Hey everyone, Jason here - there were a couple things I didn't mention in the video: - Turn off collision on the sphere mesh in the bp - Turn on 'generate overlap events' on all the cubes in the details panel - Set the mobility for the cubes to 'moveable' in the details panel
I love that you did the nodes in real time, it's much easier to follow vs them being predone I'd like to see the Diablo-Inspired Hell Rift in Unreal too
1:35 Your timeline has a total length of 5 seconds - denoted by that text box at the top of the curve. So when you say it takes 5 seconds to get from 1 to 13 thats not entirely true. The curve stops changing after 1 second and flatlines The keys you've placed are at 0 seconds and 1 second, meaning your timeline actually runs for 4 extra seconds as a flat line, maintaining the last value you put in, in this case 13. You can see that by the light grey area past the last keypoint on the right, if you changed the Length from 5 to 1 you would see that light grey area turn dark grey - showing you the actual end of your timeline Hope this helps someone :) Great tutorial btw - I never thought to visualize impulses with meshes like that!
Thank You for the excellent Tutorial Jason! really appreciate it. Pardon me since I am a Blueprint Noob and I do have a question though, If I want to trigger the shockwave via Cinematic/ Sequencer, What event node should I use? Theres a whole library of Sequencer related Event in the menu. Many Thanks in advance.
@weiliwonga Hey, so to do that, in your sequencer: -add your bp actor to the sequence and then click on the + in the sequence for your bp actor and add an 'event' -> 'trigger' to it -move the sequence playback head to the time of when you want it to trigger and then press the little + next to events to add a key at that time -now double-click on that newly added key in the sequencer and it will open a bp for the sequence -in there you can call your event that you made in the original bp and wire it up and save and close and now when you play it will trigger the shockwave event hope that helps!
I'm trying to find a tutorial on how to do a sonic boom ripple effect on screen. Like an explosion happens and a shock wave boom ripples the screen space.
@yeohjo Jason here - give this a try: -turn off collision on the sphere mesh in the bp -turn on 'generate overlap events' on all the cubes -set the mobility for the cubes to 'moveable' Hope that helps!
When I do "CastToStaticMeshActor" like you do, it comes out "CastFailed", I get an error. I have tried different scenarios for more than half an hour but without success. How do you think I should proceed_?
Hey everyone, Jason here - there were a couple things I didn't mention in the video:
- Turn off collision on the sphere mesh in the bp
- Turn on 'generate overlap events' on all the cubes in the details panel
- Set the mobility for the cubes to 'moveable' in the details panel
Can you explain the exact option names about this comments? I followed the video but it's not working. 😢
I love that you did the nodes in real time, it's much easier to follow vs them being predone
I'd like to see the Diablo-Inspired Hell Rift in Unreal too
We'll let our artists know and see if we can produce a walkthrough for unreal!
Interesting way, so far i only knew how to do this with fracture mode. Nice to learn new stuff . Keep it up !!
Glad you liked it!
1:35
Your timeline has a total length of 5 seconds - denoted by that text box at the top of the curve.
So when you say it takes 5 seconds to get from 1 to 13 thats not entirely true. The curve stops changing after 1 second and flatlines
The keys you've placed are at 0 seconds and 1 second, meaning your timeline actually runs for 4 extra seconds as a flat line, maintaining the last value you put in, in this case 13.
You can see that by the light grey area past the last keypoint on the right, if you changed the Length from 5 to 1 you would see that light grey area turn dark grey - showing you the actual end of your timeline
Hope this helps someone :)
Great tutorial btw - I never thought to visualize impulses with meshes like that!
Thanks for the feedback!
This is great I could definitely use this in my project
Thank You for the excellent Tutorial Jason! really appreciate it. Pardon me since I am a Blueprint Noob and I do have a question though, If I want to trigger the shockwave via Cinematic/ Sequencer, What event node should I use? Theres a whole library of Sequencer related Event in the menu.
Many Thanks in advance.
@weiliwonga Hey, so to do that, in your sequencer:
-add your bp actor to the sequence and then click on the + in the sequence for your bp actor and add an 'event' -> 'trigger' to it
-move the sequence playback head to the time of when you want it to trigger and then press the little + next to events to add a key at that time
-now double-click on that newly added key in the sequencer and it will open a bp for the sequence
-in there you can call your event that you made in the original bp and wire it up and save and close and now when you play it will trigger the shockwave event
hope that helps!
wow...this is best and kind tuo that i saw on this channel bro!!
Really appreciate that, we have more coming!
Loved it.
Thanks, what an easy way to do it. :)
Glad it was helpful!
good stuff 👍
Thank you!
Thank you bro
Thanks for watching!
just found this awesome channel, could you guys do more tutorials on sci-fi stuff like a bubble shield and camo from the halo series
Great suggestion!
I'm trying to find a tutorial on how to do a sonic boom ripple effect on screen. Like an explosion happens and a shock wave boom ripples the screen space.
how do I make the blast effect not affected by the player? I am also trying to create like special ability with this.
how did you, or what is that mesh your destroying individual cubes?
my cube doesnt interact with the sphere even after i follow all the steps
@yeohjo
Jason here - give this a try:
-turn off collision on the sphere mesh in the bp
-turn on 'generate overlap events' on all the cubes
-set the mobility for the cubes to 'moveable'
Hope that helps!
@@jasonjohnston7523 generate overlap events work for me. Thanks!
When I do "CastToStaticMeshActor" like you do, it comes out "CastFailed", I get an error. I have tried different scenarios for more than half an hour but without success. How do you think I should proceed_?
Hi! It's hard to give direct advice without seeing your full setup, there could be a number of reasons it isn't working correctly