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LeafBranchGames
Sweden
Приєднався 18 кві 2021
Welcome!
This channel is dedicated to game development using Unreal Engine 4 and Unreal Engine 5.
My hope is to not only teach you how to make games, but to do it well.
This channel is dedicated to game development using Unreal Engine 4 and Unreal Engine 5.
My hope is to not only teach you how to make games, but to do it well.
Unreal Engine free assets July 2024
In this episode we take a cursory glance at the new assets available for free in the month of July for 2024.
The assets this month are:
World Director NPC - PRO
Stylized Landscape 5 Biomes
Mega Magic VFX Bundle
Mediterranean Coast
Ultimate Character
Join the Discord server here: discord.gg/zBeebU7uv3
Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
The assets this month are:
World Director NPC - PRO
Stylized Landscape 5 Biomes
Mega Magic VFX Bundle
Mediterranean Coast
Ultimate Character
Join the Discord server here: discord.gg/zBeebU7uv3
Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Переглядів: 2 194
Відео
500 free animations motion matching project - Unreal Engine 5.4
Переглядів 3 тис.21 день тому
In this video we take a first look at the new free motion matching project showing best practices using 500 free animations. Motion matching project documentation: dev.epicgames.com/documentation/en-us/unreal-engine/game-animation-sample-project-in-unreal-engine Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Unreal Engine free assets June 2024
Переглядів 2,2 тис.Місяць тому
In this episode we take a cursory glance at the new assets available for free in the month of June for 2024. The assets this month are: Science Fiction Valley Town Ultimate Weapon Customization System Lookout Tower Low Poly Viking Top-Down Interiors Adventurer's Inventory Kit Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com...
Import Sketchfab models (Bite sized) - Unreal Engine 5
Переглядів 597Місяць тому
In this episode we take a look at how you can import models from Sketchfab easily to use inside Unreal engine 5. Bite sized playlist: ua-cam.com/play/PLNBX4kIrA68kB2gLPsCVnDHetTZQ0qre5.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Inverting normals in Unreal Engine (Bite sized) - Unreal Engine 5
Переглядів 684Місяць тому
In this episode of bite sized I show how you can invert normals on a mesh inside of Unreal engine without having to take the model back into blender. Bite sized playlist: ua-cam.com/play/PLNBX4kIrA68kB2gLPsCVnDHetTZQ0qre5.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Unreal Engine free assets May 2024
Переглядів 1,9 тис.Місяць тому
In this episode we take a cursory glance at the new assets available for free in the month of May for 2024. The assets this month are: Tokyo Stylized Environment Replicated Grab System Environments Bundle (6 Maps) Modular Sci-Fi Indoor/Outdoor environment pack Advanced Flock System Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patre...
How to build an enemy Health bar in Unreal Engine 5 the right way - Tutorial
Переглядів 2,4 тис.2 місяці тому
In this episode we look at how you can create a health bar for an enemy that makes use of the same system as your player. Aign mesh to camera tutorial: ua-cam.com/video/dce1n6Ojss8/v-deo.html by @RVillani Link to health bar tutorial: ua-cam.com/video/bdsROh8mQZk/v-deo.html Link to replication tutorials: ua-cam.com/video/QW_eROeV5WA/v-deo.html ua-cam.com/video/Bt1bVq0gRPI/v-deo.html Join the Dis...
Unreal Engine free assets April 2024
Переглядів 2,3 тис.3 місяці тому
In this episode we take a cursory glance at the new assets available for free in the month of April for 2024. The assets this month are: Ancient Golem Clay Forest Village Pack Gothic Cathedral Asset Pack Watermills / Nature Environment Clouds Lighting System Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Easy Control rig in 5.4 - Unreal Engine 5 tutorial
Переглядів 5 тис.3 місяці тому
In this tutorial we take a look at the modular control rig in UE 5.4 preview. Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Easy animation retarget in 5.4 - Unreal Engine 5 tutorial
Переглядів 9 тис.3 місяці тому
In this tutorial we take a look at the upgraded retargetting in UE 5.4 preview. Mixamo: www.mixamo.com Retarget tutorial: ua-cam.com/video/7m0GIqp1wS0/v-deo.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Great content creators #7 - Alex Forsythe - Unreal Engine
Переглядів 1,4 тис.3 місяці тому
In this series we take a look at some of the greatest content creators out there related to Unreal Engine. In this episode we take a look at Alex Forsythe. You can find his channel here: www.youtube.com/@AlexForsythe Great content creator playlist: ua-cam.com/play/PLNBX4kIrA68nNmiUEl79NYZJIeL62NuH4.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on P...
Unreal Engine free assets March 2024
Переглядів 2,8 тис.4 місяці тому
In this episode we take a cursory glance at the new assets available for free in the month of March for 2024. The assets this month are: Ultimate Farming Renovation simulator Primitive Characters (Pack) Modular Medieval Town with Interior DLC In Blueprints V3 Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Creating Helldivers 2 Stratagem system - Unreal Engine 5
Переглядів 3,9 тис.4 місяці тому
In this tutorial we will be creating a very powerful and easy to use stratagem system. Download project files from Patreon here: www.patreon.com/posts/lbg-stratagem-99310321 Let's create systems playlist: ua-cam.com/play/PLNBX4kIrA68lvWElEzhRaCOtCjZ7L05xv.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Creating the ultimate save system - Unreal Engine 5
Переглядів 15 тис.4 місяці тому
In this tutorial we will be creating a very powerful and easy to use save system. Let's create systems playlist: ua-cam.com/play/PLNBX4kIrA68lvWElEzhRaCOtCjZ7L05xv.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
10 tips and tricks to improve your game development - Unreal Engine 5
Переглядів 3,1 тис.4 місяці тому
In this episode of be a better game dev, we will be looking into some tips to improve your game dev efficiency. Be a better game dev playlist: ua-cam.com/play/PLNBX4kIrA68nX9tTCMbuBM8up9JVq29fv.html Join the Discord server here: discord.gg/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: www.patreon.com/LeafBranchGames
Adjustable Fire Embers(Niagara) + free download - Unreal engine 5
Переглядів 1,7 тис.4 місяці тому
Adjustable Fire Embers(Niagara) free download - Unreal engine 5
Unreal Engine free assets February 2024
Переглядів 2,6 тис.5 місяців тому
Unreal Engine free assets February 2024
Improve UI debugging with Widget Reflector - Be a better game dev
Переглядів 1,8 тис.5 місяців тому
Improve UI debugging with Widget Reflector - Be a better game dev
UE5 Understanding UI Bindings - Be a better game dev
Переглядів 8 тис.5 місяців тому
UE5 Understanding UI Bindings - Be a better game dev
How to improve your debugging skills - Be a better game dev
Переглядів 4,1 тис.5 місяців тому
How to improve your debugging skills - Be a better game dev
UE5 Understanding Pure Functions - Be a better game dev
Переглядів 4,3 тис.5 місяців тому
UE5 Understanding Pure Functions - Be a better game dev
Unreal Engine free assets January 2024
Переглядів 9 тис.6 місяців тому
Unreal Engine free assets January 2024
UE5 Understanding Delay - Be a better game dev
Переглядів 7 тис.6 місяців тому
UE5 Understanding Delay - Be a better game dev
UE5 Understanding Tick - Be a better game dev
Переглядів 10 тис.6 місяців тому
UE5 Understanding Tick - Be a better game dev
UE5 Understanding hard and soft references - Be a better game dev
Переглядів 30 тис.6 місяців тому
UE5 Understanding hard and soft references - Be a better game dev
Unreal Engine free assets December 2023
Переглядів 3,2 тис.7 місяців тому
Unreal Engine free assets December 2023
How to create a Loading screen - Unreal Engine 5
Переглядів 10 тис.7 місяців тому
How to create a Loading screen - Unreal Engine 5
How to create a character selection - Unreal Engine 5
Переглядів 9 тис.7 місяців тому
How to create a character selection - Unreal Engine 5
Adding skippable intro cinematics (Bite sized) - Unreal Engine 5
Переглядів 1,4 тис.7 місяців тому
Adding skippable intro cinematics (Bite sized) - Unreal Engine 5
Creating a custom splash screen (Bite sized) - Unreal Engine 5
Переглядів 1,1 тис.7 місяців тому
Creating a custom splash screen (Bite sized) - Unreal Engine 5
Can I access owning instance variables within the state machine? I want two blueprints to be able to communicate states between each other through event dispatchers to set flags and then change animation states based on those bool flags. However, even making the class variable public doesn't make it visible to the animation blueprint for PaperZD. Am I just barking up the wrong tree to do what I'm trying to do?
Thanks for sharing. I’m a Level Designer currently trying to improve my Blueprint skills and I see so many scrappy tutorials out there that provide solutions to things that are feasible for only simple prototypes. Once it’s time to make a fully optimized game, that code becomes very inefficient.
You are very welcome. Yes, on small scale, many things are doable. But as part of a greater whole, many things need to be avoided or at least taken into consideration to not create massive technical debt.
Absolutely amazing. It works perfectly, even if the AI Character child class has different health widgets. I checked. I created an AI Character Base Class and made children, Boss Base Class, regular enemies base class, NPC Base and Companions base. They inherit from the Base AI. You are hands down the greatest. I have a question though
For some reason when do this in a top down game mode where click is the action to move it only allows me to click once after loading the character? any ideas on a fix for this?!? Thank you!
For those still Struggling with the opacity problem, I created a function in W_CardHand called CardOpacityPatch In the function I ran a for each loop on the CardWidgetRef to set render Opacity 1 Then I override the Ondrop fuction on W_CardHand to call CardOpacityPatch And then I did the same in the OnDrop function in W_CardHUD Seem like it fixed everything
Epic's just love creating mind-blowing puzzles with each version of the engine ))
How expensive on memory is to have widget references as variables? I have about 5 references of UI stuff on my character and i cant help but feel bad about it.
your tutorials are so valuable, thanks very much. I expect to make a video about Steam Online Subsytem on future, if you want to make that. Thanks again, you are the best!
Thank you. :)
Hello, great video but just have one question Is there a way I can change back to the original character? Like change to a different character but still have the ability to change back whenever needed?
Sure, just change the class or mesh depending on how you made your system.
What worries me is that this method only translate words 1:1, it does not take into consideration the dialogue context. What if we have complex dialogue lines?
Not sure where you got that idea from.
@@LeafBranchGames well, in the video you show only words being collected and translated one by one. Maybe I'm missing something.
@@silentwindstudio No, I show variables being collected. A variable can contain one word, two words, a hundred words.
@@LeafBranchGames In this case forget everything I said, my mistake lol
@@silentwindstudio 👍
Is there a chance in the future of you showing, how to make efficient and optimised crowds of NPCs? Or can you recommend a tutorial, since there are a lot but I dont know which one to choose.
Hmm, I would say the likelyhood is low for that unfortunately. But I can put it on my list and we shall see.
thanks for expansive review this month. NPC director was the one i thought would be usefull in the game im working on, but as you shown not all is gold that glitters
Indeed!
It was the most comprehensive tutorial I've seen. Thank you.
My pleasure. :)
Damn thanks for giving a full review for each asset. I mean other channels just make a "fast showcase" (I don't think is necessary "wrong" tho). But you make like a debugging and then show your opinions, really appreciate your work!!! thank you for the video
Glad to hear you like it. :)
These free assets are always so disappointing... I wish you worked for epic and did these checks before selecting them 😅
Haha, no there is an idea. Pitch it to them to give me a Q&A free asset picker. ;)
A handful of useless garbage again
I watched your assessment of the free assets and was left wondering how it is that I haven't seen your work before. I get up each month after the free assets are released and go straight to the UA-cam assessments. Your assessment today is simply the best I have ever watched and I just subscribed for that reason. I am very much a part time hobbyist, still struggling with the intricacies of Unreal Engine. Your assessments were comprehensive and extremely useful to a person in my position. Starting in August, your review will be the first one I look for and I will also be going through your other videos to see what you have done that may be helpful. Thank you for providing such a useful review.
Thank you for the thorough feedback. I am very happy to hear it was useful information to you. Your future support is also very much appreciated! :)
We are overdue for another cathedral.
lol
Hello, thank you very much for making this video! It's been great and easy to follow along. Do you also have a video for how to make a working vehicle with a physics system? I am trying to make a game where you can operate vehicles with semi-realistic driving.
I have a video that shows you the basics of setting up a chaos vehicle (not everythings, but enough to get started and finishing it). Those use physics and can be tweaked and tuned in a bunch of different ways for different end results.
Yeah, I can't see myself ever using the World Director, nothing is more annoying than vague test results and you can't even achieve remotely what was claimed in their own demo maps
For sure. Maybe there is some nische use case. But hte creator should really have done a better job providing information on the product so we know what to expect or done more real world accurate information on the numbers and usage.
Awesome review. Feels like quality assurance review, lol. Really good job man!
Thank you very much. Appreciate it!
The issue I have with most Blueprint and completed projects assets is that they do not show you how to implement them into your projects.
That is true for sure. This blueprint project is trying to be too much. Probaly to lure in beginners that don't know what they want or need. So it is more a project you build upon rather than implement into another project. So the opposite of flexible and modular.
@@LeafBranchGames Exactly. Even the inventory system for last month. It's beautiful, however, how do you implement it? I checked the owners channel and nothing on how to change anything and to make it your own
@@kellowattentertainment Yeah, it is unfortunate, for sure.
I have an idea for a tutorial. For the inventory system asset from last months supply, could you do tutorials on how to build such a system? You already have the assets at your disposal. So technically, the only thing you'll be showing is the blueprint code.
@@kellowattentertainment Those systems are fairly large and take a very long time to make. Also, the people who miss that month of the free asset can not follow along using the same visual assets.
Hahaha I love how you're lost for words for the last asset... Great vid as usual!
Thank you. :)
dissappointing drops this month...
For some of the assets sure. But they are free, so even just one or a few gets some use in a project it has value, right?
@@LeafBranchGames I guess so man. Last one was really high quality, but I could not use them; this is something I could've used but I could not use x(
@@tuwumuch Hopefully Epic scrutinize assets more in the future so we get better quality options.
Always appreciate your honesty and sober view on these packs!
Thank you, appreciate it!
Hi, I'm the owner of Mega Magic VFX Bundle Asset pack. First of all thank you for your precious comments & feedback about my product and I think that you made very accurate comments about it. Only a few misunderstandings happened about them I guess. Like naming of the aura pack because I thought they would be used with characters as their power up skills etc. And this applies to other packs as you said since VFX is something that everyone finds a different way to use them. Loved the video!
Hello Rhino! Glad to hear you liked the video and the honest opinion. Keep up the good work!
What did they offer you?
@@mobildisko579 What did who offer whom?
@@LeafBranchGames I wonder how much Epic Games paid to the person selling the asset package?
@@mobildisko579 Each market seller that agrees to put up an asset gets 7500 dollars regardless of how many times it gets downloaded during the free month.
I actually needed one of these "magic" effects. So that one is good. Everything else is pretty meh in my opinion.
Glad to hear you found some useful value from the monthly rotation!
Thanks for the vid Heads up: your SFX drowns out your voice while your looking at the Ultimate (hahaha) Character system
Thanks, yeah I still have to do some adjustments to my settings. Everything is messed up since having moved.
Thanks for the review. I really like when you take the time to dig into the code to provide us with the best informations about the products
I try my best. I only have a small amount of time to try and get as good of an idea of the assets as I can. Sometimes I get things wrong, but I think I am fairly accurate for the most part.
Huh, and here I thought being in an echo chamber was a metaphorical thing.
This time it was both.
thanks for the vid!
Thank you for the view!
man, if you want to take an advice, you have to improve your audio. Thanks for the video!
I just moved. I have not managed to setup my audio like before yet.
The ultimate character one really confused me at first at what its purpose was.
You and me both.
After you add a new MapKey, how do you set the properties for that key (for example, setting "Is Player Mappable" option to true)? I tried setting the struct value from the output of the MapKey node, but it doesn't work.
Thank you for making this useful tutorial.
My pleasure!
Hi, I wanna build an mmorpg game to play with my friends but I don’t have any ue/c++ experience. Which of your tutorials should I watch and in what order ? I’ve found your tutorials the most useful and detailed compared to others so I hope you’ll give an idea on what path should I follow
hi, could you also make a tutorial for costumize them?, for example changing the material of each character with a different UI? I tried using your metod but I don't know if create X widgets (for each character) or create a widget using Data Table's information that change for every character for example I seen that on w_CharacterSelection>Default>Row Name you cuold modify every button but I need that I need to modify it through the previous selection for example click Leila>open wCharacterSkinSelection>and view Leila's skins (which are different buttons that set the material) but if you click on vader you see the same widget but the Default>Row Name are different , can you help me ? i'm desperate anyway, great tutorial!!!
The same way you have different images for the different characters, all stored in a data table, the same way you would add any other aspect you want to be individually different between them.
i imported it and where it says scene i cant do anything with it, cant click into it, put it in the world nothing
Try doing it with some different asset and see if it is an issue with the specific one you picked. Because I have never had any issues.
This just breathes life into the scene, thanks
My pleasure!
me: i need to rework my character select screen to be leaner and more modular. leaf: i got youuu. hell yea. just what i was looking for.
👍
can you please guide me on how to save the level name if you have multiple levels in your game
very good
Thank you!
You cannot imagine how much this helped me. Ive been stuck on this for a week and i finnaly found this video which solved it. Thank you so much man!
Do be careful with this technique though. It is not recommended as best practice. It can have consequences depending on what you are doing.
how would you create the charge attack for a 3d character in a 3d world. I don't seem to have a 'Jump Node' is where I am getting stuck
No, a normal animation blueprint state machine does not have a jump node. That is specifically for paperzd. But there is really no difference from how you can create a jumping animation state. You have a start, a loop and an end: ua-cam.com/video/TjOnYjCiMmw/v-deo.html
@@LeafBranchGames Hey thanks for the quick response! More so looking to create a "charge attack" would you recommend still doing in state machine and just go from "Idle node" to "PreCharge" to "Charge" to "Released" then back to "Idle" (if that makes sense)?
@@JWitty18 It completely depends on the project and how the architecture of the attacks and such are setup to work and interact with other aspects of the game. You can make use of the animation state tree and see if that suits you, if not, you can always code a state machine for your specific purpose to have it more custom.
Thank you !
My pleasure!
Hey ! Really great tutorial, the explanations are really clear !! I'm just wondering why the maps aren't really in the center of the screen but a little to the right. I've tried using the viewport size instead of the widget but the problem remains the same. When I print the size, I get a number larger than the actual size of my screen? For example, my screen is 1920*1080px but the widget size is 2080.
The maps are not in the center?
@@LeafBranchGames ok I don't know why I said the maps lol. I wanted to say the cards.
@@Hettrick The position of the cards will be determined by the card hand widget, which will be determined by the anchor or position it has in the HUD space.
@@LeafBranchGames I put the anchor to be all the bottom of my screen but my card hand is not centered which is very strange. There is a small offset to the right.
@@Hettrick Start debugging the values for different parts until you find a value that is not as centered as you expect it to be.
Please if possible make tutorials to make game like tomb raider/uncharted with interactive cinematics and interactive cutscenes enemy etc also make it for beginner friendly ❤ so much people are waiting like me
This sounds like what you are after: ua-cam.com/video/_12OBDLAMFI/v-deo.html
If anyone struggling with the opacity problem here is the Solution in extreme detail. 1. In W_card Create a function override "On drop". 2. In the function. Call Drag stopped (dragged card will be to self) > From self set render opacity back to 1 > return node 3. In the Card Hand Widget create another "ondrop" override function. 4. In the Ondrop function drag "card widget ref" array, set a for loop > on each loop set render opacity to 1. On complete connect for each loop complete to return node. That is all you have to do to get everything working.
Thank you for sharing!
Rellay work,Thank you!
Is there is a way to replicate pawn possession?
Depends on what you mean. I feel like you may be asking the wrong question, because possession replication should not be an issue.
Can bindings still work for an options menu that does not run in real time?
What kind of menu do you imagine exists outside of real time?
@LeafBranchGames Sorry I wasn't clear, I mean that I use bindings in my settings menu to display the current graphics setting, vsync, etc. I might be wrong but I think it doesn't matter because the settings menu isn't constantly loading during gameplay
@@HenrikMakesGames That is possibly the worst situation to have them. You will maybe change one settings every few seconds at most, but every single setting will be checking the value 100 times per second. So 1 update was needed but you had thousands of thousands of updates happening. You may or may not notice the performance hit, because your screen might not have much to display, but why would you even consider doing that?
@@LeafBranchGames I followed a shitty tutorial before I found yours 😢