Ultra Volumetrics - Third Person Component
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- Опубликовано: 29 апр 2024
- In this video we'll go over the Third Person Component, what it is and how to use it.
Sorry about the youtube compression making the fog appear to be low quality and pixelated.
www.unrealengine.com/marketpl...
Free environment used in this video:
www.unrealengine.com/marketpl... - Игры
The "player 2" (NPC) lighting of torch should be "on component being/end overlap" with a set volume (box collision e.t.c.). Nice to see the improvements to the system.
I considered it, but adding another component and setting up the logic would've been more steps. But perhaps it would've been a better example. Appreciate the suggestion, thanks!
Love the BP! However, is there a way to keep showing the fog as the camera goes through it? I set the Near Distance to 0 and no go..
Hi, glad you like it! I'm not entirely sure what you mean, can you show me an example? =) If you mean specifically in this third person example, then it could be that the radius of the third person component is large enough to reach the camera. Otherwise there are also some settings to check in the Exponential height fog where you'll find a start distance and fade distance in the volumetric fog section, make sure those are 0 as well.
Are you planning on updating the asset to UE 5.4?
Update has been submitted! You can probably expect to see it somewhere in the coming days =)
Can we use it in sequencer?
Yes, add the character or object with the third person component to sequencer and you're good to go! If you need any help let me know =)