Building High-End Gameplay Effects with Blueprint
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- čas přidán 26. 03. 2018
- Epic's Chris Murphy explores how Unreal Engine's Blueprint allows developers to create high-end effects that impact many areas of the game environment without necessarily requiring in-depth knowledge in each discipline.
By leveraging Blueprint as a tool to connect particle systems, render targets and modify assets in the world, this session will allow you to develop a single high-end laser effect that carves through the landscape.
Learn more at www.unrealengine.com/gdc2018 - Hry
Can't believe he explained all of that in less than 30min and I actually got all of it. Amazing job Chris!!!
He has a course on Udemy as well. Really great stuff there.
It's just me but I think he was going too fast and is a little bit of a jerk.
@@crazedfan070589 That course sucks balls. He doesn't explain things and just goes "Now I do this then that"
Pathetic instructor
I didn't get anything. He skipped steps before he started.
Those live stream could be more like that : prepared, straight to the point. Great lesson.
Nope. I think if he does it live it helps a lot more to learn how it was done.
Tell Me About It lol
This guy would skyrocket in ue4 development popularity if he started a tutorial series. He knows EXACTLY what he is doing and it's insane
Oh my god, can you imagine how fun this stuff is when you know all the tools well? You can craft ANYTHIIIIING
This is the stuff I want to see on the Unreal Engine livestreams, even though I knew the technique from another youtube guy who used Rendertargets on a landscape to deform snow. However, this is also another great example with a well explanation. Thanks Chris!
I understood more about FX and how blueprints work than from the official documentation. Bravo.
Dmitri Oesa ahaha I feel you
official docs are essentially worthless.
basically, oh, so what does this node do? "quantum vector explosion" hmm, that sounds complicated, better check in the documentation... oh, it says it "explodes a quantum vector". That explains literally nothing and uses the exact same amount of words as the node itself in a different order. Thanks epic, for making that clear xD
Great tip about "Call in Editor" for Custom Events like this. Never knew that :)
I know right. that functionality is *amazing*
I saw this live at GDC and it was incredible
Best tutorial I've watched so far.
Great job at explaining this, I wish all the tutorials were this fast paced :D
Don't know a thing about this stuff, and i still watched the whole video. I guess this guy is good at his job.
Brilliant! Chris is bloody good. Covered some needed techniques.
Chris Murphy, you are a legend mate. I'm still doing your courses on UDEMY. Packed full of juicy goodness.
That was awesome. It was a little bit past my level of understanding, but I got a bit of information from it.
i had to pause this, and say thank you, i dont this guy, but it's the first time an unreal engine's video do exactly what we expect you to do: teach. thank you sir
Damn, the speaker is awesome !! So much knowledge in such a little time
Hope all live stream can like this, right to the point of topic without nonsense chatting.
THIS IS EXACTLY WHAT I NEEDED THANK YOU SO MUCH
WOW! Chris Murphy you are the man! Thanks
This guy is amazing at explaining this stuff! I get Andrew Kramer vibes from this.
Top quality video as always!
My man.... Let me just take a portion of your knowledge on this stuff... just a portion... and I think I would be good. Amazing presentation! Looking forward to more videos from Chris!
Thank you very much for sharing this informative video!
OMG that was a live presentation... this guy really knows what he was doing.
Awesome work, thank you very much.
He looks like the guy that sings seven nation army lol
This is AMAZING!!!
AMAZING! IT EASY TO REPRODUCE! THANKS!
This is so cool!
Nice job
this seem to be exactly what i'm looking for ^^
Give that man a medal
I would love to see how to apply this to the “boy and his kite” demo (the landscape material). I can’t seem to apply this effect to the landscape material at all.
How do we save all those landscape modification at Savegame class when we play the game later and don't want to lose those modifications ?
I wonder how material layers will work with this, i mean not just landscapes but materials on meshes, like a floor or a wall.
Could we maybe get some keywords added to the description so as to get this to come up on search engines? Something like: Ue4 render target landscape deformation laser beam blueprint.
The tutorial was awesome, but would you please make a tutorial for material for charredGround.
One talented man right here. Check out his Udemy course if you haven't seen it.
Thanks for that, just bought it, I like how direct this guy is, I dont have time for all the jibber jabber in the live streams sometimes!!
I came to the comments section to say the same thing! Great course
Great Tutorial. Can I add paint with texture mask ?
I have tried to do so, but to remove the distance node it painted the entire map. Any idea that can help me.
does anyone know the video where he makes the beam particle??
fast and smooth... mostly :D
This is awesome! any idea how to make it so the lava that pre-exist on the map doesn't flow into the newly generated lava being created on the map ?
Conceptually... you need a brush that works like ink flowing smoothly from a central point rather than applying itself evenly over a wide area.
Thanks Busta Rhymes
Z is for Zed : ) Stay safe down there!
Woooow. That took way, waaaay too long to fix: If you are having issues starting at 9:55 with the logo appearing in the corner(s), it's not a clamp issue. It's not even a texture issue. Move the Landscape to 0,0,0. Tada. Saved you a few hours.
Thank You!
@@dudeonthephone Happy to save folks some headaches on that one XD
@@PsyCoCinematics thanks a lot
@@augustinchauveau6787 Good luck on yer unreal creations, lad!
So how would one do this for none uniform sizes if it’s not the magic 50400 number?
how can I get this landscape and effects?
Any chance we can get a step by step documentation of this?
Hans Stein there is i think
Any idea where?
@@revcr you found?
How is the render target fading out towards the end of the streak? Cant figure that part out.
So this is the only way to “semi” interact with grass (Not foliage) have to look/get into this.
Does anyone have any idea of what was the Material Function? I mean what was in it? I have most working but trying to get this to work with my 7 layer terrain material is failing. Also I am working in UE4.24.
Are this mesh and particle effects available anywhere?
The mesh is actually taken from the Elemental demo however the particle effect is not currently online anywhere.
10 meters not 1024 cm, just 1000, but this awsome, thank you
BRAVO
How can I create a material that contains meshes? like the grass in this video
I think this video is exactly about that: czcams.com/video/4YnZH8m7n6o/video.html
Also - known as, Squall Leonhart (FFVIII) - The Afteryear's (-x,D`,),"
great
Does anyone know what those two nodes are that he has plugged into the landscape coords, the ML_Dirt are they custom material functions ?
Yes. ML stands for Material Layer and is just a material function. It might change quite a bit in the future, now with the new Material Layer system introduced in 4.19 (experimental), where you have actual Material Layer assets, not just functions named that way.
ah thanks for that man, so is it essentially just a material made into a function so it can be called in a material such as that?
Exactly that.
Every time I watch one of these, it sounds like they set up unannounced in a mall and just started presenting to a bunch of people that have no interest.
It is very interesting and working well. Actually i like it, but still i have some critics about it. In my opinion, it is just a "make it work" but not realy an overhaul solution. I think if you would like to have effects like this one, you should think about creating a well structured architecture and optimize all your basic maps where yours inherit from.
I experienced having a well organized and planned architecture for shaders is important for a good performance.
Hope it didn't sound too precocious, just wanted to add some "keep in mind stuff"
It all makes sense... except, who in the heck is "Zed".?
Z axis.
Who is Zed Axis?
That's an incredible action hero name.
Impostrophe Sounds like something a SYNTH would say.
Zed's dead baby, Zed's dead.
He says it'll be in learn tab and content examples but there's no such material.
Actually, Chris, most of us that are new to this, and wanting to learn VFX, not land, are looking at those weird box/nodes and wondering what those are in the first place.
docs.unrealengine.com/en-us/Engine/Blueprints/GettingStarted might be a better place to start. This talk was aimed at developers with an understanding of the basic tools. If you'd like more information I'd suggest checking out the samples available in the Learn Tab. For VFX in particular I'd suggest looking at the Effects cave and the Content Examples.
Sounds good. I'm an artist and animator not a developer. Thanks.
WARNING! PARTICLE CANNON DETECTED! C&C Generals on Unreal Engine confirmed.
He has the face of Rem. From death note.
And I thought he looks like lex luthor from Batman vs Superman (Jesse Eisenberg) :P
Who knows how to make it work woth world composition? Cause I made it work with simple landscape and got no results with world comp
I've got a question: I'm since almost 2 years in Blender and now I wanted to start gaming with either Unity or Unreal and until now I thought I would try Unity. I wanted to learn coding in C# and I know it will get hard but I never wanted to use Blueprints so Unity would be the choice (I thought). NOW I watched this video and it seems that Unreals material/blueprints are quite what I would like more and they seems to be like handy nodes but I'm not sure...can anybody recommend or give advice? :D
Krypto any particular reason you didn't want to learn Blueprints?
I heard it's easier than real coding but more limited but I dont know if this is true
iirc 99% of the things you could do in engine code can be accomplished via blueprints (for gameplay purposes anyways). However it will run significantly slower than if it was coded in C++
J-Art I think I need more comparison between both engines and what fits better into my workflow. Any neutral recommendation?
Blueprints are damn easy and super effective for gameplay logic and such. If you're going to be doing engine work or anything super intensive you'll likely need C++ in the long run but you can certainly do a lot with Blueprint. I'd honestly recommend trying it and see which walls you hit and going from there!
if i lose you, you have my apologies.
cool that gets me no where, thanks for the apology.
420 lase it
i need caption···!!!!
У вас скоро ораторы засыпать будут. Это был ваш самый сонный работник?
grass that cares lol
Is this in English? I didn't understand a damn thing.
I'm from the U.S. and I can understand everything crystal clear?
How the he'll can anyone memorize this shit....I spend years learning how to map ...I'm not sure if I could do effects...it's a different world completely ehhh..
Add Russian subtitles...Please :3
He look a bit like Michael Jackson 0.0
am I the only one slightly annoyed at the word "Evangelist" though? Sounds like a religion thing... xD Anyway awesome content and presentation :)
I feel the same, maybe Epic seeks tax exempt status?
On the other hand, if I absolutely had to join a religion, this one wouldn't be the worst option.
It's a pretty standard term in the tech industry - en.wikipedia.org/wiki/Technology_evangelist