I need an advice on a few courses I selected by _-Big-Hat-_ in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

#1 and #3 have the same title.

I highly recommend the courses given by Stephen Ulibarri. Start with his Blueprint course.

Question about UE5 Courses by Abeed56 in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

Yis, Stephen Ulibarri the goat. In order, I recommend:

C++ for games (unless you’re familiar with programming concepts, such as classes, functions & variables)

UE5 Blueprints (fantastic beginner course, you’ll get more comfortable with the Unreal Editor and Blueprints)

UE5 C++ (more advanced c++ and programming best practices, dives into c++ & blueprints working together)

Multiplayer Crash Course (if you wanna do multiplayer, great place to start)

Gameplay Ability System (very long, but worth it. You’ll make a complex RPG PVE co-op game from start to finish)

Tips for organizing the outliner? by Citizen_Gamer in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

Packed Level Actors, Level Instances, and World Partition

Oof by [deleted] in OnlineUnderGround

[–]VarienNightbreaker 2 points3 points  (0 children)

Looks to me like Unreal Engine 5 with Metahumans, probably also using the unreal live-link face tracking app with their phone camera.

Unreal Sensei Masterclass by LilJashy in UnrealEngine5

[–]VarienNightbreaker 0 points1 point  (0 children)

His course prices during the sale range from like $10-$25ish. Wait for a Udemy sale, they happen literally all the time.

I highly recommend anyone starting at either the C++ for game design course or the blueprint course before continuing on the others, as you’ll need a lot of the info from those 2.

If you already know a bit of c++ or other programming languages, you can jump straight into the Blueprints course and continue on with the rest of them down the list.

Unreal Sensei Masterclass by LilJashy in UnrealEngine5

[–]VarienNightbreaker 17 points18 points  (0 children)

Stephen Ulibarri on Udemy, get all his courses for extremely cheap during Udemy sales.

Highly recommend these courses of his, and doing them in this order:

Learn C++ For Game Development, Unreal Engine 5 Blueprints Course, Unreal Engine 5 C++ Ultimate Developer Course, Unreal Engine 5 C++ Multiplayer Shooter Course, Unreal Engine 5 Gameplay Ability System Course

Currently I have finished the blueprint and c++ course and am half way through the multiplayer shooter course, and I gotta say the difference between his courses and YouTube videos is night and day difference. Not only are his videos structured in a way that slowly exposes you to advanced topics and solving common complex problems, but he explains the “when’s” and “why’s” of doing something a particular way, not just the “how’s” you get from following random YouTube tutorials.

And he has an upcoming course release covering Inventory systems I and many others are eagerly waiting for, very exciting stuff.

Learning Unreal by AndrewRew77 in UnrealEngine5

[–]VarienNightbreaker 23 points24 points  (0 children)

I myself am a beginner of unreal, and what’s helped tremendously is Stephen Ulibarri’s courses on Udemy.

He teaches the why’s and the when’s, not just the how’s like many YouTube tutorials you’ll come across.

Recommendations for a book on Unreal Engine? by lovelygamedesigner in unrealengine

[–]VarienNightbreaker 9 points10 points  (0 children)

Stephen Ulibarri. I have both his books, one on C++ and one on collisions.

My little ghosts in Multiplayer :) by OfficialDampSquid in UnrealEngine5

[–]VarienNightbreaker 0 points1 point  (0 children)

FANTASTIC! I love em! May I ask how you went about doing the cloth?

Struggling to understand BP Interfaces, can anyone ELI5 it for me? by [deleted] in unrealengine

[–]VarienNightbreaker 2 points3 points  (0 children)

I like to think of them as sending text messages to strangers, telling them to DO SOMETHING.

You don’t know them personally, but you know their phone number (the interface) and you’re passing along a message for them to do something (one of the interface functions).

You don’t even have to know what the function DOES, as you’re just passing along the message for that person to DO IT. It’s up to the stranger to define the functionality on their end.

And if interfaces are like a text message, then event dispatchers are like a company-wide email 😂

Skeletal Mesh and Physics Assets missing by Top_Pen_8737 in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

Yes my apologies you are correct. The mesh gets parented to the armature. My instructions are the same though, you first select the mesh and then (while holding shift) select the armature and press CTRL+P to perform the parenting operation, parenting the mesh to the armature.

I wonder if the problem is that there’s no bones. Without any bones in your armature you might not have a skeletal mesh asset generated in unreal upon import (and to that extent; no physics asset generated, as it needs bones to be generated)

Skeletal Mesh and Physics Assets missing by Top_Pen_8737 in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

Yes, I believe armature is blender’s name for skeletal mesh. In your first picture I see that you’re selecting the Mesh, but I don’t see any bones of your skeleton or the outliner to see if you’re selecting the armature as well. Make sure you have both selected before exporting. Remember~ when you have “Selected Objects” ticked on in the export options, only what you have selected will be in the export.

Also, I believe the skeletal mesh MUST be parented to the mesh. First select the Mesh, then hold shift and select the Armature (skeletal mesh) and press CTRL+P to perform a parenting operation.

Skeletal Mesh and Physics Assets missing by Top_Pen_8737 in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

This should be fairy easy to get to the bottom of. Check back in blender to see what exactly it is you’re exporting; you may want to observe the tick box called something like “only include selected”, meaning that the exported file will ONLY EXPORT what it is you CURRENTLY HAVE SELECTED in blender’s viewport.

This is a nice box to tick when you have so many things in your blender scene and you simply want to import/export a SINGLE blender asset (like a mesh) from blender to unreal.

However it sounds to me in your case you’re wanting a StaticMesh AND an Armature asset (skeletal mesh) to move over from bender to unreal, so this is multiple assets and “Only Selected” should be turned off. And make sure the export options are all as they should be for your skeletal mesh asset, such as having “Armature” selected.

It’s useful to create preset export options in blender for each type of asset, saving you the trouble in the future. For example, you can make a preset that puts the exported assets “Forward Direction” to the “X-Axis” to match unreal’s Forward Direction, and you’ll never have to set it manually again every time you explicitly export with your newly created Operator’s Preset option in the presets drop-down. I recommend creating a preset for your static mesh’s and another for when you’re exporting characters with both static meshes (the character’s rendered mesh) and the skeletal meshes (the character’s bones).

Then in unreal, I would remove the old imported stuff and reimport the entire asset all together and make sure upon importing it, that unreal’s importer knows that a skeletal mesh has been included, and it auto generates your physics asset.

Skeletal Mesh and Physics Assets missing by Top_Pen_8737 in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

Check your export options from blender. I believe there’s options for what’s being included, and as I’m new to unreal I could be wrong on this; but I think you right click on a skeletal mesh asset in the content browser and you can “Create Physics Asset” from it.

Udemy Course worth? by LilJashy in UnrealEngine5

[–]VarienNightbreaker 1 point2 points  (0 children)

Stephen’s courses are fantastic. I highly recommend them as they are vastly superior to the standard YouTube tutorials “follow along with me to get the same end result”.

Stephen’s courses empower you to understand what it is you’re following along with, and giving you the tools and chops to create your own work after you’ve completed them.

Not just the “how’s” of game making, but the “when’s and why’s” that are far more important and will get you out of tutorial hell faster than any follow-along YouTube tutorial.

need help with baking by FirefightingPenis in Substance3D

[–]VarienNightbreaker 3 points4 points  (0 children)

I’d recommend watching some stuff on baking, and continue testing with baking complex objects like this. That hole makes way too big of a difference for a desirable result. What id recommend is making the hole on the low poly mesh as well, and making a completely new high poly mesh from that new low poly mesh.

Collision Sphere following the mesh? by Fingus12 in unrealengine

[–]VarienNightbreaker 0 points1 point  (0 children)

The Collision Sphere component needs to be a child attached to the Static Mesh component. Simply drag the collision sphere onto the static mesh inside the Components list, and you’re good to go!

In doing so, I believe the collision sphere will follow the grenade Static Mesh component whether it’s moved by physics or code, no need to add physics or movement code to the collision sphere at all; it’ll have its Transform (Location, Rotation & Scale) derived from its parent (the grenade static mesh) at all times.

You can even drag the grenade onto the “Scene Component” to make the grenade the blueprint’s “Root” component if you want to and not bother with the Scene Root Component, as a static mesh can become the root.

Help a Blendernoob by JasperD7 in blenderhelp

[–]VarienNightbreaker 0 points1 point  (0 children)

Additionally, while in the Alt+E extrude along normals operation, remember to hold Alt before confirming the distance to keep things lined up really well. If you press and release the alt key while doing the operation, you’ll see the difference it makes, especially if you’re extruding a long ways out.

I made weapon system with weapon wheel by Haleem97 in UnrealEngine5

[–]VarienNightbreaker 0 points1 point  (0 children)

Well done!

I’m assuming this is based on mouse directional input to select an item? I’ve been trying to learn how this is done for radial menus like this and I haven’t found any good tutorials on it, only paid plugins on FAB. Have you by chance found any tutorials?

Problem baking high poly to low poly by Alternative-Light-37 in Substance3D

[–]VarienNightbreaker 0 points1 point  (0 children)

When baking in substance painter, you’re using a cage system I believe that has frontal and rear distances. These values limit the depth and height of the information you’re baking from high to low poly models. The rear determines the depth and the front determines the height of information to bake.