Interactive Foliage System - Unreal Engine 5.4

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  • Опубликовано: 14 янв 2025

Комментарии • 38

  • @sonofzues8414
    @sonofzues8414 4 месяца назад +2

    It's a no brainer I always sub to Hardworking people like yourself.

  • @AinSteelheart
    @AinSteelheart 7 месяцев назад +1

    Finally you made video about interactive foliage system, I've been working on my project with corn plants, I needed it so many times, now I'm recreating my system, thank you

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      I will release a more advanced system very soon.

  • @wraith8572
    @wraith8572 7 месяцев назад

    I've been subscribed for a long time, love your videos. Thanks for sharing your knowledge!

  • @ToxaSpark
    @ToxaSpark 3 месяца назад +3

    You forgot to say to put MF_FoliageSimulation function to each foliage material and connect World Position Offset with Result Node. Anyway thank you

    • @CGDealers
      @CGDealers  3 месяца назад +1

      Thanks foe the correction! In my latest videos i did a new tutorial because i made it to be a plugin.

    • @h4rd1son
      @h4rd1son 2 месяца назад +1

      Thank you, thanks to you, I was able to revive it, I don’t know how much time I would have spent trying to figure out what was going on. You helped me out.

  • @RwanLink
    @RwanLink 7 месяцев назад

    What if I use PCG and not the foliage tool? Does it work too?

    • @CGDealers
      @CGDealers  7 месяцев назад

      Yes, it's not about the foliage tool it's about the asset. Feel free to use PCG

    • @RwanLink
      @RwanLink 7 месяцев назад

      @@CGDealers Could you explain me how to set it up using PCG? I tried it and I dont get it to interact with the player

    • @DimeNedev
      @DimeNedev 3 месяца назад

      It doesn't have interaction with PCG for me too, if u have any solution please tell me :)

  • @lolaswift111
    @lolaswift111 7 месяцев назад +1

    wait. no rigging needed anymore?

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      This is one method via shader. But it's not per leaf if you have a Fern for example. My last video is showing how you can get realistic effect with rigging too.

  • @lucas-correa
    @lucas-correa 7 месяцев назад +1

    Is it possible to add this behavior for other objects to interact beside the player? I was thinking on using it with the Motion design features from 5.4

    • @CGDealers
      @CGDealers  7 месяцев назад

      Yep, just add the BPC node to any object and it will interact.

  • @MrA16R
    @MrA16R 7 месяцев назад

    Can I set this to an farmable plant actor? Or it's pretty much the same process and just apply it to the mesh component in the actor?

    • @CGDealers
      @CGDealers  7 месяцев назад

      You can set it to farmable plant sure.

  • @EmmanuelSargon
    @EmmanuelSargon 7 месяцев назад +1

    Can you please make a video on best budget PC parts for Unreal Engine 5, especially for new users?

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      Never thought about it. However in have a channel dedicated for that in my discord.

  • @h4rd1son
    @h4rd1son 2 месяца назад

    work only if i place Skeletal Mesh on map, but dont work if i place Statick Mesh, Foliage or Foliage Type

    • @CGDealers
      @CGDealers  2 месяца назад

      Check my other videos on how the system works. You need to add each foliage to your character.

    • @h4rd1son
      @h4rd1son 2 месяца назад

      @@CGDealers everything worked out, thank you very much

  • @am969
    @am969 27 дней назад

    does this work for multiplayer?

  • @MrPangahas
    @MrPangahas 7 месяцев назад

    any way the trampling be related to like a variable specific to the player or npc,Im thinking like a variable weight/mass so a heavier player or npc tramples more?

    • @CGDealers
      @CGDealers  7 месяцев назад

      You can make a connection via blueprints in realtime to the foliages if you want to make a formula that is calculating mass of the player how affects the foliage. This will be heavy tho.
      The other way is to have a set of data table with mass per npc/player and use that.

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 7 месяцев назад

    How's the performance?

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      Its green. They swap to static mesh once you are out of the interaction radius.

    • @astralstormgamestudios1259
      @astralstormgamestudios1259 7 месяцев назад

      ​@@CGDealers Nice! Does it work with PCG? Im not a patreon but consider it cuz of this project

    • @CGDealers
      @CGDealers  7 месяцев назад

      @@astralstormgamestudios1259 Well I did not make it so I'm just throwing ideas how would I approach it.

    • @astralstormgamestudios1259
      @astralstormgamestudios1259 7 месяцев назад

      @@CGDealers yeah but, if the PCG system recognize the interaction system?

  • @AlessandroGardini
    @AlessandroGardini 7 месяцев назад

    Your content is very valuable. Thanks for sharing. I don't know if there is a possibility, but would it be possible to activate flattering in a random way? So that only some plants would be permanently deformed, as if they had been stepped on.

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      That is a good idea. I could do that yes. It will be easy.

  • @ogfakii9187
    @ogfakii9187 7 месяцев назад +1

    Udemy course???

    • @CGDealers
      @CGDealers  7 месяцев назад

      How to make this? Would you be interested?

    • @ogfakii9187
      @ogfakii9187 7 месяцев назад

      @@CGDealers 100%, I would enroll in a course for this in a heartbeat.

  • @azzeddindouakha3403
    @azzeddindouakha3403 Месяц назад

    good work but why did u say its free