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UE4 - Constructing Buildings with Instanced Static Meshes [TUTORIAL]

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Republic of Texas Digital Works

Republic of Texas Digital Works

Күн бұрын

Apologies for the length and slow pacing of the video. It moves along much better at 1.5x or 2.0x speed.
FBX mesh files used in video: www.dropbox.co...
Original instanced building experiment showcase: • UE4 Instanced Static M...

Пікірлер: 36
@joshualuciani3896
@joshualuciani3896 5 жыл бұрын
DUDE this is so simple! I love how you went through piece by piece and included mistakes and showed corrections. So simple yet extremely powerful. Don't mind people that are saying 'ThIS iS wRoNg!!1" Like, we all see ways we can change it. That's fine. The biggest thing is that this makes SENSE to me. Thank you for this tutorial!
@shanilwijesinghe5201
@shanilwijesinghe5201 6 жыл бұрын
18:50 I'd recommend using variables instead of constant numbers as much as possible. GREAT TUTORIAL BTW. I love how you don't have a lot of fluff at the beginning.You get straight to the point.
@zerion3887
@zerion3887 4 жыл бұрын
Man, I love with all my heart. This tutorial is so clear, perfect for fast construction buildings. Thk u so much
@KaiMFS
@KaiMFS 2 жыл бұрын
Thanks for this amazing tutorial. It wasn't what I'm looking for but watched the whole thing and learned a lot
@SeanApple
@SeanApple 4 жыл бұрын
Thanks for this tutorial. It's perfect for someone just beginning with Blueprints.
@jimothyus
@jimothyus 4 жыл бұрын
First sentence "this is gonna be a quick tutorial.." 45 mins later... jk though great video thank you very much
@bodamat
@bodamat 4 жыл бұрын
Thank you! I understand what is instance static mesh
@dimitardimitrov7950
@dimitardimitrov7950 2 жыл бұрын
Thanks a lot now my project will have some good random buildings.Really nicely explained to the point that i begin understanding the technik.I will improve it and mak it random so when you plop down the building is different each time.This System will go well with the random material i created to color or tint the models randomly per instance Thanks so much grate tutorial.
@4theLordJesuschrist
@4theLordJesuschrist 7 жыл бұрын
Thank you so much! I am so very thankful for you putting time and effort into creating this for me. Its such a blessing.
@RepublicofTexasDigitalWorks
@RepublicofTexasDigitalWorks 7 жыл бұрын
No problem. Hopefully you get something of value out of it haha
@cgart5511
@cgart5511 3 ай бұрын
Thank you very much this is smooth
@davidbrown475
@davidbrown475 6 жыл бұрын
Thank you for such a thorough and quite helpful tutorial.
@danieliorns4446
@danieliorns4446 7 жыл бұрын
Great stuff. I'm really into this kinda stuff. So much to learn
@AlexMRL
@AlexMRL 7 жыл бұрын
Followed the tutorial just to realize that at the end you just manually add floors. This was sorta a useful tutorial as you show us how certain things work, but not very practical. It would have been more useful and practical if you did a forloop and stored the floors in an array. Then for every floor stored in the array say: Add windows and dormers (which you can check on and off). That way you don't have to manually add a variable for >every< floor. Saving that extra 20 minutes of times or 200 minutes (if you add 30 floors). Nevertheless, thanks for the tutorial I did learn a few things, but I personally am not going to use this. Thanks!
@LeieSistal
@LeieSistal 4 жыл бұрын
Really nice, I learned a lot thanks :D. Just when you did the time laps when you duplicated the node for each floor, just use a loop and in each loop use an array of bool that you use depending on the floor :D.
@tacticcoconut
@tacticcoconut 4 жыл бұрын
Hi @Leie Sistal, I was wondering if you would care to explain a little more into detail on how to achieve this.
@sergiogonzalez2611
@sergiogonzalez2611 2 жыл бұрын
wonderfull tutorial, thank you
@JohnDaniels
@JohnDaniels 4 жыл бұрын
Hey I'm over here in McKinney Texas what part of Texas are you in?
@adam4designss
@adam4designss 2 жыл бұрын
@ Republic of Texas Digital WorksHOW-- HOW I USE THIS TO CREATE CHART OR COLUMN WITH DATA
@iced34ler73
@iced34ler73 6 жыл бұрын
Very nice! Wouldn't it be better for the performance to use Hierarchical Instanced Static Mesh Components because of LOD generation ? For a city for example.
@VashTheBrutal
@VashTheBrutal 5 жыл бұрын
yes it will be.
@alexander-deanseiling114
@alexander-deanseiling114 3 жыл бұрын
Really nice Tutorial! It helped me alot since I am new to blueprints. However I have one question : The part where you set the middle floor sections, is it possible to set different meshes for the middle floors that randomly get set? Thank you very much for the Tutorial!
@pierrecadeot
@pierrecadeot 4 жыл бұрын
Hello, I'm quite new to all this and just discovered your tutorial, which is excellent for the beginner I am - so many thanks ! Since it's been more than 2 years, I guess you managed to loop the variables in array, in a way like "Hearty Achiever" described ; As for me I just tried that - for the windows details - and it works quite well : 1stWinA is replaced with an array called anyWindowA, and so on for every windows position variation ; As I said, that works just well ; But I was wondering if there was a way to use label as index instead of 0-n, because it displays like, for each variables there are a numbered list option, of course each number relates to the floor number, but it starts with a useless floor 0 in this case... so maybe there is a way to do that more nicely ? Anyway thanks again for this really useful tutorial, learning is exciting and fun that way !! Pierre
@MartKart8
@MartKart8 2 жыл бұрын
All the files from the drive are deleted, I created my own types.
@FlynTie
@FlynTie 6 жыл бұрын
Thanks a ton for this helped me a lot. I wonder if mesh arrays and sockets for the positions would be quicker to setup?
@TheAxebeard
@TheAxebeard 6 жыл бұрын
So you can't assemble the building using regular meshes and then convert them into Instanced Meshes somehow? I have some complicated buildings I'm trying to do this with and just want to make sure I understand everything before making too much ridiculous stuff in Maya.
@RepublicofTexasDigitalWorks
@RepublicofTexasDigitalWorks 6 жыл бұрын
Instanced meshes are just regular meshes, but instanced in the construction scripts. Model away, amigo!
@TheAxebeard
@TheAxebeard 6 жыл бұрын
I get the idea of them, but not having the ability to move them around in the viewport is what I'm concerned about.
@FlynTie
@FlynTie 6 жыл бұрын
There is a plugin in the Unreal Store by Mary Nate that does what you want. www.unrealengine.com/marketplace/instance-tool Adding that this is also possible without the plugin, it's just a bit more work involved. What you basically want to do is spawn the instanced mesh and drive its position and rotation through some form of node in the viewport. Have a look at how splines are setup in blueprints since they often use this kind of technique.
@Spacemarine658
@Spacemarine658 5 жыл бұрын
@@TheAxebeard you move the blueprint you set them up in or you can offset certain parts in it using vectors or transforms
@momomadi2
@momomadi2 4 жыл бұрын
thanks ---- because it in BP -- do u think will work with HLOD
@CarlosMedinaandresmedia
@CarlosMedinaandresmedia 6 жыл бұрын
awesome Ty ♥
@mustafaozturk3343
@mustafaozturk3343 6 жыл бұрын
Dude, you are doing it in a wrong way. You are making all these things for every floor right? You need a just one method and that method should do the job for every floor. You need a list, and when you increase the floor number, which means you add more floor, you should add that floor to the list. When you decrease, you should remove it from the list. Also you can adjust your windows position based on the previous floor position. I mean you don't have to do that for every floor seperately. I am not UE4 user, I am using Unity by the way. Sorry for bad English. It was a little bit hard to tell. I am not sure if I was clear or not.
@Dhieen
@Dhieen 6 жыл бұрын
those are the houses from monopoly LOL
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