#unreal engine tutorials
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shawnthebro · 1 month ago
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Bug fixes and further improvements to our menus. This is a full menu system that keeps getting better!
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blushyplushiegirl · 3 months ago
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being forced to use unreal rn and the c++ experience is absolutely miserable
intellisense doesnt work a solid 70% of the time, debug messages take way too much effort to write, Im still not particularly a fan of header files, creating a c++ class sometimes doesnt update the in-editor file browser AND IT DOESNT HAVE A REFRESH BUTTON??? you need to find a specific python console command to avoid restarting the entire editor????
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haalyle-psychonauts-fan · 2 years ago
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Psychonauts 2 - Texture Change and Model Replacement Tutorials
So, someone messaged me the other day asking how I changed the textures and changed the models in Psychonauts 2 and I thought I may as well write a guide to how I managed to achieve some of these changes.
I apologize in advance with how lengthy this will most likely be and if any of the wording might be a little confusing, feel free to ask me for any further explanation on areas where you might be confused.
Texture Changing Tutorial: Link
Model Replacement Tutorial: Link
Enjoy!
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andre3d1 · 8 months ago
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Animação de quarto que criamos no curso de Unreal da 3D1, comparação entre Lumen e Path Tracing.
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gaymingwriter · 7 months ago
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Y’all think Googleplier would be into a game dev?
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andydrarch · 9 months ago
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I feel like at least twice a year I feel compelled to make a fossil fighters frontier remake fangame
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cubeofskill · 9 months ago
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I explain as short as possible about a cool feature in UE5 called POM
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spiralatlas · 10 months ago
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This tutorial is aimed at people with no experience with Unreal Engine who just want to render an existing model made by someone else. It's the technique I used to create these Anime Style Factory Backgrounds.
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marcohayek · 2 years ago
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Unreal Engine 5 for Product Presentation - Full Beginner Course
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A great 7+ hour tutorial on how to create an ArchViz product visualization in Unreal Engine 5. Highly recommended and very beginner-friendly! Such free content should really be appreciated.
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theskyexists · 2 years ago
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Have in fact, managed to make wallrunning. WORK
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shawnthebro · 2 months ago
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We have many episodes on using Visual Studio and making games in C++, but how about setting up Visual Studio from scratch?
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agentsecret24 · 1 month ago
Video
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Just posted a tutorial on making model sheets for 3d Animation! And it's my first video made with Unreal Engine!
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haalyle-psychonauts-fan · 2 years ago
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Texture Changing (Psychonauts 2 Modding Tutorial)
So first, we'll start with the texture changes, since they're an easy thing to get the hang of.
First, the programs you'll need:
Epic Games Launcher [to download Unreal Engine 4.26.2]: Link
UModel [Psychonauts 2 version, this specific version makes it so you can export the models]: Link
Unrealpak [to repack everything into a pak file for the game to read]: Link
Paint.NET [just the tool I use to change the textures]: Link
Once you have all the programs needed, open up UModel and set the input to where your game pak is located. [Which is typically in 'C:\Program Files (x86)\Steam\steamapps\common\Psychonauts 2\Psychonauts2\Content\Paks'].
You don't need to worry too much about anything else in that menu, just click OK. Now, it'll open another window showing various files. For this tutorial, I'm going to change Raz's P1 Body texture, which is located in Game/Characters/Raz/Outfit_P1.
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Note: The textures you're most likely wanting to change are the ones that end in BC. Don't worry about the other ones. Also, if you export the models, that'll also extract the textures as well.
Make sure to save the texture as TGA (which you can change in the Tools/Settings menu.
Once you have the texture extracted, use any photo editing program that can use TGA files [such as Paint.NET] and edit however you like.
When you've done your changes, now open Unreal Engine 4.26.2. (Which you typically do by opening the Epic Games Launcher, but you can pin the Unreal Engine application to your toolbar to ease of access.)
It'll open up to something like the images below, so just choose Game, Blank and name the project however you like and then Create Project.
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Once it has opened, drag and drop your edited texture into the bottom grey area and click 'Save All' in the File menu. Now, to cook the texture by clicking 'Cook Content for Windows' in the File menu.
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When it is done cooking, left click the texture and use 'Open Cooked File in Explorer', it'll open to the window that's shown in the image below, but DO NOT USE that asset. It is NOT what we want.
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Instead, click on your project's name in the address bar (in my case, I would click on Tut that is before Content).
Then go into 'Saved', 'Cooked', 'WindowsNoEditor', 'Tut' and 'Content' and there are the assets we need until the Shadow info.
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Make a new folder somewhere else and name it 'Psychonauts2', then another folder in it named 'Content', the next folders depend one where you got your texture from, since I got mine from Raz, I'd need to make a folder in Content called 'Characters', one in that called 'Raz' and then another in that called 'Outfit_P1'. [Such as the image below, showing the folder structure in the address bar.]
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Now to pack this all up into a pak file. Go into the folder does has your UnrealPak bats and create a folder with whatever you want to name your mod. (For this one I named it Tut_P, I'm not entirely sure you need the '_P', but I do it just in-case, so I advise you do too.) Then put the Psychonauts2 folder you created with your cooked edited texture into it that folder. Once you've done that, drag and drop your 'modname_P' folder over any of the UnrealPak bats (that isn't the unpack one). It doesn't really matter if you use it with or without compression, I just usually use 'without' compression.
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Once it's all paked and ready to go, just head on over to C:\Program Files (x86)\Steam\steamapps\common\Psychonauts 2\Psychonauts2\Content\Paks and create a folder (if it's not already there) called ~mods.
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Drag and drop your cooked pak into the ~mods folder and viola. You're done. Open up and the game and you should see whatever you changed in the game.
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andre3d1 · 7 months ago
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Blueprint para criar telhados, pisos, revestimentos e até encher recipientes no Unreal
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wtfmp2025 · 1 month ago
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Creating my Character in Unreal Part 6
I selected all the Cubes in the World that weren't my character and created a group to get rid of all the Cubes in the Outliner it doesn't do that however.
I then searched up "how to give shapes a basic colour in unreal engine" and got this video
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So I right Clicked the Content Drawer and went down to Material
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Then I double clicked the Material in the Content Drawer. Then I went to Palette then down and dragged on Constant3Vector 3.
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3dcinetv · 2 months ago
Video
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Unreal Engine - Modular Foot rig hot fix
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