How To Highlight An Object With An Outline In Unreal Engine 5 (Tutorial)

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  • čas přidán 11. 09. 2024

Komentáře • 163

  • @Asmund648
    @Asmund648 Před rokem +28

    For anyone doing this with the newest UE5 version, I think you have to enable "enable with stencil" under postprocessing in the projectsettings. That was disabled for me. It worked after enabling that :)

    • @andrakesh
      @andrakesh Před rokem +2

      i have a problem with ue5 the highlight material is always flickering. blinking.,how to change it ?

    • @rob_meade
      @rob_meade Před rokem +1

      @@andrakesh Project Settings - search for "Custom Depth" and then untick the option "Custom Depth with TemporalAA Jitter". That stops it flickering, but it will look less smooth (more jagged edges up close). Also, I found that the gizmos in the editor create that effect also, so pressing G to hide them all can be helpful.
      Note, I have also used the Stencils approach for this and didn't notice any flickering with that method. HTH :)

    • @andrakesh
      @andrakesh Před rokem +1

      @@rob_meade i'll do this and tell you later

    • @rob_meade
      @rob_meade Před rokem +6

      @andrakesh I also discovered later, that if you change the Materials' "Blendable Location" (its under the "Post Process Material" section) to "Before Tonemapping" this makes a much bigger improvement, and you can leave the "Custom Depth with TemporalAA Jitter" enabled.

    • @otheitheguy7348
      @otheitheguy7348 Před rokem +1

      @@rob_meade This works extremely well thank you!

  • @Goggalor1990
    @Goggalor1990 Před 2 lety +40

    For anyone that wants to highlight the enemy or an object when looking at it: go to your character and off of the Add Controller Yaw Input, get a "LineTraceForobjects" node. Then get a player camera manager node and from this get a forward vector and a camera location. Off of the forward vector get a multiply and enter something like 2500 for the X. Then off of the camera location get an add and connect the multiply to this to add the camera location and forward vector nodes. Hook up the camera location to the start of the line trace and the add to the end of the line trace. Off of object type, type "make array" and change the type to whatever you like. For me it was pawn. On the line trace, break the hit result and off of the hit actor cast to your enemy if that's what you're trying to highlight. From their set the custom depth stencil off of your mesh and you're done. Make sure to set your reference to your object on BeginPlay and in the Variables section of your character BP or it will give you an accessed none error. Thanks for the awesome tutorial Matt!

    • @k0ah371
      @k0ah371 Před 2 lety +6

      do you have the image of the blueprint for this? my english suck and I can't understand

    • @owenmurphy9728
      @owenmurphy9728 Před rokem +1

      Doesnt work

    • @FiresAndFoxes
      @FiresAndFoxes Před 5 měsíci

      This is crazy confusing man

    • @FiresAndFoxes
      @FiresAndFoxes Před 5 měsíci

      doesn't work

    • @KB-nt7eg
      @KB-nt7eg Před měsícem

      Your idea is to cast to everything that you just want to highlight? As a horrible idea

  • @Stellarneer
    @Stellarneer Před 2 lety +27

    Just a little tip for the tutorial: if you want to be able to change the highlight color in runtime, you can use an actor with post process component and place that in the level instead of post process volume

    • @alego54
      @alego54 Před rokem +2

      I know it's a year old but how are you changing the colour from within blueprints? I access my post process component but I can't seem to access the material from there

  • @AminYabut
    @AminYabut Před 2 lety +13

    Thank you for mentioning the keyboard shortcuts you use, a lot of people don't.

  • @mazentalaat7390
    @mazentalaat7390 Před rokem +15

    Great video!
    It won't work If you have a translucent material. To fix it, tick “Allow Custom Depth Writes” flag in your translucent material settings, change "Opacity Mask Clip" Value(0.1 for example) and don't forget to tick "Render CustomDepth Pass" for your object.

    • @jongofett2343
      @jongofett2343 Před rokem +2

      Thank you for your service sir... this is a truly underrated comment.

    • @mazentalaat7390
      @mazentalaat7390 Před rokem

      @@jongofett2343 Glad it helped :D

    • @waqar_asgar__r7294
      @waqar_asgar__r7294 Před rokem +1

      Video poster please pin this comment very important

    • @waqar_asgar__r7294
      @waqar_asgar__r7294 Před rokem

      although this solution stops working for opacity values below 0.4. Any idea why and how to fix it?

    • @MelvilleG
      @MelvilleG Před rokem

      Thanks. That's a relief

  • @drawmaster77
    @drawmaster77 Před rokem +7

    Thank you for the tutorial, but I would love explanation as to what the heck is actually going on there. I can't wrap my head around any of it lol.
    edit: what exactly does viewSize->Ceil->Clamp do (the left-most 3 nodes)? It would always return (2,2) because ViewSize is in pixels like 1920x1080 or something? I've tried replacing it with a const - I see no difference?

    • @vickylin9600
      @vickylin9600 Před rokem +2

      I have exactly the same question here. I'm trying to understand the logic within with debug. The Clamp part really confuse me

    • @vickylin9600
      @vickylin9600 Před rokem +1

      And why Mask(RG) on screenPosition->viewportUV? It's already 2-channel data. Input and output are exactly the same. Where does this tutorial come from anyway?

  • @finessefulj8489
    @finessefulj8489 Před 2 lety +7

    I would love that part 2 video that highlights as you get closer.

  • @Fit_and_Flair_
    @Fit_and_Flair_ Před 2 lety +3

    Thank you so much for making these videos. You've made Unreal 5 so accessible.
    Your videos are great. You explain topics well, show how the code can be adapted to fit other scenarios and you do so with a very calm voice. Again, thank you so much. You've helped me so much!

  • @midnightsunstudios9880
    @midnightsunstudios9880 Před rokem +4

    how can i make it so the outline isnt visible through walls?

  • @PhilHarland-hz1pm
    @PhilHarland-hz1pm Před měsícem

    Very useful, got it working (turned on/off in object begin/end overlap) first time (a miracle for most youTube videos)! Would be nice if it was explained how it worked tho! Thanks!

  • @DemokratischDenken
    @DemokratischDenken Před 2 lety +2

    Unfortunately, this doesn't work with Nanite enabled. Do you have a solution for this?

  • @totheknee
    @totheknee Před 2 měsíci +2

    This works, but it would be nice to explain why it works, rather than just adding nodes and saying "connect this and connect that." Most people know how to connect nodes, but they don't know how to reason through it.

  • @richardjestadt6164
    @richardjestadt6164 Před rokem

    I don't often say this!, but despite a hiccup at the end. very well put tutorial, production of video had no weird breathing into a mic, u didn't umm and uhh 100 times, and didn't excessively move the mouse or scene around, and I'm Canadian so for me you have an accent, but it didn't get in the way of you speaking clearly,... SOMEONE GET THIS GUY A JOB!!

  • @Saderz_
    @Saderz_ Před rokem +7

    what would be the best way to make it so you can't see it through walls?

    • @abacigil
      @abacigil Před 11 měsíci +2

      any solution?

    • @Lucid_void_goi
      @Lucid_void_goi Před 3 měsíci +1

      Bump. Would love to figure this out myself.

    • @totheknee
      @totheknee Před 2 měsíci

      For now, I'm only building levels with windows.

  • @grimwolf9988
    @grimwolf9988 Před 6 měsíci +3

    I really wish this explained the steps instead of just showing them.
    I'm not actually learning anything if I'm just copy-pasting someone else's code, and I'm left without the ability to adapt and customize any of this.

  • @agustincocco5342
    @agustincocco5342 Před 9 měsíci

    Bro you are a truly life savier! i cant tell you the amount of things that i been working on thanks to you! keep it going! thank you!

  • @MingHsiung
    @MingHsiung Před 8 měsíci

    Thanks for taking the time to make this tutorial! Exactly what i needed :)

  • @GreenStreamDev
    @GreenStreamDev Před 2 měsíci +1

    works perfectly! thank you!

  • @118Mayo
    @118Mayo Před 2 lety +1

    YES! Thank you Matt for making this tutorial!

    • @MattAspland
      @MattAspland  Před 2 lety

      My pleasure!

    • @davidquee8728
      @davidquee8728 Před rokem

      @@MattAspland Hey mat you do paid help / one on ones using alot of your stuff

  • @vsevolodmetelsky1275
    @vsevolodmetelsky1275 Před 2 lety +3

    Thank you, the tutorial is great! I however experience some jittering of the outline. Do you know what could be a solution for this?

    • @franciscojavierarrarte5301
      @franciscojavierarrarte5301 Před 2 lety +5

      change the tonemapping. The default is after tonemapping, try before tonemapping

    • @samankargar6708
      @samankargar6708 Před rokem

      @@franciscojavierarrarte5301 I was looking for a fix but I couldn't find anything. thanks a lot

  • @supercolleen1000
    @supercolleen1000 Před rokem

    Incredible tutorial !!! Really helped when no other tutorial would. Thanks so much

  • @geoffrey3668
    @geoffrey3668 Před 2 lety +1

    Thank you for this tutorial! Always very useful!

  • @thehambone1454
    @thehambone1454 Před rokem +2

    To make it work based on a line trace (center screen hovering it), would we just enable/dsiable the "Render CustomDepth Pass" ?

  • @yorentior3421
    @yorentior3421 Před 9 měsíci

    As usual great videos with a great professional

  • @redlight_games
    @redlight_games Před rokem

    when i step in the box its highlighting every item.
    How do i make it only highlight that particular item within the box?

  • @davidbolivarg
    @davidbolivarg Před rokem

    This is exactly what I needed, thank you very much!

  • @DelfosseFoo
    @DelfosseFoo Před rokem +2

    Matt, do you not see that the outline is jittery? It's not usable in production.

    • @Kiwi2703
      @Kiwi2703 Před rokem +2

      Change Blendable Location in the material to "Before Tonemapping"

  • @chrisobrooks6662
    @chrisobrooks6662 Před 4 měsíci

    How would you go about applying this material to an actor/character? Could you maybe make a video on post process materials applied to them?

  • @egoartschool1566
    @egoartschool1566 Před 2 lety

    MY MAN... this is SO much easier than the way I was doing it lol.

  • @metalcoreofficial9059
    @metalcoreofficial9059 Před 2 lety

    Just wanna say, I'm a huge fan (btw you can use m+click for multiplier)

  • @griesburner
    @griesburner Před rokem +1

    how can i highlight enemys like this? or is this method only for static objects? iwith a static actor it works but when i try to do it with an NPC it fails to detect the mouse over event...

  • @dobbskey
    @dobbskey Před 2 lety +2

    Hey, love the tutorial. I'm having an issue when I click on an actor to outline it, it outlines every actor of the same class. Like I have an enemy I'm targeting and it highlights every enemy, even different meshes. Any idea why?

  • @ItsExetic
    @ItsExetic Před rokem +1

    Hey Matt, can you help me understand why this doesn't work on my imported FBX models or Quixel models?

    • @alexfries350
      @alexfries350 Před rokem +1

      TayloredAnt's answer above actually worked for me, and I could keep using FBX models. Open the mesh and disable nanite in it, then it should start glowing

  • @ElZorroXIV
    @ElZorroXIV Před 5 měsíci

    Thank you so much for this!

  • @scorpion666lair
    @scorpion666lair Před 2 lety

    Exactly what I was after, cheers!

  • @chomnansaedan4788
    @chomnansaedan4788 Před rokem

    I have no idea how this works but thank you.

  • @gamedev3547
    @gamedev3547 Před rokem

    Thanks this helped me a lot! 👍

  • @thomasr9557
    @thomasr9557 Před 2 lety

    Great video and very helpful thanks

  • @IconicDesigns
    @IconicDesigns Před 2 měsíci

    i seem to get this error, any ideas?
    [SM6] SceneTexture expressions cannot be used in opaque materials except if used with the Single Layer Water shading model.

  • @legatt.
    @legatt. Před rokem

    Thank you! You are great!

  • @soschu8469
    @soschu8469 Před 2 lety +1

    hi there, really like your tutorials. i have little problem, maybe you can help me with that. i have made two post process materials, your outline material and one "xray" material. i also have applied custom stencils to both of them, because i want enemies to be outlined and filled (by the xray material) in red color and allies in blue. i have two meshes, mesh A with stencil value = 0, mesh B = value 0. this technique works with the xray Material but not with your highlight material. i don't get it why? the input node, scene texture, custom stencil seems to show the same value for both meshes and both meshes are hilghlited using the same color. any ideas? help would be really appreciated. thanks in advance.

  • @WWatson99
    @WWatson99 Před rokem +1

    I know this is a bit of an old video, but could we have a tutorial on how to apply this shader only when a line trace from the user hits the object? Thanks!

    • @Youshisu
      @Youshisu Před rokem +1

      You can do enable/disable custom depth from graph level, find actor and get component :)

  • @FreddyPlaytimeCo
    @FreddyPlaytimeCo Před rokem

    Thx! That was helpful!

  • @Nitrousoxide2k
    @Nitrousoxide2k Před rokem +1

    It's almost 5am, so I may just be brain farting... How do you make it so the outline appears only when the object is in view? Like, NOT have the outline render through walls/other actors, etc...but renders as expected when in plain view.. As I'm sure many others are working towards, I'm trying to make this functionality happen when an interactable actor is in view, and the player is hovering over it from a specific distance (using line trace).
    Going to bed now...clearly need to.. 😛
    Thank you in advance!!

  • @spaceDelfin
    @spaceDelfin Před rokem +1

    does anyone know a way to have different outline colors for different objects? I believe it has something to do with stencils, but I have no idea how to set that up. I have been looking for a while now to figure out how to do that and I can not find a definite answer on what to do.

  • @AcesWorld
    @AcesWorld Před rokem

    i cant seem to get this to work for me :( when i step in the box my whole screen goes to the colour of the highlight

  • @EDISmusic000
    @EDISmusic000 Před 2 lety +1

    Its not working with Nanite. Anyone any Idea how to fix this?

  • @rayaankhot6780
    @rayaankhot6780 Před rokem

    If you followed what is shown in the video exactly and it is still not working, try disabling nanite on the mesh it worked for me

  • @belldanime
    @belldanime Před 7 měsíci

    Is there any way to get these outlines to show on invisible objects? Lowest material opacity I can go is 0.4ish before the outline completely disappears.

  • @KaelthasProductions
    @KaelthasProductions Před rokem

    Is your mesh nanite enabled? mine stops highlighting when i enabled nanite on the mesh

  • @geckopower756
    @geckopower756 Před 2 lety

    How would you go about making it turn on/off with a variable and turn on when you near it?

  • @Gamer-kn7fi
    @Gamer-kn7fi Před rokem

    Thanks for the great Tutorial! I am trying to use this to select objects on my map. The map uses a scnecapture3d who renders to texture (ortho view). but even thogh the player can see the outline the camera for the map seems to not capture it.
    Is there any fix for this

  • @Skeltcher
    @Skeltcher Před 2 lety +1

    How to make it highlight when the player is "looking" at it? For example when something is in range to be interacted with if the player have the crosshair on it

    • @unconscious5630
      @unconscious5630 Před 2 lety +1

      You have to look into raycasting on a separate tutorial. But you should be able to just make it so that when the raycast hits an object it sets its customdepth to true and when you look off of it, it sets it to false.

  • @SlothFang
    @SlothFang Před 2 lety +1

    Do you know of a way to make the highlight effect occur so it only appears if you hover/mouse over the object?

    • @VL4DST3R
      @VL4DST3R Před 2 lety +3

      First i recommend you read another user's top comment: Connor Vernon's about using custom depth buffer to achieve this. Then use a raytrace fired from either your viewport or cursor to get a reference to the object you are looking at/hovering over. Finally just get its mesh component and apply the above depth buffer settings to it to achieve the desired result.

  • @Kokuyous3ki
    @Kokuyous3ki Před rokem

    What if we want to highlight one with red and the other with blue? Obivously at the same time so separate post process volumes won't cut it.

  • @stay2373
    @stay2373 Před 9 měsíci

    bgm is so good

  • @fael097
    @fael097 Před 2 lety +2

    what's with the aliasing and the shaking?

    • @mangarookie
      @mangarookie Před 2 lety

      yea exactly why not aliased or how to alias @Matt Aspland pls

    • @SpaceShrimp
      @SpaceShrimp Před 2 lety

      you have to do your post processing before tone mapping ( or after depending on your technique)... change it in the material detail panel :)

    • @conorvernon456
      @conorvernon456 Před 2 lety +4

      You can smooth it out by setting the material's "Blendable Location" From "After Tonemapping" to "Before Tonemapping" and you get a much cleaner effect (albeit this contributes to Lumen lighting, which may or may not be desirable)

    • @mangarookie
      @mangarookie Před 2 lety

      @@conorvernon456 well thanks ill definitly check it out. I was doing the inverse mesh outline till now and its sad :(

  • @SinaAfshariJewellsMuseum

    Hey! I would like to know how we can creat a box with all round edges completely in ue , ,allot of people want to know this actually, and when I searched (how to round all edges in ue) yb recommend your channel , Thanks!

  • @idkonic5173
    @idkonic5173 Před rokem

    Hi, I'm using UE5, whenever I try to find the Custom Depth under Rendering of the Asset, it's not there. I only have Actor Hidden in Game tickbox. I already went to Project Settings and Custome Depth Stencil is enabled

  • @user-ts7uc7kf6s
    @user-ts7uc7kf6s Před rokem

    정말 감사합니다 ❤

  • @paraboy5629
    @paraboy5629 Před 2 lety

    Soo helpful

  • @static2601
    @static2601 Před 2 lety +1

    I need this for plant models im making. I want the leaves to glow but the stems would need this effect. I just don't want to be seen through walls and other models. any way to turn that part off?

    • @MattAspland
      @MattAspland  Před 2 lety +1

      I can look into it further as there will most likely be a better way, but a temporary fix for that could be detecting when it is behind a wall and setting "Render CustomDepth" to false

  • @pulsar7016
    @pulsar7016 Před rokem

    *How can I make it so that I can use different colors at the same time ?!?!?!?! For example, I need to have a green color on the LMB, and a red color on the RMB. How?*

  • @furrybproductions
    @furrybproductions Před 2 lety +1

    Supposedly nanite objects don't support highlighting in post process in UE5. Any ideas?

    • @alexfries350
      @alexfries350 Před rokem

      THANK YOU FOR THIS! I was pulling hair trying to figure out why my custom mesh wouldn't highlight and it was because nanite was enabled on it

  • @RobinDale50
    @RobinDale50 Před 2 lety

    How about one on a "night vision" look? B&W, green, etc?

  • @justDausDev
    @justDausDev Před 2 lety

    Hello Matt Aspland Love ur video
    can you show us some tutorial
    how to change background music at different place
    example:
    when you go to inside the house,the music play,when you go to second floor or toilet or to your room,the music change to another music

  • @totheknee
    @totheknee Před 2 měsíci

    2:19 - Isn't it just a shortened form of "ceiling" vs its counterpart, "floor?"
    I do like the proper Celtic pronunciation now, though...

  • @themarqua3321
    @themarqua3321 Před rokem

    Thank You

  • @user-fk8fn1yx7u
    @user-fk8fn1yx7u Před 8 měsíci

    why every mesh highlighted after done every,help!

  • @DJenriqez
    @DJenriqez Před rokem

    This is nice amazing for things like magic search ability in games , but for some games this methodology is useless, and in VR totally :( But thanks for tutorial, hope I will reuse this in something else :)

  • @youzhili7855
    @youzhili7855 Před 2 lety

    How to highlight a item that just dropped from the ai that killed by player? I mean the item is spawn after player killed the ai, what should i do? thanks for any solutions!

  • @MrTreeGuy
    @MrTreeGuy Před 2 lety

    Good tutorial

  • @luksahd
    @luksahd Před 2 lety +1

    👍

  • @baryafe
    @baryafe Před 2 lety

    how can i do that the outline will appear when i RMB it?

  • @jongofett2343
    @jongofett2343 Před rokem

    why wont it work for highlighting an object that has a blueprint?

  • @Ckcdillpickle
    @Ckcdillpickle Před 5 měsíci

    doing this in 5.2 atm, I noticed the outline affect is very jitterly I have not been able to find any solutions

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm Před měsícem

      I'm using 5.2, done exactly like the video... no jitter for me! :o)

  • @Spacewarpstudio
    @Spacewarpstudio Před 2 lety

    Great vid, went through the setup and got it all working, unfortunately realised afterwards that it doesn't seem to be working with Nanite. Any work-arounds to this?

    • @SketchyGameDev
      @SketchyGameDev Před rokem

      Damn I was wondering why it wasn’t working on my imported meshes :(
      Did you ever figure it out?

    • @Spacewarpstudio
      @Spacewarpstudio Před rokem +1

      @@SketchyGameDev I found a work around... I don't remember the exact details, but roughly... I made a duplicate mesh with Nanite disabled and set the object up with that mesh as a child, and then disabled all of its render options so it was typically invisible. The highlight effect is then applied to that object, which was still visible. You still benefit from Nanite because the non-nanite object has its renderer disabled, so doesn't cost anything until it is highlighted.

    • @SketchyGameDev
      @SketchyGameDev Před rokem +1

      @@Spacewarpstudio I was considering that, but I was worried it would drive up my render cost. But, if that’s not a problem I’ll give it a shot, thanks man! 👍

    • @SketchyGameDev
      @SketchyGameDev Před rokem

      @EXODST I never found another workaround, I just moved onto other stuff and decided I’d get back to it later lmao

  • @shotguncaw8776
    @shotguncaw8776 Před rokem

    When he said we are going to go far to the left to give are self's space I cried.

  • @ManaRealms
    @ManaRealms Před rokem

    Great tutorial! I have created a blueprint that locks my camera and cycles through enemies but cannot figure out how to implement the highlighting to my "current target" (actor variable) Any help would be greatly appreciated. 😁

    • @JPLafreniere1
      @JPLafreniere1 Před rokem

      Hey did you ever figure this out?

    • @YouBetterGetCookiez
      @YouBetterGetCookiez Před rokem

      Hey one way that could work it is to use the Set Render Custom Depth function with the character mesh as a target and enable/disable it as it cycles between them

  • @brockdish
    @brockdish Před rokem

    Btw you have a mistake in the timestamps
    It says the overview starts at 7:07

  • @Youshisu
    @Youshisu Před rokem

    Why is the RGBA must be converted to float4? That makes no sense :| around 10:20

  • @MartKart8
    @MartKart8 Před 2 lety

    I tried to follow the tutorial on Game Instance, I'm so confused, I'm going for a similar style to Mario and Banjo-Kazooie games, I had some parts working, then the whole thing stopped working. I want to be able to collect the rings from a level, and keep them and use them to unlock doors located in the hub, for new areas.
    I tried to make it possible to keep the score which I made an integer, I know the score comes from a widget.

    • @MattAspland
      @MattAspland  Před 2 lety

      Are you referring to this tutorial? Feel free to email me again for further assistance Martin

  • @calicoday2383
    @calicoday2383 Před 2 lety +1

    Great, thx. I've wanted an outline for ages. Hadn't realized I wanted the 'xray' poss! Curious about how to do not-xray, ie the outline only shows on the part of the actor not blocked by something in front of it (but maybe that's obvious once I think about it).

    • @vince2222
      @vince2222 Před rokem +1

      did you find a way to disable the x-ray?

    • @calicoday2383
      @calicoday2383 Před rokem +1

      @@vince2222 Not before I got pulled away from this particular project, sorry -- but thanks for asking, I really want to get back to this one. 😀Please do post if you find the trick!

  • @MartKart8
    @MartKart8 Před 2 lety

    When I read the title I was thinking of that material that looks like Tron.

  • @jongofett2343
    @jongofett2343 Před rokem

    also why does it look like kylo rens lightsaber?

  • @__foo__
    @__foo__ Před rokem

    You can see through the wall

  • @BrondStar
    @BrondStar Před rokem

    Am I the only one that sees the weird flickering, like a small flickering/pulsating thing going on with the outline? Does not feel solid. How does one fix this?

    • @cassiohenrique6815
      @cassiohenrique6815 Před rokem +2

      If you haven't solved it yet, or anyone that wants to know how to fix it in the future:
      Go to Project Settings, search for Custom Depth with TemporalAA Jitter and uncheck it.

  • @boombyte8849
    @boombyte8849 Před 4 měsíci +1

    Simply like so....

  • @shuanthereales8412
    @shuanthereales8412 Před 2 lety +1

    14:10 The reason behind that is because the camera in the view port needs to be actually inside the post process volume. 14:12 as you can see here you can't see the outline but as soon as you get inside of the post process you do

  • @clonkex
    @clonkex Před rokem

    SEE-uhl. You don't saying KEE-ling when talking about the inside part of a roof.

  • @phamxuankhoaa
    @phamxuankhoaa Před rokem +1

    Wow, I need this in my Muck clone game 😁😁😁😁😁😁

  • @unrealengine_vn
    @unrealengine_vn Před rokem

    tks

  • @crimester
    @crimester Před 2 lety

    works in unreal engine 4

  • @greekcontrol6336
    @greekcontrol6336 Před rokem

    I don’t have a outliner setting and no video tells me how to get it

  • @sc2sc286
    @sc2sc286 Před rokem

    has anyone found a way to make it so the outlines arent jerky ?

    • @LuckyRaphi
      @LuckyRaphi Před 11 měsíci +1

      yes in the material graph in the settings set Blendable Location = Before Tonemapping

  • @brim-skerdouglasson
    @brim-skerdouglasson Před rokem

    Now to figure out how to get it to react to a mouse over instead of the camera entering a box 💀

    • @Kiwi2703
      @Kiwi2703 Před rokem +2

      Make an event in the Player Controller BP that checks for new actors that appear under the cursor location, and everytime you hover over a new actor, the event fires (you can make this in the Event Tick using DoOnce node to only fire it once when the new hovered actor is not equal to the old one). Then make a Blueprint Interface function and connect it to that event (so everytime the cursor hovers over a new actor, it fires this BPI function). Then in your actor BP (that you want highlighted) make an event from this BPI function and connect it to a "Set Render Custom Depth" node and set it to true. That's it. Also in your Player Controller BP make an actor variable in which you will store the current hovered actor, and before you fire the next BPI "outline on" function on the new actor, make sure to fire another one that will turn off the custom depth for the previous hovered actor (otherwise you will just be highlighting everything without any highlights turning off after you stop the cursor hover). Oh and ofc set the post process volume to "unbound".

  • @SupercapeGames
    @SupercapeGames Před 9 měsíci

    Is there a reason why the Outline doesn’t look smooth and looks very jittery and, well, not smooth?

    • @maxouloik8906
      @maxouloik8906 Před 4 měsíci

      Change Blendable Location in the material to "Scene Color Before DOF"

  • @croxyg6
    @croxyg6 Před 2 měsíci +2

    I don't think this works in UE 5.4

  • @immrsv
    @immrsv Před rokem

    "Ceil", pronounced "seal", abbreviation of "Ceiling" (meaning "top of", opposite of "floor")

  • @JHinsonMusic
    @JHinsonMusic Před rokem +1

    Doesn't seem to work for me, or I missed something
    Version: 5.1.0-23058290+++UE5+Release-5.1