hello guys, I need help, I have camera that look at roof and I want to see through that mesh, but when I use camera inside I want that mesh to be visible, how to do that, I tried lot of things, but I am not sure how to do that because I am noob in blueprints, so i need step by step If it is possible outside blueprint, please inform me. Thanks in advance
Sure it can be done with blueprints, but itâd be better and also easier to do in Blender. Hereâs a tutorial on it
with all do respect, this is not blender. I can do in 3ds max also , I need it in UEâŚ
What do you mean by that
You donât create your models inside Unreal, you do it in a 3D editor such as Blender or Maya and import.
Like I said, we can still make it work with blueprints, but itâd be so much more practical to assign your mesh a one sided material in Blender and import to Unreal.
just to know i reported your comment because i think you were trolling, next time be precise and on matter, i donât use blender (doesnât mean I wont use it in future), yes one side material maybe can help (but lightning problem is not solved). But that is not question i asked here. If you canât help please donât make worse, I asked for blueprint not way around.
I would also show you how to do it with blueprints if you asked nicely but Iâm not interested anymore
I made a post about that and I asked nicely, but you decide to troll. Please go away.
if its just one mesh you can do it manually, create a function that âpossessâ the camera and set the mesh visibility
or you could use post process and/or stencils
or you could possibly use Scene Capture 2d which has the option to hide certain actors.
im not in engine right now so can only offer general guides
thanks, blueprint without blueprint step by step is really difficult for me to recreate, I am noob in that field, and I am learning it, learning curve is steep. That thing in post process is interesting if I can avoid blueprint.
it will help to see what code you have so far so i can point you in the right direction
for visibility none, am am in void looking for solution. As a project, I have 2 blueprints, first person view mostly took for default UE project and top view with capsule and cine camera. Also I have blueprint for widget so i have some buttons when I pres one it opens one view when I press other it opens other view. Most of this was made by looking tutorials, some things I get it some I have no clue why as a widget design its straight forward and easy for design, and connect the dots. It would be cool to have that option in details panel of camera to exclude some objects and donât see them in viewport, and other camera to see it. That would be best and easiest solution:) I just found some clip and way too complicated blueprint that I can just copy raw with no idea what is happening in background. but its something similar that I am looking for. HERE IS LINK OF VIDEO and here is link of this talk
Only difference is that he really use camera as model to me its two cine cameras of UE
So after some working in blueprints it is going better for me. I figure it out how to do it
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make a blueprint with ceiling in it (static mesh of ceiling). In event graph make 2 custom events and call them âshow_ceilingâ and other one âhide_ceilingâ. check visible in one and uncheck on another like in picture
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So my cameras switch is on 2 buttons. When it is switching to camera that you donât want to see ceiling you recall âhide_ceilingâ on other one you recall âshow_ceilingâ
in event graph of their widgets.
it is connected on âclick buttonâ for me but you can connect it to whatever you want, also I have sequencer because I have multiple functions on that button.
here is show ceiling where I add delay node of half seconds while making transition from camera to camera.
thatâs it. Its simple now, on beginning it was very complicated
Also Inverted polygons would not work because it will not hold sun if you have it in scene and all interior would be lighted with sun like there is no ceiling/roof but you would see it in viewport.
Instead of calling all get actors of class constantly, call it once and cache it and then use the referenced variable. You will lose a lot on performance if you keep calling the get all node.
Only update the reference on startup and if rooms change (if itâs procedural)
give me example I would like to try optimisation, I am beginner so this is my max
Cache the actors into an array (via promote to variable)
You can simplify the visibility function to one event with a bool
looks neat! gotta try!
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