#ue4 camera
Explore tagged Tumblr posts
Text
We’ve created a fighting game camera in C++. Let’s see it in action!
youtube
#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#UE#ue5#fighting game camera#fighting game#camera#fighting#game#games#fighter#unreal engine#unreal engine 4#unreal engine 5#unreal fighter#ue5 camera#ue4 camera#2D#3D#multiplayer#fighting games#3d fighter
0 notes
Text
Found the tool to unlock the camera in Crash 4. The N. Tropys have great animations that are difficult to see in detail normally
I used the Universal UE4 Unlocker if anyone wants to have fun with it
59 notes
·
View notes
Text
Street Fighter V Modding Guide and Tutorial Archived Links
People are actually still interested in modding SFV. Since Modderbase is down, here's some SFV modding links from archive.org. If you don't see images or spoiler boxes in the thread, click on the Way Back Machine search bar where you see the link url address and hit 'Enter' again. FYI this may load quite slowly. Also, If you need to download a tool from these archived links, copy the url of the tool and paste it on the browser's address bar, erase the archive.org parts and then hit enter on the actual link address. Example, copy the address from the hyperlink (https://web.archive.org/web/20240316160336/https://fluffyquack.com/tools/REtool.zip), delete the web.archive stuff, and then it should be ( https://fluffyquack.com/tools/REtool.zip ) and then hit Enter on the address bar.
Anyway, here are the tutorial links:
Unreal Engine Version : Unreal Engine 4.7.6
AES Key : _aS4mfZK8M5s5KWC2Lz2VsFnGKI7azgl
---SFV Modding Tutorial for Beginners---
https://web.archive.org/web/20230227205009/http://modderbase.com/showthread.php?tid=445
https://web.archive.org/web/20170920143910/http://modderbase.com/showthread.php?tid=97
---Tools List---
https://web.archive.org/web/20230619234458/http://modderbase.com/showthread.php?tid=18
---SFV Character Codes---
https://web.archive.org/web/20201028055311/http://modderbase.com/showthread.php?tid=60
https://web.archive.org/web/20240324163507/http://modderbase.com/showthread.php?pid=20364&tid=1000#pid20364
---Character Resource Pack---
https://web.archive.org/web/20201029015331/http://modderbase.com/showthread.php?tid=20
---Texture Guide---
https://web.archive.org/web/20230306152351/http://modderbase.com/showthread.php?tid=274
https://web.archive.org/web/20230117144443/http://modderbase.com/showthread.php?tid=1878
---Injecting Texture into UASSET file---
https://web.archive.org/web/20231013070905/http://modderbase.com/showthread.php?tid=57
https://web.archive.org/web/20220906234610/http://modderbase.com/showthread.php?tid=1448
---Color Editing---
https://web.archive.org/web/20170920143734/http://modderbase.com/showthread.php?tid=39
---Sound Modding---
https://web.archive.org/web/20210321104439/http://www.modderbase.com/showthread.php?tid=77
---Camera and Posing via Cheat Engine---
https://web.archive.org/web/20240316171311/http://modderbase.com/showthread.php?pid=23177&tid=89#pid23177
https://web.archive.org/web/20240316172307/http://modderbase.com/showthread.php?tid=89
---Hiding Some Costume Parts & Easter Eggs ---
https://web.archive.org/web/20200130095243/http://modderbase.com/showthread.php?tid=269
https://web.archive.org/web/20240324163506/http://modderbase.com/showthread.php?pid=25521&tid=1732#pid25521
---Swap A character to another Character Slot---
https://web.archive.org/web/20240303200429/http://modderbase.com/showthread.php?tid=53
https://web.archive.org/web/20220623143544/http://modderbase.com/showthread.php?tid=1000
https://web.archive.org/web/20240316164750/http://modderbase.com/showthread.php?tid=811
https://web.archive.org/web/20200926055244/http://modderbase.com/showthread.php?tid=576
---Swapping Movesets---
https://web.archive.org/web/20201030162142/http://modderbase.com/showthread.php?tid=1099&pid=22087#pid22087
---How to Pack a Mod into a Pak file---
https://web.archive.org/web/20230619231455/http://modderbase.com/showthread.php?tid=122
---Creating Physics Assets in UE4---
https://web.archive.org/web/20200130095618/http://modderbase.com/showthread.php?tid=37
---Custom Animations---
https://web.archive.org/web/20201224123539/http://modderbase.com/showthread.php?tid=873
---VFX Modding and Tips---
https://web.archive.org/web/20210825014646/http://modderbase.com/showthread.php?tid=1470
---Packing mod Powershell way if you have Windows 10---
https://web.archive.org/web/20230619231456/http://modderbase.com/showthread.php?tid=122&pid=3943#pid3943
---Hex Editing Files to be Larger---
https://web.archive.org/web/20240324163507/http://modderbase.com/showthread.php?tid=1900
Good luck!
9 notes
·
View notes
Text
Learning Godot 2023-11-14
Been spending the last week or so learning how to make stuff in Godot. It's the first time I've really felt that coding with text instead of UE4 Blueprints clicked. We've got basic schmovement, double jumping, coyote time, dashing, skidding to a halt, a half decent camera, all that good stuff. I haven't forgotten about Knight Game, as soon as I have the opportunity I'll be back on that! In the meantime, I might post more about my Godot escapades.
the nice dither effect is from here, i didn't make it: https://godotshaders.com/shader/ps1-psx-postprocessing/
2 notes
·
View notes
Text
Keep bouncing off UE5 games?
Keep bouncing off UE5 games? Am I going crazy? I keep tapping out on UE5 games, and there's this odd saminess? Like, black myth wukong and clair obscure 33, if I removed all the player characters, I feel like black myths locations could be levels in clair obscure. Infinity nikki looks kind of unique but it also kind of looks like anime fortnight in some intrinsic way, like everything is made from the same material, and i dont like the look, theres just something across the games in ue5 and its tripping me out. decima, i went back and looked at the games made on the platform and have this feeling that in ue5 developers are angling the cameras or doing something habitually i don't enjoy. also the environments seem to kind of bunch up around the focal point of the camera, i cant quite put my finger on it but the way that environments look behind moving characters always feels like its both junky and too smooth. I'm not sure how to describe it. Maybe I had a problem with UE4 as well, ffr, hellblade. fallen order, all beautiful games but having this... plasticity? Immediacy? I'm really failing for words here. Of course i DEEPLY respect unreal engines incredible progress in so many crucial systems (and for makind devs lives easier and focusing on workflow) but I have this wierd thing where ill look at a game and be like, "thats unreal, I don't like the way it looks." before the unreal logo even flashes.am i dumb? i feel like every game is going to be made on ue5 and im worried of an abstract saminess Submitted June 24, 2025 at 06:45PM by CommunicationEast972 https://ift.tt/NnBPSU1 via /r/gaming
0 notes
Text
Significant, recent activity by others in my area of practice.
Blog #39
Peter Tran
Peter Tran works at Ubisoft and knows his stuff when it comes to cinematic lighting. He actually did a whole course on how to build a great-looking environment in Unreal. He talks about lighting, camera angles, mood everything that goes into making a scene look like it belongs in a cutscene.
What’s really cool is how honest he is about the process. He talks about self doubt, trial and error, and learning to trust your eye. His tips are super helpful, especially if you’re just starting out and want a bit of guidance on how to make your scenes feel more cinematic.
1 note
·
View note
Text
youtube
This asset pack contains 12 high-quality doorbells, each available in two configurations: a single combined mesh and a separated version with button and base/housing as distinct parts. Every doorbell includes two texture variants – clean and dirty – to match a wide range of environments and use cases. Designed for games (FPS, horror, etc.), architectural visualization, and other interactive experiences. Example interaction blueprint included.
It took way more time than I anticipated (overall over 100h of work so far, around half on modelling/texturing the other half on UE side and publishing). But it was also super fun project to work on.
A few random notes:
Before tackling that project, I would never suspect that making such simple objects would be fun
Geometry is relatively simple, the most effort was in texturing
I used Blender 4.2 for the first time in production. I had quite a few issues with it. Most related to the new autosmooth behavior. I think I got the hang of it now though, but I still spent more time on this part vs what was before. Also, somehow usdc/z export was crashing Blender in 4.2 for me, so for that I used 4.4.
Other tools I used: Marmoset Toolbag 4 (still haven’t upgraded to 5) and Substance Painter 2024.
The Unreal Engine version on Fab supports 4.27+, but most renders are from 5.4 and 5.5. At one point when I was working on this pack I did a comparison of renders with the same camera setup between UE4 and UE5. I was actually surprised how better the UE5 renders are. Not only they did reflect better lighting parameters (like temperature), but also were just crisper/more clear.
At one point I needed tillable concrete material for wall. I made one in SP, which is not the standard way of doing those, but I’m quite satisfied with the result. The wall in UE renders (and in video) is using that material.
I used RD Lighting Kit for UE. It did save me a lot of time on making the renders look good!
The blueprints I added were relatively simple, but I felt that they needed to be documented. It wasn’t that much work to write the docs, but it wasn’t fun part of this project :stuck_out_tongue:
Aside from Fab I plan to also release them on Unity Asset Store (and probably in few other places).
ArtStation link: https://www.artstation.com/artwork/XJ4wZ0 Fab link: https://www.fab.com/listings/35db0717-fd1a-4d39-a200-4c73b19f5ae6
On both sites you can check out more renders, but on Fab there’s also 3d preview.
0 notes
Text
Kevin Adanan, Monday 27th of January
Since Friday, the team has been working on ideas for the Interdisciplinary Project. We agreed to hold a meeting on Sunday 26th in order to discuss what we would like to attempt. On Sunday, we met in the library and pitched our ideas 2 ideas appealed to the team. Sidharth pitched an idea where the viewer would be warped/ transported into an alien ship and then eventually wind up in glass container, where aliens would be peering into the container and viewer the camera/ person as if they were in an exhibit. There was a second idea which I found quite interesting. This would be where the viewer would be falling through space into a planet. Once we discussed this, we decided that the viewer should be in a drop pod in order to reduce the potential nausea feeling. I felt this would be ideal for the team as most of the team have worked on a sci fi assets in their portfolios and I could picture how to develop the idea in Unreal. In the end, we decided to spend a few days working on these ideas and seeing what worked best.
Today, I decided to work on the drop pod idea. I had a picture in mind from the game Subnautica. (Unknown Worlds Entertainment, 2018). The opening of the game begins with the player falling into a planet in a drop pod. Eventually a piece of metal hits the player and knocks them unconscious and they then awake in the sea. I think this would be a good idea for the project. It might be a nice surprise for the viewer to end up on a tropical island after the blackout impact. Then I went about building the scene in Unreal. I viewed a YouTube video in order to learn about making planets in Unreal Engine. This video from Unreal Sensei was very helpful https://www.youtube.com/watch?v=otOPdOHWqWY&t=1055s. After following the video I made a planet with moving clouds and some stars in the background.
From there, I then tried to make a simple box like structure to simulate the drop pod. I laid out some basic boxes to act as ships in order to record a short video of the drop pod falling into the planet while a battle takes place. I purchased an explosion particle effect pack as well.
I ran into an issue when trying to record a video using Sequencer. For some reason, I could attach the camera to the drop pod. I used a method of attaching them in a Blueprint actor as well as a light in order to get them to move together but I could get the camera to appear in Sequencer. I then removed the camera from the Blueprint and tried to add a new camera in Sequencer but that wouldn't work either. I looked a number of tutorials but I still found that I couldn't attach them together.
In the end, I decided to record the video without the drop pod. From there, I triggered some of the particle effects to go off during the video and then rendered out a rough cut in order to show the team tomorrow.
Unknown Worlds Entertainment, 2018. Subnautica. [Video game]
Unreal Sensei, 2020. How to Create Planets in Unreal Engine: Ground to Space Transition UE4 Tutorial. [Online video] Available at: https://www.youtube.com/watch?v=otOPdOHWqWY&t=1055s [Accessed: 27 January 2025]
1 note
·
View note
Text
Nostalgia and Memory (Update 4.0: Texturing)
Figure 1: Texturing of the landscape.
After referencing photos of the current Kota Bharu beaches, the landscape was textured with sand closer to the shoreline, while the higher inland areas were given a grass texture. However, the textures at that time seemed like it was obviously repeated heavily.
Figure 2: Material Editor View of the Landscape Texture.
Several techniques was utilised by viewing Unreal Sensei's How to HIDE Texture REPETITION in Unreal Engine - UE4 Tutorial YouTube Video to learn how to avoid repetition of the texture and Unreal Engine 4 Beginner Tutorial - UE4 Start Course Video to learn about landscape texturing. First, macro variation was applied to introduce large-scale, subtle variations across the surface, making it appear more natural and less repetitive. Next, distance blending was used to transition between different textures or material properties based on the camera's distance.
Figure 3: Texturing of the Bunker.
The bunker was textured with a concrete material from FAB that closely resembles its real-life counterpart. However, since the texture size was initially too small, it was upscaled slightly to ensure the concrete appeared more realistic and proportional.
Reference:
Unreal Sensei (2020). How to HIDE Texture REPETITION in Unreal Engine - UE4 Tutorial. Available at: https://youtu.be/yCRzOdo4b68?si=ENRzjbNKF-iel3fz (Accessed: 24 October 2024)
Unreal Sensei (2020). Unreal Engine 4 Beginner Tutorial - UE4 Start Course. Available at: https://youtu.be/_a6kcSP8R1Y?si=jF4b8OdlgqRAv7AK (Accessed: 24 October 2024)
1 note
·
View note
Text
FMP Practical Work
07/08/2024
Well, we definitely had a rough day today as a group. Today we had planned to get the camera in and have the majority of the camera work completed. This definitely did not happen.
Initially we started by using a sequencer camera as we had done in previous projects. This obviously worked for getting a clear and smoothb camera that followed a path, but felt completely unnatural because of the lack of movement.
youtube
"Make a Realistic Flashlight in UE4/5" (Eremental Studios, 2023)
So, we began working on a first person camera, which I took over on making since Alec was struggling. I was able to implement the torch light by following this tutorial, which we loved the effect of so that was a good start.
First person camera.
Spotlight torch.
I attached a spotlight to a spring arm on the first person camera to make the torch, and changed the manequin to our character model from Mixamo so the camera could look down and see our character’s model and animations. I then had an issue where the camera wouldn’t be the new first person camera when I pressed play, but Melissa worked out that I just needed to change the possession and that fixed the issue. After this, we had an issue where the playert camera would either fall through the environment or not move at all. Both worked fine specifically on the entrance mesh, but not on the terrain, so we looked at adding colliders, removing gravity, and even changing the camera completely. That didn’t work. In the end, adding a plane under the terrain was the successful fix and the character was able to walk on the terrain. Hooray.
However, this ended up having the exact same issue as the original sequencer camera. It was completely motionless, no walking movement at all even with a walking animation attached constantly. We also tried using the take recorder and recording “in game”, which worked to get the camera movements, but would have caused more issues down the line because we still needed the monster characters to be animated on the sequencer to come in at specific times.
For today, we decided it would be best to take a break and come back to this later. We worked on it for the entire day with no success, so we left it there before tensions got any worse in the group and I will be coming back to continue working on it with Alec tomorrow.
Bibliography
Eremental Studios, 2023. Make a Realistic Flashlight in UE4/5. [Online] Available at: https://www.youtube.com/watch?v=lTxKsGtaFhY&t=217s [Accessed 7 August 2024].
0 notes
Text
It’s time to have a fully functional camera in code. There are very few things remaining. Let’s keep working on it!
youtube
#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#the fighting game tutorial#indie fighting game#fighting series#ssb fighter#platform fighter ue4#fighter game#camera#camera system#unreal camera#unreal camera system#ue4 camera#ue5 camera#c++ camera#system#unreal engine 4#unreal engine 5#unreal engine#template#tutorials#guide
0 notes
Text
Blogpost 10: The 3D Animation Process
For the fish animation, Theodor created a base rig in Blender and animated a short swim looped animation. The next step was to find a way to control the fish. As a result, we created a spline in Unreal Engine.
To learn how to make the spline, Theodor followed a tutorial and experimented with the blueprint, adjusting it for the project.
youtube
Fig.1 Follow Spline tutorial
It was something new to learn, as neither of us had experience with using blueprints before. But following the blueprint, we managed to get the desired result.
After the spline blueprint was functional, Theodor and Harsha implemented it in the underwater scene and made the required adjustments so the spline follows the camera animation and matches the environment.
In addition, Theodor animated a sea anemone to add life to the scene and make the environment look more dynamic.
After importing the animation in Unreal Engine, we matched the fish swimming spline with the closing animation of the anemone, making it look like all the anemone close when the fish go through them.
To make the anemone close at different times, we duplicated the animation file and modified in Unreal the speed of the animation, to match the moment the fish reach their position.
Blibliography:
Fig.1: Dragonplayer (2022) UE4/5 Move actor along spline (no timeline). Youtube. Available at: https://www.youtube.com/watch?v=qKIJMQJsx2Y&list=PLmNLrfKMXuOwWtUVn-w4_IUUgeHQFwLaL&index=14 (Accessed: February 10, 2024).
0 notes
Text
Assignment 6: Part 4
UV enhancement
This is a quick and simple step where I import each garment into 3ds Max, select the mesh, apply the Unwrap UVW modifier to it, open the UV editor, and Pack UVs. Doing this is important to make sure the UVs are properly packed and that there aren’t any pieces overlapping. It also exposes many UVs that were previously not shown.
Figure 12 - 3ds MAX UV editing PACK UVs
I then select everything and export the clothes as an Alembic file once again. (Do this step for both low and high-poly versions of the models)
Texturing
In the beginning, I import the garments into Substance 3D Painter and click on Edit > Bake. Once the baking panel shows up, I adjust the settings like in figure 13 with a 4K resolution and an antialiasing of 4*4 to maintain a high level of detail.
Figure 13 - Substance Painter Bake Settings
The next thing I do is setup the ACES LUT plugin that matches the lighting and color tone of UE inside of Substance Painter. This is crucial in order to make sure the textures will look the same once you use them inside of Unreal. The steps that are demonstrated in the images are: setting an HDRI for the environment, activating post effects, tone mapping, and color profile inside of the display settings, as well as, selecting the UE4 color profile that comes with the ACES plugin.
1 2
Figure 14 - ACES LUT and environment setup
Then comes the texturing process where I create all textures by mixing materials and using masks, the brush tool, and alphas to paint on the garments.
3
After I’m all done, I export the textures in 4K in the Unreal engine 4 (packed) template for a better integration. The settings are shown in figure 15.
Figure 15 - Texture export settings Substance Painter
Unreal engine
Step 1 is setting up the scene and the environment. I start by downloading Quixel Bridge Megascan assets and directly dropping them in my scene. I also use foliage inside of Unreal Engine five to scatter some plant scans around using a paint tool.
Step 2 is Importing my personal assets into the content browser (all the garment alembic files with their respective texture maps)
Step 3 is setting up the lighting in the scene and adding a camera. For that, I need to add the HDRI I previously used in Substance Painter, as the Cubemap of the skylight. I also set the intensity of the skylight to a low value as it does not act as my main light in the scene but sets the color tone and temperature of the environment instead. As for the camera, I personally prefer tom use the Cinecamera actor.
Figure 16 - Unreal Engine 5 lighting and camera
Step 4 is creating the materials inside Unreal using the textures I exported from Substance Painter. It is a process of linking the texture maps to their correct descriptions inside the Material Graph. Figure 17 demonstrates this process in detail.
Step 5 is creating a new level sequence and doing all the necessary animations before rendering everything as a sequence of images.
These last 2 steps are shown in the figures on the next pages.
Figure 17 - Unreal Engine Material Graph
Figure 18 - Unreal Engine Level Sequence and Rendering
It is important to make sure that the aspect ratio is the same in both camera and render.
0 notes
Note
Ty for the instructions, i got it running!
I did have a few questions on how you get your specific shots (during cutscenes or when chai is doing something while calling in partners) how are you able to catch it so quickly? I tried using the speed sliders for the camera, but it doesnt seem to affect anything? So i can't catch certain things in time.
glad it worked out <3 look in settings for the keybind for pausing. i just pause the game through ue4 set up camera where i need it and unpause. it can be a little tricky though just take ur time and get familiar with the controls
0 notes
Photo

[UE4] - Vintage Coronet D20 camera by Scott Homer https://www.artstation.com/artwork/lV28Wa
4 notes
·
View notes