Creating a Custom Landscape Tool - Unreal 5 Tutorial

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  • Опубликовано: 17 ноя 2024

Комментарии • 10

  • @MadBanny1
    @MadBanny1 15 дней назад

    Brilliant!!! Thank you

  •  2 месяца назад

    Thank you so much for this tutorial! This is exactly what I've been frantically looking for all day!
    Do you happen to know how to make the wall edges smooth shaded?

  • @DragonplayerDev
    @DragonplayerDev Год назад +2

    When working inside functions, you can get your input variables anywhere when right clicking and searching for them (eg SplineComponent in SetHeights). No need to drag a line from the start to where you need it

    • @SwitchbackStudio33
      @SwitchbackStudio33  Год назад +2

      Ohh, my god, how have I never known this. Thanks!

    • @FedorBP
      @FedorBP Год назад

      Thanks for the tutorial!
      Don't know if this the best practice from my side. But in places where you used Break Vector or for example Make GeometryScriptMeshBooleanOptions, I actually right-clicked the corresponding pin and choose Split Struct Pin. Then I get acces to X, Y, Z of the vector or can directly set the Bool Options.

  • @javisartdesign
    @javisartdesign Год назад +1

    Thanks a lot! awesome tutorial

  • @mr49000
    @mr49000 4 месяца назад

    Remapping the material IDs doesn't seem to be working at all in 5.4. I've tried moving it to different areas of the BP but it always makes the Material ID 0 colour everything.
    I guess the only solution to get different material on the sides right now for me would be to make the material itself change depending on angle of the mesh.

  • @lifeartstudios6207
    @lifeartstudios6207 10 месяцев назад +1

    the boolean intersection function seems to not work in 5.3

  • @diogocarneiro
    @diogocarneiro 11 месяцев назад

    Amazing! I was looking for a tool like this. I used to use one in Unity very similar. Thank you!
    Btw, can we export the final result as an FBX (or other format) to open on Blender for example?

  • @navi2710
    @navi2710 2 месяца назад

    You should have just skipped the entire blueprint creation part and just did a high level snapshot of "here is my blueprint" and poof video done. I mean all that time wasted editing the video, speeding up everything is just adding so much value.