Stack O Bot doesn’t have the SM_Bush or SM_Tree in its foliage folder anymore. It can’t be migrated and used right away.
Update: I found the bush/tree in stackbot and brought it over and needed to remake the bush and tree with the rock tutorial section but the both are under the ground. Not a problem with the tree but I need to jigger with the bushes.
Love the tutorial and I’m thankful for it, but like other people have said the pacing is WAY too fast. I understand you were trying to make a shorter video, but when I have to pause it every 5 seconds and go back to see each little thing you do. It took me twice the time to follow along. Kinda defeated the purpose on moving that fast in the first place. The main issue is when you were typing in the blueprint editor for different nodes and there’s a filter of dozens of similar options that are different. It was incredible difficult to see which one you actually chose most of the time. It was that frustrating I had to comment and complain. Sorry. Besides that it is an amazing tutorial. Just needs updated.
This tutorial is great,and I don’t know how to say,have a little amazing,when I watch the video teeth position,looks like watching mirror,but my tooth broken now,it’s so sad. This video posted in Apr 2022,unfortunately i watch this too late.If I watched this in 2022,I think I’m unreal engine master now.
I’m stuck at 01:00:00 after trying to follow this horrible tutorial.
My Ai-Bot is not following the planted Orb. I checked and rewinded everything multiple times and it’s exactly like in his blueprints.
Currently working my way through this tutorial in UE version 5.7. Encountered an issue when attempting to import the the “SM_Crate.FBX” step, where I was not able to access the material graph of the Plastic material as shown in the tutorial.
After some digging it seems there was a bug introduced in 5.7 that prevents importing .FBX files to create materials, and only create material instances instead. There is a thread located here:
tl:dr: Enter “Interchange.FeatureFlags.Import.FBX False” into the console to revert back to the legacy importer. This fixed the issue and created Material files, rather than Material Instances.
I encountered this issue and spent a fair time debugging. Which in itself I am grateful for as it gave me time getting acclimated to the various tools and views.
Using the Collision view it became clear that the doors were opening and moving correctly. The culprit was the “Modular_WallDoor” that had what appeared to be a box collision covering the doorway.
I opened the details panel on the “SM_Modular_WallDoor” Static Mesh and changed the value for Collision Complexity to “Use Complex Collision As Simple”.
This solution retained the collision of the doorway and doors, but once the doors opened I was able to run through as expected.