For anyone else that needs it, i believe he is using a "ScalarParameter" node, took me a moment to realize what's going on there since i think he is using shortcuts for it or something. ty for nice video.
Great tutorial! But I want to spin text around a sphere without using a blueprint. I can only get the sphere to turn, but if I attach a text (converted to a static mesh) nothing happens. Is it possible?
I'm not sure as what exactly you mean by 'text around a sphere' but if you change the pivot point of the text to the center of the sphere and apply the material to it, you should be able to rotate it around the given sphere.
Technically, you can rotate on X axis which should also mean it rotates about on Y (as it'll depend on object's rotation on transform properties). Its worth noting that 'Origin Point' of the object is main thing you want to look at. You could still use a Z Rotation but change the pivot so it rotates on the desired axis. As for rotating it on the X through shader, you want to plug 'X-Axis' output to WPO and make sure your vector 3 has Red channel on 1 and the rest on 0. The reason why Y doesn't work is actually because it inverts the normals instead. As said, changing the pivot is the easiest way, or setting it on X would technically also mean it rotates on Y. Tho the X will cause weird rotation on anything other than 0-90-180-270 rotations.
You could create a blueprint to adjust the parameters of the material, however it technically defeats the purpose as you could just rotate the object through a single blueprint class. This way is just more convenient for visual objects, e.g. coins or loot drops.
@@saeedzamani1503 You can use world position if you want to rotate the object based on it's real time position at any given time, however we're using Object Position in the video therefore the object's pivot point is taken.
For anyone else that needs it, i believe he is using a "ScalarParameter" node, took me a moment to realize what's going on there since i think he is using shortcuts for it or something.
ty for nice video.
Yup, pressing S with a right click will create scalarparam, as it removes the need to convert into parameter if needed. Thanks for pointing out!
Simple and clear!! Thanks
Indeed : )
Thank you man!!!!!!
thank you soooooooooo much bro you saved me
THIS IS frickin EPIC SAUCE upvoted
Thank you man
Glad to help!
Excellent
I am trying to rotate on the Y axis but the shader isn’t complying - is there an alternative setting?
4:09 my UE5 is crashing when I connect multiply with Rotation angle (v3) 🤔
Great tutorial! But I want to spin text around a sphere without using a blueprint. I can only get the sphere to turn, but if I attach a text (converted to a static mesh) nothing happens. Is it possible?
I'm not sure as what exactly you mean by 'text around a sphere' but if you change the pivot point of the text to the center of the sphere and apply the material to it, you should be able to rotate it around the given sphere.
What if you want to rotate it in another axis? Setting the vector3 in rotation axis node is not really changing anything. Thank you!
Technically, you can rotate on X axis which should also mean it rotates about on Y (as it'll depend on object's rotation on transform properties). Its worth noting that 'Origin Point' of the object is main thing you want to look at. You could still use a Z Rotation but change the pivot so it rotates on the desired axis. As for rotating it on the X through shader, you want to plug 'X-Axis' output to WPO and make sure your vector 3 has Red channel on 1 and the rest on 0. The reason why Y doesn't work is actually because it inverts the normals instead. As said, changing the pivot is the easiest way, or setting it on X would technically also mean it rotates on Y. Tho the X will cause weird rotation on anything other than 0-90-180-270 rotations.
@@Wardson so if i want to rotate Y axis what would I do? please
That's awesome. Using this method, any way to allow the user to rotate the object with the mouse?
You could create a blueprint to adjust the parameters of the material, however it technically defeats the purpose as you could just rotate the object through a single blueprint class. This way is just more convenient for visual objects, e.g. coins or loot drops.
how can i make it rotate in y-axis?
can I do mesh up and down with rotation?
scale, transition too
the point is when you rotate the object it goes wrong because the material is working with world position not local
@@saeedzamani1503 You can use world position if you want to rotate the object based on it's real time position at any given time, however we're using Object Position in the video therefore the object's pivot point is taken.
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