Unreal Engine 4 Tutorial: World Position Offset (WPO) - Rotating, Scaling, Translating Combined

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  • Опубликовано: 2 фев 2025

Комментарии • 16

  • @Bas3008
    @Bas3008 2 года назад +2

    The info on how to combine two rotateaboutaxis nodes is damn helpful! Thanks so much!

  • @PsyCoCinematics
    @PsyCoCinematics 2 года назад +5

    For anyone confused on the Scaling flicker: easy fix! Select the specific static mesh (component) that is flickering, search for bounds, and under "bounds scale" increase it from 1 to 3 or whatever is needed. Try not to go TOO high as it does make the mesh a little more expensive to render, but that should fix the flicker.

    • @pwsui
      @pwsui Год назад

      nice

  • @TorQueMoD
    @TorQueMoD Год назад

    Thank you so much for this awesome and simple explanation of World Position Offset! I wanted to make a static mesh fan that spins, and this was perfect for that!

  • @TorQueMoD
    @TorQueMoD 7 месяцев назад

    I've since discovered to combine the axes, you just specify 1,1,0 for X and Y axis, or 1,1,1 for X and Y and Z. The colors represent the axis so X=R, Y=G, B=Z. There's no need to combine multiple Rotate About Axis nodes.

  • @CombatFXZone
    @CombatFXZone 2 года назад

    Thanks! Great Tutorial

  • @ZimCrusher
    @ZimCrusher 2 года назад +1

    what if you have a propeller?
    This seems to work really nice, as long as the obj you are rotating is lined up in world XYZ, but if the component is a child of a mesh, and you want to tilt the mesh....
    So if you have a rotating fan, and the box it's attached to can tilt, how do you get the fan to properly rotate?

    • @stephenmaloney424
      @stephenmaloney424  2 года назад +2

      World position offset is in world space, so you'd have to make local space rotation, then convert it into world space in order for it to work. If I get a chance I'll attempt it and make a video at some point. There's a transform vector and transform position node you can use.

    • @CombatFXZone
      @CombatFXZone 2 года назад

      I solved this issue by using a texture mask.
      Assuming your propeller Model (including the fans) share the same UV space, you could mask out the blades and multiply the "Rotate about Axis" Node with said TextureMask. Hope that helps :)

  • @JackTurner-v2e
    @JackTurner-v2e Год назад

    Excellent Tutorial, Stephen! Curious: How would you separate axes from each other? Like, if you wanted to animate scale in the X axis, but not Y or Z?

  • @tengerzander7921
    @tengerzander7921 2 года назад +1

    Is there a way to control which direction the scale gona happen?

  • @DanielLiljar
    @DanielLiljar Год назад

    It's flickering because the preview is out of bounds, place an object in the scene with the material and set bounds scale to 2 and it will stop flickering.
    ..Now how do you fix the "FixRotateAboutAxisNormals" so that the object normals are shaded correctly?

  • @11alekon
    @11alekon Год назад

    out of curiosity, do you know how to scale the faces on its own axis rather than scaling the whole object?

  • @mkhizeart
    @mkhizeart 2 года назад

    Just...thank you so much

  • @FeuerDrache0702
    @FeuerDrache0702 7 месяцев назад

    Is it possible to scale an object based on the distance to the player?
    Also is it possible to make it only scale on the client?

    • @stephenmaloney424
      @stephenmaloney424  7 месяцев назад +1

      You can use the distance to the camera to do things in a material; if you wanted that to only happen on the client, have default material not do this, and then on the client only set the material with the effect. You can check with IsLocallyControlled() to know if you are on a client but also want to test standalone.