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Download "Добавляем ПЕРСОНАЖА в ИГРУ // Создание ИГРЫ в Unreal Engine. Урок 1"

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  • ruRussian
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00:00:03
will begin to create our own
00:00:05
game, of course it will not be some kind of
00:00:09
blockbuster or something else simple
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game, but nevertheless, to
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learn some basics, so to speak, of the
00:00:16
unreal engine in
00:00:18
order to understand how it works works in general and
00:00:20
here we will start with the fact that in this lesson we
00:00:27
will simply create our character, in the future we will create him,
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add animation, we will add
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health life to him, blows to Khadija, we will teach
00:00:34
him to walk, run, and so on, I will try to
00:00:36
post a video once a week and I also
00:00:38
want to say that an engine like
00:00:40
Anril engine 4 is suitable, but Anril engine 5 I’m
00:00:43
working on the fourth one, there
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are no problems with this at all,
00:00:48
so we start working then, click
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on the games category in the games category, we
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see that there are several templates of the so-
00:00:58
called templates, that is, first person
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is a puzzle and so on further, that is, we are
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not interested in this, we are interested in blank, that
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is, project in spring code, that is, without code, an
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absolutely empty project, click next and
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what we see in front of us is the
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project settings, respectively,
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we have a choice between how we will
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work here and the blueprint or si
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plus plus, but we choose blueprint, it’s
00:01:26
much easier
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to program this way, in general, we don’t go deeper,
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choosing the maximum collite, that is, the
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maximum quality ray tracing design of the
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chatterbox, let street racing be
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turned off so that it does not load our
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system, then we choose what we create
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for the
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desktop, that is We are creating a game there for the computer,
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let’s say you can choose
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for a mobile phone, but it’s better, of course, for a
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computer so that we have everything with you,
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so to speak, in synergy, then we start
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our content, we remove it all,
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install it, but the starter content, that is, we
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don’t need the starter content there no
00:02:01
cubes there, well, in short, we
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don’t need it all, we don’t need anything, we will then add it all ourselves
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if necessary, and then
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select the folder column in which folder you
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want to save this project, and the same
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project name, that is, I’ll call it create
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corrector and then after that, click
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create project after you have created the
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project, you see yes, there is an empty scene here,
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but it’s not completely empty, here there is a
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platform, we have the sky, but
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nevertheless, later, if necessary, we will
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fix it all, supplemented further, we create a
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folder for our own convenience then there is a
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right-click where the content is the browser
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and click new folder call the folder I will
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call it main collectors the main
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character then we enter the folder and in
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this folder we right-click
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and go to the blue print class that is, to the
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love class what is this is where
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here is all the logic, that is, of
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any object of any object of
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any character, then we
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are asked to choose
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which class we will create, there is a respawn actor,
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there is a
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playercontroller corrector, and so on, we
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are mainly interested only in the
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actor corrector, and we don’t have one yet interested in
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the corrector, why exactly are we interested in the
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corrector because we have a character and
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our character will run, he
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will probably be able to swim there,
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depending on your game and so
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on, that is, there
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will already be settings in this corrector class, but in general we are
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interested in the corrector then there are correctors,
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here is the description, this is a type of fauna that
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includes the ability to walk,
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well, just walk, and so on, as you
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can see, we have created a blue green class and
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we call this blue green class, but
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let’s say I call it baby & wario, that
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is, blueprint warrior warrior, be sure to
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write in the very at the beginning of blueprint so that
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this is for your convenience and in general this is how it is
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customary to write in the engine, that is,
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blueprint bp abbreviations, we go into this
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class and we see that there is
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absolutely nothing here, that is, we have
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a capsule here, but the capsule is, so to speak, this
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collision, that is,
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let's say this the capsule will
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collide, if it hits any wall, a
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collision will form and the
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wall will not let us in. The wall
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will definitely not let us through. This is where there are collisions, but
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we will also talk about this
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later, we have a mouse, this is a corrector between
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where we will directly add
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our character and as I already said,
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the distinctive feature of this
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corrector class that we created is that
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there is a movement collector here, that is, the
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movement of our character, that is, here
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we can see on the right, we can set
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gravity there, we can set the mass there,
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his walking speed, and so on and so
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forth, that is in Pawnee or factory there is
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nothing of this, but here you see your
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minto from sailing flyin' to fly and so
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on, that is, if we created
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some kind of full or aktar, we would have
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all this logic there, the necessity
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had to be created from scratch, but here in
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principle in this class these are all these
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settings, they are already included for convenience, let’s
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move this window here and pin it,
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then let’s say we go to the browser and
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open the site. I honestly don’t know how to
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correctly pronounce mig sama or
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mix, but most likely mix, we
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usually call it here on on this site, if
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you are not registered, you can
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register sign up worthy or
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log in accordingly, well, I’m already
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registered, so I’ll
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click login on the
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registration process and I won’t explain it
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because I think everything there is intuitive,
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but even after our site
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has loaded, we see what’s here there
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are two columns at the top, this is a proofreader with
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them, a chance, that is, here you can
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download a character for free, you can
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download animations for this character, well,
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scroll through the means, select the character
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that you basically need, which is
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interesting to you, here on the right is my
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previous character, but you like him don’t be
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guided by, well, and accordingly we can
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choose, let’s say this character as an example,
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that is, he stands like this in the so-
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called type xii, this is a standard pose,
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but there is also a pose, but there
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seems to be practically no difference,
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accordingly, this character
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suits us, but you you can choose
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another character, I still recommend
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choosing this one if you are studying
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further, click donload
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and accordingly here is the format in
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which format you want to save this character,
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that is, it can be hb fbx, for example,
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for unity for another
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engine, but in principle it will fit exactly it won’t
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suit my husband, here’s the very first format
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so that everything is fine in the project, then
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again we choose a pose, there
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’s something like eat Regina’s question, but
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we don’t need the original pose,
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let it be like cm and then we’ll add
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all these animations to it, standard poses and so
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on after that we press the
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download button, be sure when you
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download the character into the folder, load
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it into the folder in which you have saved the
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main project, respectively, after the
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download has occurred at the bottom, it
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will be written in the engine itself, that is,
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changes have occurred, at the very bottom
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would you like to
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import this and you click
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import this will all pop up for you
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automatically if you have added the character
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to your project folder everything and after
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you clicked import there will be a
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small download and a window like this will open
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respectively
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here and skeleton b6 import mouse
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respectively this is all Let your checkboxes be
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set so that
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thanks to these meshes, we
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can then apply animations, we can, but
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in general, somehow interact with the
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characters, so to speak, this is a skeleton,
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that is, this skeleton can then be
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controlled, well, in general, let the checkboxes
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remain, this is important check that you have
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everything as I have, that is, the skeleton is
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also with us, but it is, that is, there is
00:08:26
no skeleton on the skeleton; again, it
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will now be imported from us
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independently and after that, click
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import all, after that a message like this will appear here,
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it’s nothing there’s
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nothing scary about it, it’s a standard
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message, and after you’ve
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imported this file, it offers
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you to import
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additional materials, that is, at the
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very bottom, click import
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and wait until it’s all imported.
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Now we see that we’ve
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added our skeleton there. character, let's
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add the character itself,
00:09:02
material to this character, but again we
00:09:04
will discuss all this in more detail later,
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go to our this is the very
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same character, click twice and we
00:09:14
see that he is like this, well, he is
00:09:17
different from what we had when
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we looked at the site, but
00:09:23
nevertheless, we will also fix this now,
00:09:25
because well, so to speak, no, no
00:09:28
materials were superimposed on this
00:09:31
character, we will do it all
00:09:33
accordingly, go to our beppe
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warrior that we created, click on
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march, this is our character skeleton and on
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the right we select where, respectively,
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skeletal between where but he click and there
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will now appear for you, accordingly, a
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skeletal mishnah the name of the character
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whose you add, click on it,
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and adjust the
00:09:59
characters accordingly so that it is not as
00:10:02
accurate as possible, but so that it is at least this is the
00:10:04
capsule he entered because the capsule,
00:10:06
again, this is a collision,
00:10:08
then it will be strange, let’s say if
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your character’s hand goes
00:10:13
through the wall, so let this be
00:10:16
all, but so to speak, your character
00:10:20
will be in the capsule itself, that’s all, I decided
00:10:23
to put our character in this
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way in the capsule I think that it
00:10:27
will be fine this way, but the most
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important thing I want to say is that turn the
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character in the direction of the blue
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arrow because then there won’t be
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such confusion that your character
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is looking in one direction and the arrow of
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this lesson component is looking in the other
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direction then there is your character should
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look in the direction of the
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arrow so that later there were no
00:10:49
problems if necessary, you can then
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adjust the capsule, but this is a
00:10:55
more precise setting, so to speak, I
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think that in principle you can handle it and as we
00:11:00
see, we have added the character to the scene
00:11:03
yes, but still we don’t have any
00:11:04
armor there, no texture, it doesn’t
00:11:08
look like what we saw on the site
00:11:10
to fix it all here, there is an
00:11:12
automatic import of this
00:11:14
material, here it says p1 matt
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words to the material, click there and we see
00:11:21
what’s here there is a certain design,
00:11:23
again we will discuss the materials
00:11:25
later, this is not now and at the bottom most likely
00:11:29
you will have the shapers component written,
00:11:31
that is, it compiles the shaders, well,
00:11:34
accordingly, you need to let the program
00:11:36
just let the engine process all these shaders,
00:11:39
something has appeared on the character, a texture has appeared, a
00:11:40
shadow has appeared and light and so on and
00:11:43
so forth,
00:11:44
accordingly, it can take a very
00:11:45
long time, it may be such that you
00:11:48
won’t even have it, that in
00:11:49
principle the texture on your character will be
00:11:52
normal, it all depends on the
00:11:54
power of the processor, so to speak,
00:11:56
after the shaders are
00:11:59
processed accordingly we see here in
00:12:01
the material, here a texture has appeared and on
00:12:04
our character this same texture has also appeared,
00:12:06
that is, the engine just had to
00:12:08
process it all, and we see that
00:12:11
the texture on the character is there, everything seems to be in
00:12:13
order, everything is fine if you don’t
00:12:16
have a texture, then you need to
00:12:18
go again, our blueprint is ashes
00:12:20
warrior and here you see the material column
00:12:24
and see yes, here is element 0 and here is the
00:12:27
paladin mat, that is, the material, if you
00:12:31
don’t have this, then you just click on the
00:12:32
arrow and select
00:12:35
this material and basically everything
00:12:39
will appear in you in the next lesson, then
00:12:42
you and I will teach our character to
00:12:45
move, well, we’ll add animations to him
00:12:48
first, and then probably after a
00:12:50
lesson we’ll teach him to walk and
00:12:53
run accordingly, subscribe to the
00:12:56
channel, comment if something is
00:12:58
unclear and see you again

Description:

Этим видео я начинаю цикл видео по созданию игры в Unreal Engine. В данном видео мы создадим пустой проект, найдем персонажа и добавим его в наш проект. Ну и еще парочку интересных настроек проведем. ВАЖНО: эти уроки для новичков, но предполагается, что вы хотя бы знаете навигацию в Unreal Engine (например, как повернуть персонажа). Больше специальных познаний не потребуется.

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