Efficient Set Dressing with the Actor palette | Unreal Engine 5.2

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  • Опубликовано: 23 янв 2025

Комментарии • 126

  • @brunocandia9671
    @brunocandia9671 Год назад +6

    OMG ! That Addons helps me a lot, because no one ever commented on it in the community, you are a God Sir :)

  • @wafi5576
    @wafi5576 Год назад +9

    i can't tell you how useful this is . i never knew the engine had these features

  • @FictionCautious
    @FictionCautious Год назад +3

    Smarter, not harder.
    Daniel is the best!

  • @mrsaprem
    @mrsaprem 2 месяца назад

    Thanks for sharing these great insights on modular Level art!!! please make more videos such as this!! :)

  • @IstyManame
    @IstyManame 10 месяцев назад +1

    There are so many tools that i've never heard about just a year ago, and now i feel like god mastering Scriptable Geometry, Modeling Tools, Editor Utility Widgets and Blueprints, PCG and now actor palette. Thought of Python scripting but that's probably too much lmao i have to focus on those i listed, thank you for the vid it's crazy helpful

  • @BartBarlow
    @BartBarlow Год назад +9

    Daniel is one of the most patient and awesome teachers you can find in the unreal engine community don’t miss any of his videos students !! 🎉

  • @antoniopepe
    @antoniopepe Год назад +2

    Super Workflow ... thanks! 🙌 Actor Palette is a real gem!

  • @glormond
    @glormond Год назад +4

    This is some kind of revelation in UE! Thank you!

  • @danimorrow6317
    @danimorrow6317 Год назад

    Even the music is good. ... One day your demos are going to turn me into someone who actually likes world-building! (I'm not mad.) Your toots & instruction are incredibly helpful. Always on point for getting things done efficiently, always clear, clean, accurate, and thorough. ... I can almost see how VAD is fun! ; ) - TYSM!

  • @fragileglass9622
    @fragileglass9622 Год назад +8

    This video truly is a golden nugget of efficiency, SMART development and is now part of a list of Things I wish I knew earlier. Thank you and great job. Subscribed!!

  • @OlliHuttunen78
    @OlliHuttunen78 Год назад

    Thanks for explaining how Level instances and actor palet works. This was useful!

  • @allenbeckman1777
    @allenbeckman1777 Год назад

    ran into this and I'm glad. learned unintentionally. appreciate when ppl Sare great useful skills. and you are very easy to fallow!

  • @OMG3Dmax
    @OMG3Dmax Год назад

    Don't get sick, your lessons and tricks are amazing

  • @yearight1205
    @yearight1205 Год назад +2

    I LOVE when I learn new things like this. I pray that you keep releasing videos like this. I use Unreal Engine for cinematics not for video games, so you have no idea how much of a huge deal something like this is for me.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      im really glad to hear this is benefitting you! is there anything you'd like to see a tutorial on?

    • @yearight1205
      @yearight1205 Год назад +1

      @@DanielLanghjelm honestly one of the hardest part about using Unreal Engine is for things like cinematics. So for example understanding how to control weather or waves. It's one thing to be able to put a boat on the water, it's another thing to be able to control the waves via blueprints some how. Or removing water from a boat in Unreal Engine 5. Lots of little things you don't realize are a bit harder to work with than you'd usually think. I'd even love a tutorial over how to get more control of the elements by means of setting up the proper blueprints.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      Sounds good! So things like exposing ultra dynamic sky or adding global wind parameters etc. I can definetly do tutorials like that 👍

  • @samgoldwater
    @samgoldwater Год назад +1

    Subbed! Great to see you doing these, Daniel! 😎

  • @miarvfx
    @miarvfx Год назад

    This is what I'm looking for. Finally found it on your channel. Keep it up!

  • @DanielLanghjelm
    @DanielLanghjelm  Год назад +5

    Thank you everyone for watching my video! please consider subscribing! if you have any suggestions for tutorials please reply to this comment!

    • @davidedemurodominijanni9889
      @davidedemurodominijanni9889 Год назад

      Whoa... didn't get started yet, basically, and you pull out as _first thing first_ the most searched feature I was desperate to find in Unreal Engine. Thanks so much Daniel, what a kick-off!
      Instant subscription...

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      @@davidedemurodominijanni9889 thank you so much! I'm really glad this video is helpful :) let me know if there's something else I can record that you'd like to see

  • @Owo4D
    @Owo4D Год назад +1

    Awesome lesson! This is really useful! Keep em coming :)

  • @deygus
    @deygus Год назад

    Wow thanks man! I never knew any of this was possible! Such useful information, thank you so much!

  • @AriaRedux
    @AriaRedux Год назад +1

    Soooo helpful! Thanks for sharing all of these superb tips! Much appreciated!

  • @SolarTara
    @SolarTara Год назад +6

    I would be curious to know the performance impact with using entire packed levels are prefabs.

  • @AlbertoCGArt
    @AlbertoCGArt Год назад +2

    This is amazing! Thank You! First time seen this, it looks super useful!

  • @guillermo3dcode
    @guillermo3dcode Год назад +1

    Thank you for generously providing the info of how to use this excellent tools! They are incredibly helpful. Greatly appreciated Daniel!! :D I give you a like and suscribe to your channel.

  • @Leederful
    @Leederful Год назад +1

    Thank you for showing this, I never knew it existed!

  • @dani_zi
    @dani_zi Год назад +1

    Thank you so much for this video. For me Packed Level Actors is super helpful. It's look like components in SketchUp.

  • @barsam2a
    @barsam2a Год назад

    Thank you so much, this is a crazy good plugin! I also wished, I knew this earlier, but at least I know it now :D

  • @zeropointfuel
    @zeropointfuel Год назад +1

    Wow, thank you you literally saved me hours of work, very well done, thumbs up.

  • @tryit2136
    @tryit2136 19 часов назад

    The first one is pretty dope man, it's so EasyLife. For the second we can simply select the desired meshes , go to *World Blueprints* choose *Convert Selection to Blueprint Class* with *Harvest_Components* as the creation method and *Actor* as the parent class.

  • @Studio1XN
    @Studio1XN Год назад +1

    Nice! I was always wondering what to do with the showcase levels :)

  • @ModelWhatYouSee
    @ModelWhatYouSee Год назад

    What the heck! This is amazing! Hidden Gem for real....in UNREAL:)

  • @sithmaster
    @sithmaster Год назад

    Pure Gold - And for sure a new subscriber.

  • @lalogarciamesa8189
    @lalogarciamesa8189 Год назад +1

    Excellent tutorial. Thank you very much.

  • @din8615
    @din8615 Год назад +1

    Beautiful work

  • @FireballVFX
    @FireballVFX 4 месяца назад

    perfect explanation!

  • @ModelWhatYouSee
    @ModelWhatYouSee 5 месяцев назад

    Anyone know where Actor Placement Mode went in UE 5.4?

  • @qaxt8231
    @qaxt8231 Год назад

    very good teaching and stuff

  • @vince4417
    @vince4417 Год назад

    Thanks for the video. I didn't even know these tools existed.
    I tried to find some documentation that explains how to use the actor placement palette but there's nothing.

  • @draketran2703
    @draketran2703 Год назад +1

    Thank you, keep up your good work :D

  • @AryansinghT60
    @AryansinghT60 Год назад +1

    It kinda seems like Procedural Content Generation Lite version for actors. I am gonna definitely try this for sure. Thanks man

  • @deiniou
    @deiniou Год назад +2

    So.. what is the exact difference between this and using a regular blueprint?
    Thats what i use usually, select the objects and convert them to a blueprint

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      Hey! The biggest differences is that packed level actors are optimized for rendering (only static meshes can be in a packed actor, level instances though can have blueprints and particles). They also take advantage of the one file per actor workflow and allow you to edit in context( in the level editor) they are also set up for streaming well with world partition and data layers.

    • @deiniou
      @deiniou Год назад

      @@DanielLanghjelm WoW that was fast!
      Now, I am a noob user, so i was told i could convert some static meshes into a blueprint to create Sort of a prefab, but never dived into It.
      I Will give this a go, It sounds interesting and i like to try new things!
      Thanks!
      Also, It is cool we have the same name haha!

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      @@deiniou it is pretty cool!Btw the blueprints ARE a great way for prefacing if you need functionality:) such as a lamp that you want to be able to turn on or off, or a camp fire with a light and VFX, definitely use them for that sort of thing!

    • @deiniou
      @deiniou Год назад +1

      @@DanielLanghjelm Awwww okay okay. You know, I was thinking on starting a channel just to show all the 3D nonsense I do, not because I think I can teahc anything like you, but because someone might find interesting to watch but also so that people like you could come and comment on things I could do to improve.
      For example, at the moment I am building a city from scratch, not with the intention of showing it as a final asset but as way to create a map in 3D isntead of drawing it, d'you think anyone could be interested in that?

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      1000% go for it! There’s always an audience and posting final /work in progress is a great idea, sort of like a dev blog, also check out some speed level design channels on RUclips might provide inspiration :) hope that helps!! And let me know once you have one up. I’d love to see it :)

  • @AdrianoFerreira-nb8cd
    @AdrianoFerreira-nb8cd Год назад

    thanks for the tutorial! would you be able to create a tutorial in the future for some of your medieval assets as well?

  • @dow647
    @dow647 Год назад +1

    @DanielLanghjelm,
    Great video, very informative. Will you be sharing that house building neutral lighting environment? Or could you do a video showing how to set one up?
    Thanks again for the video.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      I can definitely film one in the next couple days :)

    • @dow647
      @dow647 Год назад

      @@DanielLanghjelm great, I'll be watching out for it. Thanks again

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      @@dow647 Hey Just Uploaded a full break down on creating a neutral scene :)

    • @dow647
      @dow647 Год назад

      @@DanielLanghjelm, Thanks a million Daniel, that was quick. I got my popcorn and taking notes. Congrats on the subs.

  • @kenalpha3
    @kenalpha3 Год назад

    7:18 > Right Click in World Outliner > Level > Create PLA.
    Is this option only enabled after you Enable the Actor Plugin? Or is this only in UE5.2? (because I dont see it following along in UE4.27, but before I turned on the plugin.)

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      Hey! This is actually a UE5.0 onward feature which is why you don’t see it :)

  • @placidluis5363
    @placidluis5363 Год назад

    Excellent,thanks teacher

  • @billB101
    @billB101 Год назад

    That is super useful thanks.

  • @Atwa12
    @Atwa12 6 месяцев назад +1

    In 5.4.2 the Editor craches after enabling the actor pallet and then trying to open actor pallete 1. To bad :(

    • @DanielLanghjelm
      @DanielLanghjelm  6 месяцев назад

      I’ve been noticing that! I’m looking into this to find a solution. Seams to be crashing for me when I convert a project to the latest version of unreal

  • @Wayne-gg4he
    @Wayne-gg4he Год назад

    Does this allow for dropping assets from completely different UE projects?? Want to avoid having to go back and forth between projects/migrating/copying/redundancy etc. Is it possible to create a "content only plugin" inside Unreal? Like drop all your assets in this plugin folder as a central repository and use it throughout your projects using the level actor setup you've outlined??

  • @monterotorrent
    @monterotorrent Год назад

    Where can I find thoose roofs?

  • @juiceLoosner
    @juiceLoosner Год назад

    Are the farm house assets available anywhere? They woukd work in a project i am working on.

  • @cr0uchingtiger
    @cr0uchingtiger Год назад

    Using this regularly now. Really awesome, especially for when you have to model a symmetrical scene and you can just flip an instance.
    Question: any idea how to remove something from the level instance and place it in the world? or vice versa? put something inside the level instance after making it?

  • @m00nta3D
    @m00nta3D Год назад +1

    Thank you for the video, I actually learned something. I want to ask what is the difference between a class blueprint and a packed level blueprint?

    • @niclasjonssonify
      @niclasjonssonify Год назад

      Yes, I wonder that also. What is the different methods advantage?

    • @lilian_21
      @lilian_21 Год назад

      @@niclasjonssonifyi swear no one on the planet has the answer, been surfing on every videos about this and never got an answer x) Starting to think the only point is you get a Map asset ^^’

  • @CarisTheGypsy
    @CarisTheGypsy 6 месяцев назад +1

    I can't find the asset placement plugin, did it get renamed? I'm running 5.4

    • @Allindir
      @Allindir 5 месяцев назад

      Did you find it?

  • @hotsauce7124
    @hotsauce7124 Год назад +1

    Question: Hello, are these level actors also used for the PCG workflow?

  • @RiZRoC
    @RiZRoC Год назад +3

    Can you do a tutorial with the interior as well. Would love to do this for an open world game ❤ 🎉😊

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      hey! i totally can :) i'll put it on the list!

  • @mzprox
    @mzprox Год назад +2

    I think you can duplicate the packed level blueprint and make variations, no need to break/repack

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      Hey! For that you would need to duplicate the level it created and make a blueprint from that unfortunately. I did some testing and just duplicating the blueprint actor it creates since it also is linked to the level that’s created. On my end Its faster to break it to see my variations next to the each other or inside my main scene if I need to have a unique look :)

    • @ejaworenko
      @ejaworenko Год назад +1

      @@DanielLanghjelm To add to this, that's a quirk of specifically PLAs vs LIs on their own. A weird thing (in my opinion) is that when you make an LI, it has world partition on by default which means it also has the one-file-one-actor setup which makes duplicating levels a bit more of a chore. PLAs are supposedly more render-optimized than LIs and I'm not quite sure how.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      Good Call Out! thanks for adding to this :) From what I can tell PLAs are more optimized due to things like decals, effects and blueprint tick functionality not being supported where as LIs you can have blueprints, lights, particles. etc. Im going to be testing if i can still have constructor script functionality though when it comes to asset variation

    • @ejaworenko
      @ejaworenko Год назад

      @@DanielLanghjelm that would be very interesting to see! At work we have opted to avoid PLAs and LIs (sadly) because we are creating cinematic sequences in massive areas. So things like populating a 20x20km area of a city. The problem is that because PLAs and LIs don't seem to have an instancing structure similar to static mesh instancers, the outliner can't handle the 1000's of actors. Any ideas about how we might get around such a thing? I was pondering larger PLAs for sections of the map to reduce the bloat potentially.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      @@ejaworenko yeah large areas are unstable from what I've seen. its a good thought trying to pack large areas into PLAs, actually tried that a while ago in 5.03 and i started crashing to the point where i couldn't open the actor itself, which sucks. It would be good to dive into the "valley of the ancients" pack as well as the "city sample" as they used the PLAs pretty heavily with the buildings, while it isn't a 20km x 20km its still pretty decent size and they got it working there. Im also working on a 5km x5kmPCG based city and will be experimenting with spawning PLAs in through that to see how it handles

  • @sisanimationstudios6978
    @sisanimationstudios6978 Год назад

    can you tell me which map you have used in this video demonstration is this available in market place

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      Do you mean the neutral scene or the assets themselves? the assets are from the Quixel medieval environment, but the scene neutral scene is one i created :) I did a tutorial on how to set that up, but if theres a want for it to be readily available i can look into getting it on the market place / gumroad as well (and for free)

  • @Raphaël_Alegria
    @Raphaël_Alegria Год назад +1

    did you test if a scene full of level objets is the same performance as a scene full of Static Mesh?

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +2

      Hey! I have actually :) they are very performant. Im working on a large scale scene and use packed level actors for most of the scene. A great example is the valley of the ancients project was made using this method

    • @Raphaël_Alegria
      @Raphaël_Alegria Год назад +1

      @@DanielLanghjelm ok thank you!! I have another question, if I don't use nanite because it does not fit my stylized project for some reason, are there LODs per instance, or once one object is far everything goes low res how does that work?

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      @@Raphaël_Alegria yeah! Once you set up LODs on a static mesh asset, every instance in your scene of that mesh will have those LOD settings. However these instances with Have there LOD dynamically changed based on the screen percentage they take up. And this will be done per instance so this is done independently from each other.
      I would suggest to always use nanite in your project where you can. Even for stylized assets! It doesn’t affect the look of the asset as it’s basically a dynamic LOD system that works most efficiently when using it with both lumen and virtual shadows.
      There are still some very object and materials that aren’t fully supported yet, I can make a video on nanite in the future to talk more in-depth with how it works :)

    • @Raphaël_Alegria
      @Raphaël_Alegria Год назад

      @@DanielLanghjelm thank you again for your answer, yes I really want to see how they made their new real time trailer with the new vegetation and 4x4.
      I had problems running nanite with vegetation because of the shadow + wpo interaction that I use to simulate the wind. (I found a solution but it's hard to setup)
      I went into the new fortnite editor to see how they use nanite on tree, well they do not use nanite on trees.

  • @NIKONTHEINTERNET
    @NIKONTHEINTERNET Год назад

    Does the draw call budget matter?

  • @CarisTheGypsy
    @CarisTheGypsy 6 месяцев назад

    Sometimes when I edit a packed level actor it explodes after I exit the edit. It's like the position on some of the meshes is getting changed. When I go back into edit mode everything is in the correct place. Any idea how to fix that?

    • @CarisTheGypsy
      @CarisTheGypsy 6 месяцев назад

      Not sure why this happens or how to prevent it, but seems that deleting the actor from the level and re-placing it fixes the issue.

  • @CarisTheGypsy
    @CarisTheGypsy 6 месяцев назад

    Have you encounter an issue where a level you pack comes into the level missing meshes, but when you edit they are all there? I'm kitbashing a market place asset, and wondering if there is something setup with these assets that is causing that to happen?

    • @CarisTheGypsy
      @CarisTheGypsy 6 месяцев назад

      I figured this out. Some of the actors are BPs, and they are creating SMs or repositioning them. The BPs don't function inside the packed level (I think because they're getting instanced). So it looks like you shouldn't pack BP actors, only SMs.

    • @CarisTheGypsy
      @CarisTheGypsy 6 месяцев назад

      Though it appears it will also mess up the the transform of meshes sometimes; might be from packing, breaking, then packing again.

  • @Deck_Dynasty
    @Deck_Dynasty Год назад

    Is there any performance difference between an actor blueprint and a packed level instance? Any perf hit with this workflow, or is it intended for games?

  • @3ric908
    @3ric908 Год назад

    Impossible to de-select, as no orbit camera mode (in preferences), as sometimes to drag objects... seems some problems with OsX (?, or as for you all ?) ; btw thanks for sharing, very productive (but impossible to use it correctly 😤)

  • @glenn3646
    @glenn3646 Год назад

    ok Im subscribing this is awesome

  • @workflowinmind
    @workflowinmind Год назад

    I guess I can ditch prefabricator, amazing tips

  • @DuneGames
    @DuneGames Год назад

    Nice to know about these other tools. So I was using PLAs a while back and found light sources didn't place in the world properly. I was very new to UE then, so I may have been doing something wrong. Have you had any issues with having light sources in your PLAs?

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      Hey! Actually that’s part of the reason they are so optimized, only static meshes can be used in packed level actors. What you would be looking for is Level Instances which allow you to pack blueprints that have tick functionality, VFX and Lights, it’s the option above packed level actors :)

  • @cr0uchingtiger
    @cr0uchingtiger Год назад

    was really hoping the Actor Palette could open levels from other projects so you could copy/paste assets like Blender.

  • @asankadenipitiya6737
    @asankadenipitiya6737 Год назад

    thanks bro learnt a lot

  • @ATomCzech
    @ATomCzech Год назад

    I did not get the benefit of creating one house as level. You can create just any ActorBlueprint and have all the house part in it. You can even later make it dynamic customizable, which allows you just enter number of chimneys. It makes sense for me only in larger scale, when you basically can combine multiple levels into one screen. Like to have landscape in one and then build all the quests object and quest stuff in another one. But main issue is the whole Levels menu is disabled when you are using World Partition. 😞

  • @WestinsWorldStudio
    @WestinsWorldStudio Год назад +1

    Interesting video! Re: the Packed Level Actors. Does this method help performance as opposed to Grouping the individual meshes?

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      yeah there's a few! mainly that in packed level actors only static meshes are able to be used. This is different for Level Instances (The Other option) which allows you to have blueprint functionality, particles, decals etc. PLAs are also meant for World Partition. Despite working with the Level streaming method, we don't get streaming management the same way we would with world partition. Hope that helps!

    • @kenalpha3
      @kenalpha3 Год назад

      @@DanielLanghjelm "packed level actors only static meshes are able to be used." This is a deal breaker for me. Can you do a vid on making Props (with BPs, Lights) with "Level Instances"? Ty

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      ⁠@@kenalpha3 yeah for sure! I was planning on doing one on that soon actually :) PLA are meant for set dressing static meshes in broad strokes so I highly recommend using them for that

  • @ahmedshakib3883
    @ahmedshakib3883 Год назад

    This is very helpful and intelligent , i have a few questions , creating assets like this is it friendly for gameplay and will my fps drop , another question is if I want to bake my light will it be possible , I am not sure if you can bake lights for objects(Blueprint) that are prefabs.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      In theory you should be able to bake lights if you are not using lumen(as that disables light maps). This is very gameplay friendly as well! Valley of the ancients was built using this method actually :) of course the impact will depend on whether they use nanite, hierarchal instances static meshes etc.

  • @asmr5471
    @asmr5471 8 месяцев назад

    thank you man❤

  • @pabloa4672
    @pabloa4672 Год назад

    very useful thanks

  • @FUNHOUSEGuymer
    @FUNHOUSEGuymer Год назад

    Thanks for the video, But I'm concerned about the GPU usage, How much pressure does it place on your graphics card?

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      Hey! I got a 4090 so it’s not that bad, but even so it’s always good to be thinking about gpu usage. It’ll depend on the size of the asset gym you open through the actor palette and the level you are working in. If you open a large palette while working in your main map you would more likely have a pretty big performance hit. How I typically use the palettes is having smaller gyms instead of all the assets in one palette (one for specific foliage, one for road pieces, one for building pieces etc) then I have a scene where I put everything together like the one in the video (neutral lighting and backdrop) once it’s built I pack it into a level actor for use in my actual scene. That way I’m keeping the usage relatively low 🙂

  • @VladyVeselinov
    @VladyVeselinov Год назад

    Instant subscribe

  • @midorayo1149
    @midorayo1149 Год назад

    so its a unity prefab ...

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад +1

      Hey! it’s similar, however unreal hasn’t had this until 5.0, before we only had blueprints, Where it does work differently is how it works with the world partition feature of the engine which allows for optimized streaming of the content. This isn’t to say this is better than worse than unity, as that’s not the point of the video :)

    • @midorayo1149
      @midorayo1149 Год назад

      @@DanielLanghjelm tbh i started with unity and was annoyed by how the blueprints were , unity prefabs is really good , so i am really looking forward to add this feature to my workflow

  • @bananacomputer9351
    @bananacomputer9351 Год назад +1

    Hi,nice video, the volume of your voice is a little bit low by the way.

    • @DanielLanghjelm
      @DanielLanghjelm  Год назад

      Hey! yeah it was really low, got it fixed after this upload, the newest ones have way better volume :)

  • @ueuzb
    @ueuzb 6 месяцев назад

    top

  • @arjungowda6452
    @arjungowda6452 Год назад

    Thank y❤u..

  • @JDusala
    @JDusala Год назад

    Very useful, thank you!!