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Thread: [TUTORIALS] Photons Be Free: Mini-tutorials and other curiosities

  1. #1
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    [TUTORIALS] Photons Be Free: Mini-tutorials and other curiosities

    Hello Everyone!

    I've been wanting to do this for sometime and just now getting around to organizing and getting some mini projects and things together. Instead of just posting a bunch of random threads with a bunch of scattered bits of information and tutorials I'd rather have them as one cohesive growing piece. Plus, it's such a chore to keep track of so many different threads!

    As many of you know, I typically answer a lot of questions regarding APEX Destruction. A lot of these mini-tutorials, projects, and nuggets of information I post here will gear more towards that side of things.

    I'll try and keep this as organized as possible and will update as often as I can.

    Feel free to throw suggestions my way. I make no promises and keep in mind that I'm not a master of all! I have my own specialties so asking me to show you how to make an advanced cover system, animation, or complex blueprint functionality probably won't get you that far.

    Useful Free Software:
    1. Path Length Checker : Good program for checking the file path length for your project if you're running into the 165 character length issue that causes a build to fail. NEW

    Personal Website: http://timhobsonue4.snappages.com/


    Projects:

    1. Colored Translucent Shadows (4.5 or later required)
    2. Sample with Line Trace and Physics Projectile for Destructibles (4.6 or later required)
    3. Destructibles Chunk Paremeters Comparison Testing (4.6 or later required)
    4. Simple Jump Pad Blueprint (4.4.3 or later required)
    5. Night Vision Post Process Material (4.4.3 or later required)
    6. Radar Pulse Post Process (4.4.3 or later required)
    7. Gregdumb's wiki tutorial for Day Night system (with some tweaks) (4.7 or later required)(UPDATED: 3.9.15)
    8. Level switch for Day/Night levels using same space with baked lighting (4.5 or later required)
    9. Simple BacklightingNEW
    9. Sponza Attrium Test Scene (At some point in the future)
    10. Destructible Settings ShowcaseNEW

    Occlusion Culling
    1. Precomputed Visibility Culling (Ideal for mobile)

    Distance Field How-To's:
    1. How to Enable Mesh Distance Fields for your project.
    2. How to use Distance Field Ambient Occlusion
    3. How to use Distance Field Soft Shadows
    4. How to use Distance Fields for Particle Collision
    5. How to use Distance Field Global Illumination


    Destructible How-To's:

    1. How to use Import FBX Chunks (Destruction without the fracture tool in UE4)
    2. Rigid Mesh Animation without need for bones
    3. How to use Large Chunk Threshold (Project included requires 4.6 or later)
    4. More FBX Chunks Examples: Barrel and Fence (At some point)
    5. Using "Do Not Fracture" to make a hole in a wall
    6. Using "Impact Resistance" for better damage effects (ie. glass vs. concrete wall)
    7. The power of using World Support
    8. Damage Spread



    Other How-To's:
    1. Setting up Local Multiplayer
    2. Setting up and using Cloth with the PhysX DCC Plugin with 3Ds Max
    3. Creating Level of Detail (LOD) meshes in 3Ds Max for UE4
    4. Light Functions with Color
    5. Custom Collision Demonstration - Beginning to End
    6. Blueprint Clock:
    a. Basic Clock Movement
    b. Set Clock to Random Time when starting rotation
    c. Set a Specific Time when starting rotation
    d. Set to use System Time using Overlap Events
    e. Set Time based on Sun Rotation (ie. Using a Time of Day System)



    Ideas for How-To's or test projects:
    1. Distance Fields Soft Shadows (General use and trouble shooting type stuff, mostly things Daniel Mentioned from this twitch stream, but with project and examples)
    2.
    3.
    4.

    Wiki Tutorials/Troubleshooting/Tips
    1. Lighting Troubleshooting and Tips Guide
    2. Swarm Agent Troubleshooting and Tips Guide
    3. Destructible Troubleshooting and Tips Guide
    4. FBX/Asset (On hold)
    5. Materials
    6. Post Process


    Curiosities
    1. Fun with Moire Effect (At some point)


    Training Twitch Streams (Not affiliated with Epic Games)
    1. Destructibles Overview and Q&A
    2. Occlusion Culling and General Lighting Review with Q&A

    Future Streams
    1. Distance Fields (Shadows, AO, GI)
    2. Physics (non-vehicle oriented)
    3. Rendering: Occlusion Culling
    4. Global Illumination (Dynamic: DFGI and LPV & Lightmass)
    Last edited by Tim Hobson; 03-29-2016 at 02:28 PM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
    Follow me on Twitter @TimHobsonUE4 | My Personal Website
    Photons Be Free: Mini-Tutorials and other Curiosities

  2. #2
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    Destructible How to #1: Effectively using "Import FBX Chunks" for Destructible Meshes

    In this setup I'll be using a parking meter as an example.

    Name:  ParkingMeter_assets.png
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    UPDATED VIDEO: 3/30/15


    This such a great feature that really gets overlooked when thinking about destruction meshes. Often you think destruction and things have to fly apart or break free from other pieces. However, this is not always the case. If you've ever played any GTA game you've seen this method used very often, especially in the city.

    The goal here is when enough damage is taken by our destruction mesh it will destroy (swap the meshes) and trigger a particle system for added effect.

    FBX MESHES DOWNLOAD


    Here are the settings that were used in the DM:

    Enable Impact Damage: True
    Impact damage: 1.0
    Default Impact Damage Depth: 1
    World Support: True
    Support Depth: 1

    Impact Velocity Threshold: 750

    By setting the impact velocity threshold higher or lower you can determine how fast something needs to be traveling to cause damage. Anything below that will not affect the DM.

    Also, note that this is one particular setup and can be used in many various ways.
    Last edited by Tim Hobson; 06-01-2015 at 09:05 AM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
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    Photons Be Free: Mini-Tutorials and other Curiosities

  3. #3
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    Project 1: Colored Translucent Shadows


    Wiki Tutorial: https://wiki.unrealengine.com/Colored_Shadows
    Official How-To Docs Page: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/ColoredTransluscentShadows/index.html


    Project Download Link


    Stock image from UE3 documentation

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    Results in UE4

    Name:  Colored_Shadow.png
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    Last edited by Tim Hobson; 01-19-2015 at 10:45 AM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
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    Photons Be Free: Mini-Tutorials and other Curiosities

  4. #4
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    Project 2: Line Trace and Physics Projectiles for Destructibles

    Forum Thread: https://forums.unrealengine.com/showthread.php?52865-Sample-Project-to-destroy-Destructible-Mesh-with-Line-Trace-and-Ball-projectile

    Project Download Link

    Overview:

    This sample is a setup that has two types of projectiles included.

    LMB will fire the line trace weapon that applies a radial damage on hit location
    RMB will fire the ball projectile

    The two setups in the image are the default settings used for a destruction mesh. The one on the right is setup to take impact damage from the ball projectile mesh.

    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
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    Photons Be Free: Mini-Tutorials and other Curiosities

  5. #5
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    Samaritan
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    Really cool effects, looking forward to any future tutorials you may put out as well, thanks!

    I did momentarily expect a holo-novel exploring the life of an emergency medical hologram, however.

  6. #6
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    Quote Originally Posted by Zurael View Post
    Really cool effects, looking forward to any future tutorials you may put out as well, thanks!

    I did momentarily expect a holo-novel exploring the life of an emergency medical hologram, however.
    It's on my bucket list of projects.

    I've got the "exit" started and I really want to do something cool with some LCARs using media textures for the display panels!

    Name:  Exit.png
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    I'll probably get around to finishing that over the next couple of months. Just a little busy right now with other things going on though.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
    Follow me on Twitter @TimHobsonUE4 | My Personal Website
    Photons Be Free: Mini-Tutorials and other Curiosities

  7. #7
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    Great guides! Thank-you
    KITATUS
    "Information shouldn't be behind a paywall, It should be free for all!"

  8. #8

  9. #9
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    Project 3: Destructibles Chunk Parameters Testing

    Overview:

    This project was a testing comparison between the chunk parameter settings for destructibles in comparison with a DM that was not fully setup, PhysXLabs created, and in-editor created.

    Name:  DM_ChunkParemetersTest.PNG
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    Project Download Link


    LMB - Rifle line trace weapon
    RMB - explosion line trace weapon
    Tim Hobson | Learning Resources | Epic Games
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    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
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    Photons Be Free: Mini-Tutorials and other Curiosities

  10. #10
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    Project 4: Jump Pad Blueprint



    Overview:

    This was a test I originally did with setting up a Jump Pad. To be honest, I've not used or set one up since. There may be better ways of doing it but this is my initial testing with it.


    Name:  JumpPadTest.PNG
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    Project Download Link
    Last edited by Tim Hobson; 01-20-2015 at 10:03 AM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
    Follow me on Twitter @TimHobsonUE4 | My Personal Website
    Photons Be Free: Mini-Tutorials and other Curiosities

  11. #11
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    Project: Night Vision Post Process

    Overview:

    Started this test with this post: https://forums.unrealengine.com/showthread.php?26829-Porting-Night-Vision-PP-Effect-from-UDK

    The user took it much further than what I did, but this was the starting point if anyone is interested. Gibdion's results were much better than my initial attempt. Both my material and his can be found in the link above.

    There are two maps. The default map and NVTest.

    Name:  NightVisionTest.PNG
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    **This may not be worth the download as it's got the starter content as well which bulks it up. Some of them are used but would be a chore to just remove it all or redo the project. You've been warned!

    Project download Link
    Last edited by Tim Hobson; 01-20-2015 at 10:03 AM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
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    Photons Be Free: Mini-Tutorials and other Curiosities

  12. #12
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    Luminary
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    Thank you ^^

  13. #13
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    Project 6: Radar Pulse Post Process

    Overview: Used mAlkAv!An's setup from this thread: https://forums.unrealengine.com/showthread.php?51685-Radar-Sonar-Pulse-Post-Processing-Material&highlight=sonar





    Project Download Link
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
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    Photons Be Free: Mini-Tutorials and other Curiosities

  14. #14
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    Project 7: Day Night system project

    Overview: Project was looking at setting up the day night system while being able to use a skylight. Everything from the tutorial is intact just added a skylight to the scene and adjusted the intensity of that when the custom event is fired. Could go back and use a timeline for the transitions to not make them feel so abrupt as well. Just a thought.

    Gregdumb's Wiki Tutorial: https://wiki.unrealengine.com/Tutorial:_Time_of_Day

    Name:  TODTut_FinalScene_Combo.jpg
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    Project Download Link

    Updated the project here on 3.9.15

    While helping someone on AnswerHub I've updated the project here to use a Timeline for a smoother transition from day to night with the Light Intensity along with the Sky Light.

    In Total there are 4 new timelines added to the events that trigger the light source and the sky light to lower and raise their intensity.


    Before:

    https://www.dropbox.com/s/i3vb37eatex8ftj/Old_DayNight.mp4?dl=0

    Updated:

    https://www.dropbox.com/s/wap0fv3xn3y8xpa/Updated_DayNight.mp4?dl=0
    Last edited by Tim Hobson; 03-30-2015 at 09:22 AM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
    _____________________________________________
    Follow me on Twitter @TimHobsonUE4 | My Personal Website
    Photons Be Free: Mini-Tutorials and other Curiosities

  15. #15
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    Other How-To 1: Setting up Local Screen Multiplayer

    Wasn't aware of how to set this up originally, so thought it'd be a fun quick tip for those who don't know!

    This is just "how to get started." I didn't use the other screen or multiple controllers here.


    In your Level Blueprint add a "Create Player" Node.

    Name:  Create Player Node.png
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    Add up to four of these for split-screen. You'll need to specify a controller ID for each though. Using the same ID will ignore this node.

    If you want to adjust the Horizontal/Vertical nature of the layout go to the Project Settings > Maps & Modes > Local Multiplayer

    Name:  ProjectSettings.png
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    Final Result for three-player horizontal split-screen:

    Name:  MultiplayerSplitscreen1.png
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    Last edited by Tim Hobson; 02-12-2015 at 07:26 PM.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
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    Photons Be Free: Mini-Tutorials and other Curiosities

  16. #16
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    Rigid mesh Animation using bake Destruction simulation

    Destructible's How-To 2: Rigid Mesh Animation (No Bones Required!)

    Thanks to Osman for his help in getting this working originally for me!

    Overview:

    **While this tutorial is meant to show phyiscs simulations that baked to an animation timeline you can use this for other animations that are not physics or destruction oriented.**

    In this tutorial we will take a physics simulation created in Max (sub in your own modeling software if need be) and baked to the animation timeline and bring that into Unreal Engine 4 without the need to rig, skin, or use any bones for the chunks that are being animated.

    **This will not cover using PhysX Labs plugin or MassFX to bake the animation to the timeline. This will assume you've already gotten to that point and start from there to UE4.

    Max 2013 file and FBX file assets:
    https://www.dropbox.com/s/wq3bqudxg5mamly/DM_Animation_Assets.zip?dl=0

    Step 1: Before Exporting the Animation

    Animation we'll export:

    Name:  DM_Anim_GIF.gif
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    This is my mesh with the timeline animation:

    Name:  DM_AnimationMax.PNG
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    Once you've got your animation setup the way that you would like you'll need to select all the Fracture chunks or pieces and place them in a group:

    You can do this in Max by going to the menu bar > Group > Group > pop-up window > Give your group a name

    Name:  DM_Anim_Grouped.PNG
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    After you've grouped your pieces we can export.

    Select your group and choose Export Selected.

    Use these FBX settings, making sure that you include the animation. You can specify the exact frames you want to export if you'd like)

    In my animation it is ~200 frames

    Name:  DM_AnimFBXExport.PNG
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    Step 2: Importing your Rigid Mesh Animation into UE4

    When you import the FBX into UE4 make sure that you've selected the option for "Import as Skeletal" for this to work correctly.

    Use the following settings:

    Name:  DM_Anim_UE4_ImportOptions.PNG
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    Step 3: Using your Rigid Mesh Animation

    Place your skeletal mesh in your scene and create a reference to it in your Level BP and pull off a the pin to create a "Play Animation" Node. Select the animation and whether it should loop.

    Name:  DM_ANim_BP.PNG
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    Then Play in Editor which should result in this.




    This technique was used extensively in the Elemental Demo for the destruction when the Lava is flowing and shattering the rocks.

    I hope you've enjoyed this and if you have any questions feel free to ask!

    EDIT: Apparently I left my music playlist playing in the background. Enjoy the music courtesy of Star Trek.
    Last edited by Tim Hobson; 01-22-2015 at 08:38 PM.
    Tim Hobson | Learning Resources | Epic Games
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    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
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    Photons Be Free: Mini-Tutorials and other Curiosities

  17. #17
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    Destructible How-To 3: How to use "Large Chunk Threshold"

    Name:  LargeChunkThreshold.PNG
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    Overview:

    This video will look at how to use Large Chunk Threshold in your Destructibles component settings in the Details Panel.

    What is Large Chunk Threshold?

    Quite simply this is the minimum size that each chunk must be to be considered a large blocking chunk to prevent the player from passing. Anything that is below this threshold will not block the collision capsule of the player. This is extremely great in circumstances where you want to have destruction with smaller pieces that do not obstruct the player from reaching the goal, which can happen with smaller threshold levels. Test and tweak accordingly to get the best results!


    Project Download Link

    In this demo here are some of the settings:

    DM 1 is set to the default of 25.
    DM 2 is set to 75 and only some chunks will block the player and others will allow the player to walk through with no collision
    DM 3 is set to 500 which means that none of the chunks are larger than that value so the player can walk through all the chunks.

    Keep in mind that this is only for the chunks and does not apply to the DM before the fracture occurs.


    Last edited by Tim Hobson; 01-23-2015 at 04:46 PM.
    Tim Hobson | Learning Resources | Epic Games
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  18. #18
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    Project 8: Day/Night Level Switch with different baked lighting

    Name:  Day.png
Views: 21429
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    Overview:

    A while ago I had an AnswerHub question that asked could there be different lighting baked for levels that occupy the same place. The goal was to have a Day and Night version of the same place. This is possible with some doubling of assets and using level streaming to handle the switch.

    With this demo for the question I set up my base level (persistent level) that would handle the Level BP with the level streaming switch. Then I would setup two additional levels. 1 for the Day and 1 for the Night.

    Now that I had this in place all that was needed to do was to toggle each maps Visibility via the Levels window and build lighting for each individually. It's completely possible for each level to have it's own baked lighting using this method. It's also key to remember that anything in the Base (Persistent) level will be baked into any level below it. (Ie. if you have a blue light in your persistent and you only want to bake lighting for the day map, the night map will also bake this blue lighting.)

    You will see that each map I duplicated everything so that I could have the day setting and the night settings for their respective map. This is a broad example just to show the technique is possible.

    Project Download Link

    Just press Play to see the results. If you look at the level BP you can disable the event begin play and load in by key press of F for Map 1 and G for Map 2.
    Tim Hobson | Learning Resources | Epic Games
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    Photons Be Free: Mini-Tutorials and other Curiosities

  19. #19
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    Champion

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    Useful and nice tutorials.
    Thanks you Tim.

  20. #20
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    Jump pads! I love jump pads


    Last edited by BrUnO XaVIeR; 01-24-2015 at 07:59 PM.

  21. #21
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    Those look like a lot of fun BrUnO! A lot more fun than my simple setup.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation
    Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
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    Photons Be Free: Mini-Tutorials and other Curiosities

  22. #22
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    Lovely collection! Definitely some gems here for my side projects
    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

  23. #23
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    Other How-To 2: Creating (Mostly) and Importing a APEX Cloth asset created with 3Ds Max and PhysX DCC Plugin

    Requirements using this method: 3Ds Max/Maya and PhysX DCC Plugin

    If you need the PhysX DCC plugin you can sign up at Nvidia.com. This page will help get you started: http://www.nvidia.com/object/physx_dcc_plugins.html

    Overview:

    This will be a short tutorial to quickly cover creating a simple cloth asset and importing it into the Unreal Engine 4. There have been similar tutorials already, but mostly wanted to cover a written tutorial for this. The video is just an added bonus as I had made it while troubleshooting the process for an AnswerHub post.

    FBX and APB Files: https://www.dropbox.com/s/fi5nxcvxju83956/BasicCloth.zip?dl=0

    Video: This will not cover much other than a run through of the process.




    Step 1: Create a plane with a lot of verts (within reason) and convert to Edit Poly

    Name:  1_Cloth Plane.PNG
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    Pretty straight forward. Create a plane and add some verts to it. I just used an arbitrary size and set the length and width segments to 24 for this demonstration.

    Step 2: Apply a material to the plane (Important!)

    Name:  2_Mat to cloth.png
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    This, at least to me, is a very important step that confused me quite a bit when I first started using cloth. If you do not apply a default material to your mesh and use the one that is on the mesh when you created it there will be no material assigned to the cloth asset when you import it into UE4.

    So make sure to add a default material otherwise you'll not have a material to be able to assign the cloth apb file to your mesh later when imported into UE4.

    Step 3: Create a bone

    Name:  3_Withbone.PNG
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    Create a bone that we can use in the next step to "skin" to our mesh.

    Step 4: Add a Skin Modifier to your Plane

    Add a skin modifier via the drop down modifier list to your cloth plane.

    Name:  4_Add Bone.png
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    Once the modifier is selected locate the Bones: "Add" button and click this. This will bring up a small window where you can select the bones in the scene to skin your mesh to.

    Name:  4_select Bone.png
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    Step 5: Add the PhysX cloth modifier via the PhysX toolbar

    Next you'll need to add the cloth modifier from the PhysX DCC Plugin toolbar

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    Once this has been added you will see it populate in your modifier stack along with its settings when selected.

    Name:  5_clothmodifier.PNG
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    Step 6: Paint weight accordingly for your cloth and test with the simulation

    Under the settings locate "Paint" and set a value for the Brush Value.

    I will use 200 for mine. The default is 0 which effectively means there will be no cloth simulation for any areas painted with a 0 weight.

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    Select the brush to paint the weighting.

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    As you paint you will see red trace lines that come out. This is the 200 cm value that we used. If you use higher or lower values this will be longer or shorter. 0 will have no trace lines.

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    Step 7: Test your assets simulation

    Select the play button here to see your cloth simulation.

    Name:  7_play simulation.png
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    If you want to see wind simulation to see a more practical use of your cloth in the settings locate the Wind section and use these settings before hitting play.

    Adjust according to your needs.

    Name:  Wind.PNG
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    Simulation result:

    Name:  simulationresult.PNG
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    Step 8: Select the Cloth and Bone to export selected as and FBX

    Select the bone and the cloth plane. Then go to File > Export > Export Selected > Choose a name for your file > Change File Type to FBX > Click Save

    Step 9: Export the scene (not just selected) with the file type PhysX and APEX


    Same as above with exception that we will just export the scene this time and not just the selected object.

    File > Export > Change file type to "PhysX and APEX" > Click Save

    Name:  ClothSaveAPB.PNG
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    After you click save a new window will pop up. Use these settings:

    Name:  PXLSettings.PNG
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    Step 10: Open UE4

    Self explanatory.

    Step 11: Import the FBX we just created for our Cloth plane

    Locate your FBX that was first exported with just your Cloth plane and bone and import this into UE4.

    Use these settings:
    Name:  UE4Import.PNG
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    Once that is imported locate the cloth skeletal mesh and open the asset.

    Once this is opened verify that you do have your material slot. If not, you'll need to go back to Max/Maya and add a default material.

    Name:  ClothSK.png
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    Step 12: Open the our Cloth plane skeletal mesh to apply the cloth apb file we exported last

    Now we'll click the the option to "Add APEX clothing file..." and navigate to where we saved our APB file we created.

    Name:  Final.png
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    After importing the apb file you'll be able to assign this to the material via a drop down.

    You will also notice that you can adjust various settings for your apb file to control how the cloth reacts. These are all settings that can be setup via the PhysX DCC Plugin as well.
    Last edited by Tim Hobson; 01-27-2015 at 04:22 PM.
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  24. #24
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    Wiki Tutorial 1: Lighting Troubleshooting and Tips Guide

    https://wiki.unrealengine.com/LightingTroubleshootingGuide

    This one is still very much a Work-In-Progress as Eric and I work to get some simple troubleshooting and tips up for everyone. We've wanted to do this for a long time and have gotten a little bit of a push to make this available for those having issues.

    The majority of these will be simple steps with a little bit of explanation for the "why" of it all.

    Over the next couple of weeks Eric and I will be updating this regularly as we knock some of these out.

    If you see anything missing or something you want covered please let me know and I'll add it to our list.

    Here is what has been added so far:

    General Lighting Tips:
    - Why are my shadows black?
    - Converting BSP to Static Mesh Lightmapping
    - Two-Sided Lighting for Single Sided Meshes, or Why does my light come through the roof?
    - What if I don't want to have lightmaps at all or my game doesn't need them?
    - Why Does this look nothing like it did before, or Engine Scalability and you
    - Why is there a red 'X' over my light?

    Movable (Dynamic) Lighting Tips
    - Shadow Bleed or Incorrect Shadows
    1. Directional Light ONLY: Cascaded Shadow Map Settings
    2. Adjusting Cascades for better Quality
    3. All Dynamic Light Types (Light Tab Settings)
    - Why does my Movable light shine through my mesh at far distances?


    Static Lighting Tips:
    - Lightmap Resolution / Shadow Quality (Static mesh vs BSP)
    - What does this "Warning: Overlapping UVs" nonsense mean?
    - How do I generate lightmap UVs in the editor?
    - How to control Global Illumination with Static Lighting?, or The Wonderful Thing About Bounce
    - Why is there shadow splotches on my static mesh?, or How to clean those dirty lightmaps?
    - What is the "Lighting needs to be rebuilt" in the Top Left corner error?
    - Lighting Quality Comparison, or Production > Preview

    __________________________________________________________________________________________________________

    Planned:

    These are done just not up yet.




    In the works.
    Last edited by Tim Hobson; 09-01-2016 at 08:24 AM.
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  25. #25
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    Hi Tim, the link of the project
    Gregdumb's wiki tutorial for Day Night system (with some tweaks)

    Redirect you to a dropbox file DayNightProject1.zip of 1,16 KB. I downloaded and it only has 2 .ini

    Thx for sharing this tutorials !!!

  26. #26
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    You're totally right on that. I've fixed it now.

    Thanks for letting me know.
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  27. #27
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    Luminary
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    Hey Tim -

    The Split Screen tutorial images are not showing would you mind fixing them?

  28. #28
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    Quote Originally Posted by HeadClot View Post
    Hey Tim -

    The Split Screen tutorial images are not showing would you mind fixing them?
    It's fixed now. Thanks for point it out!

    https://forums.unrealengine.com/showthread.php?56777-Photons-Be-Free-Mini-tutorials-and-other-curiosities&p=209758&viewfull=1#post209758
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  29. #29
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    Luminary
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    Hey thanks for that

    Stay Epic Tim!

  30. #30
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    Thank you very much for all the tutorials and project files.

  31. #31
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    Plenty more coming in time. Just finding the time to do it all can be troublesome. I'm really wanting to setup a lot of stuff that has been on my bucket list to learn and experiment with since I started at Epic last April. A lot of focus lately has been on the Wiki lighting troubleshooting guide with Eric though. I've got so many destructibles Tips, tricks, and setups I want to do just to help people out with them. That may become a wiki as well. We'll see what happens.
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  32. #32
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    Other How-To #3: Creating Level of Detail (LOD) Meshes in 3Ds Max for UE4

    **This is specifically for 3Ds Max and may be similar in other Autodesk or modeling applications. **

    Overview:

    This short tutorial will go over the process of creating and exporting LODs with 3Ds Max to UE4.


    Step 1: Base Mesh and LODs

    In this example I've chosen to use the statue mesh found in the Mobile Sun Temple demo from the Marketplace.

    This is my base Mesh showing the shaded model alongside the wireframe mesh.

    Name:  1_BaseMesh.png
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    Often times this much details isn't always necessary for a mesh as you move further away from it. There is a lot of detail here that will not be perceptible from further distances. By reducing the polygon count we can create a lower Level of Detail (LOD) version that is not noticeable.

    In the next steps the mesh will be depreciated for lower LODs that we can use to optimize our games.

    Step 2: Creating Lower LODs

    With UE4's LOD system you can use up to 4 LODs.

    LOD 0 is our Base mesh with all the awesome detail! LOD 1-3 will be our lower polygon versions.

    First we create our copies:

    Name:  2_Copies.png
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    Top is the Wireframe with Bottom being the shaded model.

    Before starting the first LOD there are two options that are available inside 3Ds Max to depreciate the mesh.

    There is the option of ProOptimizer and Multires Modifiers.

    Both are good in their own right and each has it's own method of depreciating the model, but with one exception. ProOptimizer does it in a destructive way compared to MultRes.

    Here is an example. The mesh in this scene has already had it's UVs completed, but now just needs a lower LOD. ProOptimizer will destroy the UVs in doing so whereas MultiRes will honor them.

    Name:  ModifierComparison.png
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    Make your choice based on your needs as they are similar in how they do the tasks for actually depreciating.

    Moving on...

    Select the mesh you want to use and in the modifier stack add the modifier you've chosen.

    For this example I've chosen the MultiRes Modifier.

    Name:  MultiResModifier.png
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    This is fairly straight forward for this part.

    Click Generate at the bottom. This will map the mesh so that the polygon count can be reduced.

    The options at the top for Vert Percent are now editable. You can also use the Vert Count option if you have stricter limitations or an OCDness that requires even numbers.

    For the three lower LODs I'll set them up as follows:

    LOD 0 (Base) - 4479 verts - No Change
    LOD 1 - 2240 verts - 50% of original
    LOD 2 - 1120 verts - 25% of original
    LOD 3 - 672 verts - 15% of orginal

    Final Result after setting up LODs:

    Name:  3_LowerLODs.png
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    Step 3: Grouping the LODs for use in UE4

    The next part requires the meshes to be "Grouped" so that they can be used as single LOD.

    Select all your meshes and center them up to each other. In Max you can select all the meshes and set the XYZ Locations as the World Origin or use the Align tool from the toolbar.

    With your Meshes all aligned use the menu bar and select Group > Group

    Name:  4_Group.png
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    Next give the group a name

    Name:  5_GroupName.png
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    Step 4: Level of Detail Utility in 3Ds Max


    In this next step make sure the mesh is selected and then go to the Hammer Icon and select that in the Command Panel

    Name:  6_Hammer.png
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    Next select "More"

    Name:  7_More.png
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    Select "Level of Detail"

    Name:  8_LevelOfDetail.png
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    Click "Create New Set"

    Name:  9_LODPanelCreateNew.png
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    The LODs should populate the window in the lower area now.

    Name:  10_LODs.png
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    At this point the mesh is ready for export to FBX.

    When exporting the FBX make sure to remember to check export Animations otherwise your LODs will not work.

    Step 5: Importing into UE4

    Once the mesh has been exported to FBX it now just needs to be imported into UE4.

    Make sure to select the option for "Import LODs" like so:

    Name:  11_UE4IMport.png
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    Once imported open the mesh in the Mesh Editor.

    On the right side there will be a listing of all available LODs.

    Name:  UE4Details.png
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    To see individual LODs use the drop down to select a LOD.

    LOD0
    Name:  UE4Base.png
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    LOD1
    Name:  UE41.png
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    LOD2
    Name:  UE42.png
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    LOD3
    Name:  UE43_1.png
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    Last edited by Tim Hobson; 04-22-2015 at 10:13 AM.
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  33. #33
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    Updated Day/Night project for smoother transition to day and night using timeline for the light and skylight intensities.

    https://forums.unrealengine.com/showthread.php?56777-Photons-Be-Free-Mini-tutorials-and-other-curiosities&p=209224&viewfull=1#post209224
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  34. #34
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    Quote Originally Posted by Tim Hobson View Post
    How-To 1: Setting up Local Screen Multiplayer
    Is that all i need when i want to offer a coop feature for my game (using ThridPerson setup)??

  35. #35
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    Honestly, not completely sure. I've not messed with multiplayer beyond just getting the single screen multiple players set.

    Since it's using the same screen I wouldn't think there would be a need for replication since you're not using a server or anything over a network. As far as I'm aware this should be fine for co-op single screen kinds of games.

    My suggestion would be to setup a simple test level with some events, traps, or other goals and see what you get.
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  36. #36
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    Man that is an awesome tutorial on LODs. Little details like that to make games way more optimized.

    Now if I take my meshes and make them LOD like this, will I have to redo all their placements on the map? Also do LOD's apply to foilage such as rocks/trees?

  37. #37
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    Glad it works for you!

    There will be no need to do re-do their placement. If you have your base mesh already placed all you need to do is create the LODs and you can just reimport the original mesh with the newly added LODs or individually import the LODs in the static mesh editor.

    If you have any trouble feel free to ask.
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  38. #38
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    Other How-To #3: Light Functions with Color


    Overview:

    https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightFunctions/index.html

    Light functions do not provide color when a light function material is plugged in. This does not mean that you cannot get a colored image by taking advantage of the system though.



    All that is needed is to setup a material for each color value for Red, Green, and Blue. With the texture sample you'll plug the single color value into the Emissive pin. Also, in the Material Editor the Material Domain will need to be set to Light Function.


    NOTE: This can probably be done with a single material and using an instance to switch on or off the various color values or some other method. I've just not looked. If I pursue that method at any point I'll update here.


    You should end up with something like this for the Red, Green, and Blue materials.

    Material Setup

    Name:  SoniceMaterialSetup.png
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    Light Functions in Action

    Name:  SoniceLightFunction.png
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    Scene Setup: These are all Spotlights with an assigned Light Function Material that corresponds to the color value we will assign it.

    Top Row: This is three spot lights each with the either the Red, Green, or Blue material assigned. The light color has been changed to the full value for that color using the Color Picker to set the RGB Value. (ie. Red would be set to R=1, G=0, and B=0)

    Middle: The three Spotlights with the assigned light functions overlaid onto each other.

    Bottom: The three Spotlights with their Light Function Material assigned with the light's color value left at default of White.
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  39. #39
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    Hello Tim,

    I followed your destruction tutorial with the parking meter. I used the same settings as you. My problem is that if I drive a car into the mesh the car stops/bounces off. I tried changing the impact resistance but it didn't seem to have much of an effect. I want the car to be able to plow through the mesh as it is destroyed.

    This works if I turn on simulate physics and start awake off. The only problem is that even a small love tap will destroy the object regardless of the impact velocity setting.

  40. #40
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    Hi Osok,

    Custom Impact Resistance is bugged at the moment with 4.7 and previous version. This was fixed recently and will be included in 4.8 once that releases.

    This is correct that it will do this when impacting.

    With a low value Custom Impact Resistance this will resolve that issue.

    Here is a demonstration video with it set. The first is 4.7 and the second part of the video is 4.8 with CIR working.

    https://www.dropbox.com/s/khw55w0lbx9tv1r/CustomImpactResistance.mp4?dl=0

    The original purpose of the FBX Chunk post was to demonstrate the mesh switch rather than focusing on impact velocity or other settings. Once the CIR has been publicly released and fixed I'll update the video for a better demonstration.


    (comments referencing this post in this thread: https://forums.unrealengine.com/showthread.php?56777-TUTORIALS-Photons-Be-Free-Mini-tutorials-and-other-curiosities&p=207604&viewfull=1#post207604)
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