You deserve a lot of views for the simple and the easy way that you explain on it . I am certain that this channel is the best in simple and clear content
THIS!!!! I'm coming from Unity which mean I have a LOT to learn. It's rare I find a UE tutorial that is not overly complicated.This, along with your switching material tutorial makes this an easy choice to subscribe.
Oh man, you are the only one on RUclips who simplified the process of creating a configurator like this !! I have one question. How we can add a highlight to the selected icon to show which object is selected in the thumbs ? Thank you, please keep sharing such a great knowledge.
thanks man , happy to be of help . 🙏🙏🥂 a trick you can use is that to make a texture with a highlighted frame in photoshop and then set the material on the planes when the key is pressed. then set it back to the material with no highlights when the other ones are selected . the blueprints can get a little tricky but it`s completely feasible . I also have a tutorial about switching materials in case you don`t know the prosses.👋
@@UnrealART i just encounter a problem, so my static meshes aren't being lit up by the scene lighting, none of the 3, and I can't find the solution, any ideas? I started the project in 4.23 and exported it to 5.1, and no matter how much i build the lighting, it just doesn't work
thanks, that was simple! i used random for mine so the pin goes into a set visibility 0 with target every mesh i have then the pin goes into making a simple mesh at a time visible. it's a bit messy but it works great for a 10 minute job.
hi Shamim , well it`s almost the same process, the only difference is that when you want to choose a key for the event instead of choosing keyboard keys you should choose an oculus controller`s key. however in my next tutorials I am going to cover some VR subjects and I am going to make some videos about this too. by the way if you have any VR projects I would be happy to collaborate, 😉
I got a question what about the collisions? All of the collisions are active what's the node to swap or disable/ enable collisions? [I have multiple assets in one single BP what about that as well?
Thank you, sir, the explanation was excellent and the method was effective, but I encountered the problem that it only works on one element in the scene. I have several chairs and I want to change them all at once. How am I going to do this? it's only accepts changing one element
This is a great video - very helpful. Is it possible to do the same with blueprints instead of static meshes? Swap out one blueprint for another, not just a static mesh?
nice tutorials but can we do this with groups as well or only single static meshes ? if not, is there any way that we turn groups into single static meshes inside unreal ?
Gday, great video mate. Simple and concise. I'm just wondering about the best way to do this for 3 separate structures that are built from hundreds of static meshes? Tried attaching a parent mesh but I'm only seeing that cycle through and not all of the attached meshes. Any help would be appreciated!
thanks man, well one way is that you can export them all and attach them together and make one static mesh in your 3d modeling package,and then import it again. but there should be easier ways to do it in unreal, the patenting trick should work ,I have to look into it to find out what is wrong with it🤔
@@UnrealART Thanks for the quick reply. I'll give that a try. Keep up the videos mate, they are high quality. Straight to the point yet it was easy to undertand as someone whos only scraped the surface of unreal.
hai can you make it again? but the interface is from widget show you can chose with button, i got some problem with it, whe i use view mode with "LIT" the widget it totaly black, but when i chose with "UNLIT" ittt totaly fine
I have a bit different scenerio, I want that if my 3d character enter a specific area a meny pop up just like it did in your video but I want to change the cloths of my own character with which I am playing.Please help me with that
well it gets a little tricky because you are playing with the character, but the process is the same , you need a collision box for activating the input and then set the material or the static mesh for the character .
thank you for the tutorial! How would you apply this to toggling between multiple BP's? I am trying to build a system where I can toggle between multiple Metahuman Characters. Unfortunately, they are not simple meshes like this example
you are very welcome . instead of static meshes, you can add skeletal meshes ( metahumans ) to the bp. I haven`t tried it myself but I don`t think that would be much different from doing it with static meshes .
@@UnrealART but since you are using single meshes for the whole object, I don't know how to translate it to switching multiple meshes at once, plus keeping the animation running etc
Hello, I really liked your tutorial, it was very useful for me. I would like to know if there is a way to make this exchange of objects using "Blueprint Variant", within the Blueprint Variant already puts the objects to be exchanged.
check the visibility settings of the text and check your collisions . also play the game so your character walks into the area you make , do not simulate the level 🙌
the video is made in ue5 . in 5.1 they made an enhanced input system which is a little different from the one in the video . I think that`s the reason it doesn`t work . there are a couple of tutorials about this topic on youtube which may help you fix the problem .
first make sure you are playing the level with a first or third person character , and do not just simulate the level . then double check the tutorial and if it didn`t work yet , email me a screen record of your project so I can see what`s wrong . 🙏
Man why you even using components for that? Why not just put all of them into array and just replace a single static mesh component with a desired static mesh? The way you do it is just ineficient... I mean lets say later on your project you will require 200 chairs. You will be creating all this logic for 200 chairs? And the worst thing here is that you teaching other people with this nonsence O__o
Efficiency is not important when you want to teach beginners, you need to explain the subject in the simplest way possible so they can understand it and implement it easily. Using arrays may make it a little more efficient for the engine but it's harder for the audience to grasp what is going on . So it's not nonsense and this method is useful for beginners.
You deserve a lot of views for the simple and the easy way that you explain on it . I am certain that this channel is the best in simple and clear content
thanks a lot, I realy apreciate it, glad to be of help 🙏🥂
THIS!!!! I'm coming from Unity which mean I have a LOT to learn. It's rare I find a UE tutorial that is not overly complicated.This, along with your switching material tutorial makes this an easy choice to subscribe.
Great to hear! these kind of comments motivate me to continue and make more videos. thanks a lot !
Oh man, you are the only one on RUclips who simplified the process of creating a configurator like this !! I have one question. How we can add a highlight to the selected icon to show which object is selected in the thumbs ?
Thank you, please keep sharing such a great knowledge.
thanks man , happy to be of help . 🙏🙏🥂
a trick you can use is that to make a texture with a highlighted frame in photoshop and then set the material on the planes when the key is pressed. then set it back to the material with no highlights when the other ones are selected .
the blueprints can get a little tricky but it`s completely feasible . I also have a tutorial about switching materials in case you don`t know the prosses.👋
this was exactly what i needed for my project! thanks for the video!
Great to hear!
Thanks man was looking for three days how to switch my chest model into opened chest model on interaction and your video saved my ass. Love you!
you are very welcome, happy to be of help 🥂
Just what i needed, man. Nice and simple, as a beginner this is a big deal. Thank you
no problem , Glad it helped!
@@UnrealART i just encounter a problem, so my static meshes aren't being lit up by the scene lighting, none of the 3, and I can't find the solution, any ideas? I started the project in 4.23 and exported it to 5.1, and no matter how much i build the lighting, it just doesn't work
thanks, that was simple! i used random for mine so the pin goes into a set visibility 0 with target every mesh i have then the pin goes into making a simple mesh at a time visible. it's a bit messy but it works great for a 10 minute job.
you are very welcome , happy to be of help 🥂🙏
Amazing....Thanks. Please make a tutorial for Oculus devices. Clients want to change/switch objects when wearing oculus devices....
hi Shamim ,
well it`s almost the same process, the only difference is that when you want to choose a key for the event instead of choosing keyboard keys you should choose an oculus controller`s key.
however in my next tutorials I am going to cover some VR subjects and I am going to make some videos about this too.
by the way if you have any VR projects I would be happy to collaborate, 😉
Such a helpful tutorial.
Subscribed, liked and shared. ❤❤❤
Thanks so much 😊
I got a question what about the collisions? All of the collisions are active what's the node to swap or disable/ enable collisions? [I have multiple assets in one single BP what about that as well?
you can do it in the static mesh component in the blueprint .
Thanks you for this Video Man... It was really Helpful❤
Glad to hear that ! ❤️
very bice and easy explain .... thanks make more tutorial 👍
Thank you, I will
Amazing tutorial!
Glad you think so!
This amazing. Can you do another blue print to trigger visibility when a timeline clip animation is played?
thanks, you mean they change based on a timeline? I didn't get your idea completely🤔
Thank you, sir, the explanation was excellent and the method was effective, but I encountered the problem that it only works on one element in the scene. I have several chairs and I want to change them all at once. How am I going to do this? it's only accepts changing one element
glad you liked the video. open up the blueprint and uncheck consume input in the details tab
This is a great video - very helpful. Is it possible to do the same with blueprints instead of static meshes? Swap out one blueprint for another, not just a static mesh?
thanks, yes it`s totally possible
thank you open probleme in my life
no problem , happy to be of help
nice tutorials but can we do this with groups as well or only single static meshes ? if not, is there any way that we turn groups into single static meshes inside unreal ?
it should be possible but I have to look into it
fantastic
Thanks
is it possible to do this through clickable buttons on the scene rather than a key on the keyboard?
Yes of course. You just need to set up some widget blueprints
Gday, great video mate. Simple and concise. I'm just wondering about the best way to do this for 3 separate structures that are built from hundreds of static meshes? Tried attaching a parent mesh but I'm only seeing that cycle through and not all of the attached meshes. Any help would be appreciated!
thanks man, well one way is that you can export them all and attach them together and make one static mesh in your 3d modeling package,and then import it again.
but there should be easier ways to do it in unreal, the patenting trick should work ,I have to look into it to find out what is wrong with it🤔
@@UnrealART Thanks for the quick reply. I'll give that a try. Keep up the videos mate, they are high quality. Straight to the point yet it was easy to undertand as someone whos only scraped the surface of unreal.
@@StubbsyLivesLife no problem, happy to be of help 🙏🥂
@@UnrealART But how would you translate it to moving characters like a metahuman?
hai can you make it again? but the interface is from widget show you can chose with button, i got some problem with it, whe i use view mode with "LIT" the widget it totaly black, but when i chose with "UNLIT" ittt totaly fine
yes I am working on a series about widgets , I will make some tutorials about this topic soon 🥂
This method is not very scalable if you have many models and want to add others. Do you know how to do it in this case?
that`s true. it depends on the scenario. maybe you need to use arrays or enums to manage that effectively
I have a bit different scenerio, I want that if my 3d character enter a specific area a meny pop up just like it did in your video but I want to change the cloths of my own character with which I am playing.Please help me with that
well it gets a little tricky because you are playing with the character, but the process is the same , you need a collision box for activating the input and then set the material or the static mesh for the character .
@@UnrealART would love if you would make a video explaining this in detail
@@Haris-777 sure as soon as I find the time 🙏
Would love to see a video on this
thank you for the tutorial! How would you apply this to toggling between multiple BP's? I am trying to build a system where I can toggle between multiple Metahuman Characters. Unfortunately, they are not simple meshes like this example
you are very welcome . instead of static meshes, you can add skeletal meshes ( metahumans ) to the bp. I haven`t tried it myself but I don`t think that would be much different from doing it with static meshes .
@@UnrealART but since you are using single meshes for the whole object, I don't know how to translate it to switching multiple meshes at once, plus keeping the animation running etc
@@habibmensch7368 well that`s a little different scenario , I am working on some archiviz tutorials and maybe those topics will be covered there 🥂🙏
ایرونی هم بسیار 😘
مخلصیم 🥂🙏
Hello, I really liked your tutorial, it was very useful for me.
I would like to know if there is a way to make this exchange of objects using "Blueprint Variant", within the Blueprint Variant already puts the objects to be exchanged.
you are very welcome, i have not tried that aproach, i have to look into it to figure it out .
@@UnrealART Thanks very much
Somehow this doednt work for me, either the press E always appears or never
check the visibility settings of the text and check your collisions . also play the game so your character walks into the area you make , do not simulate the level 🙌
Amazing bro thank u so much … please could u make this tutorial for oculus please
yes of course, I will do it as soon as I find the time🙏
Amazing video. Do you know how to get it to work in 5.1, no input of keys anymore
thanks, I will look into it and make a video about it soon 👋
@@UnrealART Great I have got all going as per your BP, it just needs to have the new enhanced input set up, that is what I am struggling with now.
not working for me in 5.1. for models or texture swap its not working and im lost
the video is made in ue5 . in 5.1 they made an enhanced input system which is a little different from the one in the video . I think that`s the reason it doesn`t work . there are a couple of tutorials about this topic on youtube which may help you fix the problem .
I followed your video and It is not doing anything when I Interact with my Object
I think it's for your input system, this video is a little old, they have changed the input system in the newr versions
the best
thanks
👍
🙏
Box collision not working
check the actor , maybe it`s not connected
@@UnrealART How to connect the actor
first make sure you are playing the level with a first or third person character , and do not just simulate the level .
then double check the tutorial and if it didn`t work yet , email me a screen record of your project so I can see what`s wrong . 🙏
dastet dard nakone
khahesh mikonam 🙏🥂
داش ایرانی
مخلصیم
damet garm dash
mokhlesim
Man why you even using components for that? Why not just put all of them into array and just replace a single static mesh component with a desired static mesh?
The way you do it is just ineficient...
I mean lets say later on your project you will require 200 chairs. You will be creating all this logic for 200 chairs?
And the worst thing here is that you teaching other people with this nonsence O__o
Efficiency is not important when you want to teach beginners, you need to explain the subject in the simplest way possible so they can understand it and implement it easily. Using arrays may make it a little more efficient for the engine but it's harder for the audience to grasp what is going on . So it's not nonsense and this method is useful for beginners.