Tutorial: Your First Game In Unreal Engine 5

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.

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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.

Finally i understood nothing :slight_smile:

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.

It feels like a big waste of time

Thank you for this. It was a bit fast, and i found myself having to pause and go back frequently.

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.

Hope this helps others that encounter this.

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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.

Hope this helps!

Thanks a lot!

Just wanted to remark here on how confusing it was that the FBXLegacyPhongSurfaceMaterial uses “Shininess” instead of “Roughness.” The math involved is convoluted. While this is conceptually easier to understand, I suppose, it obfuscates an important concept at a time when devs should be learning these concepts, and it made it much more difficult to understand.

For anyone interested, as an exercise I figured this out:

I added a switch-param called “IsRoughnessMap” and, if it was, I used the inverted value (i.e., 1 over the value) of the red channel out of the roughness map provided by the tutorial, and then I plugged that into the existing shininess calculation.

Wszystko fajnie pięknie … Tylko skąd importował postać/character??? Czy postać była tworzona w Unrealu??

Thank god…spent way too much time trying to fix this. New to all of this and none of this is explained anywhere, honestly Unreal learning has kind of sucked from the perspective of someone who’s at the very beginning of all this. One of many times that I’ve relied on a comment or reddit post for the answer I actually need; many thanks.

【ISSUE — UE5.7.4 bug: FBX imported as meterial instance while the import option “import as meterial” had already selected】I do have a question for the compatibility of studying this tutorial on UE version 5.7.4: when I tried to import the first asset of the tutorial (SM_Crate.FBX) into my content folder, it was imported as 3 material instance(NOT as expected) and 1 static mesh(as expected). Thus when I opened material editor of “M_plastic“, the Meterial Graph didn’t show on the layout. However I did confirm my import option was well set as “Import Meterial“ and “Import as Material“(another option is “Import as Meterial Instance“, of course i choosed the first one “import as meterial”). This is so wired. Please figure what was happening on UE 5.7.4 and fix this issue so that I can continue the studying of the course

This is about as basic as game dev could possibly be. My partner finished the course alone no questions asked, and has never used 3d software or Unreal before :slight_smile: If anyone is struggling with this course (With the only exception being version differences which creates issues external to the course) They definitely shouldn’t be using Unreal. Harsh but true.

Na, just adapt to newer versions. There are solutions to any problems that arise on the course, and the challenge is finding those yourself. The basics are there on the course, the new problems come from Unreal version updates. As the saying goes, Git Gud ^^ Don’t give up.

This tutorial is broken. I had the hardest time trying to find where “SM_crate” was in the file directory. I downloaded the zip file and found it there, but then when I followed the tutorial exactly and imported “SM_crate”, the M_Plastic, M_Carbon, and M_Metal were all material instances. In the video they are just materials. When I double-click on them to open the blueprint, there is no blueprint. After doing a lot of digging, I found out that material instances don’t have blueprints but their parents do. When I opened the blueprint for the parent, it was nothing like the blueprint in the video. I checked the import settings and the option for “import as materials” was selected, not the other option of “import as material instance”. I spent hours figuring this all out and I was only 4 minutes into the tutorial. Now I have to delete everything and find another tutorial. Please either remove the tutorial or update it and clarify much more.

THIS IS SO TRUE.