I'm that one person who switched from UE to Unity ;(((((( I appreciate how some of the features are convenient, but holly shit when it doesn't... life just doesn't enjoy you at all
@@jimmyding335 People see all of these fancy high quality graphics advertisements from Unreal they thought they will do the same as indie developer imao :(
From what I understand about Nanite, it's basically just a more advanced LoD system, so if you have the gun in your face all the time, it's always going to be at the highest amount of detail, so the vertex count would matter. Nanite isn't a simple fix that will completely eliminate the need to optimize your meshes, but for larger models it should be great
@@chopsuey4698 that's what they say, but I disagree with the words chosen. Static means unmoving, but Nanite supports moving, rotating, and scaling like any other mesh. It just doesn't support deformation.
@@jmvr i'm pretty sure they updated it in 5.1, not sure if it can do cars and things like that but it can supposedly do things like trees that sway and move in the wind now
We switched too and are beyond impressed with unreal. We regret that we didn't move earlier. There is a IgnoreActor on Movement where you can add the shooting player.
@@MonsterJuiced not him but I got to an amateur level with both and Unity is certainly more accessible to get something going. UE is more powerful and also a bit more complex, but totally doable ofc.
For me I knew c# before I started creating games, and it just has the most documentation, assets, and tutorials on the internet :) Plus it's easier to port for lower performance devices.
hey, it was a no-brainer to subscribe! Awesome video! And yeah, I think this is a pretty hot topic right now, please continue with a series! Thanks again!
i have recently switched from Unity to Godot to develop my 2D platformer. I am happy to see others have taken similar steps. Also I am suprised that you only have 122 subscribers, you really deserve a lot more.
To fix your projectile colliding with the player, there's a pretty simple way to fix it. I've used it on all the projectiles in my FPS game First, when spawning the projects, make sure you plug in a "self" node into the instigator pin on the "Spawn Actor from Class" node. Then, on the begin play of the projectile, right click, and type "Get Instigator", and select that node. Then right click again and type "Ignore Actor when moving". Plug your mesh into the "Target" pin, and plug the Instigator node into the "Actor" pin. Last but not least, check the "Should Ignore" check box. Now when spawning the projectile, it'll ignore your player, but still collide with everything else! This should work way better than the delay! Hope this helps!
Nice one! It's good to see how much easier it is to do things like these in UE. And comparing how much effort it would take to do the same in unity. And you haven't got to any complicated stuf yet, such as destructible enviroments, adding vehicle or strategy or any kind of extra gameplay. That's where the real fun is. And what's most awesome - is that built-in toolkit is flexible and sufficient for almost any task imaginable. Keep up the great job!
Hi bro, welcome to unreal I am using only unreal since 2021 and never went to other engine because unreal Engine is very beautiful I think it is a gift for us from epic games.
bit late to the show, im currently learning UE5 and tbh its great but you should make the same thing, side by side in both unity and UE to show people exactly why one is better than the other
Awesome! Just found this channel from my recommended tab, probably because of unreal in the title since i'm also trying to learn unreal engine from udemy courses. instant sub! cant wait to see your progress with the engine and also to gauge my own progress since i don't have any previous experience with game development. Best of luck to you sir!
It's okay to have very big vertex count, if you look at the Quixel Bridge megascan library, those rocks have... well, just look at them. Nice video btw, surprised you only have 2.4K subs
Personaly we use nanite on static meshes. Guns and character are still baked. Guns that are just laying on the floor are static meshes nanite. If the asset is rigged its better to keep it low poly. The nanite assets should be Decimated (modifier menu in Zbrush but you can use smth else) to 500k-2mil tris because nanites strugles with long triangles Its better too keep only the necessery details. Other than that, welcome to Unreal :D
Welcome to Unreal, friend!! About nanite, just wanted to share something I learned about it recently. You might know this by now, but it doesn't work on skeletal meshes, so if you make a skeletal mesh make sure it has a decent poly count. HOWEVER, you can bypass some of that by attaching nanite static meshes to a skeletal mesh. That's what Epic did with their Valley of the Ancients short, the big giant monster guy was a skeletal mesh covered in a bunch of nanite static meshes.
Yeah and trust me even after 3 weeks of learning Unreal on my side, I'm still overwhelmed and feel like a tons of features are way too complicated for nothing. Moved back to Unity personnaly but I'm thinking about trying Godot.
I used Unity for over 10 years and once I started using Unreal I never looked back it's fucking amazing and I've used just about every engine out there.
Instead of hardcoding if the projectile is hitting the player you can check if it is hitting the instigator but don't forget to set the instigator when spawning the actor :) Depending on your needs you can also create a new collision type. Also when making AI you can checkout EQS, its probably not nessassary when using only zombies but for other types of AI its great.
I also switched to Unreal and even though I haven't gone too deep into it, I'm just in love with Unreal, it just feels like so easier than Unity, I wanted to try Unreal out already a while ago but I would shame myself when thinking that cus "Unity is and has all I need", so this Unity Fee was the perfect excuse to test Unreal out, and I'm not going back to Unity ever again Btw great video, I really enjoyed it, I see you're an starting channel, and I can tell you, you're really onto a good start, keep up the work man
For collision on 4:25 I think the "correct" way doing it would be to make the ammo collision not include the player if this happened because the ammo spawned inside the character. You can make presets in the project settings so for different ammo you just need to drop in the correct collision preset.
There are many ways, including checking if the collision is happening on spawn, a tiny delay in detection after spawn, a "safe" radius. Real grenades don't detonate instantly on inpact, they have a safety fuse which means they won't explode if you shoot beneath your feet. Well, most of them won't.
1.40 okay what the hell . nanite is realtime lod system . what in the hell do you think an gun always near and front of player use lod.. btw looking good
I'm a unity developer for almost 7 years and I've been working on casual mobile games - i like lighting, post-processing in unreal engine especially if it mixed with this low poly style. wow this is amazing! i think I have to switch to UE for these kind of personal projects 🤩 It was great, keep it up 💪👏👏
I was an Unreal Engine 4(since 2019), 5(switched in 2022 around May) developer, but I switched to Godot, I prefer Godot myself. I have had a wonder full journey in Unreal engine, and I am having a wonder full journey in Godot! I wish you the best journey possible with Unreal Engine!
I would like a tutorial on how you actually got the model working in UE. I started learning UE5 yesterday and made my first gun model in blender today and i've been trying to get it to work in UE, but it's only a static mesh and i'm not sure since i've never used any other game engines before, but i think that's might be the problem. Couldn't find any other useful tutorials so you might be my last change since i do not think i have the attention span needed for a 5 hour tutorial....
Around 4:41 if you wanna damage only zombies and not the player but also destroy the projectile whatever it hits, you can make a blueprint interface and add a function in there to apply damage. Then add the interface to the zombie bp (and any other bp that should receive damage) and implement the damage applying function in those bps. Then once the hit event is called in projectile bp, add a sequence node. On the first pin, check if the other actor implements the interface you created (there's a built in function called Does Implement Interface) and if so, call the damage applying function in the interface. On the second pin of the sequence, play the particle effect and destroy the projectile actor. That way you'll apply damage only if the hit actor should receive damage, play the particle effect and destroy the projectile whatever it hits and also avoid casting (which as far as I know isn't a great practice). Also set the initial life span on the projectile bp to something no too long (you'll find it in the class defaults of the bp) so that the projectile will auto destroy if it doesn't hit anything (good for performance) Edit: Welcome to UE and the vid was great! You earned a new subscriber 👍👍
@lewisjosephevans Just figured you'll get the same result by just connecting the cast failed pin of the cast node to where you have connected the delay node coming from the beginplay. But still would recommend using blueprint interfaces as much as possible because they are so much better than casting
Once you start implementing GAS (Gameplay ability system), Mass AI (if you make an open world game), processor, mass processor, state tree ect... there the real fun start... If you have not give up by then
Nanite is a culling optimization. It renders the visible faces of a mesh but it does not work on all kinds of textures. Also, welcome to UE but most of the stuff you've done in BP's are probably the worst things you could do. So, if you are a beginner, do not stick to these practices. You will have scalability and performance issues in the long run.
Welcome to UE there's also Road To Vostok which the dev Antti moved to Godot (which I think is great and could show godot's capabilities of 3d shooters, same with Cruelty Squad despite that it's just Half Life / Rainbow Six / System Shock in a LSD fever dream)
Check out my brothers video where he creates a platformer in Godot ruclips.net/video/zDzaWDDRamo/видео.html
I dont like the ultra shiny granade launcher with weird stylized hands you should prob get substance painter
@@kelihhhhh3092id like to see you model better than his 😂
Got a new subscriber
@@Montogoronto Thanks man!
As a UE developer myself, We will always welcome people coming from unity to Unreal
Sweet! Thanks man :)
I'm that one person who switched from UE to Unity ;(((((( I appreciate how some of the features are convenient, but holly shit when it doesn't... life just doesn't enjoy you at all
@@jimmyding335 People see all of these fancy high quality graphics advertisements from Unreal they thought they will do the same as indie developer imao :(
@@Mosopia yep, pretty much sums that up
I've just started UE too
Welcome to unreal dawg
haha thanks man !
Blerg
Unreal blows it out of the water
😐 thats so crazy
From what I understand about Nanite, it's basically just a more advanced LoD system, so if you have the gun in your face all the time, it's always going to be at the highest amount of detail, so the vertex count would matter.
Nanite isn't a simple fix that will completely eliminate the need to optimize your meshes, but for larger models it should be great
It also seems to me (maybe I'm wrong or it's not the case anymore) that nanite only works on static objects.
@@chopsuey4698 that's what they say, but I disagree with the words chosen. Static means unmoving, but Nanite supports moving, rotating, and scaling like any other mesh. It just doesn't support deformation.
@@jmvr oh yes I see
@@jmvr i'm pretty sure they updated it in 5.1, not sure if it can do cars and things like that but it can supposedly do things like trees that sway and move in the wind now
Oh interesting...
This is a shockingly well editied video, i'm suprised youre channel isnt bigger
Thanks mannn!
that is what I was thinking I thought when he said he had 20 subs was a joke but it wasnt
Because the channel has been uploading for 1 month and has only 4 videos
Man this channel has grown a shit ton since I comented
Nice video, I subscribed 🤙
Awesome thank you!
We switched too and are beyond impressed with unreal. We regret that we didn't move earlier.
There is a IgnoreActor on Movement where you can add the shooting player.
Out of curiosity, why was it that you went with Unity in the first place?
@@MonsterJuiced not him but I got to an amateur level with both and Unity is certainly more accessible to get something going. UE is more powerful and also a bit more complex, but totally doable ofc.
@hyperofficialchan I see, what particular obstacles do you remember facing while trying to do something in Unreal?
Ohhh cool! will try it next time XD
For me I knew c# before I started creating games, and it just has the most documentation, assets, and tutorials on the internet :)
Plus it's easier to port for lower performance devices.
This video is like a checklist on how to get something of quality up and running in Unreal. Great job! Subscribed.
Wow, thanks!
Its really cool to see that even if you know how to code very well learning a completely new game engine still takes time getting used to
Yea I agree 100 percent!
Sucks unreal is about to charge you too!
@@nicekeyboardalan6972only if you use it for animation and shit but if you use it to make games it'll still be the same
Nice work man! Welcome aboard the Unreal Engine community!
Thanks man :))
Don't stop making these types of videos. You got the potential ❤
Thank you so much!!
hey, it was a no-brainer to subscribe! Awesome video! And yeah, I think this is a pretty hot topic right now, please continue with a series! Thanks again!
Awesome! Thank you!
i have recently switched from Unity to Godot to develop my 2D platformer. I am happy to see others have taken similar steps. Also I am suprised that you only have 122 subscribers, you really deserve a lot more.
Yea I think everyone is trying out different engines right now. And thanks man, I appreciate it :)
@@lewisjosephevansi've got only a few hours of game dev total, what engine would you recommend personally? im thinking of trying again
@@truerandomchannel if you don't how to code I would lean towards unreal, but honestly either option is great :)
dam from 21 subscribers to over 1.2k in 13 days, not bad bro. excited to see more of your work!
Yea kinda crazy haha
Thanks man!
To fix your projectile colliding with the player, there's a pretty simple way to fix it. I've used it on all the projectiles in my FPS game
First, when spawning the projects, make sure you plug in a "self" node into the instigator pin on the "Spawn Actor from Class" node.
Then, on the begin play of the projectile, right click, and type "Get Instigator", and select that node.
Then right click again and type "Ignore Actor when moving". Plug your mesh into the "Target" pin, and plug the Instigator node into the "Actor" pin.
Last but not least, check the "Should Ignore" check box.
Now when spawning the projectile, it'll ignore your player, but still collide with everything else! This should work way better than the delay! Hope this helps!
Wow thanks man! i'll save this for next time :)
This is what I hate about RUclips, creators who are underrated rarely get recognition. Keep it up man
Thanks man!
Nice one! It's good to see how much easier it is to do things like these in UE. And comparing how much effort it would take to do the same in unity. And you haven't got to any complicated stuf yet, such as destructible enviroments, adding vehicle or strategy or any kind of extra gameplay. That's where the real fun is. And what's most awesome - is that built-in toolkit is flexible and sufficient for almost any task imaginable. Keep up the great job!
Couldn't agree more! Thanks :)
@@lewisjosephevansfrom where you learned blueprints can u tell some name or give me some links please
@@rockeyplayz8477smart poly hes a good yt
I honestly just followed a lot of tutorials, this guys YT is great @MattAspland
This is the real quality video. You got a new sub right here
Sweet Thanks for the sub :)
I love the modelling part a lot. Can you add more of this in the next video? :)
will do!
4:00 yes! Shoot the Alza guy please!!
haha
Well
Congratulations on 1.29k subs now
From 21
Keep it up!
Thanks! Will do!
Hey great video Lewis, I also switched from Unity to Unreal and loving it. Your editing is top-notch man
Thanks man! Yea the engine is beautiful :)
Hi bro, welcome to unreal
I am using only unreal since 2021 and never went to other engine because unreal Engine is very beautiful
I think it is a gift for us from epic games.
bit late to the show, im currently learning UE5 and tbh its great but you should make the same thing, side by side in both unity and UE to show people exactly why one is better than the other
Yes that would be ideal
Welcome to the big leagues🤜🤛
Thanks haha Feels that way :)
Very enjoyable watching your journey into unreal! I hope you stick with it.
Thank you! Definitely want to learn it more in the future :))
YESS lemme see more how you created the game!!
Okay will try get a new video out soon!
Awesome! Just found this channel from my recommended tab, probably because of unreal in the title since i'm also trying to learn unreal engine from udemy courses. instant sub! cant wait to see your progress with the engine and also to gauge my own progress since i don't have any previous experience with game development. Best of luck to you sir!
Cool man! Thanks :))
Pretty Good Video, Your Moddeling is very well done also, You are my inspiration To Build Such Games, Keep Going!
Thank you very much!
20 subs 9 days ago, 1 great video later n ur at 350.keep it up n you will have 10k in no time
Thanks man! I hope so :)))
For the projectile exploding when shot: Just change the player to not collide with the projectile/ the projectile to not collide with the player.
I will try that next time :)
This video is incredibly inspiring for getting into Unreal!
Wow thanks man!
It's okay to have very big vertex count, if you look at the Quixel Bridge megascan library, those rocks have... well, just look at them.
Nice video btw, surprised you only have 2.4K subs
Yea true haha, and Thanks!
Loved It ❤
Thanks man :))
Personaly we use nanite on static meshes. Guns and character are still baked. Guns that are just laying on the floor are static meshes nanite. If the asset is rigged its better to keep it low poly. The nanite assets should be Decimated (modifier menu in Zbrush but you can use smth else) to 500k-2mil tris because nanites strugles with long triangles Its better too keep only the necessery details.
Other than that, welcome to Unreal :D
Oh cool man! Will take note of that next time. Thanks !
wow! you earned a sub! great work!
Nice haha :) Thanks for the sub!
Welcome to Unreal, friend!!
About nanite, just wanted to share something I learned about it recently. You might know this by now, but it doesn't work on skeletal meshes, so if you make a skeletal mesh make sure it has a decent poly count.
HOWEVER, you can bypass some of that by attaching nanite static meshes to a skeletal mesh. That's what Epic did with their Valley of the Ancients short, the big giant monster guy was a skeletal mesh covered in a bunch of nanite static meshes.
Oh Interesting! Good to know :)
I opened up UE5, felt overwhelmed and then immediately closed it
Yea it can be a bit daunting in the beginning :),
Yeah and trust me even after 3 weeks of learning Unreal on my side, I'm still overwhelmed and feel like a tons of features are way too complicated for nothing. Moved back to Unity personnaly but I'm thinking about trying Godot.
I used Unity for over 10 years and once I started using Unreal I never looked back it's fucking amazing and I've used just about every engine out there.
Yea I could see that happening. It is such a great engine!
Keep going, nice video :) But more impressive are your socialblade stats from the last 2 weeks 🤙
Thanks! Will do!
this actually has so much potential, this could actually be an fps shooter game
Thanks man!
@@lewisjosephevans keep working on it
Instead of hardcoding if the projectile is hitting the player you can check if it is hitting the instigator but don't forget to set the instigator when spawning the actor :)
Depending on your needs you can also create a new collision type.
Also when making AI you can checkout EQS, its probably not nessassary when using only zombies but for other types of AI its great.
Oh awesome thanks I'll keep that stuff in mind next time :)
I also switched to Unreal and even though I haven't gone too deep into it, I'm just in love with Unreal, it just feels like so easier than Unity, I wanted to try Unreal out already a while ago but I would shame myself when thinking that cus "Unity is and has all I need", so this Unity Fee was the perfect excuse to test Unreal out, and I'm not going back to Unity ever again
Btw great video, I really enjoyed it, I see you're an starting channel, and I can tell you, you're really onto a good start, keep up the work man
Yea i'm still going to carry on making my current game in unity, but I agree Unreal is superior to unity right now :) and Thanks XD
Why does the GERNADE launcher have a muzzle flash 💀
Damn your good at this
Thankkssss! Means a lot XD
wow you are very underrated! Subbed.
Appreciate it!!
I'm so glad to be your 100th sub good luck bro❤
Thanks so much man :)
Wow... New subscriber
Unreal is just the best
Thanks and welcome
For collision on 4:25 I think the "correct" way doing it would be to make the ammo collision not include the player if this happened because the ammo spawned inside the character. You can make presets in the project settings so for different ammo you just need to drop in the correct collision preset.
Oh interesting, good to know!
@@lewisjosephevans yep it is be couse collide with the capsule collider, create a chanel and you can choze with what collide and what not.
There are many ways, including checking if the collision is happening on spawn, a tiny delay in detection after spawn, a "safe" radius. Real grenades don't detonate instantly on inpact, they have a safety fuse which means they won't explode if you shoot beneath your feet. Well, most of them won't.
1.40 okay what the hell . nanite is realtime lod system . what in the hell do you think an gun always near and front of player use lod.. btw looking good
I'm a unity developer for almost 7 years and I've been working on casual mobile games - i like lighting, post-processing in unreal engine especially if it mixed with this low poly style. wow this is amazing! i think I have to switch to UE for these kind of personal projects 🤩
It was great, keep it up 💪👏👏
Thanks man! Yea I agree with all that, it is very easy to achieve amazing graphics with unreal. I'm still using unity though for my current project.
Part 2 Please, Subscribed, I love these kinds of videos
Thanks man! will try :)
Keep up that great work!❤
Thank you! Will do!
This absolutely unreal bro
Haha NICE
Thanks man :)
Really underrated RUclipsr
I appreciate that!
Subbed man, video was cool
Thanks man :)
No need to worry with nanite, lumen though might want to learn about that and it’s fps
Nice work there :)
Thank you! Cheers!
Welcome to the next generation of engines
It really does feel like that haha XD
I am the 602 subscriber
You gonna have 20k by the end of this year
Thanks mannnn! I appreciate it :)
Unreal: In the latest update you'll be able to...
Unity: We're going to *commit* *DIE*
haha yeappp!
This was cozy
Hope the unreal community treats you well❤
Honestly still going to be making games in unity but will try make a proper game in the future in Unreal
Pro tip: 40mm grenade shells are like bullets . They don't shoot the whole thing, just the tip. The case stays in the barrel.
Ohhhhh interesting :) good to know!
Enjoy UNreal and welcome! Yes unreal has tool sets for you... GL friend!
Yea it is great ! Thanks :)
hey i have no idea what you are talking about but it was genuinely a goodwatch and video :)
haha Thanks :)
Nice video bro u got my sub
Thanks man! I appreciate it :)
i am about to move to unreal, cool to see what you can do!
Thanks ! Yea 100 percent its a great engine :)
Great video man
Thanks! I appreciate it
Nice work. Picking it up quick
Thanks man!
@lewisjosephevans For the bullet/grenade hitting yourself,, you can use the Collision Preset Panel to adjust the collision settings
Oh awesome :)
Man I have just noticed how underrated you holy shit
are*
Thanks man!
UNDERATED KING
Thanks man!
Welcome to Unreal homie
Thanks man haha
Awesome video!!
Thanks!
This is really underrated
Thanks so much :)
Welcome to unreal mate
Thanks man :)
you deserve more subs
I appreciate that!
I was an Unreal Engine 4(since 2019), 5(switched in 2022 around May) developer, but I switched to Godot, I prefer Godot myself.
I have had a wonder full journey in Unreal engine, and I am having a wonder full journey in Godot!
I wish you the best journey possible with Unreal Engine!
Thanks man! Yea i do need to try godot as well :)
awesome video!
Thanks :))
I would like a tutorial on how you actually got the model working in UE. I started learning UE5 yesterday and made my first gun model in blender today and i've been trying to get it to work in UE, but it's only a static mesh and i'm not sure since i've never used any other game engines before, but i think that's might be the problem. Couldn't find any other useful tutorials so you might be my last change since i do not think i have the attention span needed for a 5 hour tutorial....
It can be hard when starting out, just keep pushing :) Check out @MattAspland his tutorials are great
Amazing work with unreal. I am developing an FPS in unity too and I was wondering if for my next project I should switch to unreal
Ahhhh that is a tricky one... I'm still going to carry on creating my FPS in unity but will try to learn more unreal after that :)
You Just Earned A Sub❤
Thanks!!
Bro from 20 subscribers to 1.5K in only 2 weeks 😮
Also please part2
Yea it's crazy rightttt!!
So weird that you use W instead of R on some words.
But interesting video! :)
He literally just created demoman from tf2. That's fucking amazing.
haha not quite but yea with Unreal you really could do that quite quickly :)
well let me get back to the donut tutorial need to catch up
Haha honestly I never did the donut tutorial, learnt most my basics in blender from Imphenzia YT channel, But good luck have fun :)
Good job !
Thank you! Cheers!
first of all, breaking the exactly 420 comments mark, cry about it, and secondly you are definitely an underrated youtuber good video
Hhahaha thanks man :)
Well, welcome! I hope you having fun! :)
Thanks :)
u so talented
Thanks!
Around 4:41 if you wanna damage only zombies and not the player but also destroy the projectile whatever it hits, you can make a blueprint interface and add a function in there to apply damage. Then add the interface to the zombie bp (and any other bp that should receive damage) and implement the damage applying function in those bps. Then once the hit event is called in projectile bp, add a sequence node. On the first pin, check if the other actor implements the interface you created (there's a built in function called Does Implement Interface) and if so, call the damage applying function in the interface. On the second pin of the sequence, play the particle effect and destroy the projectile actor. That way you'll apply damage only if the hit actor should receive damage, play the particle effect and destroy the projectile whatever it hits and also avoid casting (which as far as I know isn't a great practice). Also set the initial life span on the projectile bp to something no too long (you'll find it in the class defaults of the bp) so that the projectile will auto destroy if it doesn't hit anything (good for performance)
Edit: Welcome to UE and the vid was great! You earned a new subscriber 👍👍
Oh sweet! I'll 100 percent try this out next time XD. Thanks for the sub!!!
@lewisjosephevans Just figured you'll get the same result by just connecting the cast failed pin of the cast node to where you have connected the delay node coming from the beginplay. But still would recommend using blueprint interfaces as much as possible because they are so much better than casting
Once you start implementing GAS (Gameplay ability system), Mass AI (if you make an open world game), processor, mass processor, state tree ect... there the real fun start... If you have not give up by then
Yea agreed :) The game definitely needs more mechanics
Nanite is a culling optimization. It renders the visible faces of a mesh but it does not work on all kinds of textures. Also, welcome to UE but most of the stuff you've done in BP's are probably the worst things you could do. So, if you are a beginner, do not stick to these practices. You will have scalability and performance issues in the long run.
Welcome to UE
there's also Road To Vostok which the dev Antti moved to Godot (which I think is great and could show godot's capabilities of 3d shooters, same with Cruelty Squad despite that it's just Half Life / Rainbow Six / System Shock in a LSD fever dream)
Thanks and Oh yes I did see that Road To Vostok is moving to Godot!
@@lewisjosephevans you're welcome, and cool!
First, how can I not subscribe if you ask so nicely.
And second, welcome to heaven, I mean the future, I mean unreal.
Haha thanks man!
Nanite doesn't work on skeletal meshes, only for static.
Good to know!
yes you need to make a part two
haha I shall try :)
I hate camera shakes, I hate camera shakes, I hate camera shakes, I hate camera shakes, I hate camera shakes.
ok haha
lovely video
Thanks man :))
how the fk is ur channel this small?
RUclips. What are you doing? give this man some algorithm!
hahah thanks man :))
you make it seem so easy lol
Just many tutorials and looking through Unreal docs :)