I’ve noticed that there are a lot of posts from people wanting to get into game dev, and they ask something basic like “How do I rotate a mesh” or more general like “How do I create an inventory system” etc. etc.
Since a lot of these questions go unanswered, I thought it might be helpful to put together a thread to point people in the direction of some of the best tutorial creators out there (apparently, they are all named Matt ).
Please post your links as well.
My Top Picks:
Underscore:
I just discovered this great channel and he has one of the best replication (multiplayer) tutorials that I have seen for free:
Matt Aspland - Great general Blueprint:
Prismatica Dev - Great material tutorials:
Unreal CG - Great Niagara and FX Tutorials:
CG How - More Great Niagara tutorials:
Mark Brown/Game Maker’s Toolkit - Great Game Design Theory:
The Architect of Games - More Game Design Theory:
Tesla Dev: Great Quick General Blueprint :
Reid’s Channel - Great General Blueprint:
Matthew Palaje - Great for learning to re-create specific gameplay elements:
Matthew Wadstein - Like the Encyclopedia of Unreal:
Unreal Sensei - Great Level Design:
Virtus Creative Hub - Overall UE4/5:
Tom Looman - C++ Programming, Advanced Materials, Etc.:
My intent was to create a list of places where people can learn UE generally, rather than get answers to specific questions. You can always search a channel for specific things though, and also it’s fun to just dive into any tutorial and start learning, even if it doesn’t apply directly to what you’re trying to do. That said, those are always helpful too. Thanks for contributing
Imo the problem with youtube in general is that they teach specifics (most of the time unvetted) and not how to solve problems. Think it’s more a limitation of the medium, not the creators themselves (sometimes).
I also think BP is a double edge sword when learning, reason why I recommend people to learn programming logic (with C++ in this case), but I understand it is a massive grind.
As for recommendations I tend to focus on a little math and some problem solving… so:
this has helped me a lot in transitioning from beginner to intermediate, or in other words, going from writing code that technically works to being able to design code architecture that helps make life easier.
it’s made such a big difference for me, really glad i found it.
some context though, just for sake of other beginners: when i first read this book, it was like a foreign language. It just didn’t do anything for me.
After I pretty much made an entire game with clunky beginner code that was a nightmare to manage, then I revisited the book, it was like a beacon in the night.
So that’s all to say, I think a person has to understand the problems before these solutions become clear. Or at least you’ll need a strong compsci vocabularly, but if you have that then you probably already have a few years of training already.
Some people may be a lot smarter than me though, and not need to learn things the hard way first, of course.
Not a purely technical channel, but has interesting topics that are presented concisely and in an interesting manner - see, for example, the videos on clouds and waves.
I mean, sure. This is supposed to be a database for everyone
Fog - I don’t believe that UE4/5 has the ability to cull the volumetric fog. As far as I know the only option is to either adjust the settings in blueprint and have them fade in and out with a trigger, or to use your own custom particles and cull them out with a custom volume. I did a search and found this but it looks like they’re using custom particles. Block Volumetric Fog in a Area
Impossible Collision - I’ve never experienced this. It sounds more like your collision settings on the actor are wrong which is why there’s no collision happening. If you click on the Lit drop down in the viewport and then choose Player Collision it will show whether or not there is a collision mesh. If it just looks like the normal mesh without a texture this means you’re using the Complex as Simple. If this is not the case, can you name a specific asset in one of the free Epic sets that you’re having this issue with? You can copy collision from another mesh so a workaround might be to drop the mesh into an empty scene, use the modeling tools to create a simple collision and then save this as a Static Mesh, then use the auto convex collision generator on it and save it as “TempCollision”. Then open the original static mesh, and with the TempCollision mesh selected in the content browser go to “Collision - Copy Collision from selected static mesh”.
The best example of particle emitters for clouds I’ve seen was in one of Epic’s early demos… I’m trying to remember which one. I’ll get back to you on that.
Okay, so I found the cloud particles in the Shooter Demo. Just search for “Cloud” in the root Content folder and then filter to particle. You’ll find P_clouds_1, P_clouds_2, 2_brighter, and a bunch of highrise clouds. They’re the best example of particle clouds I’ve seen. Of course, they’re not volumetric so they look weird when you’re inside them, and they’re huge so they’re meant to be placed 100,000 units up in the Z axis at least. Also, you can adjust the custom time dilation to make them move faster. I set the highrise ones to 5 and it looks pretty good.
To clarify, you don’t want to use Particle clouds to fake volumetrics (ie clouds you move through). Particle clouds are for a cheap alternative to volumetric clouds that gives you a feeling of depth because they can obscure tops of buildings or hang around mountains. If you want to fly through clouds and not get the weird rotational effects, that’s what the volumetric system is for which leads to the fog…
As for the Fog, if you make your own custom volumetric particle system following this tutorial; UE4 Tutorial: Local Volumetric Fog - YouTube
You can then use the method outlined in the previous post which is to use a blocking volume and set its Collision Preset to match the Object Type of your Custom Fog Particle’s collision setting (EG: World Static).
Thanks for sending the meshes that you couldn’t generate collision for. You’re right, I had the same problem. My guess is just that the uasset files are corrupt. Here’s my solution:
Right-click on the asset, then chose Asset Actions - Export. Then save the fbx file (desktop is fine) and in the export dialogue that pops up, make sure Vertex Color and Level of Detail are checked, but Collision unchecked. Then delete the mesh from the content browser. Now you can import it fresh and it’ll fix the issue. Then you can enable per-poly or generate a more complex auto collision.
FYI, when I first tried to “Re-import” the mesh with the exported FBX it did NOT fix the issue which is what led me to believe that it’s the .uasset file that’s corrupt. Should work for any other faulty meshes and doesn’t require any other 3D package.
Ahh yes, I love Ryan too. I subbed to sooo many UE4 channels that I couldn’t find them all so I just went with the ones I remembered off the top of my head.
No problem at all. Which Inifinity Blade pack are they from? Happy to download and see. And tell me the name of the file again too. lol I already deleted the ones you sent.