Can't wait to see what you do with these tools. Just FYI : - Convert to static mesh will not work unless you have a cold storage (this BP will keep track of the swap for you . it is inside the tool folder "BaseClass"). In the tools details you will see the Generation sub menu that let you specific where you want the created static mesh to be inside your project folder. Additionally you can also decide where the mesh is saved using the Generation sub menu on the details panel. - The red shape is actually the simplified collision being generated at the same time as the mesh, we didn't want complex collision for those so the geo tool create a second simplified mesh that is applied to the static mesh when baked, you can turn off either the debug or the simplified collision under the sub-menu collision :) the stair tool has also that option. We will come with more infos about those really soon. But in the meantime let me know if i can help.
Hey Simone, thanks for the help! Do you know to what extent Epic is supporting the backend multiplayer functionality? We're interested in developing an fps based off of Lyra. We're envisioning the multiplayer aspect working kinda like rocket league, where you click a button and queue and get matched with others. Is Epic planning on offering something like that with dedicated servers, or would we need to supply our own servers, through AWS or playfab or something like that.
@@wootsat you can set all that up with epic online systems (EOS)! You need to provide your own dedicated servers, but all of the back end is handled through EOS.
I´m my day work i work with concrete precast, and at 5:30, the reason why we never see that sharp edges in real life, is because we actually cut of the corners (usually by 10 or 20mm) becasue other vice with concrete the edges become so sharp you can actually cut your self on the edge. Yes, even a 90 degree edge, can cut people really very badly
Hello, still have a problem: At 5:30 I don't have the "scripted actor actions" and now after packaging the shapes are not in the game. Only in the editor. What am I doing wrong? Does anyone know?
@01:25 how to increase the width of 'advanced window' tool from just one side in unreal engine 5, whenever i increase the width of wall or opening in the details panel, then width starts increasing from both ends but many times i dont want. Pls guide.
Pretty cool -- level building was already easier in UE than in Unity, but this is another level. Not at all what I was hoping it would be, that is a way to build procedural meshes at run time for things like player created bases, but still pretty damn cool.
This is a game changer for level designers, prototyping in a time efficient way being high up on the list. Are these tools a part of UE5 natively, or just plugin/project specific?
Edit: In Comments below I see the tools need migrating to use in other projects. I really hope they get integrated into the base engine in future updates :D
What to do if the B_Tool is not visible after pressing Play? Swap to Static Mesh makes no difference. I also found out I can switch it on/off with "G" in the editor. Very strange. What do I have to do?
Love your videos, they're always super helpfuil but whats going on with the microphone? First 7:24 Seconds of the video sound super robotic, but then the other half of the video the mic audio sounds perfectly fine. I've noticed this in other vids too once or twice
Thanks for pointing this out! I think the problem is coming from my video editing software when I speed up the duration of a clip. When I listen on the phone I can really tell the difference but on my home speakers it doesn't sound very different at all, so I didn't notice before now.
Great videos, recent subscriber. Could this be used for an in-game player-built-structure tool for survival games? If so, any interest in a video or series describing how to do that? :D
It's not a tool from the marketplace this is the geometry script plugin. The tools I'm showing in the video are found in the lyra starter project you can download free .
@@buildgameswithjon7641 I need the B_Dome tool you used in "Rapid Level Design w/ Procedural Mesh & Geometry Script: Migrating The Lyra Tools & Cold Storage". I imagine you created it so why don't share it? I'm surprised no one else has asked for it.
Could u help me, sir? do u know if it's possible to migrate that set of tools to another projects? i'm receiving an error message when trying to do so. it says: "Some selected assets don't have a corresponding content root in the destination. /LyraExampleContent Would you like to migrate all selected assets into a folder with consolidated references? Without migrating into a folder the assets in the above roots will not be migrated.". Thank u in advance and have a nice day!
Yes you can migrate the Tools. First, for the project you want to use them in you need to go to Edit->Plugins and turn on Geometry Script. Then you should migrate the three subfolders in the Tools folder AND the enums from the tools folder. Then you should migrate all the actual tool blueprints (and accept the suggestion to consolidate references). Then everything will work correctly!
Please record your videos in 8K. This way visibility will be ruined better. I can barely read fonts in this resolution. You can make it worse. I believe in you! /S
Can't wait to see what you do with these tools. Just FYI :
- Convert to static mesh will not work unless you have a cold storage (this BP will keep track of the swap for you . it is inside the tool folder "BaseClass"). In the tools details you will see the Generation sub menu that let you specific where you want the created static mesh to be inside your project folder. Additionally you can also decide where the mesh is saved using the Generation sub menu on the details panel.
- The red shape is actually the simplified collision being generated at the same time as the mesh, we didn't want complex collision for those so the geo tool create a second simplified mesh that is applied to the static mesh when baked, you can turn off either the debug or the simplified collision under the sub-menu collision :) the stair tool has also that option.
We will come with more infos about those really soon. But in the meantime let me know if i can help.
Awesome thanks for commenting! I'll include this information in my follow up videos on the subject!
Hey Simone, thanks for the help! Do you know to what extent Epic is supporting the backend multiplayer functionality? We're interested in developing an fps based off of Lyra. We're envisioning the multiplayer aspect working kinda like rocket league, where you click a button and queue and get matched with others. Is Epic planning on offering something like that with dedicated servers, or would we need to supply our own servers, through AWS or playfab or something like that.
@@wootsat you can set all that up with epic online systems (EOS)! You need to provide your own dedicated servers, but all of the back end is handled through EOS.
These look amazing. Very convenient for level design.
I´m my day work i work with concrete precast, and at 5:30, the reason why we never see that sharp edges in real life, is because we actually cut of the corners (usually by 10 or 20mm) becasue other vice with concrete the edges become so sharp you can actually cut your self on the edge. Yes, even a 90 degree edge, can cut people really very badly
Thanks for the demo, great value.
Hello, still have a problem: At 5:30 I don't have the "scripted actor actions" and now after packaging the shapes are not in the game. Only in the editor. What am I doing wrong? Does anyone know?
This is fantastic thanks for sharing these. Game changer!
AWESOME STUFF!
These new tools are really impressive.
@01:25 how to increase the width of 'advanced window' tool from just one side in unreal engine 5, whenever i increase the width of wall or opening in the details panel, then width starts increasing from both ends but many times i dont want. Pls guide.
Pretty cool -- level building was already easier in UE than in Unity, but this is another level. Not at all what I was hoping it would be, that is a way to build procedural meshes at run time for things like player created bases, but still pretty damn cool.
This is a game changer for level designers, prototyping in a time efficient way being high up on the list. Are these tools a part of UE5 natively, or just plugin/project specific?
Edit: In Comments below I see the tools need migrating to use in other projects. I really hope they get integrated into the base engine in future updates :D
Quick question, I got collision on the window / wall, and stairs but how do we get collisions on the panel? there is no option
Hey, my name is Jon, too! Very informative video!
What is this tool/ pack / set/ called exactly? I am not sure I can find it on the unreal market place as there is no proper name for it.
What to do if the B_Tool is not visible after pressing Play? Swap to Static Mesh makes no difference. I also found out I can switch it on/off with "G" in the editor. Very strange. What do I have to do?
Hi, when I turn something into static mesh and restart the engine the object dissapear when i try to play or use gamemode.. HELP PLEASE!
Thank you!
Hello, what to do if the b_tools vanishing after packaging the game?
I dont have the Settings Categorie to make the Wall Wider when Working with the Details Tab....
Nevermind.. I used the wrond tool :D
Cool but how do you apply texture on generated mesh?
so when i start game in the viewport textures disappear
when i stand a lone game the whole wall disappears
5:35 i should turn down music while watching tutorial videos
rats still didnt work
Love your videos, they're always super helpfuil but whats going on with the microphone?
First 7:24 Seconds of the video sound super robotic, but then the other half of the video the mic audio sounds perfectly fine. I've noticed this in other vids too once or twice
Thanks for pointing this out! I think the problem is coming from my video editing software when I speed up the duration of a clip. When I listen on the phone I can really tell the difference but on my home speakers it doesn't sound very different at all, so I didn't notice before now.
Thanks for the video. All of these tools are geometry scripts based right?
we can just take these tools an put it in our own projects?
Great videos, recent subscriber. Could this be used for an in-game player-built-structure tool for survival games? If so, any interest in a video or series describing how to do that? :D
no as its editor only
what is the name of tools ?
Can you provide a link to this plugin?
its in lyra project you have to migrate it
3 minute process
So they are assets from Lyra project,right?
Sorry, but ı could not find the tool in the marketplace. Can you please send me the direct link? Thanks a lot...
It's not a tool from the marketplace this is the geometry script plugin. The tools I'm showing in the video are found in the lyra starter project you can download free .
@@buildgameswithjon7641 I need the B_Dome tool you used in "Rapid Level Design w/ Procedural Mesh & Geometry Script: Migrating The Lyra Tools & Cold Storage". I imagine you created it so why don't share it? I'm surprised no one else has asked for it.
Could u help me, sir? do u know if it's possible to migrate that set of tools to another projects? i'm receiving an error message when trying to do so.
it says:
"Some selected assets don't have a corresponding content root in the destination. /LyraExampleContent Would you like to migrate all selected assets into a folder with consolidated references? Without migrating into a folder the assets in the above roots will not be migrated.".
Thank u in advance and have a nice day!
Yes you can migrate the Tools. First, for the project you want to use them in you need to go to Edit->Plugins and turn on Geometry Script. Then you should migrate the three subfolders in the Tools folder AND the enums from the tools folder. Then you should migrate all the actual tool blueprints (and accept the suggestion to consolidate references). Then everything will work correctly!
@@buildgameswithjon7641 Thank you so much for this!
@@buildgameswithjon7641 Brilliant, thank you!
collision? i walk right through the wall
right click
enable complex as simple collision
at the end of the blueprints.
3 minutes after asking... lol
id give you a thumbs up but for the potato audio now do a tut on how to get these tools in any project
Why you sound like a robot? Or is it new UE5 feature, Neural network tutorial generation feature?
You manually adjusting things is not what procedural means.
That's good.
But I brivair uosed modeling mode .
Wow, the number of
Blender users just collapsed
You're a witch! (:P)
Please record your videos in 8K. This way visibility will be ruined better. I can barely read fonts in this resolution. You can make it worse. I believe in you!
/S