so for those who are wondering how to start without the effect. I couldn't for the life of me figure out where I had to put oneminus after the sphere mask.... What I did: on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. That worked for me at least. Great video, but hard to understand for a beginner with materials. You are going pretty fast and I would enjoy a more in depth explanation of the things that you are doing. Other then that... simply amazing!
Hello Everyone if you liked this tutorial. You may also enjoy some of my most popular tutorials.And don't forget to hit the subscribe button. Here is a playlist : ruclips.net/p/PLnfzvYOawOqDy9LDjNizT7hiMi4IbKd3C&disable_polymer=true
This is excellent! I found your tutorial while trying to find a way to make an animated water plane use edge detection in order to draw foam on shore lines when it making contact with my terrain, etc. I feel like a lot of things I've seen you use may be applicable for that. But haven't gotten down to the nitty-gritty quite yet. Thank you for your time and knowledge!
Really cool. I hope I find a reason to use this. I wanted to thank you because the first little bit you did works great as the basis for a distance fog. A little pow here and lerp there and it's perfect.
That is an amazing effect thank you very much for this! The possibilities from this point are endless for amazing fx very happy I stumbled on this gem!
UnrealCG May I ask if you can do a tutorial on how to deform terrain(landscape) on hit, like when there is an explosion and it create an hole. Is it possible without voxel plug in? Maybe with a sphere collision which deform the landscape.
So you can do something like disable the fog when the respective key is pressed ( or when that outline or scan is enabled ) and enable those effects when the scan is disabled
From 2:06 on, when I connect the radius and Hardness components to the sphere mask component, it looks completely dark. May I know exactly which unreal version you are using? Because I'm doing the same thing you did, but I'm not getting the same result.
the most talented tutorials for unreal engine on youtube by a long way, have a slight problem though not sure where i went wrong wondering if you can help ? the sky has loads of outlines i dont know how to fix it
That is an issue with the third person skysphere. I have commented a section here about skysphere here. If you add this to your material the skysphere issue will be solved. link : blueprintue.com/blueprint/lqh4-302/
Thats amazing thank you so much, attempting to create my first project in unreal and your tutorials have been the best ! cant wait to see what your next videos will be :)
Amazing job! I was curious how to do the inverse of the scan? For example I would like the scan effect to START at the players location instead of starting in the distance and ending at the players location. Thank you!
on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. ( Thanks to Vitali Wittermer this is what he did and he said it worked for him)
@@UnrealCG Unfortunately this only works in one direction. I'm trying to get both the scan and un-scan to start from the players location and move outwards
Hello, thank you so much for this tutorial! I had a question, would it be possible to create this outline effect only in the area where a light source is emitting onto an object?
Hey there, this is an amazing video, I was just wondering how can I effect everything with the shader apart for the character, it would be very helpful
I'm not an expert, but I know that you can exclude the character from the effect by using Scene Depth. I can't honestly tell you how, but I know that it allows to render the character after the postprocess, so it is rendered appart from the rest of the scene
Thank you so much works like a charm! Beginner question.. I can't seem to record the ''on click E'' effect change in sequencer, how do I record it properly?
Can you make full transition with this effect to another world, but charter in the same position that's really helpful for virtual production? Hope u can understand what I'm asking
Amazing tutorial ! I just started using unreal, the game i am trying to do have this outline effect all the time and i was able to do it thanks to you ! My only issue is with the export, the lines are all faded and blinking, I tried changing the aliasing but without success. Do you have anti ideas of what I could do to make it work ? What was your export setting ?
Hi man! Amazing! I was wondering, how to revert the effect? I mean, how can I do to start from a normal environment and click the "E" button to get the environment be scanned ? Thank you
on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. ( Thanks to Vitali Wittermer this is what he did and he said it worked for him)
Hey, thanks for the awesome tutorial! I do have two question though, if you don't mind. 1. I could fix to start the game without the effect, however the effect is still showing up in my viewport. 2. How can I inverse the effect? So instead of pulling the red circle towards me, I want to push it away from me. Thanks in advance and keep up the good work.
So im trying to make this into an other effect. The post process is turned off when i start the game. When i press T, the post process is faded in (colors turn to black and white) enabled and the absolute darkness is coming from a big radius to my player character. Ive been trying for about 2h but i dont get the hang of that material working (even thou i skipped all the complicated outline stuff). Right now i have it kinda "inverted" working, with a camera fade to black and normal again while triggering the material, and when i disable it its fading from black to normal. but the darkness comes out of nowhere it seems :(
How would I go about making this post process effect ignore certain objects/ materials.. So lets say I have a character or a boss level that I don't want affected by the material? Do I need to make a special material for everything to not be affected? Thanks again :)
Awesome work! I was wondering if you knew any way to exclude certain objects from the post process volume? I've been trying to use Custom Depth so I can see 3D widgets but I can't get it to work!
Hello thank you for this great tutorial. I want to achieve first effect you showed at the begining of the video (with shadows and reflections) Can you help me about that? Thanks again! :)
I am sorry about that I completely forgot about that part. But it is easy to get that. Just find the lerp from where you get the black color and connect a postprocess 0 input to it.You can also multiply that with a color to give it color.
Could you please explain which lerp you are talking about? And would that fix the problem that no effects are showing up? Maybe give the time you create the lerp in the video. It would help a lot. Thank you very much. You are awesome!
Hey bud, incredible tutorial, just one questions I am trying to implement this with VR (htc) and everything works great until I get to the point of the 3rd character controller. I tried to replicate what you did but inside the VRpawn instead and using the motion controller trigger instead of the E key but doesn't work. Any idea if this could be implemented straight away into VR or it is something different? Also I am receiving outlines from the sky since it is emissive as well, why yours just shows the sky black? Thanks again!
This looks awesome but doesn't seem to be compatible with Forward Renderer as the scene diffuse colour won't work. Any ideas of an alternate way of doing it?
Thanks for this detailed explanation.. And it's a cool work. I tried this for implementing wireframe to an object. How can I do this for only 1 object rather than apply to whole environment?... Please reply
Thank you for your interest. Do you know "Okami"? This kind of effect with tinner edges or no edge. It is like oil painting or water color effect. ruclips.net/video/2w6xtBVc6NM/видео.html
Damn getting an error at 13:30 when I connect the Outline color to the multiple I get an error - float3 and float2 are undefined. not sure if masking the color is the right answer, or i did something wrong on the top half!
Thanks. That started me down the path. The problem was in the top half I ended up with a Mask (R,G) not R,G,B) so that produced the float2 from the top half. Fixed by adding the "B" to all the copy/pasted masks.
You can't get a light vector in unreal engine 4 I think. But you can make a vector collection parameter and bring in the light vector through blueprint.
I have commented a section here about skysphere. If you add this to your material the skysphere issue will be solved. link : blueprintue.com/blueprint/lqh4-302/
UnrealCG thank you sir! Greatly appreciate it! Since you’ve replied so fast, could you also mention is there a way to fix the lines that are really far away from being jittery when you move your mouse around? :)
Big thank you for your tutorial and scince you answered so may questions already I got one too: I tried to add a post process component using this effect to my thirdperson character, but nothing showed up. (Triggering works fine and if I step into a Post Process Volume I see it reacted to pressing the attached key.) Any suggestions ?
hello, thanks for the tutorial , it does work on the engine emulator but when i tried to package it on android (samsung galaxy s7) for samsung gear vr oculus it doesn't work and instead playing my game first level it shows some kind of a rock texture i do have this error in the material "PM_Outlines" :[ES3_1](node scene texture)node not supported in feature level ES3_1. SM4 required for android gles3.1 and the others, so if anyone knows why or how can i fix it ?
Hi I just want to ask how to I reverse the process I want to start with no outliner then If I press the "E" button then that will activate the outliner post process, ty
Ok, i deactivate substrate material. All material broken. Reactivate it. All work, also post process material. Best weird thing appen to unreal in 5 years
Hey there ! Nice tutorial dude ! Just a little question i'm a little lost : How can I "transform" the black with Alpha 0 ? I just need the sphere radius to grew up but always see background and I don't know how to do it ... Please help !
It's ok I find it, i just decheck the last alpha and I see the background :D Thx anyway :) Another little question .. how can I reverse the effect ? when i'm click on the input i just want the outline effect start t my position to the radius , actually it just does the effect from the background to the player , any ideas ?
how can i get the effect like you showed at the begining of the video?....i have read comments but for which 3 lerps i should connect post processing 0
@@UnrealCG is there an update to this? Ive combined your "vision effect" with the "outline effect" successfully. But i still cant change the base color of the outline
Hi, I love your work, and this video helped me a lot, can you help me?, I need no mask some objects that won't be affected by this effect, is it possible? Please it's very important to me, thanks a lot
I have commented a section here about skysphere. If you add this to your material the skysphere issue will be solved. link : blueprintue.com/blueprint/lqh4-302/
hey man,I have a question:when I press play,the level starts with the effect on,without me having to press E to activate it.How do I make it start normally?
Who's this? I did everything and gave it right! Thank you so much! I subscribe to your channel because you are incredible! But I have a doubt, not my project and start with the active schema once, how do I make it not active and when I make the effect? hugs
UnrealCG My game always initializes with this effect, how do I initialize it normally without the effect and after I press the defined key the effect appears?
so for those who are wondering how to start without the effect. I couldn't for the life of me figure out where I had to put oneminus after the sphere mask.... What I did: on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0.
That worked for me at least.
Great video, but hard to understand for a beginner with materials.
You are going pretty fast and I would enjoy a more in depth explanation of the things that you are doing. Other then that... simply amazing!
Hey, Thanks for Sharing and I am sorry that one minus node caused you confusion.
Hello Everyone if you liked this tutorial. You may also enjoy some of my most popular tutorials.And don't forget to hit the subscribe button.
Here is a playlist : ruclips.net/p/PLnfzvYOawOqDy9LDjNizT7hiMi4IbKd3C&disable_polymer=true
this is the coolest thing in ue4 that I ve ever seen!!!!!!!!!!!!!!!!!
Thanks :)
OMG DUDE! THIS IS AWESOME BROTHER!!!
This is excellent! I found your tutorial while trying to find a way to make an animated water plane use edge detection in order to draw foam on shore lines when it making contact with my terrain, etc.
I feel like a lot of things I've seen you use may be applicable for that. But haven't gotten down to the nitty-gritty quite yet.
Thank you for your time and knowledge!
WOOOW! This is just Amazing, It's the same effect as the Hunting Ability of Prototype 2.
Wow, this looks awesome!
looks REALLY great... nice work! :)
That's a slick effect! Thanks for the great tutorial! :)
This is amazing, thank you for the tutorial !
Really cool. I hope I find a reason to use this. I wanted to thank you because the first little bit you did works great as the basis for a distance fog. A little pow here and lerp there and it's perfect.
That is an amazing effect thank you very much for this! The possibilities from this point are endless for amazing fx very happy I stumbled on this gem!
looks Cool ! Straight out of 'The Matrix" ^^
It was incredibly helpful. Thank you!
That level looks amazing
This is awesome! Great job im making this right now :)
You are really awesome
作ってみたけど、本当に素晴らしい!勉強になりますぞ!
This is awesome! Is there a way to make this same transition, but between two levels? Any direction on that would be much appreciated :)
Duuuude! You're amazing! You deserve more subs!
Thanks man.
UnrealCG May I ask if you can do a tutorial on how to deform terrain(landscape) on hit, like when there is an explosion and it create an hole. Is it possible without voxel plug in? Maybe with a sphere collision which deform the landscape.
How big of a hole do you want? can it be done with decals?
thats really amaing bro love ur work
Thanks a lot. Awesome tutorial!
dude u r popping off xD great work
Amazing! Thanks bro :)
Amazing tutorial... Thanks
you alway show amazing tutorial
Thank you very much Dude, good tutorial =]
Well I have some weird behaviours with exponential fog (High density indeed), some clue? sometimes makes the outlines, sometimes not
So you can do something like disable the fog when the respective key is pressed ( or when that outline or scan is enabled ) and enable those effects when the scan is disabled
amazing work thanks you for sharing
From 2:06 on, when I connect the radius and Hardness components to the sphere mask component, it looks completely dark. May I know exactly which unreal version you are using?
Because I'm doing the same thing you did, but I'm not getting the same result.
the most talented tutorials for unreal engine on youtube by a long way, have a slight problem though not sure where i went wrong wondering if you can help ? the sky has loads of outlines i dont know how to fix it
That is an issue with the third person skysphere.
I have commented a section here about skysphere here. If you add this to your material the skysphere issue will be solved.
link : blueprintue.com/blueprint/lqh4-302/
Thats amazing thank you so much, attempting to create my first project in unreal and your tutorials have been the best ! cant wait to see what your next videos will be :)
Amazing job! I was curious how to do the inverse of the scan? For example I would like the scan effect to START at the players location instead of starting in the distance and ending at the players location. Thank you!
on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. ( Thanks to Vitali Wittermer this is what he did and he said it worked for him)
@@UnrealCG Unfortunately this only works in one direction. I'm trying to get both the scan and un-scan to start from the players location and move outwards
Need this too !
Great video. Can you do a tutorial to show how you did the rain please
Hello, thank you so much for this tutorial! I had a question, would it be possible to create this outline effect only in the area where a light source is emitting onto an object?
This is awesome!
Hey there, this is an amazing video, I was just wondering how can I effect everything with the shader apart for the character, it would be very helpful
I'm not an expert, but I know that you can exclude the character from the effect by using Scene Depth. I can't honestly tell you how, but I know that it allows to render the character after the postprocess, so it is rendered appart from the rest of the scene
Just WOW!
Thank you!
This is so awesome 👍🏻
awesome work keep it up
You are awesome. Thank you
Holy shit.
Thank you,+1 Subscriber
This is so awesome
Still learning thanks.
Looks like the "Scanning around" filter in Detroit: Become Human
@UnrealCG Hey man could you do an up to date video on how to make outlines around a player through walls? Such as in CS:GO
You could make the ZE WORLD effect from jojos bizare adventures & how/where did you learn all of this
is there a way for me to make this effect sphere be on my character instead of my camera, so the ring would be around my character?
Hello... I have a question. What if there is no 3rd person character... I just want to hit "E" for it to transform... thanks!
Thank you so much works like a charm!
Beginner question.. I can't seem to record the ''on click E'' effect change in sequencer, how do I record it properly?
i want to do the same but inside the radial use PostProcces Settings 1, outside PostProccess Settings 2, possible?
when I have this applied, a lot of my other materials dont show up, like the niagra system is hardly visible
Can you make full transition with this effect to another world, but charter in the same position that's really helpful for virtual production? Hope u can understand what I'm asking
Came here for something else, learned something more interesting
Amazing tutorial ! I just started using unreal, the game i am trying to do have this outline effect all the time and i was able to do it thanks to you !
My only issue is with the export, the lines are all faded and blinking, I tried changing the aliasing but without success. Do you have anti ideas of what I could do to make it work ? What was your export setting ?
Hi man! Amazing! I was wondering, how to revert the effect? I mean, how can I do to start from a normal environment and click the "E" button to get the environment be scanned ? Thank you
on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. ( Thanks to Vitali Wittermer this is what he did and he said it worked for him)
@@UnrealCG Hey I know this might be late, but where can I reverse timeline from value 1 -> 0 ?
@@AthenaMarriesDionysus In the blueprint
@@UnrealCG Awesome video! Doubt here, how can I make the scan starts at my player and expands to the world, keep the good work you are amazing!
I need this too ! Help us to do the Revert effect please !
0:17 for moment there, I felt like I could stop bullets.
EXCELLENT!!!
Hey,
thanks for the awesome tutorial!
I do have two question though, if you don't mind.
1. I could fix to start the game without the effect, however the effect is still showing up in my viewport.
2. How can I inverse the effect? So instead of pulling the red circle towards me, I want to push it away from me.
Thanks in advance and keep up the good work.
Hi abt the first question, I have question to ask how did you start the game without the effect? Thank you
So im trying to make this into an other effect. The post process is turned off when i start the game. When i press T, the post process is faded in (colors turn to black and white) enabled and the absolute darkness is coming from a big radius to my player character. Ive been trying for about 2h but i dont get the hang of that material working (even thou i skipped all the complicated outline stuff). Right now i have it kinda "inverted" working, with a camera fade to black and normal again while triggering the material, and when i disable it its fading from black to normal. but the darkness comes out of nowhere it seems :(
....awesome job !.....tnx for sharing ... : ) ,,,
Anyone know how to animated this using the PPV material? Say I want to use Sequencer instead of a BP Timeline node. Would be most grateful!
the gradual effect animation isn't working, sometimes the outlines go away but it is instantaneous and doesn't always happen
class content thanks!
Круто)спасибо за урок
how can we exclude any of the mesh to not receive any of that awesome effect?
How would I go about making this post process effect ignore certain objects/ materials.. So lets say I have a character or a boss level that I don't want affected by the material? Do I need to make a special material for everything to not be affected?
Thanks again :)
How WireFrame And Also OtherPart is Transprent, Using Method Of Post Progress Material
i love your tutorials, but your audio honestly makes me want to cry ;-;
Sorry about that dude 😅
Awesome work! I was wondering if you knew any way to exclude certain objects from the post process volume? I've been trying to use Custom Depth so I can see 3D widgets but I can't get it to work!
Set 3D widget to view space
@@UnrealCG you're incredible! Thanks so much for this 😁
Hello thank you for this great tutorial. I want to achieve first effect you showed at the begining of the video (with shadows and reflections) Can you help me about that? Thanks again! :)
I am sorry about that I completely forgot about that part. But it is easy to get that. Just find the lerp from where you get the black color and connect a postprocess 0 input to it.You can also multiply that with a color to give it color.
Thanks i will try it! :)
Could you please explain which lerp you are talking about? And would that fix the problem that no effects are showing up?
Maybe give the time you create the lerp in the video. It would help a lot.
Thank you very much. You are awesome!
Hey bud, incredible tutorial, just one questions I am trying to implement this with VR (htc) and everything works great until I get to the point of the 3rd character controller. I tried to replicate what you did but inside the VRpawn instead and using the motion controller trigger instead of the E key but doesn't work. Any idea if this could be implemented straight away into VR or it is something different?
Also I am receiving outlines from the sky since it is emissive as well, why yours just shows the sky black?
Thanks again!
This looks awesome but doesn't seem to be compatible with Forward Renderer as the scene diffuse colour won't work. Any ideas of an alternate way of doing it?
You don't really need to use that in the final effect. I just used that to show something.
Awesome!! U got any idea of how i can change the background color(the black color inside the outline)?
Hi man, check the pinned post, using that link you can download the original material with the color inside the outlines.
Ty man amazing job
Thank YOU!
Hey! Very nice effect, thanks for the tutorial! Can you explain what do i need to do for the "blend color" you show at the beginning of the video?
That just a a blend color overlay connected to a postprocess input 0 and it is connected to the lerp that gives the black color.
Thanks mate. Now i just need to find the correct lerp node!
I think there are like 3 lerps try plugging in a 3 vector(color node) into them.
Thanks for this detailed explanation..
And it's a cool work. I tried this for implementing wireframe to an object. How can I do this for only 1 object rather than apply to whole environment?... Please reply
You can use custom depth create a mask for just one object.
@@UnrealCG Thanks, will try
Hey thanks.I have a question. How do I get it to work only when the e button is pressed.As of now its always on.When i start the game.
Try adding a one minus node to the output of the sphere mask and connect that to the lerps.
how do I get GPU particles to show up in the outline?
Can you also make a tutorial for oil painting effect with post process volume? I would be very grateful
Can you show me a game footage of it? I just want to see what it looks like.Any popular game with this effect?
Thank you for your interest. Do you know "Okami"? This kind of effect with tinner edges or no edge. It is like oil painting or water color effect. ruclips.net/video/2w6xtBVc6NM/видео.html
Yeah, I know this game. I think it is part post process effect and part assets. I mean the water paint effect.
Looks cool! Your effects are amazing
Damn getting an error at 13:30 when I connect the Outline color to the multiple I get an error - float3 and float2 are undefined. not sure if masking the color is the right answer, or i did something wrong on the top half!
Hi Chris, You should check the other input that is connected to the multiply node just mask that and just get the red channel this should solve it.
Thanks. That started me down the path. The problem was in the top half I ended up with a Mask (R,G) not R,G,B) so that produced the float2 from the top half. Fixed by adding the "B" to all the copy/pasted masks.
Yeah, I thought so.I actually made a mistake in the video, it is better to take just the red channel there.
@@UnrealCG At 10:58 how did you subtract from the middle of the link? Whats the shortcut?
This is also cool!
Super cool man, is there anyway via materials to detect light vector to use instead of a sphere mask?
You can't get a light vector in unreal engine 4 I think. But you can make a vector collection parameter and bring in the light vector through blueprint.
How Exactly do you fix the issue where the sky sphere is being outlined? I just want it to be completely dark, instead of having lines
I have commented a section here about skysphere. If you add this to your material the skysphere issue will be solved.
link : blueprintue.com/blueprint/lqh4-302/
UnrealCG thank you sir! Greatly appreciate it! Since you’ve replied so fast, could you also mention is there a way to fix the lines that are really far away from being jittery when you move your mouse around? :)
Big thank you for your tutorial and scince you answered so may questions already I got one too:
I tried to add a post process component using this effect to my thirdperson character, but nothing showed up. (Triggering works fine and if I step into a Post Process Volume I see it reacted to pressing the attached key.) Any suggestions ?
You need to make the post process volume infinite bound.
thanks a lot
How to make a wave scanning with this effect?
How would you add cool sound effect for that effect?
Play an audio file when we hit the e key.
Amazing
hello, thanks for the tutorial , it does work on the engine emulator but when i tried to package it on android (samsung galaxy s7) for samsung gear vr oculus it doesn't work and instead playing my game first level it shows some kind of a rock texture i do have this error in the material "PM_Outlines" :[ES3_1](node scene texture)node not supported in feature level ES3_1. SM4 required for android gles3.1 and the others, so if anyone knows why or how can i fix it ?
Did you fixed it? I am having the same problem :/
Hi I just want to ask how to I reverse the process I want to start with no outliner then If I press the "E" button then that will activate the outliner post process, ty
You can just one minus the output of the sphere mask.
Hello!!!!! Work excellent from 4.25 until 5.3. With 5.4 dont work any more!!! Can you help me????
Ok, i deactivate substrate material. All material broken. Reactivate it. All work, also post process material. Best weird thing appen to unreal in 5 years
is anyone interested in how to get the hidden lines? any tutorial regarding this ? thanks
Hey, How do I make it so that the enemy ai apears red?
Pls Do help
Hey there ! Nice tutorial dude ! Just a little question i'm a little lost : How can I "transform" the black with Alpha 0 ? I just need the sphere radius to grew up but always see background and I don't know how to do it ... Please help !
Which back ground do you want to see, the landscape or things really far away?
It's ok I find it, i just decheck the last alpha and I see the background :D Thx anyway :) Another little question .. how can I reverse the effect ? when i'm click on the input i just want the outline effect start t my position to the radius , actually it just does the effect from the background to the player , any ideas ?
Connect a one minus node after the sphere mask.
how can i get the effect like you showed at the begining of the video?....i have read comments but for which 3 lerps i should connect post processing 0
You can download it here. drive.google.com/file/d/1osyE5v3b65OqzYCUh4RTiwrDiCbq_1mf/view
thank you so much
@@UnrealCG is there an update to this? Ive combined your "vision effect" with the "outline effect" successfully. But i still cant change the base color of the outline
Hi, I love your work, and this video helped me a lot, can you help me?, I need no mask some objects that won't be affected by this effect, is it possible? Please it's very important to me, thanks a lot
Yeah it is possible. By using custom depth. This video explains how to add custom depth.
Link : ruclips.net/video/9ZawosRVZrs/видео.html
@@UnrealCG thank you so much!!!
I see a pattern of concentric rings on the sky material, any ide how to get rid of it?
I have commented a section here about skysphere. If you add this to your material the skysphere issue will be solved.
link : blueprintue.com/blueprint/lqh4-302/
You are awesome! thanks a lot!
i have question what map assets u use into this video bro can u tell me please
The soul city assets pack. You can get it free from the market place.
hey man,I have a question:when I press play,the level starts with the effect on,without me having to press E to activate it.How do I make it start normally?
Try adding a one minus node to the output of the sphere mask and connect that to the lerps.
Tried but things went south for some reason
Who's this? I did everything and gave it right! Thank you so much! I subscribe to your channel because you are incredible! But I have a doubt, not my project and start with the active schema once, how do I make it not active and when I make the effect? hugs
The outlines are not visiable?
UnrealCG My game always initializes with this effect, how do I initialize it normally without the effect and after I press the defined key the effect appears?
You can connect a one minus node after the spheremask.
how would I apply this? I'm new to the platform, (I'm the same guy as the question)
Just right click and tupe in one minus and connect that after the sphere mask.And the rest of the connection should come from this one minus node.