it was an amazing presentation if you are a programmer and you are advanced. I want to do this so bad but this was of little use. im not a programmer. Im a film maker. and there are no tutorials on this for people like me.Really sucks!
@@MCJams I am a film maker and a programmer. Whenever I want to learn something I dive in and learn it, even if it may seem challenging. I've done a lot of things that at one point I didn't believe I would be able to do, just because I pushed myself to learn them. I say just go for it! You never know how far you can go unless you try.
@Dindu Τhat is true, but there are ways to implement AI in particle systems. Maybe for specific units like spiders lets say, that have less complex movement/battle set. I agree though 1,000,000 units is definitely overkill, that will be your whole game :D haha! But I think with a good development team, you can pull off maybe 100.000 units on screen... Especially with UE5 and Nanite technology. TWWH2 already does 50k : ruclips.net/video/iuQwWfmrjbE/видео.html Personally I prefer the BFME style of gameplay, it's more flexible. Especially for something like Lord of the Rings where you have to follow heroes around and there aren't so many big battles, excluding Helm's Deep and Pelennor Fields.
@Dindu Oh I see, didn't realize it was a different game mode :D.. Well I'm not sure if it's something to do with the game's source code or bad optimization, but historically you needed a lot of RAM to run this game with many units. About the other thing you asked, I just meant that those are the biggest battles in LOTR, where you would see the most player & enemy units at the same time... :D
Hi! If anyone's getting blocked at recreating the play anim NFS and cant get the animation to loop properly, check that your MAP GET and MAP SET are actually particle attributes. ( And try creating it directly from the Particle Attributes panel instead of the way show in the video.. ) 🙂
Hi, I am indeed blocked at this step. How do I find the "Not Equal", "Multiply", "Add" nodes etc.? The correct nodes don't show up when I search for them, otherwise they won't allow me to hook up to the "Animation State" InputMap node. I'm so confused and would love any advice on this. Thanks!
Obviously, this is a presentation for advanced users, most of what was described here I had yet to learn how to do or what it meant. I'd have to individually check each suggestion or terminology.
for anyone out there trying to figure out how to reproduce the NFS Play Anim function, you simply won't find it causae as the presenter said, that was a CUSTOM function. What you want to do is to create a Niagara Function Script and reproduce all the steps he shows inside the node. You will find all the math nodes there.
8:13 i noticed that in games a long time ago, the guy close to me was legit but the ones in the back where like ...t posing or something just floating around, like a 2d painted character lol. And if he got a bit closer i could see him snap into the 3d model :))
I think I now get how they managed to pull off the crazy amounts of rats spawned and moving around in A Plague Tale: Innocence. I am assuming its similar in some regards. Super cool video, thanks!
Any chance of a sample project coming out? I would love to poke through it and it's incredibly frustrating to understand from the brief snippets shown in this video.
How are the differences between this Niagara solution for large crowds compared to the new MassEntity/MassAI Crowd? Number of Characters? Complexity of animations and AI logic?
Wow this stuff would have been amazing on a previous project... it was on unreal 4.15. Seems so easy to get good result and good performance. Awesome tutorial.
If you cant see the function in scratch pad, make sure to set the script library visibility of NFS_Play_Animation to Exposed. For some reason you also cant drag drop NFS into Scratch
I love this and i can get quite allot to work. But he skims over the blueprint part of the niagara system. Some elements i can understand like the particle Object reference and blueprint interaction. But could someone explain f.e. how he shoots a bullet and when it hits the niagara system, the niagara system tracks the bullet location and makes that niagara particle interact towards the player or how when the blast location is sent to the particle system that those specific particles are removed and replaced by flying meshes/particles?
@@SahilP2648 if im being honest, i want a triple A game on the scale of elder scrolls/dragon dogma with more npcs on screen. Tired of playing rpgs with barely any NPCS to populate the world without the help of mods.
Is there a way to do pathfinding with niagara? Alternative tell a particle to follow a path with vectors I pushed to them by blueprint? I want to tell the particle move to location on this path. It has to be a path because of collission. I know there is collsion handling in niagara but when the move into a corner they are stucked there and can´t find a way out.
Am I the only one who realized that he is making a tutorial using a function that is not in the engine...? How about showing how he made that function... Or most people here are just watching g and not doing
The comment i found on reddit: - "Nanite seems to be precomputed mesh reduction. Most mesh reduction algorithms repeatedly combine a few triangles at a time to generate a LOD. This takes a lot of compute effort to pick the next place to reduce detail. But suppose, instead of combining them, you kept track of which ones you'd combine and stored that with the mesh. Then, at display time, you remove unwanted detail using the precomputed info to tell you which triangles to combine. That, I think, is what Nanite is doing."
Hi, I am blocked at this step at 12:30. How do I find the "Not Equal", "Multiply", "Add" nodes etc.? The correct nodes don't show up when I search for them, otherwise they won't allow me to hook up to the "Animation State" InputMap node. I'm so confused and would love any advice on this. Thanks!
Near and far plane are mostly used to display the depth area in a scene seen by the camera. So near plane is close to the camera, far plane far away to the camera. In that case the far plane is used to display low poly models - and as closer, near plane, as higher the quality.
Thank you very good tutorial and details, well i has one question if you can reply. How many maximum megaoctet, the model mesh for actor niagara, render mesh particles? Because , i need information for to manage my project. Thank you again, i hope you give your reply
Pls someone help me, how does he turn an animation composite into an animation sequence to export it in fbx as one animation with all the animations in it ?
My though exactly, then by reading the comments, I realize that pretty much every one who watch this video just do just that, they just watch, they do not do, just watch, when you try to do, you see all the issues with this tutorial
The function is created in the context menu using the right mouse button, then: FX -> Niagara Function Script. To make it visible, use checkbox "Exposed"
One of the best presentations seen from Unreal Engine tbh
A download would be great because I know how creative the community can be!
Download please :)
Epic as usual is ahead of the game
Nice to see some methods of debugging and optimizing demonstrated!
"The player wont even notice"
Cyberpunk: 👁👄👁
This gotta be the most fascinating presentation ever.
Yeah but still not enough documentation or explanations to reproduce it... and its 3 years old...
What an amazing presentation. Full of useful, specific, advanced information :) We need more of these!
it was an amazing presentation if you are a programmer and you are advanced. I want to do this so bad but this was of little use. im not a programmer. Im a film maker. and there are no tutorials on this for people like me.Really sucks!
@@MCJams I am a film maker and a programmer. Whenever I want to learn something I dive in and learn it, even if it may seem challenging. I've done a lot of things that at one point I didn't believe I would be able to do, just because I pushed myself to learn them. I say just go for it! You never know how far you can go unless you try.
@@MCJams Its called learning. try it
An in-engine vertex animation tool would be awesome! For users like me that doesn't use other 3D content creation tools this could be really handy.
so this a "we did it , but you have to do it yourself" presentation.
Yeah, I'm not sure why they don't give this out to learn from
Great walkthrough, highlight was "1 bird and make sure the bird doesn't die"
If there was ever a good time to make a new Lord of the Rings RTS... ;)
Or Total War. 😍😍😍
😀
Or an actual good game of Starship Troopers
@Dindu Τhat is true, but there are ways to implement AI in particle systems. Maybe for specific units like spiders lets say, that have less complex movement/battle set.
I agree though 1,000,000 units is definitely overkill, that will be your whole game :D haha!
But I think with a good development team, you can pull off maybe 100.000 units on screen... Especially with UE5 and Nanite technology.
TWWH2 already does 50k : ruclips.net/video/iuQwWfmrjbE/видео.html
Personally I prefer the BFME style of gameplay, it's more flexible. Especially for something like Lord of the Rings where you have to follow heroes around and there aren't so many big battles, excluding Helm's Deep and Pelennor Fields.
@Dindu Oh I see, didn't realize it was a different game mode :D.. Well I'm not sure if it's something to do with the game's source code or bad optimization, but historically you needed a lot of RAM to run this game with many units.
About the other thing you asked, I just meant that those are the biggest battles in LOTR, where you would see the most player & enemy units at the same time... :D
Yep, this had me flashing back to War of the Ring then BTS of the LotR movies with Weta Workshop showing their MASSIVE tech!
Is your sample project available to download anywhere? Would be really awesome to pull it apart and play around with it
^ This
agree - I want to see how you built it.
yeah, that would be great!
Why not no download?
This project exists, why no download link?
is there a more updated version of this tutorial? things have changed a bit and i cannot find the options that you indicate
Hi! If anyone's getting blocked at recreating the play anim NFS and cant get the animation to loop properly, check that your MAP GET and MAP SET are actually particle attributes. ( And try creating it directly from the Particle Attributes panel instead of the way show in the video.. ) 🙂
Hi, I am indeed blocked at this step. How do I find the "Not Equal", "Multiply", "Add" nodes etc.? The correct nodes don't show up when I search for them, otherwise they won't allow me to hook up to the "Animation State" InputMap node. I'm so confused and would love any advice on this. Thanks!
and to solve this is very EAAASYYY... you only need to make super complex blueprints from scratch.
I don’t understand half the terms he is using but it sounds very interesting.
Cant believe this is free! Amazing!
@32:10 small correction 1 million times 32 bits = 32MegaBits, = 4 Mega Bytes.
This is what I’ve been looking for!
what the clone army and stormtroppers were not enough 🤣
This is such a great tutorial video. I've rarely touched Niagara, but everything was very easy to follow.
Joseph is awesome, thanks for an awesome session!
thanks man!
Great tutorial had to rewatch a few times. Should be remastered for UE5 and added to the launcher sample section for people to follow along!
Thank you for sharing. Nice tut..
That “future work” would be so nice to see.
Is it possible to download the project somewhere?
This lets me know I have so much more to learn about Unreal Engine! Wow
Obviously, this is a presentation for advanced users, most of what was described here I had yet to learn how to do or what it meant.
I'd have to individually check each suggestion or terminology.
for anyone out there trying to figure out how to reproduce the NFS Play Anim function, you simply won't find it causae as the presenter said, that was a CUSTOM function. What you want to do is to create a Niagara Function Script and reproduce all the steps he shows inside the node. You will find all the math nodes there.
8:13 i noticed that in games a long time ago, the guy close to me was legit but the ones in the back where like ...t posing or something just floating around, like a 2d painted character lol. And if he got a bit closer i could see him snap into the 3d model :))
Thank you for taking the time to create and share!!
I think I now get how they managed to pull off the crazy amounts of rats spawned and moving around in A Plague Tale: Innocence. I am assuming its similar in some regards. Super cool video, thanks!
Best tutorial ever. But please, please, share the project!
Wow, that was the best Unreal tutorial I've ever seen.
Hats off, kid.
Any chance of a sample project coming out? I would love to poke through it and it's incredibly frustrating to understand from the brief snippets shown in this video.
This makes me think we all are just particles with limited AI in a huge simulated universe
who is playing with the engine ? a fortnite kid of the other universe ?
wow nice thinking ,,like cosmos ,,,it will help you in concept art
@@brucewayne2480 We can't know. Just like the characters in unreal will never know
I would so buy this project just for studying it!
Is there an updated version of this video or another that talks more about something like this? or some examples we can mess with? This is amazing!
Is this available for download?
16:13 Wait... you can do arithmetic in input fields?!?
thats how numbers work in all computers, a calculation is treated as a number due to it returning a number
YES
@@mrpaz410 but not every program has this feature. Photoshop allows operations in some value fields but not all for example (which is stupid)
How are the differences between this Niagara solution for large crowds compared to the new MassEntity/MassAI Crowd?
Number of Characters? Complexity of animations and AI logic?
Wow this stuff would have been amazing on a previous project... it was on unreal 4.15. Seems so easy to get good result and good performance.
Awesome tutorial.
Can we get the project or a small sample project for study?
He said sprites in a scene.
Great presentation! Thanks for the effort!
Hi there - How did you spawn a skeletal mesh with Niagara? PLEASE :)
If you cant see the function in scratch pad, make sure to set the script library visibility of NFS_Play_Animation to Exposed. For some reason you also cant drag drop NFS into Scratch
24:04 Zoom in/out: Press 'Z/C/Shift' key.
Very nice. Showcase the end result at the end of the video for a clearer picture.
Yep, this had me flashing back to War of the Ring then BTS of the LotR movies with Weta Workshop showing their MASSIVE tech!
Thats impressive! And thanxs for detailed breakdown.
I love this and i can get quite allot to work. But he skims over the blueprint part of the niagara system. Some elements i can understand like the particle Object reference and blueprint interaction. But could someone explain f.e. how he shoots a bullet and when it hits the niagara system, the niagara system tracks the bullet location and makes that niagara particle interact towards the player or how when the blast location is sent to the particle system that those specific particles are removed and replaced by flying meshes/particles?
Thank you so much for this.
this is what ive been clamoring for! Massive NPC battles that ain't RTS.
Totally accurate battle simulator
@@SahilP2648 saw it, but not much devs will use that engine.
@@Vaegir808 I Thought you wanted a game since you mentioned RTS. Maybe be more specific henceforth.
@@SahilP2648 if im being honest, i want a triple A game on the scale of elder scrolls/dragon dogma with more npcs on screen. Tired of playing rpgs with barely any NPCS to populate the world without the help of mods.
@@Vaegir808 go play AC Unity. Hundreds of NPCs to your heart's content.
Is there a way to do pathfinding with niagara?
Alternative tell a particle to follow a path with vectors I pushed to them by blueprint?
I want to tell the particle move to location on this path.
It has to be a path because of collission. I know there is collsion handling in niagara but when the move into a corner they are stucked there and can´t find a way out.
What a amazing Niagara can do so much ! thank you for this video. also Could you share this example project download for study?
Am I the only one who realized that he is making a tutorial using a function that is not in the engine...? How about showing how he made that function... Or most people here are just watching g and not doing
this could make for an amazing star ship troopers game
Remember that time Weta set up out door tents for computers to increase render power to render massive battle scenes for Lord of the Ring?
Hello I am trying to follow what you did in the video and I am stuck at how to export the animation composite
There is a record button next to the play button of the composite
0:15 if only total war had this many
Fantastic video and so well explained!
Thank you, is there a sample project ?
Just like Quixel, if Unreal can buy Character Creator 3 and make it free, it will be tremendously helpful!
Or you could pay people what they are owed
In regards to the LODs. In Unreal Engine 5, can you use nanite static meshes with niagara in order to make use of the auto LOD?
The comment i found on reddit: - "Nanite seems to be precomputed mesh reduction. Most mesh reduction algorithms repeatedly combine a few triangles at a time to generate a LOD. This takes a lot of compute effort to pick the next place to reduce detail. But suppose, instead of combining them, you kept track of which ones you'd combine and stored that with the mesh. Then, at display time, you remove unwanted detail using the precomputed info to tell you which triangles to combine.
That, I think, is what Nanite is doing."
Would love to have the demo available to download, PLEASE!
This is amazing.
This was epic
I'll probably just use it for scattering insects
Me (a person who hasnt touched particles outside of simple bullets and flames) *sees this video*: Interesting...
in 10 or 20 years, it maybe a 'spawn crowd' button. This looks amazing but really super advanced. The use of billboards was a great idea,
me who's only had a pc for 6 months and only games
Are there any ideas on how would it be possible to use this with Mass framework?
Hi, I am blocked at this step at 12:30. How do I find the "Not Equal", "Multiply", "Add" nodes etc.? The correct nodes don't show up when I search for them, otherwise they won't allow me to hook up to the "Animation State" InputMap node. I'm so confused and would love any advice on this. Thanks!
Not equal is "!=" add is + and multiply is x
Simply impressive!
This is the most epic thing ive seen in Unreal...Now im off to quickly go make my own Total War game :p
omg yes :D
As I have been waiting for this day
cool, where can I find this sample source code?
You are a pixels wizard !
Could this project please be released as demo?
ya khayiii lei b7essak lebnene ?:D love the presentation
In the animation player module I can't figure out what argument/function is being used beneath the comment that says "Reset Time if State Changed"
what does far plane mean? in 8:16
Near and far plane are mostly used to display the depth area in a scene seen by the camera.
So near plane is close to the camera, far plane far away to the camera.
In that case the far plane is used to display low poly models - and as closer, near plane, as higher the quality.
@@sant0sch wow thanks dude, I didnt expect this much good informations.
By Far Plane in this case I meant object in the distance, like units that are really far. It's not a specific feature named far plane
@@night.watcher ah okay!
@Joseph Azzam are we need to create BP for this interaction?
This is crazy good :)
TY for this!!!!!!!!
That's great, keep it up!
Great, but can you make the tutorial for Unreal 5?
Thanks, very good ivdeo
Extremely useful, thank you!
@UnrealEngine what would be super useful (I think!) how can we do this with the metahuman crowd system/meshes, possible?
Thank you very good tutorial and details, well i has one question if you can reply. How many maximum megaoctet, the model mesh for actor niagara, render mesh particles? Because , i need information for to manage my project. Thank you again, i hope you give your reply
THIS IS AWESOME!
So incredible!
Pls someone help me, how does he turn an animation composite into an animation sequence to export it in fbx as one animation with all the animations in it ?
I just come into comment to see how. I really don't know :)
there is a record button at the bottom next to the play animation button. That will create an animation that you can export
matrix path of neo..got them agent smiths covered!
why can't you leave a sample project link? Why?
How do you create the play animation in Unreal 4.27? I cant seem to replicate what you created.
Hey guys, anyone know why it might be that my Animation Budget Allocator always shows the graph at 0.0? even with 145 characters?
Amazing!!!!!!!!!!!
Amazing Amazing Amazing.
Boss the bird project how can I download it and I just want to study , Thanks a lot
How can you do to fix the distance color difference of the units where they look like a gray witheish area compared to lod ones?
Joseph!! ❤️
Hi!
where are we supposed to make these functions? I can not find a way to make a function anywhere inside niagara.
My though exactly, then by reading the comments, I realize that pretty much every one who watch this video just do just that, they just watch, they do not do, just watch, when you try to do, you see all the issues with this tutorial
The function is created in the context menu using the right mouse button, then: FX -> Niagara Function Script. To make it visible, use checkbox "Exposed"
ANyone how he acheived the particle avoidance? Im talking about the demo with the Boy walking through the birds, and the birds moving away from him.