Hello Everyone if you liked this tutorial. You may also enjoy some of my most popular tutorials.And don't forget to hit the subscribe button. Here is a playlist : ruclips.net/p/PLnfzvYOawOqDy9LDjNizT7hiMi4IbKd3C&disable_polymer=true
For any future readers that might be wondering: Despite this video being labeled as a UE4 tutorial, this material effect functions fine in UE 5. After following the video, I successfully replicated the effect in UE 5.4 without any issues. Moreover, I did manage to extend the effect to work with multiple blueprint actors simultaneously, akin to what's demoed in the video's intro, despite this aspect being barely glossed over at the end of the video.. Here are quick instructions on how to get multiple actors working with the material: (Make sure you have the effect fully working with one character like in the video before attempting the following steps.) * In your Material Parameter Collection, add an additional position on top of the first one, 'Position', created during the video. For instance, I added a second one named "Position2". Then save the collection. * Within the effect's material, select and copy everything connected to the left of and including the node: 'SphereMask'. Your copied selection should include a 'SphereMask', 'ActorPosition', 'Mask', 'Radius (scaler)', 'Hardness (scaler)', and the 'Collection Param'. * Paste these nodes in the open space below what you just copied. Then rename the duplicated 'Radius' scaler to something like 'RadiusP2' and do the same for the duplicated 'Hardness' scaler. * In the new 'Collection Param' node, select 'Position2' from the Parameter Name dropdown. You might need to 'Apply' the material before it will appear in the list. * Now create a 'Max' (math) node to the right of your new position 2 'SphereMask' and connect it to the max's 'B' slot. * Before proceeding, note the connections of the '1-X' and 'Power' nodes currently connected to your position 1 'SphereMask' output. * Connect the position 1 'SphereMask' to the 'A' slot of the 'Max' node. * Then connect your 'Max' output to both the '1-x' and 'power' nodes you made note of above before saving the material. * In the UE editor, create a new actor blueprint and add a 'sphere' static mesh component to it. Then make sure 'Simulate Physics' is checked on the sphere mesh's details. * In the new Blueprint actor's event graph, copy and paste the 'Event Tick' code created in your player character's blueprint for the effect, which was done near the start of the video. * Set the Parameter Name of the 'Set Vector Parameter Value' node to 'Position2' and save the Blueprint. * You can now add your new sphere actor blueprint to your world above the area where the generated grid will appear, similar to how you added your PlayerCharacter during the video for testing. * Finally, go into your material instance for the effect and adjust 'HardnessP2' to something like '0.7', and 'RadiusP2' to your preference. Test to ensure everything is set up correctly. Both your player character and your sphere actor should now both affect the material as shown in the video's introductory demo. You might have to play with the material instance settings to get both fully working.
Thank you very much for all the great tutorials! If anyone is wondering how to get better performance from this, just check for object location instead of actor location in the material and spawn staticmeshs instead of individual blueprint actors.
Your tutorials are some of the best I've been able to find for UE4. I'm definitely really loving how much I have already learned from just a couple of your videos, after learning almost nothing from most other UE4 tutorials.
OMG ! Did you spy me or read my mind ? I started to do research on this few days ago because of Sine VFX channel for Unity and tried out to find how to do it in Unreal, then, there you are with a complete tutorial. Well done, you saved me time and energy XD
Looks really good ^^ I have also a suggestion for a next tutorial, about cartoon VFX, something like Cokey li /watch?v=4NioWo0B8hc or this one /watch?v=PcTs-ssSlWo i looked a lot around CGWell chinese community. But i can't find a tutorial to show all the process behind step by step, those effects are really cool. Take a look if you have time and knowledge, i think many people would love to know how to do this kind of effects :)
gracias, me salvaste un di algunos la vida......bien geniales son tus videos, sigue adelante thank you, you saved me a di some life ...... great are your videos, keep going
I'm fairly new to UE4's material editor and I'm not entirely sure on how to get a sphere to react in the same way as the actor did with the blocks. Any help is much appreciated.
this tutorial is amazing and the effect even more so however this tanks your games FPS even with just having a 10 by 10 grid, im running a Gtx 1080 TI liquid cooled with an intel i7 7700k processor and 32gb of DDR4 ram so i dont think my PC is an issue so just keep that in mind when making this
Simple solution to this is to just spawn objects using instanced static mesh and using Object Position node instead of Actor Position inside the material. In my cause I have spawned them in 100x100 grid and I lost only about 1-5 fps in edditor. Iportant note is that in this situation collisions update will be lost for these objects, so I recomend to completly disabling collisions inside hierarchy and just place invisible plane with collision at right height.
Hello! Your tutorial was so helpfull, when i apply it on the Unreal default cube, it works good, but when I import meshes and try it with them, it's not working. Can you help me please?
how can I change the collision to be where the material height is? I would like to make the player the floor go up when he is holding a certain actor, but the collider for the cube is set to the max height point even if the material is low. Thus making the character or an object look like it's flying
Amazing work and tutorial! Thank you! Could you please advise me what can I change in the material editor or parameter collection in order for this effect to work with multiple actors that are created during play mode?
Actually you need another vector parameter lets say "Position_Ball" inside Parameter Collection and then connect it with another sphere mask inside the material.
Hi man, Could you please make a landing tutorial? i couldn´t find any at youtube. I created this awesome flying ship, it moves forward by pressing up button, but when it stops moving and i want it to land...failure, i cant make it work... i tried with snap to grid but it never finds the right floor position, and since flying rotation can be kind of "out of a normal position" i tried fix it first with "setactorrotation" but it keeps rotating to a weird position, not to were im loking and it snaps... i cant smooth ´this movement. What i would like is: even if i´m fliying and my Y positin its super high, when i press L button i want my ship to stabilize rotation and starts landing down with a vertical move to the ground until it touches the floor.
Hey, I never made any flying games.But ask in this group there is people making a space shooter game and they will be happy to help you.This group is made by my friend Marc Fabriciuz. Link: discord.gg/Fn5wAMT
In UE 5.4, I was successful in getting the effect working while following the video tutorial without issues. So even know the tutorial is listed as for UE4, I can confirm it works in UE5. Additionally, I managed to extend this effect to work with multiple actors as demoed in the tutorials intro, despite it step's being barely glossed over at the end of the video. I outlined my steps taken to accomplish this in another comment I made on this video; if interested.
hey i have followed your tutorial , tried to replicate it . did it. now i want the bounding box of the grid. so i could trigger an event when the player moves towards the edge of grid . can anyone guide how to do it ?
Hey Brother can you make a tutorial to make water waves on the water .. like if a player walking or swimming in water .. waves appear and when player stop it disappear ... it doesnt need to be supper accurate. but you got my point to make game ready water effect by the help of material :)
so if I set the rotations to the proper degrees at the proper places (for spawning the meshes beside each other) could I possibly use hexagons instead?
Hey Bro very Nice tutorial and i will follow you so i can learn more Just one request please can you not use shortcuts for blueprint sometime its difficult for beginners to find the correct one :)
Hey Alex, That's really easy. I just added a second vector parameter collection and made a sphere actor. I am getting the position of the sphere every tick and I use this location in the material with another sphere mask.Then you can just max the output of the two sphere masks. I have also enabled physic on the sphere so that it will move when we touch it. Thanks for the support on patreon, really appreciate it. You can download the project files with the sphere from the link I posted there there.
How can I do this on a wall for example? to make a wall interactive in that sense? I tried editing the vector3 channel to the x or y in whichever case in the material blueprint but there are some misapplications happening due to these changes. Any help would be appreciated, thank you.
i have the same settings as you, my scale is 40 but if i drop it to 20 they are back as cubes but they are clipping. ive messed around with all of them but just cant get it to work. great effect anyway. thanks!
this is so cool! love the principle, its so versatile. in which blueprint would i use it instead of the third person charactrer if i were to use it in vr?
@@UnrealCG i can't get it to work. it does work in editor viewport when i move the cube around but moving the vr pawn does nothing. in simulation it also doesnt work. any idea what i could be doing wrong?
@@UnrealCG ruclips.net/video/aeRNawdyZY8/видео.html here is a screengrab from it... The cube changes when I move the cube at a random point but not when I move VR pawn
hi , i have follow the tutorial and that work but im around 19min and my spawner doesn't work... all of my bp are exactly like you ... can you help me please? Edit: at 17 min 07 i try with only these 3 node and nothing appear ...
Can I forward this useful video to BiliBili?BiliBili is a large video website in China.But there are few tutorials on UE4.I will not forward before you allow.If allowed, I will identify the author and the original video link of RUclips in my video synopsis.
Thank you. I have forwarded it. www.bilibili.com/video/av30838298?share_medium=android&share_source=copy_link&bbid=A117354B-3615-40B1-B906-F16108B8716C31489infoc&ts=1535759585088
Hello I got a problem though, I've done exactly what you've done (twice) and the spawner blueprint doesn't spawn multiple cubes, only one. Any thoughts? Thanks!
Cube Spawning? The shader stuff is all on the GPU right? so pretty free? I tried 100x100 and my machine had to think a while. Did you have ideas for making the cubes more efficiently?
Again this has no use at all as it can only be applied to a single character. You should put some more thought and effort into the systems to make it gameplay relevant. Like what if there are 20 characters on the screen? A player end 19 enemies? This system simply won’t work as it’s a static system only aimed at the player. It’s a shame as I like the effect but it’s completely useless if it only works if you add it for each character / interaction it should have been dynamic.
Hello Everyone if you liked this tutorial. You may also enjoy some of my most popular tutorials.And don't forget to hit the subscribe button.
Here is a playlist : ruclips.net/p/PLnfzvYOawOqDy9LDjNizT7hiMi4IbKd3C&disable_polymer=true
For any future readers that might be wondering: Despite this video being labeled as a UE4 tutorial, this material effect functions fine in UE 5. After following the video, I successfully replicated the effect in UE 5.4 without any issues. Moreover, I did manage to extend the effect to work with multiple blueprint actors simultaneously, akin to what's demoed in the video's intro, despite this aspect being barely glossed over at the end of the video..
Here are quick instructions on how to get multiple actors working with the material:
(Make sure you have the effect fully working with one character like in the video before attempting the following steps.)
* In your Material Parameter Collection, add an additional position on top of the first one, 'Position', created during the video. For instance, I added a second one named "Position2". Then save the collection.
* Within the effect's material, select and copy everything connected to the left of and including the node: 'SphereMask'. Your copied selection should include a 'SphereMask', 'ActorPosition', 'Mask', 'Radius (scaler)', 'Hardness (scaler)', and the 'Collection Param'.
* Paste these nodes in the open space below what you just copied. Then rename the duplicated 'Radius' scaler to something like 'RadiusP2' and do the same for the duplicated 'Hardness' scaler.
* In the new 'Collection Param' node, select 'Position2' from the Parameter Name dropdown. You might need to 'Apply' the material before it will appear in the list.
* Now create a 'Max' (math) node to the right of your new position 2 'SphereMask' and connect it to the max's 'B' slot.
* Before proceeding, note the connections of the '1-X' and 'Power' nodes currently connected to your position 1 'SphereMask' output.
* Connect the position 1 'SphereMask' to the 'A' slot of the 'Max' node.
* Then connect your 'Max' output to both the '1-x' and 'power' nodes you made note of above before saving the material.
* In the UE editor, create a new actor blueprint and add a 'sphere' static mesh component to it. Then make sure 'Simulate Physics' is checked on the sphere mesh's details.
* In the new Blueprint actor's event graph, copy and paste the 'Event Tick' code created in your player character's blueprint for the effect, which was done near the start of the video.
* Set the Parameter Name of the 'Set Vector Parameter Value' node to 'Position2' and save the Blueprint.
* You can now add your new sphere actor blueprint to your world above the area where the generated grid will appear, similar to how you added your PlayerCharacter during the video for testing.
* Finally, go into your material instance for the effect and adjust 'HardnessP2' to something like '0.7', and 'RadiusP2' to your preference. Test to ensure everything is set up correctly. Both your player character and your sphere actor should now both affect the material as shown in the video's introductory demo. You might have to play with the material instance settings to get both fully working.
ue4 material guru at it again :D
haha :D
Thank you very much for all the great tutorials! If anyone is wondering how to get better performance from this, just check for object location instead of actor location in the material and spawn staticmeshs instead of individual blueprint actors.
You are welcome and thanks for the info.
Your tutorials are some of the best I've been able to find for UE4. I'm definitely really loving how much I have already learned from just a couple of your videos, after learning almost nothing from most other UE4 tutorials.
It’s Super smooth and very interesting! Never thought playing with materials you can do such magic 👍🏻 you have earned a sub 😊
OMG ! Did you spy me or read my mind ? I started to do research on this few days ago because of Sine VFX channel for Unity and tried out to find how to do it in Unreal, then, there you are with a complete tutorial. Well done, you saved me time and energy XD
Yeah, it was a video from sine VFX that Knoron showed me. Those effects look amazing.
Looks really good ^^
I have also a suggestion for a next tutorial, about cartoon VFX, something like Cokey li /watch?v=4NioWo0B8hc or this one /watch?v=PcTs-ssSlWo i looked a lot around CGWell chinese community. But i can't find a tutorial to show all the process behind step by step, those effects are really cool. Take a look if you have time and knowledge, i think many people would love to know how to do this kind of effects :)
i love your tutorials! i have been looking to learn those kind of things for a long time!!
I am glad you like it.
would you consider doing a tutorial for cel shaders by any chance?
OH MY GOD !!!!!!!!!!!!!!!!!!!!!!!!!!!! THANKS LOT TO YOU. THIS IS EXACTLY WHAT I NEEDED!!!!!!!
Welcome :)
Thank you very much. This is what I have been looking for. All of your tuts are super awesome. I have been learning lots of technics from you.
Nice tutorial, the sphere mask node in particular is really interesting to use in different ways
Man !! I keep finding your tutorial, great job
U are really a genius........love your work man :D
Amazing tutorial Mate! this is just WOOOOWWWWW!
Great tutorial! You might want to use a 2D grid Execution Macro to spawn in the grid floor for you. It makes the rows,columns and spacing for you :D.
Thanks fort he tip.
Wow man this is freakin awesome!!
Damn ..
great stuff bro you know your stuff! subscribed
Wow! So amazing! 😍😍
Love how you explain so much thanks man
Amazing effect !
u r killing it dude gj
Thank you :)
Thanks for your tuto !
gracias, me salvaste un di algunos la vida......bien geniales son tus videos, sigue adelante
thank you, you saved me a di some life ...... great are your videos, keep going
Thank you thats a great tutorial!
Nice tutorial thank you
It's Amazing! Thank you! :)
Welcome man.
Hi but can you make the floor to form a hole not a hill?
Really good
cool effect!
Awesome! These are great!
Thanks.
ur the best man
Is there a way to have the mouse cursor effect the material instead of the player? For example, puzzle games that only control a camera?
How do i adapt this to work on more than one object?
Answer please.
I'm fairly new to UE4's material editor and I'm not entirely sure on how to get a sphere to react in the same way as the actor did with the blocks. Any help is much appreciated.
Awesome stuff!
Thanks :)
You need to get a proper mic for this quality of Tutorials!
this tutorial is amazing and the effect even more so however this tanks your games FPS even with just having a 10 by 10 grid, im running a Gtx 1080 TI liquid cooled with an intel i7 7700k processor and 32gb of DDR4 ram so i dont think my PC is an issue so just keep that in mind when making this
Simple solution to this is to just spawn objects using instanced static mesh and using Object Position node instead of Actor Position inside the material. In my cause I have spawned them in 100x100 grid and I lost only about 1-5 fps in edditor. Iportant note is that in this situation collisions update will be lost for these objects, so I recomend to completly disabling collisions inside hierarchy and just place invisible plane with collision at right height.
cool, very cool lesson :)
Hello! Your tutorial was so helpfull, when i apply it on the Unreal default cube, it works good, but when I import meshes and try it with them, it's not working. Can you help me please?
Hey man great vid, I was just wondering how would you apply this effect to the surface of a sphere instead of a grid?
link to the unity version of this?
It is not working for sphere can you guide me how to make it ?? As you shown in introduction
Love you indian guy!
This is ace!
how can I change the collision to be where the material height is? I would like to make the player the floor go up when he is holding a certain actor, but the collider for the cube is set to the max height point even if the material is low. Thus making the character or an object look like it's flying
very nice
Amazing work and tutorial! Thank you! Could you please advise me what can I change in the material editor or parameter collection in order for this effect to work with multiple actors that are created during play mode?
You need to add more sphere masks and add them or max them together
Actually you need another vector parameter lets say "Position_Ball" inside Parameter Collection and then connect it with another sphere mask inside the material.
my instance is not connected to the materiel !
Hi man, Could you please make a landing tutorial? i couldn´t find any at youtube.
I created this awesome flying ship, it moves forward by pressing up button, but when it stops moving and i want it to land...failure, i cant make it work... i tried with snap to grid but it never finds the right floor position, and since flying rotation can be kind of "out of a normal position" i tried fix it first with "setactorrotation" but it keeps rotating to a weird position, not to were im loking and it snaps... i cant smooth ´this movement. What i would like is: even if i´m fliying and my Y positin its super high, when i press L button i want my ship to stabilize rotation and starts landing down with a vertical move to the ground until it touches the floor.
Hey, I never made any flying games.But ask in this group there is people making a space shooter game and they will be happy to help you.This group is made by my friend Marc Fabriciuz.
Link: discord.gg/Fn5wAMT
This is strange and interesting :)
Thanks, man.
Please can you make tutorial on gun muzzle flash
I will try to make one, thanks for the suggestion.
Hey could we do this in Current version of UE5 (5.2-5.3)?
In UE 5.4, I was successful in getting the effect working while following the video tutorial without issues. So even know the tutorial is listed as for UE4, I can confirm it works in UE5. Additionally, I managed to extend this effect to work with multiple actors as demoed in the tutorials intro, despite it step's being barely glossed over at the end of the video. I outlined my steps taken to accomplish this in another comment I made on this video; if interested.
Looks like there is a god among us :o
sus
Thank you very very much it is grade
Welcome man.
could you do this with other shapes too?
Yeah, you can use other shapes too.
Brother can u do a video on cartoon VFX. Like Toony blood, explosions, dust, and other sort of vfx partial system
Hey, thanks for the suggestion I will try to do it in the future.
you can use toonic explosion and vfx using AE , plugins pretty easily
awesome!!! :D
hey i have followed your tutorial , tried to replicate it . did it. now i want the bounding box of the grid. so i could trigger an event when the player moves towards the edge of grid . can anyone guide how to do it ?
How do you manage to receive two object's position on one material ?
You need to make two sphere masks and max them together or add them together and clamp between 0 -1.
Hey Brother can you make a tutorial to make water waves on the water .. like if a player walking or swimming in water .. waves appear and when player stop it disappear ... it doesnt need to be supper accurate. but you got my point to make game ready water effect by the help of material :)
you could have used a procedural static mesh instead of 2 bp's
disculpa, una ayuda, como seria caminar por techos y paredes
Excuse me, help, how it would be to walk on ceilings and walls
so if I set the rotations to the proper degrees at the proper places (for spawning the meshes beside each other) could I possibly use hexagons instead?
Yes, you can.
Hey Bro very Nice tutorial and i will follow you so i can learn more Just one request please can you not use shortcuts for blueprint sometime its difficult for beginners to find the correct one :)
Can you do something like aiming with laser like weapons have
Like the line trace line?
laser sight
Isn't that easy to do. I think its just a beam particle system.
Great video! Been trying to work out how to get rid of the extra cube and missing cube. Anyway to do this?
Try this method, it is from Yurimeitzen.(I haven't tried it thought) He said it is much better.
Link : blueprintue.com/blueprint/ehq840o9/
That's great thanks! One more question: how do you raise the cubes for objects other than the player? (like at the beginning of the video)
Hey Alex, That's really easy. I just added a second vector parameter collection and made a sphere actor. I am getting the position of the sphere every tick and I use this location in the material with another sphere mask.Then you can just max the output of the two sphere masks. I have also enabled physic on the sphere so that it will move when we touch it.
Thanks for the support on patreon, really appreciate it. You can download the project files with the sphere from the link I posted there there.
Ah yeah perfect! Thanks for the help 😃
How can I do this on a wall for example? to make a wall interactive in that sense? I tried editing the vector3 channel to the x or y in whichever case in the material blueprint but there are some misapplications happening due to these changes. Any help would be appreciated, thank you.
What happens when you change the vector channel to x?
if i set my Min to - anything the boxes become hollow? any ideas?
What is the value of your scale?
i have the same settings as you, my scale is 40 but if i drop it to 20 they are back as cubes but they are clipping. ive messed around with all of them but just cant get it to work. great effect anyway. thanks!
looks like my cubes are too wide and are going into each other? got everything else working now
Done it! BP cube Left was set to 90. 100 fixed it. thanks!
this is so cool! love the principle, its so versatile. in which blueprint would i use it instead of the third person charactrer if i were to use it in vr?
The motion controller pawn.
@@UnrealCG i can't get it to work. it does work in editor viewport when i move the cube around but moving the vr pawn does nothing. in simulation it also doesnt work. any idea what i could be doing wrong?
Can you show me a pic or a video of it?. Is the cube moving up and down when you move the VR pawn in the editor?
@@UnrealCG ruclips.net/video/aeRNawdyZY8/видео.html here is a screengrab from it... The cube changes when I move the cube at a random point but not when I move VR pawn
i just checked it and it also moves up and down in an empty scene without any characters/players. must be doing sth wrong
How can you do this but only limit it to a certain area of the map ?
You want to use it on terrain or some custom mesh?
UnrealCG I want use in a project I already have without replacing everything n yes
You could use vertex paint to mask the effect so that it will only affect a certain location.
UnrealCG I’m going to try today
hi , i have follow the tutorial and that work but im around 19min and my spawner doesn't work... all of my bp are exactly like you ... can you help me please? Edit: at 17 min 07 i try with only these 3 node and nothing appear ...
Can you show me few screenshots of your material and blueprint?
For the flicker! If I reverse the process. If the distance it's higher and near it's zero. I get flickering. Do you have a solution?
ruclips.net/video/N2tUaNDPxg4/видео.html
Try increasing the bounding box of the mesh.
@@UnrealCG Thanks it's work :) ........ ruclips.net/video/J-w6mKjIwTc/видео.html
My last reply :) .. other test with your tuto .. ruclips.net/video/OdhN2P7CdO4/видео.html
ruclips.net/video/11rkm70m-38/видео.html
Can I forward this useful video to BiliBili?BiliBili is a large video website in China.But there are few tutorials on UE4.I will not forward before you allow.If allowed, I will identify the author and the original video link of RUclips in my video synopsis.
Sure, go for it. :)
Thank you. I have forwarded it.
www.bilibili.com/video/av30838298?share_medium=android&share_source=copy_link&bbid=A117354B-3615-40B1-B906-F16108B8716C31489infoc&ts=1535759585088
Hello
I got a problem though, I've done exactly what you've done (twice) and the spawner blueprint doesn't spawn multiple cubes, only one. Any thoughts?
Thanks!
Can you show me your blueprint?
There you go
imgur.com/a/VrShi
Thank you! :D
Check if the Scale is set to 1,1,1.
It is :/
This is so weird...
Hey bro i really aprishiate your work and enjoy looking your great ides BUT I NEED HELP PLS make multiplayer system i need it for my game pls
Hey man, I don't really know anything about multiplayer systems. I am so sorry.
OMFG :O
Wow
😮😮😮😍😍😍
looks kinda expensive, there is better ways to make it
You mean with vertex paint or did you mean like there is an efficient method to spawn the cubes?
Cube Spawning? The shader stuff is all on the GPU right? so pretty free? I tried 100x100 and my machine had to think a while. Did you have ideas for making the cubes more efficiently?
Again this has no use at all as it can only be applied to a single character. You should put some more thought and effort into the systems to make it gameplay relevant. Like what if there are 20 characters on the screen? A player end 19 enemies? This system simply won’t work as it’s a static system only aimed at the player. It’s a shame as I like the effect but it’s completely useless if it only works if you add it for each character / interaction it should have been dynamic.
Very nice