Ive gone through your UE5 beginner tutorial and your 3 blueprint tutorials, im currently in the middle of the prophunt game tutorial and just wanted to say thanks for these videos. The way you show every step and explain what things do has been so helpful for learning. Just wanted to let you know your videos have been my main source of learning how to make games and I appreciate all the content!
11:47 - You must have forgotten how, to a noob like me, this is simply mind-blowing... I am currently starting your Advanced Blueprint, after the first two ones. They are fantastic, sometimes lacking a bit more explanation of the big picture logic, stuff that stopped me in my tracks and for which I needed to either get extra info or backtrack quite a bit, but I understand how hard it must be to put these together, and again don't get me wrong: they are FANTASTIC and I certainly am very grateful.
That was pretty Awesome. Many Thanks. Unreal really is delivering some great scenic capability for Hobby/ Indies developers these days. Just need a powerful PC, and less noisy graphics fans to run it.
Thank you for this video. Easy to understand and very helpful! I would also (as mentioned in the comments below) love to get an understanding of the optimization of these kinds of open worlds. Would you use world partition or level streaming, and how would you optimize it? On a more specific request, how would you implement/build a dungeon in a world like this? Thank you for all your awsome videos!
Dude, your content is great, my n1 source to learn UE5 so far, but here goes a tip. Start saying your name at the beginning of every video. Building a name for yourself is important, cheers
Great video! Is there a way to have a different colour water in one part of the map? With a fade. So say the water starts blue and clear, then turns brown and murky. I would love to know. Same with sky colour, tbh. Either or would be amazing.
Hello! Thank you for the tutorial, my texture streaming pool is over budget and I’m getting super low frames especially with the trees. I’m on the lowest engine scalability settings. Is this island not optimized well or is my computer just likely that bad.
in console command do r.texture streaming.poolsize 300000 that will fix most issues and build your lighting but it is mostly your computer but those are some very usefull short term optimization options
@@fishfryer87 the thing that is redusinig your fps is simply the foiloge the grass that comes with the landscape material is nante and there is 10000s of meshes of grass all being rendered so if you are still having issues that should help you if you either lower the quality or add a blueprint that lowers only foilage quailty to low but just focus on that grass since without the grass i go from 12 fps to 70
I’m working on a game project and need some guidance on creating an open world. I’m aiming to build a world with two cities, mountains, forests, roads, and a racing track. I’m looking for advice on how to design and implement this kind of environment effectively. Any guidance or resources you can share would be greatly appreciated! If you read this comment, leave a heart. And if you think a video on this topic would be helpful, please let me know! Thanks a lot!
Can you make a video on having different auto landscape materials for different biomes on that same landscape? I tried to make my own but for some reason when I added a fourth auto material on my landscape the materials just stopped working
I to had this issue and by trial and error to figured it out, if you haven't yet then: depending on who created the material and how it was set up there are several ways. Go to the material or material instance for the grass, open it and look for the wind parameters then set the parameters to zero. If you have to open the blue print to set the wind most creators will label each section so look for wind, there should be some constants or parameters set those to zero. If things are not grouped and labeled find the World Position Offset node and trace back its input line to where it comes from and set the input constant or parameters to zero. That should stop your wind.
Do we have performance issues with similar setup like this in middle-end hardwares? Since i am mobile developer, open world maps like this really stresses me out
Hello, great video, but I had a problem, after finishing the whole process and the terrain was complete, I went to add the trees, and realized that they were not being placed, because all the terrain was without collision, and I couldn't find the error, could you give me a hint of what might have been??
well done mate i have doin it its so easy kind have mid experience but sad part my gpu is sucks and its heavy work so i am getting 20/30 fps if i do epic settings in the engine
I’m a complete beginner and I’ve been encountering an issue where my character is too big for this map. What size do I need to scale my character down to?
For me personally I would like to see a world partition tutorial. Except with actors only. Don't use the player controller as a streaming source. Please help been working on this problem for over a month and still can't figure it out. I think it's broken maybe.
Noob question here, but Im assuming the character model there is a whole new set if instructions to be able to traverse the map? Meaning theres not built-in component you can select and the character model builds and you can run the map.
If you started this project as a Third Person Player project (as at beginning) You will have the default Robo Characters with all the controls. So yeah, you can just click Play, and he will drop into this Terrain Scene.
I still would love to know how to structure levels. Lets say for example, I have 3 small islands (separate from one another) each have 10 caves, and 25 house interiors - how and what does that structure looks like. I can never seem to find the answer.
I too have this problem, which is why I cant use this tutorial, I had to manual sculpt the land then export and delete the same said land and reimport it to optimize performance
depends on your game. I would recommend using world partition as it has a built in grid based streaming system. Every asset in the tile will get loaded when player gets closer, and it will be unloaded when player moves away
@@SmartPoly Yeah I understand level streaming. Let me put it this way. Look at Starfield game as an example. You've got procedural planet (which consists of multiple levels depending on where you land) - then you've got space orbiting a planet/moon (as a level). Then you've got the levels inside ships (which probably also consist of many). Then you also have interiors for ever base, room, house and what not. - how do you structure all this in a game? It feels like no one can answer this question of mine. Not that I plan to make starfield game, I'm just trying to understand the backbone. Because clearly starfield doesn't have a "persistent level" - or does it have multiple?
So I just finished the tutorial and would like to run around with my third person character. Unfortunately, there is only a simulation green play button, which does not drop my character into the map to play it. When I choose the 3 dots in the play button area and select play in the selected viewport, it will load the character, but it's under the map, and it won't move. Can I please get some instruction on how to do this? I have googled, but can't seem to find an answer. Incredible tutorial man, thank you so much!!!
Thanks for the video! I tried increasing my landscape to 4 sq km, instead of 1. The editor would barely work-- every adjustment froze for many seconds. But it's very cool with the smaller size, as shown in the video. Hopefully the bugs will be worked out, since it's still a beta plugin. Unless anyone has found a workaround already for larger landscapes?
as soon as i click with the blueprint brush "Accessed none trying to read property BRUSH MANAGER" tried uninstalling the plugin and reinstalling it, same result. this is on 5.4.3
Nice; trying to recreate a 1:1 scaled copy of the earth using (Ugh) Unity (which is driving me up the wall). 1 minute change and the PC lags for hours; I've been told that you have to have automatic terrain unloading enabled, but no one has the time to explain how you do that. I've thought of moving the project to unreal, though I don't know if it would be easier or harder to make my project on it; I've heard C++ is harder to learn than C# (I have books on both, but can't learn from books).
Here's the thing, anything will be difficult in one way or another, you just need to choose what is worth being more difficult over the other. In the case of your scaled copy of the Earth using Unity, your main difficulty is dealing with the response-times of terrain updates. If you'd much rather have faster response times or lower development time due to better tooling perhaps, then I'd suggest you make the jump to Unreal. The issue in the jump is if you need time to get up to speed with Unreal. Since most folks consider the transition time to be the most costly in such decisions. Unreal isn't perfect either, but you'll be trading the difficulty of creating advanced things in Unity for the difficulty in learning how to use advanced tooling in Unreal. The tradeoff is you get to make the advanced things more easily if you learn Unreal, at the expense of time to learn. If you stick to Unity, you'll be able to use your existing knowledge but again, you face the issue of trying to acquire or make tooling that alleviates any or all of your issues in the engine. C++ vs C#, frankly you'd be fine even if you didn't touch C++ and used the blueprint system (as it's essentially comparable to containerized C++ code that handles many complexities for you like memory management), but as someone who has worked with C, C++, Java, C#, and various other languages and paradigms, you might have a bit of a hurdle when you first start C++, but know that the C++ you'll be working with is supported by the engine developers with libraries, tools, templates, and an API. So your user experience will be better than if you were to start off with a blank C++ project, just like starting C# from a blank .NET project is different from starting a C# script in Unity that extends MonoBehavior and imports various Unity-specific API and tooling. And again, it all comes down to what you're making with that C++ too. If you were making a new renderer in C++, that's completely different than making a character controller in C++ in terms of complexity and the expertise of C++ you'd need to make it happen. Chances are, you're not going to use the full feature-set of C++ to do what you want, just like how you don't use every feature available in C# for your scripts in Unity, think async calls, multithreading, concurrency management, garbage collection (manual vs automatic), generic programming, datastructures, algorithm implementations, GPU calls, file-io, networking (TCP/UDP/REST APIs), lambda expressions, and various other language-specific features you can find that I won't list here for brevity's sake. TLDR: If your project is advanced enough that the engine can't provide you the tooling out of the box, perhaps consider using an engine that does, ie jumping from Unity to Unreal No shame in hopping around trying to find what works best for you. EDIT: For anyone looking to see what the C# to C++ transition looks like in Unreal, I recommend "The Game Dev Game"'s video here: ruclips.net/video/wupB2gf1hf0/видео.html His method of easing you into C++ code in terms of syntax, and mapping your C# habits to C++ is a nice way to get started in my opinion.
everytime i watch one of your videos it feels like you're just zooming from start to end. It sucks cause the information is good, but you're just going so fast (i'm super new)
I adjusted the settings, just find the procedural grass foliage asset in the content browser, open it up, expand the array, and for each grass asset play with the min and max scale value. I set mine to min value: 0.8 and max value: 1.2
God! This is farrr better, useful, practical and 10 times shorter (time efficient) than paid Udemy course from Stephan Ulbari. What a waste, I regret wasting money on grifters like that so much
Check Out My Multiplayer Survival Game Course:
Smartpoly.teachable.com
Hey, if we get your course would we be able to ask you questions? Id like to make a Chivalry 2 combat style with ark survival elements.
@@fatalstrikeproductionsllc4820 you will be able to ask any questions in his discord if you take his course, where others can also answer.
hello i am trying to build an warno like strategy game in ue5 but i am really lost do you have any tips
i swear bro knows exactly what i struggle with for every upload
It blows my mind the amount of tools available whilst the extreme lack of comprehensive tutorials make it a nightmare to aproch.
He's my new hero
Bipity bobity boo I am here to remind you
Ive gone through your UE5 beginner tutorial and your 3 blueprint tutorials, im currently in the middle of the prophunt game tutorial and just wanted to say thanks for these videos. The way you show every step and explain what things do has been so helpful for learning. Just wanted to let you know your videos have been my main source of learning how to make games and I appreciate all the content!
11:47 - You must have forgotten how, to a noob like me, this is simply mind-blowing...
I am currently starting your Advanced Blueprint, after the first two ones. They are fantastic, sometimes lacking a bit more explanation of the big picture logic, stuff that stopped me in my tracks and for which I needed to either get extra info or backtrack quite a bit, but I understand how hard it must be to put these together, and again don't get me wrong: they are FANTASTIC and I certainly am very grateful.
I really needed to know this as my land was all one colour. Thanks mate 👍
That was pretty Awesome. Many Thanks. Unreal really is delivering some great scenic capability for Hobby/ Indies developers these days. Just need a powerful PC, and less noisy graphics fans to run it.
Bro I’ve been looking for this for so long thank you🙏🙏🙏
Wow, it looks simple and amazing! Thank you very much!
Dude your tutorials always get me hyped and motivated to work on my own games! Amazing tutorials man great job!
Guys i found out. To select ONLY ONE point, press ALT + LMB, and to select all points, as he said: click off, and then select brush again
Thank you for the tutorial, this is really helpful!
Love your tutorials sp 🫶🏽
thats crazy. really good video thank you
4:11 if it doesn`t load for you then move the brush around and it will load. Hopefully this helps someone else.
your amazing
just goes back to being invisible when i move my brush close to it
Thank you for this video. Easy to understand and very helpful! I would also (as mentioned in the comments below) love to get an understanding of the optimization of these kinds of open worlds. Would you use world partition or level streaming, and how would you optimize it? On a more specific request, how would you implement/build a dungeon in a world like this? Thank you for all your awsome videos!
Awesome video! Anyway we could get a follow-up in the future to show optimization techniques?
its foilage so there isnt much you can do besides lower the foilage quality with a blueprint
Amazing tutorial, really helpfull
Thank you for this Tutorial. Would love to see you make a game series Tutorial on how to make a JRPG turn based game like FF7.
Make a guide about how to make it optimized and player friendly movement too.
lmao, ARK has been trying since they released ASA
Thank you fo this tutorial. Nice one! Would you be able to do a similar one for a stylized look?
is there a way to delete specific islands made by curls? Also to smoothen out the capped edges into the ocean?
subscribed and like thanks great tutorials
very good! thank you!
I’m praying CD Projekt Red manages to make a great open world again with Unreal Engine 5. I’m really anxious about this.
This would pair well with the new 5.4 feature of terrain erosion !
Thank you for this.
Dude, your content is great, my n1 source to learn UE5 so far, but here goes a tip. Start saying your name at the beginning of every video. Building a name for yourself is important, cheers
So I just completed wiped unreal off of my gaming rig to put it onto my work pc. What is the plugin called for the landscape brush?
Great video! Is there a way to have a different colour water in one part of the map? With a fade. So say the water starts blue and clear, then turns brown and murky. I would love to know. Same with sky colour, tbh. Either or would be amazing.
yes just change the values as shown to different numbers
Nevermind I got it my computer just keeps crashing everytime I try to put in the landscape material though
try lowering the engine scaleabilty settings to Low when doing something large that always helps but it wilol still freeze for about 20 seconds
Hello! Thank you for the tutorial, my texture streaming pool is over budget and I’m getting super low frames especially with the trees. I’m on the lowest engine scalability settings. Is this island not optimized well or is my computer just likely that bad.
in console command do r.texture streaming.poolsize 300000 that will fix most issues and build your lighting but it is mostly your computer but those are some very usefull short term optimization options
@@Lililililon Okay thank you so much for your help! I was worried I was gonna have to do some crazy optimization stuff for players.
@@fishfryer87 the thing that is redusinig your fps is simply the foiloge the grass that comes with the landscape material is nante and there is 10000s of meshes of grass all being rendered so if you are still having issues that should help you if you either lower the quality or add a blueprint that lowers only foilage quailty to low but just focus on that grass since without the grass i go from 12 fps to 70
@@Lililililon that actually helps so much thank you for helping me understand better!
Will you do a voxel world tutorial soon(ish), please? :)
How do i do if i want to foliage-paint a blueprint class like the choppable palmtrees in your lectures?
I’m working on a game project and need some guidance on creating an open world. I’m aiming to build a world with two cities, mountains, forests, roads, and a racing track. I’m looking for advice on how to design and implement this kind of environment effectively. Any guidance or resources you can share would be greatly appreciated!
If you read this comment, leave a heart. And if you think a video on this topic would be helpful, please let me know!
Thanks a lot!
Can you make a video on having different auto landscape materials for different biomes on that same landscape? I tried to make my own but for some reason when I added a fourth auto material on my landscape the materials just stopped working
Can you make a full complete open world map tutorial just like in your survival game course?
can you help me add a road on the map because it wont let me using a landscape paint thing
a really nice tutorial,,,just one thing,,i want to turn of wind for grass in material of landscape, how can i do that,,,thanks in advance
I to had this issue and by trial and error to figured it out, if you haven't yet then: depending on who created the material and how it was set up there are several ways. Go to the material or material instance for the grass, open it and look for the wind parameters then set the parameters to zero. If you have to open the blue print to set the wind most creators will label each section so look for wind, there should be some constants or parameters set those to zero. If things are not grouped and labeled find the World Position Offset node and trace back its input line to where it comes from and set the input constant or parameters to zero. That should stop your wind.
I can't get the water to actually surround my terrain, it end up separate or my landmass ends up almost floating, what am I doing wrong?
is is oacon water body and idoes it not affect world
Can you make a tutorial of making your own textures from real life photos?
how do you move left and right up and down that fast? also my zooming is really really slow
Is you survival course video material or only text based? Cause i think im gonna buy it
dude I have a decent PC but the grass textures are tooooo much! is there a way to tweak down the amount of grass that is placed.
Do we have performance issues with similar setup like this in middle-end hardwares? Since i am mobile developer, open world maps like this really stresses me out
yes it is the grass
awesome
Can anyone tell me why it won let me use the sculpt tools on my landscape i try clicking on it but nothing happens.
Hello, great video, but I had a problem, after finishing the whole process and the terrain was complete, I went to add the trees, and realized that they were not being placed, because all the terrain was without collision, and I couldn't find the error, could you give me a hint of what might have been??
well done mate i have doin it its so easy kind have mid experience but sad part my gpu is sucks and its heavy work so i am getting 20/30 fps if i do epic settings in the engine
Btw you get the brushes via plugin landmas
I made the island but I can stand on my water I don't know how to fix it can I get some help😢
I’m a complete beginner and I’ve been encountering an issue where my character is too big for this map. What size do I need to scale my character down to?
the defaiult character size?
For me personally I would like to see a world partition tutorial. Except with actors only. Don't use the player controller as a streaming source. Please help been working on this problem for over a month and still can't figure it out. I think it's broken maybe.
That looks more desperate than funny. Sounded funnier in my head. Still need help though lol
Noob question here, but Im assuming the character model there is a whole new set if instructions to be able to traverse the map? Meaning theres not built-in component you can select and the character model builds and you can run the map.
just click the green play button
If you started this project as a Third Person Player project (as at beginning) You will have the default Robo Characters with all the controls. So yeah, you can just click Play, and he will drop into this Terrain Scene.
how do i got rit of the white line? its allways vissable on me sorry for my english
Could you please advise me on how to create this world with a pixel look? Or could you make a tutorial? Thank you.
how to add roads on terrain ? and houses along roads ?
I still would love to know how to structure levels. Lets say for example, I have 3 small islands (separate from one another) each have 10 caves, and 25 house interiors - how and what does that structure looks like. I can never seem to find the answer.
I too have this problem, which is why I cant use this tutorial, I had to manual sculpt the land then export and delete the same said land and reimport it to optimize performance
depends on your game. I would recommend using world partition as it has a built in grid based streaming system. Every asset in the tile will get loaded when player gets closer, and it will be unloaded when player moves away
@@SmartPoly Yeah I understand level streaming. Let me put it this way. Look at Starfield game as an example. You've got procedural planet (which consists of multiple levels depending on where you land) - then you've got space orbiting a planet/moon (as a level). Then you've got the levels inside ships (which probably also consist of many). Then you also have interiors for ever base, room, house and what not. - how do you structure all this in a game? It feels like no one can answer this question of mine.
Not that I plan to make starfield game, I'm just trying to understand the backbone. Because clearly starfield doesn't have a "persistent level" - or does it have multiple?
if i buy the survival game course will i have it forever or i need to pay monthly?
its a one time purchase. No subscription. You’ll own it forever
what laptop or gpu that you use?
So I just finished the tutorial and would like to run around with my third person character. Unfortunately, there is only a simulation green play button, which does not drop my character into the map to play it. When I choose the 3 dots in the play button area and select play in the selected viewport, it will load the character, but it's under the map, and it won't move. Can I please get some instruction on how to do this? I have googled, but can't seem to find an answer. Incredible tutorial man, thank you so much!!!
search for “player start” in your outliner, and select it and move it above the landscape
@@SmartPoly Thank you so much! This worked and fixed the issue.
It always crash me when I try to paste the landscape. Does anyone know how to fix that?
why is my video memory exhausted after just doing the basic shape of the island?
Thanks for the video! I tried increasing my landscape to 4 sq km, instead of 1. The editor would barely work-- every adjustment froze for many seconds. But it's very cool with the smaller size, as shown in the video. Hopefully the bugs will be worked out, since it's still a beta plugin. Unless anyone has found a workaround already for larger landscapes?
Yo what processors do you guys. Mine is 2050 or 2060 rtx . Can I create something this big on my system.
yes you can but lower the foilage quailty using a blueprint he has the best of the best
as soon as i click with the blueprint brush "Accessed none trying to read property BRUSH MANAGER" tried uninstalling the plugin and reinstalling it, same result. this is on 5.4.3
Can we also create a low poly or cartoonish map in the same way?
Where is the blueprint brush plugin found?
it shoud; alrady be installed
ohn wait no its in the landmass plugin
Why is my overall resolution a slider instead on numbers
If anyone has a problem with background mountaints showing in play mode, simply go to build in the top and build all. :D
5:49 HOW to select them?
click on another thing and click on one of the little squares
good but if you cant edit the landscape its useless
Nice; trying to recreate a 1:1 scaled copy of the earth using (Ugh) Unity (which is driving me up the wall). 1 minute change and the PC lags for hours; I've been told that you have to have automatic terrain unloading enabled, but no one has the time to explain how you do that.
I've thought of moving the project to unreal, though I don't know if it would be easier or harder to make my project on it; I've heard C++ is harder to learn than C# (I have books on both, but can't learn from books).
Here's the thing, anything will be difficult in one way or another, you just need to choose what is worth being more difficult over the other.
In the case of your scaled copy of the Earth using Unity, your main difficulty is dealing with the response-times of terrain updates.
If you'd much rather have faster response times or lower development time due to better tooling perhaps, then I'd suggest you make the jump to Unreal.
The issue in the jump is if you need time to get up to speed with Unreal. Since most folks consider the transition time to be the most costly in such decisions.
Unreal isn't perfect either, but you'll be trading the difficulty of creating advanced things in Unity for the difficulty in learning how to use advanced tooling in Unreal.
The tradeoff is you get to make the advanced things more easily if you learn Unreal, at the expense of time to learn.
If you stick to Unity, you'll be able to use your existing knowledge but again, you face the issue of trying to acquire or make tooling that alleviates any or all of your issues in the engine.
C++ vs C#, frankly you'd be fine even if you didn't touch C++ and used the blueprint system (as it's essentially comparable to containerized C++ code that handles many complexities for you like memory management), but as someone who has worked with C, C++, Java, C#, and various other languages and paradigms, you might have a bit of a hurdle when you first start C++, but know that the C++ you'll be working with is supported by the engine developers with libraries, tools, templates, and an API. So your user experience will be better than if you were to start off with a blank C++ project, just like starting C# from a blank .NET project is different from starting a C# script in Unity that extends MonoBehavior and imports various Unity-specific API and tooling.
And again, it all comes down to what you're making with that C++ too. If you were making a new renderer in C++, that's completely different than making a character controller in C++ in terms of complexity and the expertise of C++ you'd need to make it happen. Chances are, you're not going to use the full feature-set of C++ to do what you want, just like how you don't use every feature available in C# for your scripts in Unity, think async calls, multithreading, concurrency management, garbage collection (manual vs automatic), generic programming, datastructures, algorithm implementations, GPU calls, file-io, networking (TCP/UDP/REST APIs), lambda expressions, and various other language-specific features you can find that I won't list here for brevity's sake.
TLDR: If your project is advanced enough that the engine can't provide you the tooling out of the box, perhaps consider using an engine that does, ie jumping from Unity to Unreal
No shame in hopping around trying to find what works best for you.
EDIT: For anyone looking to see what the C# to C++ transition looks like in Unreal, I recommend "The Game Dev Game"'s video here: ruclips.net/video/wupB2gf1hf0/видео.html
His method of easing you into C++ code in terms of syntax, and mapping your C# habits to C++ is a nice way to get started in my opinion.
when I place the ocean Unreal crashed on me. I think I made it too big.
can you please make gun system with multiple guns and reload like hitman please
working on it
@@SmartPoly man, You are savior
Skip to 2:20 for actual tutorial
i can clip trough rocks can someone help me
also i stand on water and cant swim
What about a city?
everytime i watch one of your videos it feels like you're just zooming from start to end. It sucks cause the information is good, but you're just going so fast (i'm super new)
You can set video playback to be less than 1x so you can keep up, that's probably what I'm going to have to do when I rewatch it
That’s your problem pause it then 😂😂or invest in his damn class if u truly wanna learn
@@_Spacecowboy9 are you his ambassador? lmaoooo
Next
How do i add streets in this landscape. Or at least just reply to tell me how.
I like how it shows basically ark survival in beginning... Which his version has more fluidity than arks still lmao....
ark was made on Unreal Engine
please cave tutorial T_T
lmao my grass arent as dense as yours is in the video. i did try to do my own thing tho so maybe its something i messed up in the material settings
I adjusted the settings, just find the procedural grass foliage asset in the content browser, open it up, expand the array, and for each grass asset play with the min and max scale value. I set mine to min value: 0.8 and max value: 1.2
@@SmartPoly thanks poly! Youre the best!
God! This is farrr better, useful, practical and 10 times shorter (time efficient) than paid Udemy course from Stephan Ulbari. What a waste, I regret wasting money on grifters like that so much
my water still isn't smooth to the edge after removing that wave setting
(update) Nevermind i figured it out.
Ban quá tuyệt
w
Is it just me or the game he has made look like ark
Pls go slow and don't cut the clip. Even after slowing down the video i couldn't understand
wow,im first please pin me i love this video good job!
slow down holy shit
hes slow what do yoiu mean
@@Lililililon im 30
@@thebigcheese1122 then put the video to 0.5 speed
@@Lililililon can you call my grandson
टालमटोल करना आलस्य नहीं है।
Now make a guide where you go through the steps that actually make this useful in a game.
you mean make it playable? just hit play with third person template
You mean like the course he sells that is described in the video? LOL
my LMB doesnt drag the terrain it just rotates my screen left and right