Ive gone through your UE5 beginner tutorial and your 3 blueprint tutorials, im currently in the middle of the prophunt game tutorial and just wanted to say thanks for these videos. The way you show every step and explain what things do has been so helpful for learning. Just wanted to let you know your videos have been my main source of learning how to make games and I appreciate all the content!
11:47 - You must have forgotten how, to a noob like me, this is simply mind-blowing... I am currently starting your Advanced Blueprint, after the first two ones. They are fantastic, sometimes lacking a bit more explanation of the big picture logic, stuff that stopped me in my tracks and for which I needed to either get extra info or backtrack quite a bit, but I understand how hard it must be to put these together, and again don't get me wrong: they are FANTASTIC and I certainly am very grateful.
That was pretty Awesome. Many Thanks. Unreal really is delivering some great scenic capability for Hobby/ Indies developers these days. Just need a powerful PC, and less noisy graphics fans to run it.
Thank you for this video. Easy to understand and very helpful! I would also (as mentioned in the comments below) love to get an understanding of the optimization of these kinds of open worlds. Would you use world partition or level streaming, and how would you optimize it? On a more specific request, how would you implement/build a dungeon in a world like this? Thank you for all your awsome videos!
Dude, your content is great, my n1 source to learn UE5 so far, but here goes a tip. Start saying your name at the beginning of every video. Building a name for yourself is important, cheers
I’m working on a game project and need some guidance on creating an open world. I’m aiming to build a world with two cities, mountains, forests, roads, and a racing track. I’m looking for advice on how to design and implement this kind of environment effectively. Any guidance or resources you can share would be greatly appreciated! If you read this comment, leave a heart. And if you think a video on this topic would be helpful, please let me know! Thanks a lot!
Great video! Is there a way to have a different colour water in one part of the map? With a fade. So say the water starts blue and clear, then turns brown and murky. I would love to know. Same with sky colour, tbh. Either or would be amazing.
Thanks for the video! I tried increasing my landscape to 4 sq km, instead of 1. The editor would barely work-- every adjustment froze for many seconds. But it's very cool with the smaller size, as shown in the video. Hopefully the bugs will be worked out, since it's still a beta plugin. Unless anyone has found a workaround already for larger landscapes?
I still would love to know how to structure levels. Lets say for example, I have 3 small islands (separate from one another) each have 10 caves, and 25 house interiors - how and what does that structure looks like. I can never seem to find the answer.
I too have this problem, which is why I cant use this tutorial, I had to manual sculpt the land then export and delete the same said land and reimport it to optimize performance
depends on your game. I would recommend using world partition as it has a built in grid based streaming system. Every asset in the tile will get loaded when player gets closer, and it will be unloaded when player moves away
@@SmartPoly Yeah I understand level streaming. Let me put it this way. Look at Starfield game as an example. You've got procedural planet (which consists of multiple levels depending on where you land) - then you've got space orbiting a planet/moon (as a level). Then you've got the levels inside ships (which probably also consist of many). Then you also have interiors for ever base, room, house and what not. - how do you structure all this in a game? It feels like no one can answer this question of mine. Not that I plan to make starfield game, I'm just trying to understand the backbone. Because clearly starfield doesn't have a "persistent level" - or does it have multiple?
So I just finished the tutorial and would like to run around with my third person character. Unfortunately, there is only a simulation green play button, which does not drop my character into the map to play it. When I choose the 3 dots in the play button area and select play in the selected viewport, it will load the character, but it's under the map, and it won't move. Can I please get some instruction on how to do this? I have googled, but can't seem to find an answer. Incredible tutorial man, thank you so much!!!
as soon as i click with the blueprint brush "Accessed none trying to read property BRUSH MANAGER" tried uninstalling the plugin and reinstalling it, same result. this is on 5.4.3
Noob question here, but Im assuming the character model there is a whole new set if instructions to be able to traverse the map? Meaning theres not built-in component you can select and the character model builds and you can run the map.
If you started this project as a Third Person Player project (as at beginning) You will have the default Robo Characters with all the controls. So yeah, you can just click Play, and he will drop into this Terrain Scene.
Nice; trying to recreate a 1:1 scaled copy of the earth using (Ugh) Unity (which is driving me up the wall). 1 minute change and the PC lags for hours; I've been told that you have to have automatic terrain unloading enabled, but no one has the time to explain how you do that. I've thought of moving the project to unreal, though I don't know if it would be easier or harder to make my project on it; I've heard C++ is harder to learn than C# (I have books on both, but can't learn from books).
Here's the thing, anything will be difficult in one way or another, you just need to choose what is worth being more difficult over the other. In the case of your scaled copy of the Earth using Unity, your main difficulty is dealing with the response-times of terrain updates. If you'd much rather have faster response times or lower development time due to better tooling perhaps, then I'd suggest you make the jump to Unreal. The issue in the jump is if you need time to get up to speed with Unreal. Since most folks consider the transition time to be the most costly in such decisions. Unreal isn't perfect either, but you'll be trading the difficulty of creating advanced things in Unity for the difficulty in learning how to use advanced tooling in Unreal. The tradeoff is you get to make the advanced things more easily if you learn Unreal, at the expense of time to learn. If you stick to Unity, you'll be able to use your existing knowledge but again, you face the issue of trying to acquire or make tooling that alleviates any or all of your issues in the engine. C++ vs C#, frankly you'd be fine even if you didn't touch C++ and used the blueprint system (as it's essentially comparable to containerized C++ code that handles many complexities for you like memory management), but as someone who has worked with C, C++, Java, C#, and various other languages and paradigms, you might have a bit of a hurdle when you first start C++, but know that the C++ you'll be working with is supported by the engine developers with libraries, tools, templates, and an API. So your user experience will be better than if you were to start off with a blank C++ project, just like starting C# from a blank .NET project is different from starting a C# script in Unity that extends MonoBehavior and imports various Unity-specific API and tooling. And again, it all comes down to what you're making with that C++ too. If you were making a new renderer in C++, that's completely different than making a character controller in C++ in terms of complexity and the expertise of C++ you'd need to make it happen. Chances are, you're not going to use the full feature-set of C++ to do what you want, just like how you don't use every feature available in C# for your scripts in Unity, think async calls, multithreading, concurrency management, garbage collection (manual vs automatic), generic programming, datastructures, algorithm implementations, GPU calls, file-io, networking (TCP/UDP/REST APIs), lambda expressions, and various other language-specific features you can find that I won't list here for brevity's sake. TLDR: If your project is advanced enough that the engine can't provide you the tooling out of the box, perhaps consider using an engine that does, ie jumping from Unity to Unreal No shame in hopping around trying to find what works best for you. EDIT: For anyone looking to see what the C# to C++ transition looks like in Unreal, I recommend "The Game Dev Game"'s video here: czcams.com/video/wupB2gf1hf0/video.html His method of easing you into C++ code in terms of syntax, and mapping your C# habits to C++ is a nice way to get started in my opinion.
everytime i watch one of your videos it feels like you're just zooming from start to end. It sucks cause the information is good, but you're just going so fast (i'm super new)
I adjusted the settings, just find the procedural grass foliage asset in the content browser, open it up, expand the array, and for each grass asset play with the min and max scale value. I set mine to min value: 0.8 and max value: 1.2
God! This is farrr better, useful, practical and 10 times shorter (time efficient) than paid Udemy course from Stephan Ulbari. What a waste, I regret wasting money on grifters like that so much
Check Out My Multiplayer Survival Game Course:
Smartpoly.teachable.com
Hey, if we get your course would we be able to ask you questions? Id like to make a Chivalry 2 combat style with ark survival elements.
i swear bro knows exactly what i struggle with for every upload
It blows my mind the amount of tools available whilst the extreme lack of comprehensive tutorials make it a nightmare to aproch.
Ive gone through your UE5 beginner tutorial and your 3 blueprint tutorials, im currently in the middle of the prophunt game tutorial and just wanted to say thanks for these videos. The way you show every step and explain what things do has been so helpful for learning. Just wanted to let you know your videos have been my main source of learning how to make games and I appreciate all the content!
Wow, it looks simple and amazing! Thank you very much!
11:47 - You must have forgotten how, to a noob like me, this is simply mind-blowing...
I am currently starting your Advanced Blueprint, after the first two ones. They are fantastic, sometimes lacking a bit more explanation of the big picture logic, stuff that stopped me in my tracks and for which I needed to either get extra info or backtrack quite a bit, but I understand how hard it must be to put these together, and again don't get me wrong: they are FANTASTIC and I certainly am very grateful.
Dude your tutorials always get me hyped and motivated to work on my own games! Amazing tutorials man great job!
That was pretty Awesome. Many Thanks. Unreal really is delivering some great scenic capability for Hobby/ Indies developers these days. Just need a powerful PC, and less noisy graphics fans to run it.
Thank you for this Tutorial. Would love to see you make a game series Tutorial on how to make a JRPG turn based game like FF7.
Love your tutorials sp 🫶🏽
Make a guide about how to make it optimized and player friendly movement too.
lmao, ARK has been trying since they released ASA
Can you make a full complete open world map tutorial just like in your survival game course?
Thank you for this video. Easy to understand and very helpful! I would also (as mentioned in the comments below) love to get an understanding of the optimization of these kinds of open worlds. Would you use world partition or level streaming, and how would you optimize it? On a more specific request, how would you implement/build a dungeon in a world like this? Thank you for all your awsome videos!
Awesome video! Anyway we could get a follow-up in the future to show optimization techniques?
thats crazy. really good video thank you
This would pair well with the new 5.4 feature of terrain erosion !
very good! thank you!
Dude, your content is great, my n1 source to learn UE5 so far, but here goes a tip. Start saying your name at the beginning of every video. Building a name for yourself is important, cheers
Thank you for this.
I’m working on a game project and need some guidance on creating an open world. I’m aiming to build a world with two cities, mountains, forests, roads, and a racing track. I’m looking for advice on how to design and implement this kind of environment effectively. Any guidance or resources you can share would be greatly appreciated!
If you read this comment, leave a heart. And if you think a video on this topic would be helpful, please let me know!
Thanks a lot!
I’m praying CD Projekt Red manages to make a great open world again with Unreal Engine 5. I’m really anxious about this.
Great video! Is there a way to have a different colour water in one part of the map? With a fade. So say the water starts blue and clear, then turns brown and murky. I would love to know. Same with sky colour, tbh. Either or would be amazing.
Thanks for the video! I tried increasing my landscape to 4 sq km, instead of 1. The editor would barely work-- every adjustment froze for many seconds. But it's very cool with the smaller size, as shown in the video. Hopefully the bugs will be worked out, since it's still a beta plugin. Unless anyone has found a workaround already for larger landscapes?
subscribed and like thanks great tutorials
How do i do if i want to foliage-paint a blueprint class like the choppable palmtrees in your lectures?
I still would love to know how to structure levels. Lets say for example, I have 3 small islands (separate from one another) each have 10 caves, and 25 house interiors - how and what does that structure looks like. I can never seem to find the answer.
I too have this problem, which is why I cant use this tutorial, I had to manual sculpt the land then export and delete the same said land and reimport it to optimize performance
depends on your game. I would recommend using world partition as it has a built in grid based streaming system. Every asset in the tile will get loaded when player gets closer, and it will be unloaded when player moves away
@@SmartPoly Yeah I understand level streaming. Let me put it this way. Look at Starfield game as an example. You've got procedural planet (which consists of multiple levels depending on where you land) - then you've got space orbiting a planet/moon (as a level). Then you've got the levels inside ships (which probably also consist of many). Then you also have interiors for ever base, room, house and what not. - how do you structure all this in a game? It feels like no one can answer this question of mine.
Not that I plan to make starfield game, I'm just trying to understand the backbone. Because clearly starfield doesn't have a "persistent level" - or does it have multiple?
what laptop or gpu that you use?
if i buy the survival game course will i have it forever or i need to pay monthly?
its a one time purchase. No subscription. You’ll own it forever
So I just completed wiped unreal off of my gaming rig to put it onto my work pc. What is the plugin called for the landscape brush?
So I just finished the tutorial and would like to run around with my third person character. Unfortunately, there is only a simulation green play button, which does not drop my character into the map to play it. When I choose the 3 dots in the play button area and select play in the selected viewport, it will load the character, but it's under the map, and it won't move. Can I please get some instruction on how to do this? I have googled, but can't seem to find an answer. Incredible tutorial man, thank you so much!!!
search for “player start” in your outliner, and select it and move it above the landscape
@@SmartPoly Thank you so much! This worked and fixed the issue.
as soon as i click with the blueprint brush "Accessed none trying to read property BRUSH MANAGER" tried uninstalling the plugin and reinstalling it, same result. this is on 5.4.3
Noob question here, but Im assuming the character model there is a whole new set if instructions to be able to traverse the map? Meaning theres not built-in component you can select and the character model builds and you can run the map.
just click the green play button
If you started this project as a Third Person Player project (as at beginning) You will have the default Robo Characters with all the controls. So yeah, you can just click Play, and he will drop into this Terrain Scene.
Nice; trying to recreate a 1:1 scaled copy of the earth using (Ugh) Unity (which is driving me up the wall). 1 minute change and the PC lags for hours; I've been told that you have to have automatic terrain unloading enabled, but no one has the time to explain how you do that.
I've thought of moving the project to unreal, though I don't know if it would be easier or harder to make my project on it; I've heard C++ is harder to learn than C# (I have books on both, but can't learn from books).
Here's the thing, anything will be difficult in one way or another, you just need to choose what is worth being more difficult over the other.
In the case of your scaled copy of the Earth using Unity, your main difficulty is dealing with the response-times of terrain updates.
If you'd much rather have faster response times or lower development time due to better tooling perhaps, then I'd suggest you make the jump to Unreal.
The issue in the jump is if you need time to get up to speed with Unreal. Since most folks consider the transition time to be the most costly in such decisions.
Unreal isn't perfect either, but you'll be trading the difficulty of creating advanced things in Unity for the difficulty in learning how to use advanced tooling in Unreal.
The tradeoff is you get to make the advanced things more easily if you learn Unreal, at the expense of time to learn.
If you stick to Unity, you'll be able to use your existing knowledge but again, you face the issue of trying to acquire or make tooling that alleviates any or all of your issues in the engine.
C++ vs C#, frankly you'd be fine even if you didn't touch C++ and used the blueprint system (as it's essentially comparable to containerized C++ code that handles many complexities for you like memory management), but as someone who has worked with C, C++, Java, C#, and various other languages and paradigms, you might have a bit of a hurdle when you first start C++, but know that the C++ you'll be working with is supported by the engine developers with libraries, tools, templates, and an API. So your user experience will be better than if you were to start off with a blank C++ project, just like starting C# from a blank .NET project is different from starting a C# script in Unity that extends MonoBehavior and imports various Unity-specific API and tooling.
And again, it all comes down to what you're making with that C++ too. If you were making a new renderer in C++, that's completely different than making a character controller in C++ in terms of complexity and the expertise of C++ you'd need to make it happen. Chances are, you're not going to use the full feature-set of C++ to do what you want, just like how you don't use every feature available in C# for your scripts in Unity, think async calls, multithreading, concurrency management, garbage collection (manual vs automatic), generic programming, datastructures, algorithm implementations, GPU calls, file-io, networking (TCP/UDP/REST APIs), lambda expressions, and various other language-specific features you can find that I won't list here for brevity's sake.
TLDR: If your project is advanced enough that the engine can't provide you the tooling out of the box, perhaps consider using an engine that does, ie jumping from Unity to Unreal
No shame in hopping around trying to find what works best for you.
EDIT: For anyone looking to see what the C# to C++ transition looks like in Unreal, I recommend "The Game Dev Game"'s video here: czcams.com/video/wupB2gf1hf0/video.html
His method of easing you into C++ code in terms of syntax, and mapping your C# habits to C++ is a nice way to get started in my opinion.
everytime i watch one of your videos it feels like you're just zooming from start to end. It sucks cause the information is good, but you're just going so fast (i'm super new)
It always crash me when I try to paste the landscape. Does anyone know how to fix that?
how to add roads on terrain ? and houses along roads ?
Next
How do i add streets in this landscape. Or at least just reply to tell me how.
get back to working on the course :p
What about a city?
can you please make gun system with multiple guns and reload like hitman please
working on it
@@SmartPoly man, You are savior
lmao my grass arent as dense as yours is in the video. i did try to do my own thing tho so maybe its something i messed up in the material settings
I adjusted the settings, just find the procedural grass foliage asset in the content browser, open it up, expand the array, and for each grass asset play with the min and max scale value. I set mine to min value: 0.8 and max value: 1.2
@@SmartPoly thanks poly! Youre the best!
Now make a guide where you go through the steps that actually make this useful in a game.
you mean make it playable? just hit play with third person template
You mean like the course he sells that is described in the video? LOL
wow,im first please pin me i love this video good job!
God! This is farrr better, useful, practical and 10 times shorter (time efficient) than paid Udemy course from Stephan Ulbari. What a waste, I regret wasting money on grifters like that so much