- Видео 29
- Просмотров 106 748
OkariCrafts
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Добавлен 19 июн 2014
This channel features my Unreal Engine 4 tutorials as well as other personal interest videos.
UE4 - Tutorial - Creating Dynamic FPS Crosshairs
This tutorial covers the basic creation and setup of dynamic (adjustable based on aim, movement, etc) crosshairs for a FPS. The video mentions a previous tutorial of mine on overriding the OnPaint function, which I have linked below.
Overriding OnPaint Tutorial - ruclips.net/video/mzeHCwNLwAE/видео.html
00:00 - Introduction and Initial Setup
01:30 - Setting up the Crosshairs Widget
15:20 - Creating and Integrating the Blueprint Interface
17:45 - First Person Character and Aim Setup
22:03 - First Person Character and Movement Setup
33:55 - Additional Setup of Zooming FoV while Aiming
35:44 - Line Traces for Shooting based on Accuracy
Overriding OnPaint Tutorial - ruclips.net/video/mzeHCwNLwAE/видео.html
00:00 - Introduction and Initial Setup
01:30 - Setting up the Crosshairs Widget
15:20 - Creating and Integrating the Blueprint Interface
17:45 - First Person Character and Aim Setup
22:03 - First Person Character and Movement Setup
33:55 - Additional Setup of Zooming FoV while Aiming
35:44 - Line Traces for Shooting based on Accuracy
Просмотров: 1 640
Видео
UE4 - Speed Prototyping - Dynamic FPS Crosshairs
Просмотров 1913 года назад
Thank you all for 200 followers! Trying something new out to post in between tutorials. The design equivalent of speed painting. Dynamic HUD crosshairs to indicate accuracy and zoom. Affected by movement, and aiming. Total development time about 45 minutes (one Picard episode). I will likely create a short tutorial going over the concepts in this. Please let me know if you would like to see mor...
UE4 - Tutorial - Ordered Dithering as a Material Transparency Alternative
Просмотров 11 тыс.4 года назад
This tutorial showcases how to implement ordered dithering in a variety of ways to utilize masked materials as an alternative to transparent materials. A series of smaller implementations are presented, as well as a visual breakdown of why graphically opacity masking is preferable to high numbers of transparent materials. Wikipedia Article on Ordered Dithering: en.wikipedia.org/wiki/Ordered_dit...
UE4 - Tutorial / HowTo - Line of Sight Vision System
Просмотров 26 тыс.4 года назад
A tutorial that shows how to create and implement a third person Line of Sight vision system. Project starts with just a standard TwinStick start project. The example mask used here can be found on my written documentation page of this tutorial: okaricraft.art.blog/blog/projects/los-vision-system/ Note: I did realize after recording that I could flip the subtraction on the player position and w...
Houdini / UE4 - Tutorial - UV Pivot Baking and Shader Effects - Part 4 - Unreal Material
Просмотров 4,2 тыс.4 года назад
This portion of the tutorial covers the implementation of a Unreal material that utilizes the baked pivot data from the previous tutorial. Simple transforms are covered along with the concept of combining them into more complex transformations. Part 1 - Introduction: ruclips.net/video/Cf57d4dn1wE/видео.html Part 2 - Concept Overview: ruclips.net/video/n6b1DVYp77c/видео.html Part 3 -Baking Pivot...
Houdini / UE4 - Tutorial - UV Pivot Baking and Shader Effects - Part 3 - Baking Pivots With Houdini
Просмотров 3,5 тыс.4 года назад
This Portion of the tutorial series covers generating and storing pivot data to UV's via Houdini. Part 1 - Introduction: ruclips.net/video/Cf57d4dn1wE/видео.html Part 2 - Concept Overview: ruclips.net/video/n6b1DVYp77c/видео.html Part 4 - Implementation and Use in Unreal: ruclips.net/video/R21_9y6QuyE/видео.html FBX from tutorial: drive.google.com/file/d/1JzpN172Uw8fIbfnTyPxAHXnfwPOtmFS3/view?u...
Houdini / UE4 - Tutorial - UV Pivot Baking and Shader Effects - Part 2 - Concept Overview
Просмотров 1,4 тыс.4 года назад
This portion of the tutorial covers the concepts behind UV pivots and how they can be useful. The plane used as an example is by klemen_lozar on twitter from his example breakdown of pivot baking for VFX effects post - Post link - klemen_lozar/status/1175558998495395840 Part 1 - Introduction: ruclips.net/video/Cf57d4dn1wE/видео.html Part 3 - Baking Pivot Data To UV's: ruclips.net/vi...
Houdini / UE4 - Tutorial - UV Pivot Baking and Shader Effects - Part 1 - Introduction
Просмотров 2,1 тыс.4 года назад
This tutorial series covers the method of baking pivot data to mesh UV's from concept to implementation. Part 2 - Concept Overview: ruclips.net/video/n6b1DVYp77c/видео.html Part 3 - Baking Pivot Data To UV's: ruclips.net/video/bIX8EsFn0BQ/видео.html Part 4 - Implementation and Use in Unreal: ruclips.net/video/R21_9y6QuyE/видео.html Additional Documentation Page: okaricraft.art.blog/blog/project...
UE4 - Tutorial - Overriding OnPaint Func in Widget Blueprints - Part 1 - Introduction and Concept
Просмотров 6 тыс.4 года назад
Introduces the concepts behind overriding the OnPaint Function found in Widget blueprints and using them to draw directly to the 2D viewport. Part 2 link - Demo project - ruclips.net/video/QUzKi9OlyXI/видео.html
UE4 - Tutorial - Overriding OnPaint Func in Widget Blueprints - Part 2 - Demo Project
Просмотров 2,9 тыс.4 года назад
Part 2 of tutorial series covering overriding the OnPaint Function in Widget Blueprints. This part covers an actual implementation example to create a Diablo style Item panel identification system for the user interface. Link to Part 1 of tutorial series - ruclips.net/video/mzeHCwNLwAE/видео.html Zak Parrish Blueprint Communication Tutorial - ruclips.net/video/EM_HYqQdToE/видео.html
UE4 - Tutorial - Setting Up Unreal For Android Mobile Development
Просмотров 10 тыс.4 года назад
Video covers how to set up Unreal Engine for being able to develop and package for mobile, specifically Android. Unreal Android Quick Start - docs.unrealengine.com/en-US/Platforms/Mobile/Android/GettingStarted/index.html
UE4 - Tutorial - Ai Random Teleportation
Просмотров 2,2 тыс.4 года назад
This video looks at some methods of setting up a random teleport mechanic for an Ai that is attacking the player. Ai with behavior tree and navmesh - 0:45 Navmesh only or no navmesh - 7:21
UE4 - Tutorial - Non-Light Based Camera Flashlight Effect
Просмотров 4544 года назад
This video goes over a method of approaching the problem of having a horror game style flashlight view without needing to use an actual light-source to produce that affect.
UE4 - Tutorial - Barycentric Coordinate Teleportation System - Part 4 - Implementation Wrap-up
Просмотров 4474 года назад
This series shows how to use Barycentric coordinates to implement a regional or zonal teleportation mechanic, rather than a single point to point teleport system. This video covers the second half of the implementation of the TeleportZone blueprint and the teleport system. Barycentric concept page link - www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/barycentr...
UE4 - Tutorials - Barycentric Coordinate Teleportation System - Part 3 - Usage and Actor Setup
Просмотров 2004 года назад
This series shows how to use Barycentric coordinates to implement a regional or zonal teleportation mechanic, rather than a single point to point teleport system. This video covers the conceptual usage of the library functions, and the setup of the TeleportZone actor. Timestamp of TeleportZone actor setup - 17:25 Barycentric concept page link - www.scratchapixel.com/lessons/3d-basic-rendering/r...
UE4 - Tutorial - Barycentric Coordinate Teleportation System - Part 2 - Function Library Setup
Просмотров 5964 года назад
UE4 - Tutorial - Barycentric Coordinate Teleportation System - Part 2 - Function Library Setup
UE4 - Tutorial - Barycentric Coordinate Teleportation System - Part 1 - Intro
Просмотров 3964 года назад
UE4 - Tutorial - Barycentric Coordinate Teleportation System - Part 1 - Intro
UE4 - Tutorial - Lighting Introduction
Просмотров 2034 года назад
UE4 - Tutorial - Lighting Introduction
UE4 - Level Streaming for Collaboration
Просмотров 6085 лет назад
UE4 - Level Streaming for Collaboration
UE4 - Introduction to the Spline Component
Просмотров 3,7 тыс.5 лет назад
UE4 - Introduction to the Spline Component
Unboxing - Beginner Series Mystery Tackle Box - Box 3
Просмотров 1,3 тыс.6 лет назад
Unboxing - Beginner Series Mystery Tackle Box - Box 3
Unboxing - Beginner Series Mystery Tackle Box - Box 2
Просмотров 1,5 тыс.6 лет назад
Unboxing - Beginner Series Mystery Tackle Box - Box 2
Unboxing - Beginner Series Mystery Tackle Box - Box 1
Просмотров 3,6 тыс.6 лет назад
Unboxing - Beginner Series Mystery Tackle Box - Box 1
fantastic tutorial bro. ur a real one
Aw dang I thought you figured out a way to get the points of a target poly, very cool either way!
how would you make it transparent like darkwood instead of a flat color?
is there any way to fix all the ugly aliasing/bleeding?
Sounds promising!!
Wanted to comment about the last section as there is a potential bug here for those who might want to implement offset to the crosshair in case you want to move to another location other than the center. Before you call 'Deproject screen to world' the vector 2d that is passed, you need to add the offset vector 2d to it but you need to multiply the offset vector 2d with the viewport scale. If you do not multiply the offset with the viewport scale, your shots will not be accurate and will land outside your crosshair if you move it from the center point. The only time where multiplying by the scale is bad is when we are at the center, but that means that you are multiplying the scale with a zeroed vector 2d (the offset) which wouldn't have any impact. Hope this helps in case someone runs into this issue like me.
This video taught me a few new things about Unreal, its super awesome knowing I can draw on the screen instead of relying on textures as it allows me to do some cool things with some simple math.
Maybe it's just my computer... but it seems like the png attached to your tutorial is corrupted.
Great tutorial none the less btw! Loved it. Precise and interesting, never got boring the whole way through.
Help! I am getting gradle error: ERROR: cmd.exe failed with args /c "C:\Users\User\Documents\Unreal Projects\gaga\Intermediate/Android/APK\gradle ungradle.bat" :app:assembleDebug Running on 4.21 nvpack installed. Anybody has that error?
thanks, super useful video! <3
This is an amazing tutorial m8! :). I have a question, is there any way to activate the cone with an input? For example if you want the cone look like a flahslight. Thanks, you're a beast :D
holy cow ok yeah this could be massive helpful for my teams project idea
hey, that's a crazy good tutorial, thanks a lot!! I have a question though - how heavy is it on performance? can you still get 120 fps with those 80+ traces?
Great question! I don't know actually. It's definitely not free. You would need to A/B test it in to find out. You could also throw it onto a custom timer vs using onTick (used that because its simpler for tutorial context) and do the updates slightly less often if needed and blend the transitions.
@Okaricraft hey I actually did test it a couple of days ago, and, with 360 traces per frame (lol) I lost about 10 fps in performance. Yes, on timer is a great suggestion, and also I was thinking about splitting thise 360 across multiple frames. I didnt try the latter though
I know this is old, but its not hard to make a custom event that ends with a retriggerable delay and then have that event start on play to make your own timers and not use event tick.
Super great tutorial. I have a question. Is there a way to actually change the opacity of the mask so you can see parts of the background?
I'm absolutely losing my mind over this, the default brick-like texture works as it should, but as soon as I put anything into the texture object slot of world aligned texture, it refuses to pick up the updated character position. It's on my onTick event, it picks it up whenever I start the game, it just doesn't send an update every frame like it's supposed to.
Update; I'm a fucking idiot and somehow attached a spawned in pawn to my player start point, so whenever I moved that it would move the overlay. Deleting the pawn fixed it.
The render target stuff reminds me of programming opengl with the array of triangles, telling it when its done rendering and beginning draw lol
How can I contact you? Do you have any professional email?
Amazing, thanks! I'm trying to change the opacity of the Material to have a semi-opaque effect, how do you achieve something like this? And potentially trying to blur the edges of the masks so it appears a bit softer. Thank you!
I just changed the A node to output a scene texture, either diffuse colour or PostProcessInput and divide that :) You can also add desaturation for pleasure. No idea how to blur, though.
How would you approach the creation of the pivots in Blender? I tried To do it by projecting from view (bounds) but it doesn't seam to work in UE when imported
When I try to import any png or jpg file I get 2 errors: 1- "Unable to retrieve the payload from the source file" 2- "Texture has zero width or height" What's the issue? Edit: It was the size of the pic, changed it to 1024x1024 and it worked :}
I know how to make the cast ray longer but does Anyone Know how to make the vision cone larger?
Excelent
does this work on mobile?
SUUUPER useful loved it , and also there's another method by packing and setting pos to UVs and unpacking again , thnx a lot
Cool! Thank you!
Awesome tutorial, thanks! I managed to make it work with multiplayer thanks to your explanations in other comments. In general, it seems pretty heavy on performance, specifically if you want to draw it 360 degrees, and with 'only' 360 raycasts, it can look pretty jittery, is it expected? Any tips on if it can be optimized to make it more smooth / less heavy on performances?
I just discovered UV pivot baking and so your amazing tutorial, and it seems to be an amazing trick so I tried to reproduce it in Unity, but didn't end up with the same result :/ Each individual part seems to move in a weird direction (when applying the scaling part) and they also scale themselves, instead of just moving outward based of the (object pos - pivot pos) direction So if someone knows a solution for this...
How would I change this so that the end of the cone is centered on the mouse cursor? I know how to get the location of the mouse cursor and I can get it to draw a line from the actor to said location, but if I try incorporate the main bulk of your code here so that it generates a cone, it all acts very strangely.
Great tutorial. Was really nice to follow. What do I need to add that also niagare effects are only showing inside my line of sight?
Unreal Engine is a fantastic tool, BUT... some times very simple things dont work. For instance set a variable in an On Paint Override Function to a new value. The blueprint and the variable is not read only. The variable works on other Events very good , but not in "On Paint". Do you have a idea to solve this?
You need to override the UPaintWidget::NativePaint
This guide was perfect for me. Not only did I learned a few new things about Unreal, but it also helped me with other tasks I had to do after the drawing. Some of which I was not even sure of how to search for. I should point out that it seems that the "Vector2D / float" boxes seem to not exist in Unreal 5. Using "Vector2D / Vector2D" with the same number in both X and Y worked though.
This is so awesome tutorial.
28:40 Ah yeah, looks like a Moire interference pattern.
Why not calculate the appropriate size of texture scale
why LERP??? Map Range Best
Hate to be the one to tell you this but this is a 2D widget, in world space. Notice how when you look at it from the side it's width is zero, that means it's 2D.
Hey there ! Great tutorial helped a lot ! But when i go on full screen the RenderTarget jumps to the left of the screen ( as its not in WorldSpace anymore) and when i move my camera on full screen, the RenderTarget starts moving. Do you have any idea why this would happpen ? Thank You !
Hey does that follow players while teleporting?
Thanks for the tutorial, I took the system you built during the "Create Line Trace System" section of the video to enable a cone shaped line tracing system for a football (soccer) game I'm developing. It looks asthough the system needs ~>50% of the line traces to be inhabited by another character for the desired player to become available to pass to (set by the "Out Hit Hit Actor"), do you know if its possible to set the "amount of traces required" to a certain amount? Thanks
Awesome tutorial, thank you so much!
How can you make the vision Cone angle and the vision circle diameter shrink as the player loses health and also when the player jumps? would really appreciate an explanation, Great tutorial btw!
So the diameter is just controlled by a distance value we set for how long the ray casts should go, since the cone gets redrawn every tick you would just need to tie it to some health value to shrink it for that. jumping is a little more dependent on how you want to implement it, but a timeline would be one way.
Wow, your video is so wonderful!!! It solves all the problems I'm facing! Thanks a lot!
Got a question for you, Is there a way to do this, or something simular to how League of Legends works. By that I mean, you can still see terrain and such out side the radius or view, but mobs and players are not until they are inside the area?
Hmm, it might not be the most efficient way but you could make characters/mobs out of translucent materials and use the Scene Color node to sample the background and use the same positional logics in the main PP material to check if the mob is in or out of the visible area. another route would be to create a dynamic mesh out of the generated line traces and use it as a collision mesh to turn the visibility of mobs/enemies on or off depending on if they are inside it or not.
@@Okaricraft I don't know that im all that knoledged to be able to draw that, idk if you have any examples of how that'd work of if there was a way to show me
Hey, my scenetexture isn't working, gives the lerp an error, even with the R,G mask
Hmm... doublecheck your mask and the video, should be R,G,B, not just R,G. the Lerp wants your B pin to match the Vector3 from the A pin.
realy thx, just how can i up the size of the triangle pls ?
Hi is there a way to make the vision cone became a bit longer?
Short answer, yes. long answer, check out the comment thread of Dillon Tidwell, I went through and helped indicate what spots need to be changed to increase the length of the vision cone.
GOOD JOB!!!!!
IS there a way to make the transition from what you can see to black less harsh/hard, more smooth/blended?
Another commenter asked this, and will have a more detailed explanation, but a simple way would be to blur the post process texture mask in the material before it goes into the LER. a more complex way would be to make a somewhat more complex line trace mesh, as the vertex color matters when using it to draw to the render target, so you can use that to produce a gradient in the render target texture directly.
@@Okaricraft cool i will try and give it a go thanks for getting back to me. This solution does it also work for multiplier, would i have to assign a tage or something for each duplicate LOS ?
@@FunwithBlender You would need to convert this so that each player created a custom dynamic render target that they would draw to, instead of a static one like the tutorial uses. I outlined in one of the earliest comments a fairly detailed method to this, as it requires a bit of reworking the tutorial.