This actually came at a really great time. I spent the past few weeks developing my own PAKManager tool using Editor Utility Widgets just like this. It's a GUI that utilises UnrealPak.exe in the command like and generates/extracts the .upack file format, and is very similar. I'm glad they recognised the use for such a tool, hopefully since this is an official one, they will officially implement features over time so I don't have to do it myself. 😅 Can't wait to check out Storm Sync for myself :)
Thanks Winbush! just curious, but you think this solution will be the common way to work as part of a team as well? or there are better workflows inside unreal for that? also just a side note, but I see you're wearing Into the AM shirt and I absolutely love them as well lol.
I think this is a good solution for passing files around but if your working as a team in one file you can connect several people to one project at once using I think it's called perforce
@@JonathanWinbush Yeah. If you're working as part of a team, nothing is going to beat perforce. But not everything should be on perforce. If you want to send somebody a quick demo, you don't necessarily want to put it in source control. Or, as with your awesome tutorials, you want to share them around, it's a great way to do that!
Do you happend to have a tutorial on connecting 2 computers to work as a team i cant remember who had this tut and wasnt sure if it were you. you explain things so well im hoping it was you
Does this mean we finally have something similar to . UnityPakacage file format where we were able to pack files and use in other unity versions (with both backward & forward compatibility)? Or is this just something for motion design?
My Unreal 5.4 keep crashing after activated this two plugin, is there something else special that is needed to make it run like the project you choose Game or Film Blank?
@@cjadams7434 Yea I would say it's been hit or miss for me I've had 1 or 2 projects that when I went to revisit them later not open up properly but that could also be because I was opening then up in a newer version of UE later
This actually came at a really great time. I spent the past few weeks developing my own PAKManager tool using Editor Utility Widgets just like this. It's a GUI that utilises UnrealPak.exe in the command like and generates/extracts the .upack file format, and is very similar. I'm glad they recognised the use for such a tool, hopefully since this is an official one, they will officially implement features over time so I don't have to do it myself. 😅 Can't wait to check out Storm Sync for myself :)
I mean that's even awesome that you developed a tool yourself though! I wouldn't even know where to start to make something like that.
I have to say, this is my most awaited feature. So excited for this!
It's definately much much needed!
This is awesome. It’s like the migrate tool but way more comprehensive
yup and less bloated I feel like
@@JonathanWinbush The main difference from the workflow you've shown is that the migrate tool can only copy files a projects content folder
Great tutorial! Quick and straight to the point. Great sharing option.
Thanks bro 💪🏿
Man that is dope! Super easy to use too. Thanks fam.
Any time! Hope all is well in the D 💪🏿
WOW Great option thank you for sharing awesome bud!~!
You bet 🤙🏿
Thank you so much! This is so helpful!
You're so welcome!
wooooo finally. thx for the quick tut.
For sure 🤙🏾
can u teach us to make grass that reacts to wind
Nice
Thanks !
100%
thank you:)
And thank you 🤙🏾
Thanks Winbush! just curious, but you think this solution will be the common way to work as part of a team as well? or there are better workflows inside unreal for that? also just a side note, but I see you're wearing Into the AM shirt and I absolutely love them as well lol.
I think this is a good solution for passing files around but if your working as a team in one file you can connect several people to one project at once using I think it's called perforce
@@JonathanWinbush Yeah. If you're working as part of a team, nothing is going to beat perforce. But not everything should be on perforce. If you want to send somebody a quick demo, you don't necessarily want to put it in source control. Or, as with your awesome tutorials, you want to share them around, it's a great way to do that!
Do you happend to have a tutorial on connecting 2 computers to work as a team i cant remember who had this tut and wasnt sure if it were you. you explain things so well im hoping it was you
Unfortunately that wasn't me I'm not sure how I've never done that before
@@JonathanWinbush Ok no problem just thought would ask Thanks
Does this mean we finally have something similar to . UnityPakacage file format where we were able to pack files and use in other unity versions (with both backward & forward compatibility)?
Or is this just something for motion design?
Works outside of motion but only 5.4 and beyond
Hello. how can I manipulate the vertices of a 2D line to animate?
My Unreal 5.4 keep crashing after activated this two plugin, is there something else special that is needed to make it run like the project you choose Game or Film Blank?
Nothing that I know of I hadn't experienced any crashed related to this on my end so far
hi john, is the sweep spline module available in this version ?
I'm not sure
JW, what if I have Megascans or other objects (paid/unpaid) as part of the project? Will they be packed-up as well?
yes
They will be but you can uncheck items you don't want packed in if need be
@@JonathanWinbush cool, thanks 😊
is there a way to archive in unreal all ready? or can we kind of treat this like that now?
This way will work but I've also done it this way in the past ruclips.net/video/XeDr4gun6oI/видео.htmlsi=_XRqD48c6L5vdt33
@@JonathanWinbush IS there any reason not to do this from time to time to get rid of the fluff? on all projects?
@@cjadams7434 do you mean do it the zip consolitdate way?
@@JonathanWinbush yes the previus video …is there any down side to doing that?
@@cjadams7434 Yea I would say it's been hit or miss for me I've had 1 or 2 projects that when I went to revisit them later not open up properly but that could also be because I was opening then up in a newer version of UE later