If you want to edit the materials, use this quote: "That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)" Source: Evans Bohl
What a cool tools ! I built so many kreedz maps (climbing mode) for Counter Strike 1.6, with Valve Hammer Editor software back then. And this UE5 mode reminds me so much this kind of building, thanks a lot for the discovery, I will surely use it a lot ;) !
I haven't looked to much into that new tool but it does look interesting in what you can do with it. it looks like an upgraded version of the geometry editor.
To make the cube bigger, using poly edit is more useful because it doesn't add anymore polygroups or triangles, it just drags them out to be bigger or smaller
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)" Source: Evans Bohl
@@TheFriedMovies "That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)" Source: Evans Bohl
My Modeling mode has a different toolbar layout and options. It has a vertical toolbar with just icons along with a submenu pane to the right of it. The tool/menu items is different from the ones you have. There's no "Polymodel" tool. Only "Model". It has different options and it can't edit CubeGrid like you can. So once i have created a CubeGrid i can't go back and edit it.
Any chance you can touch on breaking these meshes up so we can use multiple materials on them? I'm making a low poly game so if I can, I'll just use these as some of my assets.
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)" Source: Evans Bohl
By pressing Z, you enter the vertex selection mode. From there, you simply select the two vertices of one side and use the push and pull tools to lower or raise the mesh from one side and make a ramp!
i dont understand. when im in cube grid i can only select the ground, it does not glue to the boxes i make like yours does so now i cant select individual boxes.
why when i remove parts of the cube sometimes it leaves pieces of it behind that i cant edit. things that clearly arent supposed to be there like tiny slivers of the mesh that messes with other objects?
Hey so, great work on the video my son made something similar looks really cool, but were having trouble adding additional triangle, it seems it stretches the triangles when you use Pull operation and cant seem to figure how to add more to make it more dense? also tried appling Material and had a rough time getting it to work great, Please help with these 2 if your able to and have time please and thank you!!
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)" Source: Evans Bohl
I haven't tried, but you should be able to export the mesh just like any other static mesh. Take a look at this documentation link for details: docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/
Make sure you don't have premade assets selected. I've also had some trouble with objects I'd made just prior, using CubeGrid with either of these selections results in the error below and the behavior described above. LogTemp: Warning: CANNOT MODIFY BUILT-IN ENGINE ASSET /Engine/MapTemplates/SM_Template_Map_Floor.SM_Template_Map_Floor Also, make sure before saving anything you've deselected it completely. If you save while it's currently capable of being modified by CubeGrid tools it will disappear your work completely. Coming from Source Engine this was the first tool I came across that felt familiar so I was going at it with the mindset that I was making a bunch of blocks in one model rather than separate prefabs. Thanks for the tutorial my guy
Ok all this is great but, if you try to apply materials, there’s now way to apply them to individual faces. I love this tool and it doesn’t have to be just for prototyping, if the material application was more functional as well. Maybe I’m wrong maybe there is a way, if there is please let me know.
I mean you could legit make meshes and props and what not inside the engine then download a material from quixel bridge and use some of Unreal's other tools to make the material correctly fit the mesh
Hammer editor from Source, for example Half Life 2's engine, had a similar concept of level building. You just selected an area in one plane view, changed the size in the others and click enter IIRC. That's how easy it was to create a basic brush and then you can have whole buildings and levels done with just basic blocks, texturing the faces of them. Sad that UE4 didn't have that, I couldn't make a basic house without using the starter content meshes... EDIT: I just found out that UE4 had BSP. Well, crap, I NEVER found them and how to use them there. :(
@@gamesbyaaron I still haven't used either of them, but just by seeing this new editor it seems overcomplicated. I think I like manually entering in dimensions more
its sad there is no cloner object yet in unreal engine like the one in Cinema 4d .... :/ we have to clone our objects by dragging them each time a pain in the a.. yes we can create a script but its also a long a.. complicated thing that take hours ..
I haven’t gone super deep on a perf comparison, but I got a fair bit closer to UE4 perf by only using UE4 features. See my Lyra video for that. New capabilities enable new scenarios but aren’t zero cost.
I never understand who invented this style put box to the scene and there resize it. SketchUp way is so much better, you can directly draw box inside of the scene. Even Blender already copied this way (still not so good like Sketuch) For rapid level prototyping is would by somuch better to have a possibility do it like this.
To make the cube bigger, using poly edit is more useful because it doesn't add anymore polygroups or triangles, it just drags them out to be bigger or smaller
You know a tutorial is good when you learn a ton in just the first minute. Good video!
I just finished up an 8 hour day prototyping out my first major level and I'm just now seeing this! OMG! This is legit!
If you want to edit the materials, use this quote:
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)"
Source: Evans Bohl
Finally, I can realize my dreams of being a level designer!
Let me know if you want to collaborate on something. :)
My dreams of (trying really hard) to design levels. 🤣
@@NuPlaysGames I am a junior game dev, and I would like to work for you.
@@NuPlaysGames Im down brother
my insta is the same as my yt
1 minute into this video already blew away all my old school techniques of level designing. Great video !!!
Thanks for the wonderful tut. I haven't had a chance to play around with these features yet so it was great to see an overview.
I love that working on a game engine uses the same keys and layouts as in games.
Nostalgia of the UnrealEd from 1999 ...with some great updates!
That looks so much more pleasant to use than the BSP tools!
Do you plan on doing more Unreal videos?
It really is very fast to use! What a great way to block out maps now!
Thanks! This was a great demo of fast blocking out.
What a cool tools ! I built so many kreedz maps (climbing mode) for Counter Strike 1.6, with Valve Hammer Editor software back then. And this UE5 mode reminds me so much this kind of building, thanks a lot for the discovery, I will surely use it a lot ;) !
I haven't looked to much into that new tool but it does look interesting in what you can do with it. it looks like an upgraded version of the geometry editor.
I remember UE2 being like this, I used to make levels for Unreal Tournament.
Thanks for that i just discovered this a bit ago and wanted to know how useful it was and found this tyvm.
To make the cube bigger, using poly edit is more useful because it doesn't add anymore polygroups or triangles, it just drags them out to be bigger or smaller
But aren't textures an issue then since you're deforming the mesh?
Cool, how do you texture each individual face ?
someone answer this
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)"
Source: Evans Bohl
@@TheFriedMovies "That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)"
Source: Evans Bohl
Great video, well done... first time viewer.
My Modeling mode has a different toolbar layout and options. It has a vertical toolbar with just icons along with a submenu pane to the right of it. The tool/menu items is different from the ones you have. There's no "Polymodel" tool. Only "Model". It has different options and it can't edit CubeGrid like you can. So once i have created a CubeGrid i can't go back and edit it.
Please make a video on coloring those meshes, basically adding materials to it...
never thought owen wilson would be teaching ue5
Thank you very much for this tutorial! Very useful and will help me a lot with my Game Design studies in school :-)
really nice video and no time wasting
Any chance you can touch on breaking these meshes up so we can use multiple materials on them? I'm making a low poly game so if I can, I'll just use these as some of my assets.
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)"
Source: Evans Bohl
can you chop up the cubeGrid mesh into smaller pieces (static meshes)?
14:09 maybe I wasn't paying attention but how do you raise and lower the mesh after pressing z to enter vertex mode?
By pressing Z, you enter the vertex selection mode. From there, you simply select the two vertices of one side and use the push and pull tools to lower or raise the mesh from one side and make a ramp!
i dont understand. when im in cube grid i can only select the ground, it does not glue to the boxes i make like yours does so now i cant select individual boxes.
I'm curious on the size references to human characters as to where to start on making levels and objects.
how do add materials
wild! ue has gone full circle back to uetool
Thx for the explanation😊
why when i remove parts of the cube sometimes it leaves pieces of it behind that i cant edit. things that clearly arent supposed to be there like tiny slivers of the mesh that messes with other objects?
Can you convert a static mesh to a dynamic, like a moving platform?
Great tutorial! Thanks!
Hey so, great work on the video my son made something similar looks really cool, but were having trouble adding additional triangle, it seems it stretches the triangles when you use Pull operation and cant seem to figure how to add more to make it more dense? also tried appling Material and had a rough time getting it to work great, Please help with these 2 if your able to and have time please and thank you!!
Is there a way to make a rounded archway with this tool? (Punching a hole through the shape and then rounding it out?)
UE5 just keeps on giving!
The stuff I have doesn't have any collision and I cannot for the life of me figure out why
Great tool to know, thanks
so they took a look at SketchUp and gave us a souped up native ue5 version ? cant wait to finish work and build something !
what do you do when you wanna add materials to these levels?
"That's a great idea! This week-end I was searching exactly how to do it and found out a solution :) When in modeling mode, you can go to the "attributes" category and select the "MatEd" tool. Once it's enabled, you just have to select faces and assign a new material to them ;)"
Source: Evans Bohl
@@grenadasoftworks9734 thank you
is it possible to pass the blockout into fbx to maya or blender?
I haven't tried, but you should be able to export the mesh just like any other static mesh. Take a look at this documentation link for details: docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/
I keep trying to get into level designing but i just don't know where to start not may step by step tutorials, i hope this helps me.
Every time I hit save the mesh I've blocked out disappears, nothing is in the autogen folder, any clue what's going on there? is that normal behavior?
Definitely not normal behavior. I haven’t seen this.
Make sure you don't have premade assets selected. I've also had some trouble with objects I'd made just prior, using CubeGrid with either of these selections results in the error below and the behavior described above.
LogTemp: Warning: CANNOT MODIFY BUILT-IN ENGINE ASSET /Engine/MapTemplates/SM_Template_Map_Floor.SM_Template_Map_Floor
Also, make sure before saving anything you've deselected it completely. If you save while it's currently capable of being modified by CubeGrid tools it will disappear your work completely.
Coming from Source Engine this was the first tool I came across that felt familiar so I was going at it with the mindset that I was making a bunch of blocks in one model rather than separate prefabs. Thanks for the tutorial my guy
Ok all this is great but, if you try to apply materials, there’s now way to apply them to individual faces. I love this tool and it doesn’t have to be just for prototyping, if the material application was more functional as well. Maybe I’m wrong maybe there is a way, if there is please let me know.
There are other tools in the modeling pane that allow operations like painting materials.
This video shows how to assign materials to faces of the mesh, near the 3 minute mark: ruclips.net/video/ErQim-RNVK0/видео.html
If everything is one giant mesh, how to add textures?
I just downloaded UE5 this week, no more Modeling Mode?! Is it now part of Landscape mode?
Gotta enable the plugin for it
Great video. Thank you!
Please come back to RUclips!
A level designer's wet dream.
Great video, thanks!
omg can we use these tools at runtime during our games?
How does it compare to Probuilder in Unity, anyone?
I mean you could legit make meshes and props and what not inside the engine then download a material from quixel bridge and use some of Unreal's other tools to make the material correctly fit the mesh
Great Video
It is nice tutorial. Thanks
you know what would make this even better? if it was more like tony hawks proskater level editor mode.
Add here PolyEdit tool and we already have an advanced geometry very quickly)
So immensely useful
Hammer editor from Source, for example Half Life 2's engine, had a similar concept of level building. You just selected an area in one plane view, changed the size in the others and click enter IIRC. That's how easy it was to create a basic brush and then you can have whole buildings and levels done with just basic blocks, texturing the faces of them. Sad that UE4 didn't have that, I couldn't make a basic house without using the starter content meshes...
EDIT: I just found out that UE4 had BSP. Well, crap, I NEVER found them and how to use them there. :(
As someone who's used the BSP tool in UE4 a couple times, you weren't missing much. Very clunky. This is much more intuitive
@@gamesbyaaron I still haven't used either of them, but just by seeing this new editor it seems overcomplicated. I think I like manually entering in dimensions more
They are trying but man... After doing a lot of work in Trenchbroom this looks like a really painful experience, just looking at it hurts
Have you tried Probuilder in Unity?
its sad there is no cloner object yet in unreal engine like the one in Cinema 4d ....
:/
we have to clone our objects by dragging them each time a pain in the a..
yes we can create a script but its also a long a.. complicated thing that take hours ..
Do you think that UE5 is capable of equalizing or surpassing his predecessor in little to no time in terms of performance? Not looking good as it is
I haven’t gone super deep on a perf comparison, but I got a fair bit closer to UE4 perf by only using UE4 features. See my Lyra video for that. New capabilities enable new scenarios but aren’t zero cost.
thanks
I love this
So this is how you can make a level with less than a couple thousand object cubes.
I never understand who invented this style put box to the scene and there resize it.
SketchUp way is so much better, you can directly draw box inside of the scene.
Even Blender already copied this way (still not so good like Sketuch)
For rapid level prototyping is would by somuch better to have a possibility do it like this.
All that but no mirror
Cube Grid Lol.
Yeah Minecraft Mode.
i thought this was minecraft
Minecraft
To make the cube bigger, using poly edit is more useful because it doesn't add anymore polygroups or triangles, it just drags them out to be bigger or smaller