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UnrealSimon @UC9go9jWq2w4iDdZ162ulmug@youtube.com

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00:54
Simon's Super Secret Marketing Sauce
09:29
Soft Terrain Blend by using CustomDepth
03:39
5.2: Workaround for Incorrect Debug View of sceneDepth & customDepth
09:30
Niagara 5.1.0: Switch Particle Renderer when entering a Volume
05:47
Niagara 5.1: Ignore Death Event when Particle died by Age (but send if killed e.g. by Kill Volume)
07:27
UE 5.1: Problems (and only half-solutions) when animating Material Instance Parameter via Sequencer
04:08
Niagara Camera Query (Position, Vector)
05:27
Niagara 4.25: SubUV with Frame Blending
09:29
Niagara 4.25: Travel distance based UVs for Ribbons
04:56
Niagara 4.25: Random Value per Ribbon
14:24
Niagara 4.25: Ribbon with "static" UVs (unfold from tail) and fade the ribbon simultaneously
02:03
Niagara 4.25: Scrub/Control Niagara System via Sequencer
05:00
Niagara 4.25: Overwrite Particle Velocity Direction with Sampled Vector from Vector Field
27:33
Niagara 4.25: Collision for Mesh Particles (CPU) (gotchas, roll/orientation control)
01:44
Niagara: Delay Emitter via Timeline
15:35
Update: Motion Vectors for Flipbooks with Slate Editor 1.75
22:36
Unreal Motion Blur for Actors, Vertex Offset, Spline Mesh Component and Particles
04:21
Blueprint: Get all Components in a Blueprint (even if they simulate physics)
09:39
Niagara: Debugging Particles with Attribute Spreadsheet
14:40
Niagara: Particles.Velocity as Color and controller for the Rotation-Rate
05:57
Niagara: Random Non-Uniform Initial Particle Size
24:33
Rendering Flip Books at Runtime
03:46
Unreal-Project crashes during loading?
13:53
Motion Vectors for Flipbooks with Slate Editor
07:27
Create Vector Field with Blender and import into Unreal
08:05
Set random particle vector parameter via blueprint and ParticleSysParam
15:40
Adapt Geometry/Particles to Ground/Terrain
00:49
Snippet #2 "Moving Circle"
07:37
Write Pixel via Blueprint to exact positions in Canvas RenderTarget/Texture (Unreal Engine 4.14)
02:45
Oldschool Particle Trails - Emitter Initial Location - Event Generator and Receivers
20:53
Experiment: 2 maps in 1 channel
18:52
Experiment: Get colors from image and assemble Grayscale-Version + Palette in Unreal to save Memory
08:41
Fighting Overdraw with Geometry/Mesh Particles
13:30
Flow Map Material Setup in 13 Minutes
00:26
Snippet #1 "Sphere inside of a Sphere"
04:11
Export/Modify/Import in UNREAL painted Vertex Color
04:22
Mask a single float color
02:48
Face camera via Material (without Particle System)
01:31
Decal Transparency Preview in the Material Editor Preview
04:11
Uniform Back- & Frontface-Color for stylized materials
05:20
Scale Objects via Vertexshader (along local axis)
02:20
Rotate Geometry-Particle to Camera but keep Z-Axis locked
01:43
Move vertices along the BiNormals of a mesh
02:02
Create particles with limitless Lifetime
03:08
Render certain section of Matinee sequence and control Post FX during rendering (Unreal Engine 4.10)
03:38
Use skeletal meshes as destructibles (Unreal Engine 4.10)
02:50
How to spawn Particles on an Actor-Surface (Unreal Engine 4.10)
03:04
How to animate a Particle-Parameter via Matinee (Unreal Engine 4.10)