UE4 - Tutorial - Energy Shield (Request)

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hi guys welcome to a new video before we begin a public apology about the sound on my videos I had a few people tell me that the sound was very low on my original videos I was only recording this for me they were for reference so that I could go back to them later in case I forgot how I made some of the more complex stuff so I had the decibels lowered on purpose because I have noisy housemates and building is getting renovated so there's a lot of drilling and banging in the background but I thought that since send that I started making videos so the for the public view is that my sound was better and it turns out that it's fine for some people before the people is still too low so hopefully I fix that now it seems whatever reason whenever I activate my laptop to my laptop on and plug in my headset it defaults my microphone down to 60% I'm trying to find a fix for that but until then I'm just going to have to keep going in and putting it back up so hopefully this video should be nice and loud for everybody and then secondly I had my first dislikes on some tutorial videos yeah which is fine I don't mind at all because you can't please everybody but if you do give a dislike just leave me a comment so that I know why you dislike it so that I can improve because I'm doing this is a hobby and to teach people this is something that I I'm doing it isn't helpful let me know so that I can make this a better experience for other people because I don't care about how many views I get having subscribed as I get what all I care about is whether or not people are learning and gaining knowledge from my videos so if you give me feedback that would be amazing so let's begin we're going to make a shield from a particle system so you can attach to the character that will follow the character around so I'm just in just a blank map here cuz I don't need anything else other than my guy that was very loud so we have this texture this is just hexagons so I found on Google I just googled hexagon alpha and I like to look at this one because it's got like a nice gradient it's not a 512 by 512 I've changed it to a 512 by 512 because these are powers a power of two so it can MIT better which just improves performance so we're going to make a new material I'm going to call this shield underscore M and I'm going to drag this in and pull this over I'm going to change this to a translucent on the material you guys are going to regret asking me to increase the volume if I cough at any point because I do seem to do that I try to mute my mic but sometimes you can't catch them I'm going to make a particle color and plug this into the emissive and now before I plug this in anywhere I'm going to quickly grab a 4a now which is spelled FR e f nal so if you're searching that make sure to put that F in there it's silent don't you now now what this does is it creates a nice glow around the edge of a circle object so what we're going to do yeah lots of clicks hold em and left-click for a multiply we're going to multiply the texture by the for now and plug this into the opacity and now what we get is like this nice afterglow but we still get out add texture pattern now I'm going to hold you and let's click to get a texture coordinate and put this into the UVs and I'm going to set this to be 5 on each so we get some more tile because I want this to to have quite a lot of the patent as we can see there it's a lot bigger now so the next thing I'm going to do is just apply it and save because I'm pretty much done with that for now we can see how that goes I'm going to right click particle systems shield underscored P I'm going to open this up and now we're going to be using mesh data so right click in the emitter go to type data and we go to new mesh data I'm going to quickly save this I'm going to show you what goes what we're going to use on why we're going to use it so if I go to content and I search for sphere now we have here different spheres these are materials but these are both meshes we have the material sphere which is here and we have the shape sphere which is here now the material sphere is lower is lower amount of Poly's and a lower amount of tries than the shape sphere and you can notice there's a little bit of a jagged edge now preferably you guys will make your own sphere with smoothing groups and things so that you're not going to see these jagged edges quite so much and the on Rock will be a little bit better like you can see there's a seam here in a seam here but for this example I'm going to I'm using this because of the pivot so this little widget here also known as a pivot decides how we move things and how we rotate things with so we can rotate this yay now here the pivot is exactly in the middle but on the shape sphere the pivot is at the bottom now what this does is it changes the point of scale and the point of rotation so if we rotate from here we're going to rotate around that pivot point which because this is really weird rotation where is this one it's really nice and the same can be said about scale so this is going to scale towards the bottom and this one is going to scale towards the middle and that's based on where the pivot is I'm going to quickly delete these and we're going to be using the material sphere because it's the pivot point the pivot is in the middle and that's going to be very important for what you going to do so it's open up a shield and we're going to go to the mesh data and we're going to grab the fear fear and make sure it's a material sphere for this and I'm going to override the material by taking this box which lets us go into the required anchor is the material that we want in this case shield I'll just go ahead now I'm going to quickly click use local space so that we can move the shield around and we won't have to reset the emitter every time it moves and we're going to set the emitter loops to 1 you notice I can't see any mirrors it's because they're massive hello I'm going to go to spawn I'm going to set the constant to zero and under both lists I'm gonna add an array element and set the counter 1 I'm going to go to the lifetime and set the lifetime to 10 now the lifetime is going to be dependent on how long do you want a shield to last for I'm using 10 because it's a nice long number initial velocity I'm going to delete because I want this to move the color of a life I'm just going to change this to a constant I'm going to leave the Alpha over life as an alpha over life now the constant color I'm going to change this to something a bit more suited for me lovely lovely green and now I'm just going to boost the value up which lets it go low maybe a little bit more yeah there we go we get some nice glow and you can see that the glow is a lot brighter where we've got the for an L which is around the outside now what I'm going to do is right-click I'm going to go to the rotation and rotation rate rather and we need an initial mesh rotation rate now it's different from an initial rotation rate which is what's in a normal particle in a normal particle we get the initial rotation rate which is just it's either rotating or it's not rotating and then determines how quickly it's rotating which is fine for a regular particle because they're essentially just rendered onto planes and they always face the camera so they're only going to rotate the image but with a mesh this isn't going to work with a mesh we need to go to rotation rate and then use initial mesh rotation rate what this does is it gives us three different coordinates now I don't want the X or the way to rotate I just want this to rotate along the bottom and then I'm going to say point two minimum and maximum that's a bit high point one minimum maximum there we go which is cool and now it's rotating from the center point which is where the pivot is so I'm also going to say go down to the side I'm going to say South by life and at the beginning I want this to have no size and you'll notice it's growing from the middle which is exactly what I want but this is taking too long because the in value of zero is when the emitter begins and the out value here that well end point one the in value is 1 which is when the emitter died now I don't want the emitter to die when it gets to full growth so I'm going to say point who is when I want it to be his maximum size so then essentially what we're going to get is eight seconds worth of it being maximum I notice that the Alpha of a life isn't working but it should be perhaps it's because we've set this to a constant so I'm going to change this back to a constant curve and give it to array element I'm just going to set it to the green that we had just a bit 10 there and this I'm just going to say 1 and we'll set this to white perhaps and we should get some it should fade out as it gets whiter or not just call me a liar mmm let's quickly change the initial size because we don't want this to be initial phases of 25 because that will be massive in the world zoom into this I know why the Alpha of a life isn't working I am a giddy goat let's go back into the material hold em and let's click for a multiplier we haven't put the particles alpha in to the opacity there we go now the Alpha Reliford alive a little early let's rewind now the Alpha River life will work so I'm going to get the color of a life and change the color back to a constant without curve and change it to a nice green with some glow there we are get in a little bit closer to this that's why I was not very glowy isn't to take out all the blue I can set this to 20 below my precious there we are and now it should fade out as it approaches death and it is very very nice there we go so this is pretty much all we need this to do with the shield it just needs to to grow gain color lose color and gradually disappear so I'm going to drag this into the world red acrylic to see how big this is and that's where I play is starting yet not not really a preferable size that so I'm going to go into the shield particle system and its initial size I'm going to set two three I could probably change this to a constant and set three we don't need any any curve so now we have this which is three high yeah that's nice it's very nice I'm just going to quickly get rid of it in the level because we don't need it there now I'm going to do is go through my third person blueprints folder go into the third person blueprint and I'm going to say left mouse button I'm assigning this to a mouse press and from here I'm going to say spawn emitter attached I'm going to grab the capsule component and put this into the component and then the emitter template I'm going to set to shield from the capsule component I'm going to get location and we've got get relative location we don't want world location because if we use world location we're going to get a weird offset depending on where the character is in the world and then that is going to make the shield spawn off to the side but it will still follow him and it will be really weird-looking when you put this into the location and this is set to auto destroy so we should be fine to the emitter to kill itself when it is finished so Eversleigh I left click oh there we go we've got the weird spawning over at the distance now why are you doing that let's see perhaps we don't want to use the capsule component I'm going to grab the mesh oh there we go so he's planning on the mesh but he's spawning way way way below where we will need him to be so to fix this what we're going to do is open the third person character and we are just going to make your location so from the relative location we want to drag off and we want to break the vector now the X is finding the y is fine because that's like Whitson and depth so we're just going to make a vector from those just plug those thoroughly so instead we're going to add some more and we need to float plus float we'll plug this into the Zetas then we're going to plug this into the location and we're going to try some numbers here let's try 160 press compile and we'll press play and click there we go now if you jump these to the inside of it I think I might want them to have that a little bit higher than 160 so I'm going to say a 180 essentially need it to spawn from about his middle what's actually better so in the middle of it while he's jumping yeah it's quite nice but you'll notice that we're not getting much of the detail in the middle or are we we like that if we want this field to be a little bit more defined we can head to the material which is the side adjacent to open there we go and we can hold em and left-click and then we're going to multiply the texture sample and we're just going to say multiply this by 5 which will make that much more defined shape and we'll apply that and we'll press play click oh it has encompasses ooh so that's a lot more glowy because we have a lot more white in there now but we can we can see the shape better so perhaps we'll turn the glow down so color the life we're going to change this so we're going to change the constant down to ten the lower still perhaps that's still very very high five I'll save that out I'll press play if we click there you go that's quite nice but I quite like different Nell and but I think my friend else could be even more powerful too so let's change the exponential a little bit in fact let's start previewing this for now just as we can see there for now ah so a we want a lower explain yeah threes nice so we're going to start previewing that and then I'm just going to multiply this by perhaps three before I plug this into there so that will make that a little brighter oh yeah let's turn that exponential down some more now let's say that five five I'm just going to say six but I was looking at six while I pressed five I'm not sure now as to whether or not that's a bit too much with the multiplier might just remove the multiply so let's press play and click yeah it's a bit too much for the multiplier so I'm going to go back in and just plug this straight into there and maybe I'm going to turn the exponential down new up to maybe ten although that's going to be very very very very thin but maybe that's nice let's check it out yeah that's really nice so there you have it I mean we can go in and we can say you know what I actually don't fancy a green shield I fancier exchange such 5 I'd see a yellow shield will remove some of this so you get like a yeah like that so it's that real quick and poof yeah very very nice so there you have it and this will stay attached to the character so you can run around with a shield if you decide that you want one more more halo style so I believe he can drop the shield on the ground karti so if we go to so person blueprint and with it blueprints and that doesn't add up I'm going to do is I'm actually going to say stamp right mouse button and we'll just grab all of this because we need this still and paste this and we'll say spawn emitter application and we'll just put their location in and then we'll say a shield P and we'll compile that and now if we press play we right-click he has one that he can leave behind whereas I'm left click it has 180 takes for them now the right-click one is actually a little bit lower oh that's keeping his relatively oh ok so for the right click we don't want a relative location we're going to want world location whoops am i setting get-well location and then we'll break that vector instead this is very decides that doesn't want to work oh it does but now we don't need the the offset so we'll just put this ledge straight in and how we need a bit of offset it's not that much so for the sake of them of you know making sure that you guys get everything you need we're going to lower this down so perhaps in 90 and then if we go in on the right click and then the left click they're pretty much the same tell you how you've got one now that you can leave behind on right click and well you can carry with you on left click if you decide that you want these to spawn in a little bit faster we can go back to the particle system and then besides by life in the point one you can just change this down we'll say in 0.1 it will be fully ground there we go and now you have a much quicker shield growth will that looks weird when you stack them up doesn't it so I hope that's something you guys can use I hope that the volumes being better and yes as I said at the start if there's something you don't like please tell me so that I can improve these for everybody that watches thanks very much for watching and you go support has been awesome I'm going to continue to do this alongside my studies because I find it fun it's relaxing and I just like to be helpful so I shall see you guys next time
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Channel: Dean Ashford
Views: 40,359
Rating: undefined out of 5
Keywords: UE4, Unreal, Engine, Tutorial, Energy Shield, Particle, System, Student, Indie, Game, Dev, VFX
Id: hY1MTGH0dI4
Channel Id: undefined
Length: 20min 45sec (1245 seconds)
Published: Fri Feb 17 2017
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