 5. This is similar to post portal systems, except it allows you to detach the camera from the player allowing them to teleport separately, which creates a much more seamless effect. USEFUL LINKS: Project Files: www.patreon.com/posts/3rd-person-files-105061894 Discord: discord.gg/h9EyUQFCNY HELPFUL INFORMA...
Logic Gates | Unreal Engine 5
Просмотров 1,3 тыс.7 месяцев назад
This is the start of my Unreal Engine 5 puzzle-platform starter pack. In this video, you can see power cables connected to different types of logic gates, which are what can open up doors. By strategically wiring these pressure plates, cables and gates, you can create many different types of puzzles for your game. This template is available for download on my patreon, and over the coming weeks ...
How To Create Power Cables Inside Unreal Engine 5
Просмотров 4,3 тыс.8 месяцев назад
Here is a video guide showing you how you can create this neat power cable mechanic inside Unreal Engine 5. A lot of possible applications for this, especially in puzzle games! Useful Links: Project Files: www.patreon.com/posts/power-cables-103842857 Discord: discord.gg/h9EyUQFCNY Timestamps: 0:00 | End Result 0:21 | Creating the Material 2:55 | Creating the Cable 11:20 | Setting up the Logic 1...
Too Much Cable.
Просмотров 1,5 тыс.8 месяцев назад
Sorry in advance for that ending, didn't know how else to end it lol. In all seriousness, this is a mechanic I created inside Unreal Engine 5, where you can add cables that power things. Really cool possibilities for this mechanic! Tutorial out now! ruclips.net/video/LT3yd8X4S8s/видео.html Useful Links: Patreon: www.patreon.com/DevSquared Discord: discord.gg/h9EyUQFCNY
How to Create This Heatmap Effect | Unreal Engine 5
Просмотров 1,4 тыс.11 месяцев назад
In this video, I will show you how you can create this cool heatmap post process material inside Unreal Engine 5. You can apply this effect to any mesh in your level to make it stand out from the background. Useful Links: Project Files: www.patreon.com/posts/97304335 Discord Link: discord.gg/h9EyUQFCNY 0:00 | End Result 0:14 | Project Settings 0:27 | Creating the Material 5:40 | Post Process Vo...
Cool Reality Transition Effects! | Unreal Engine 5
Просмотров 3,7 тыс.Год назад
This is a really cool transition effect I created inside Unreal Engine 5 using post process materials, where the player can walk between different visual realities. Useful Links: Marketplace Asset: www.unrealengine.com/marketplace/en-US/product/3b800b116fb24d0a9397ec71b3ca3440 Patreon: www.patreon.com/DevSquared Discord: discord.gg/h9EyUQFCNY #unrealengine5 #ue5 #postprocess #gamemechanics #gam...
How To Create Reality Transitions Inside Unreal Engine 5!
Просмотров 7 тыс.Год назад
- Material Explanation - For any given effect, you will need two separate materials, one for the door, and one for your cameras post process. These materials can and should be pretty much the exact same with the following exceptions. The blend mode of the door material needs to be Translucent, and it needs to be two sided. The Material Doman of the PPM needs to be Post Process, and blendable lo...
Create Functional Black Holes Inside Unreal Engine
Просмотров 4,1 тыс.Год назад
Create Functional Black Holes Inside Unreal Engine
Anti-Gravity Field inside Unreal Engine
Просмотров 2,2 тыс.Год назад
Anti-Gravity Field inside Unreal Engine
Unreal Engine Christmas Scavenger Hunt
Просмотров 1,2 тыс.Год назад
Unreal Engine Christmas Scavenger Hunt
Black Hole Mechanic | Unreal Engine 5
Просмотров 1,2 тыс.Год назад
Black Hole Mechanic | Unreal Engine 5
How To Create Weeping Angels in Unreal Engine 5
Просмотров 8 тыс.Год назад
How To Create Weeping Angels in Unreal Engine 5
How To Create Quantum Objects In Unreal Engine 5
Просмотров 2,2 тыс.Год назад
How To Create Quantum Objects In Unreal Engine 5
How to Create Time Loops inside Unreal Engine 5 | Part 1
Просмотров 1,4 тыс.Год назад
How to Create Time Loops inside Unreal Engine 5 | Part 1
Advanced Time Loop Mechanic | Unreal Engine 5
Просмотров 3 тыс.Год назад
Advanced Time Loop Mechanic | Unreal Engine 5
How to Create Interactive Security Cameras inside Unreal Engine 5
Просмотров 8 тыс.Год назад
How to Create Interactive Security Cameras inside Unreal Engine 5
Interactive Security Cameras | Unreal Engine 5
Просмотров 3,5 тыс.Год назад
Interactive Security Cameras | Unreal Engine 5
Reverse Time for Player in Unreal Engine 5
Просмотров 2,7 тыс.Год назад
Reverse Time for Player in Unreal Engine 5
How to Create a Pressure Plate Mechanic inside Unreal Engine
Просмотров 2,4 тыс.Год назад
How to Create a Pressure Plate Mechanic inside Unreal Engine
Recursive Maze Generation Algorithm Inside Unreal Engine
Просмотров 2,3 тыс.Год назад
Recursive Maze Generation Algorithm Inside Unreal Engine
How to Create Portals in Unreal Engine | Recursive Rendering
Просмотров 4,9 тыс.Год назад
How to Create Portals in Unreal Engine | Recursive Rendering
Small Physics Based Solar System inside Unreal Engine 5
Просмотров 809Год назад
Small Physics Based Solar System inside Unreal Engine 5
Thanks for the tutorial, very interesting mechanics. In fact, there are very few such tutorials
22:34
couldn't find character frame data variable type in ue5.5 any recommended alternatives?
Thank you so much! I spent hours trying to figure out exactly what you just explained! It's very clear, thank you. However, there's something I don't understand. In my project, the progression of the "ON" texture pauses between each segment before moving to the next one. Whereas in your demo, the loading happens linearly from start to finish along the spline. I've checked several times to make sure my blueprint is exactly the same as yours, and I can't see any differences. Would you happen to know what might be causing this behavior?
I'm having the same issue here ! Currently trying to find out what could cause this, I'll keep you updated if I find anything.
This can happen if the MAT_Cable in LinearGradient comes out of UGradient and not from the VGradient pin
Thanks for the tut! I only have a small issue, when setting up the mirror character I get an error: "Blueprint Runtime Error: "Accessed None trying to read property CharacterReference". Node: Set CharacterReference Graph: EventGraph Function: Execute Ubergraph SK Mannequin Anim Blueprint Blueprint: SK_Mannequin_AnimBlueprint" Any idea why?
Would absolutely love to know how you achieved this! :)
Honestly, prop riding shouldn't be fixed. It just adds more fun to the game. If I ever make a game, I'm gonna intentionally keep prop riding lol
wdym bug, that a feature sir
when going through the portal, I see my character for a split frame and it makes it look like it flickers. any ideas as to fix this? changing offset doesn't solve this, Its very smooth otherwise.
Hey, 2 Possible fixes 1: In begin play on portal, cast to your player BP (get player character > cast to player BP > get the mesh that is being seen. Off the Cast node hide component node, target is portal camera, in component is the mesh. 2: on the portal camera settings, search for custom near clipping under projection, enable it and set it to something like 50. Ruins smoothness as little but may work
Great tutorial! Just curious where the magic -3 value comes from at 17:45?
I have a problem with the scene capture being slightly darker than the viewport image. I think it might have to do with RT and lumen... anyone know why?
I'm stuck with the Mirror Character. I think the issue is related to the reference in the Anim BP. I don't know why it doesn't get a reference to my player. I've tried everything I can, but I can't figure it out. Also, I don't understand why it's spawning and then being destroyed repeatedly. In your logic, it shouldn't be destroyed, so I really don't understand what's happening. After spawning the actor and setting references, I check if DuplicateCharacter is valid, but it's MirrorCharacter1 and at each overlap I have MirrorCharacter2 and MirrorCharacter3 etc.. I don't understand how it can be invalid when I set it right after spawning the actor. Sorry for my English.. I tried to explain as best as I could. I hope you or someone can help me with this.
Anyway, you are amazing, amazing tutorial <3
I have some problem with render, i think its lighting, i've remove the Lumen option in game settings and every things but i dont know how to locate why the render is not same , i need to investigate, or if someone have answer :)
I cant switch cameras, when I click R is just stops me from rotating the camera
13:50, the bottom two options just aren't there? Might be because of different UE versions idk
updated to 5.5, works now
You set a FirstPerson mode on the ThirdPerson template ? Idk how to do this, alway the camera glitch with the head , i remember my best result xD Take a skeletal mesh and do an other skeletalmesh without head but always problems with the neck xD I'll search how you done this you gave me a new goal 😅
Amazing ! Waow ! Need to try for learn ! It can work too on first person i guess no?
Not working properly if camera has lag in it's settings , right ?
This is a simple and effective video that can quickly help those in need.
great tutorial, but i don't have the default linked portal section in my details window around 13:00 , i followed the instructions and didn't obtain it, anybody know why?
make sure it is set to instance editable in the variable details within the portal blueprint.
I fixed this by playing and quitting back to editor
Hey ! I has an issue with the Weepings Angels, i try the tutorial step by step on youtube and i buy the patreon to have the template too, it's working fine in the project and i try to migrate it to my project but it's not working. I currently UE5.5.1 with the third person character template for base ( i just change the position and focal of my character camera) and the IA it's just starting to moving but freeze instanly, i am bit desperate atm. Thx in adavance !
I'm still getting motion blur even after turning it off :(
It works for me, but I want it to work with cine camera as well, so can you help me?
Hi, amazing tutorial. I follow it until the Setting Clipping Plane of Cameras because i only need the visual aspect of it. And it works perfectly. But when i try to do a cinematic render an error occurs that says "Blueprint Runtime Error: "Accessed None trying to read property RT_Portal". Node: Branch Graph: CheckViewportSize Function: Check Viewport Size Blueprint: BP_Portal". Does anyone know why this might be happening?
hola tengo una pregunta, podrias hacer que el spline sea un cable? es que tengo la logica para poder conectar y desconectar en mi sistema de construccion pero solo quiero eso de poder lograr integrar el material que hiciste y la matematica que le agregaste para que el color cambien en base a la diferencia de distancia y porcentaje podrias solo hacer un video de demostracion de como aplicar el material en el cable? (no el spline) si no en el item cable como tal, quedo atento a tu respuesta
Can i have a link to the music? I want to download it
Its such a cool video because it is so bare bones. It feels like you're giving us the concept and then letting out imaginations take over. Loving it!
Ive tried this and have came across a problem. the weeping angle just moves to my spawn location
Hi, This is a fantastic project and I have followed the tutorial however I cannot get the AI to move. Any ideas???
I'm in 5.3.2. If you still have clipping and can't adjust the “OffsetDistance”. I've solved the problem by varying this parameter according to the player's velocity. For me 600 -> -20 ; 0 -> -4. When I arrived too fast, I could see behind the plane at -4. Slowly, I had no clipping. You had to do this action in the tick event.
this shit ate my fps
This Video Is Amazing!!!!!!!
Hey! I followed this step by step but it's still not working. I double checked the blueprint but the only thing the script does is make the angels follow me wherever I go in the nav mesh. They won't stop when I look at them. Any possible fixes for this? Using UE 5.4
same
Something like this happened to me where he would not move at all and I would get an error about stop moving function
This would be perfect for making impossible space interiors
If you're getting an issue where the render targets aren't up to date (e.g. previous actor positions, like the portal frames themselves, being rendered multiple times and/or in their previous positions) set your Play mode to New Editor Window PIE. My uneducated guess is it has something to do with how the Unreal Editor caches actor positions for its undo history.
@dev squared does this portal work with physics actors also i have turned a third person charater template into a first person character by moving the camera which would u recomend
Hi everyone, was wondering if you could help me. I'm new to unreal and made this third person portal. I set it up so it is like a hole in the wall, and I want the character to be able to vault through. I've set up a vault animation to work but whenever I vault into the portal, it does not teleport me. It will work normally if I just jump through it. Is there a way to make it so that the vault will also teleport the character? I'm not sure if it's a simple setting fix on the animation but I just can't get it to work.
hello! my third person had footstep sounds so now the monster does as well can i remove it?
There should be a option in your mannequin or actor youre using about it being avle to hear sounds
when is part 2 and part 3 coming?
If anyone using 5.4 is still having issues with flickering during teleport I found that it's because the camera goes through the plane before the teleport happens despite having a near clip plane of 1.0. I fixed this by changing Offset Amount from -4 to 10 (from a negative number to a positive one) at 23:40
Thanks Man I HAD this issue for a whileeee
Even with the added delay & FOV fix, the portal's camera does not work anymore, and only displays the white texture :( At least for me. Update: nevermind, the engine was buggy. I had to restart it, then it worked!
My portals are slightly darker colored than my regular scene. Making it really obvious when you go through a portal. I've tried different AA settings but that's not it. Any tips?
any fix?
@@autist1cvoice Well im using the horror engine marketplace asset and it seems that its doing some post processing somewhere that is not picked up by the camera for the portal. I haven't found a fix yet though
Same... think it is due to lumen?
@@MartinBerge-p7q I think its horror engine custom camera. As in the video he adds basic camera from UE5, the pictues that sees player with HE camera is different. So you need to attach horror engine like camera to portal or make options same as HE camera
@@MartinBerge-p7q In the hrror engine there seems to be some post processing going on which seems to cause the issue. I haven't looked into it futher though
Are you planning on making a tutorial covering this? I'd love to see it awesome work 🔥❤️
Great tutorial! I followed this successfully a while ago but now I'm trying to optimize this. Here is my issue. I would eventually like to have several portals in the world meant as entrances into buildings. Currently I have 4 sets and it is killing the FPS and I have to set the graphics to medium settings to get it run smoothly which isn't ideal. Without the portals I can run it at epic settings. I did manage to make it to where the logic isn't running and the portal is hidden for each portal until I overlap with a trigger that would start the logic and make 2 connecting portals appear. Ending the overlap sets the portal back to hidden but the logic appears to still be running and I can't for the life of me figure out how to stop it. It seems to start dipping frames when setting the texture target. I do have a clear render target 2D node set after hiding the portal but that doesn't seem to be doing anything. If anyone can assist, it would be greatly appreciated.
Wanted to come back here and say that I did manage to figure out a way to optimize multiple instances of portals. Long story short, I have setup overlap triggers that will spawn and destroy specific set of portals at set points within the level blueprint. Setting the Linked Portals is also done within the line of code. This way when your project calls to have multiple static portals in the same level, that you can do so without affecting performance. The idea came to me when thinking about how a portal gun would be coded.
This is incredible, thank you! I really am struggling to get it wrking in VR though. I believe I understand the principles, that of rendering it twice, to each eye I think? But I haven't a clue how to make it happen. Would there be a chance of a tutorial for how to get it working in VR at some point?
Thanks for uploading this tutorial series. This is exactly what I've been looking for and you're instructions are very clear. I'm having issues when walking though the portal backwards and sideways. It pushes the character a little, as if it's running into a collision mesh. I've scaled the portal mesh to be 3x3m. Could making the portal mesh larger be the culprit? UPDATE: I fix my issue, by starting again in the Third Person Template. Not sure what was going wrong with the First Person Template. Now I can scale the portal as big or small as a I want.
FWIW I ran into the same issue. When i arrived after the teleport my character would get pushed around, and it turned out to be the door frame. After setting the door frame to NoCollision I no longer got pushed around on arrival.
Mate. You are an absolute legend.
This is sick! Only complaint I would have is that the item spawns in the middle of the bounding box xd
Hey man, would be cool if u gave us a tutorial for the rifts in space video! Also a video about a keypad for doors. So if you interact with a door you get a camera transition looking at the keypad beside the door and you can press a 4 digit code in an attempt to open the door :D