Spacemarine658
Spacemarine658
  • Видео 266
  • Просмотров 138 091
Unreal engine 5.5 Quest system Tutorial Ep 4: Required Quests and UI
We are staring a longer form series covering all the important pieces in making a useful and performant quest system. We'll have
Creating a Quest struct (with gameplay tags)
-Chaining quests
-Required quests
Quest metadata/media
-Loading it async
-Accessing it with soft pointers
Storing Quests (Active/Completed)
Tracking progress (Objectives) (event-driven)
-Objective UI
UI to show quests
-Filtering quests
-Searchable quests
Triggerable UI notifications
Saving the current state
Good luck and Good hunting
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If you enjoyed watching please like and (if you aren't already) consider subscri...
Просмотров: 40

Видео

Unreal engine 5.5 Quest system Tutorial Ep 3: Starting Quests and Linked Quests
Просмотров 6621 час назад
We are staring a longer form series covering all the important pieces in making a useful and performant quest system. We'll have Creating a Quest struct (with gameplay tags) -Chaining quests -Required quests Quest metadata/media -Loading it async -Accessing it with soft pointers Storing Quests (Active/Completed) Tracking progress (Objectives) (event-driven) -Objective UI UI to show quests -Filt...
Unreal engine 5.5 Quest system Tutorial Ep 2: Objectives and tag listeners
Просмотров 16514 дней назад
We are staring a longer form series covering all the important pieces in making a useful and performant quest system. We'll have Creating a Quest struct (with gameplay tags) -Chaining quests -Required quests Quest metadata/media -Loading it async -Accessing it with soft pointers Storing Quests (Active/Completed) Tracking progress (Objectives) (event-driven) -Objective UI UI to show quests -Filt...
Unreal engine 5.5 Quest system Tutorial Ep 1: Quests and Events
Просмотров 21121 день назад
We are staring a longer form series covering all the important pieces in making a useful and performant quest system. We'll have Creating a Quest struct (with gameplay tags) -Chaining quests -Required quests Quest metadata/media -Loading it async -Accessing it with soft pointers Storing Quests (Active/Completed) Tracking progress (Objectives) (event-driven) -Objective UI UI to show quests -Filt...
Unreal engine 5.5 Quest system Tutorial Ep 0: Getting Started
Просмотров 244Месяц назад
We are staring a longer form series covering all the important pieces in making a useful and performant quest system. We'll have Creating a Quest struct (with gameplay tags) -Chaining quests -Required quests Quest metadata/media -Loading it async -Accessing it with soft pointers Storing Quests (Active/Completed) Tracking progress (Objectives) (event-driven) -Objective UI UI to show quests -Filt...
UE5 Simple way to switch pawns with enhanced input system
Просмотров 225Месяц назад
If you enjoyed watching please like and (if you aren't already) consider subscribing! Demo: spacemarine658.itch.io/starlight-brigade Discord: discord.gg/RDZKpPxUK9 Patreon: www.patreon.com/Spacemarine658 #unreal #tutorial #input
Fix the Unknown Structure Error in Unreal Engine FAST
Просмотров 4132 месяца назад
In this video, we'll show you how to fix "Unknown Structure" in Unreal Engine 5.4. This is a common problem that can be resolved by following the steps outlined in the video. If you're experiencing issues with Unreal Engine 5.4, be sure to watch this video and follow the instructions outlined in it. By doing so, you'll be able to fix "Unknown Structure" and get your game up and running again! B...
Unreal Engine 5 Tutorial: 4 ways to optimize Event Tick
Просмотров 1,1 тыс.2 месяца назад
Welcome to a tutorial on Optimizing your tick in Unreal Engine 5! In this video, I will guide you through the essential techniques to optimize tick using 4 different methods. Whether you're a complete novice or looking to refine your skills, this will help guide you on your journey. In this video, you will learn: - How optimize tick - Testing and refining our tick performance - The pitfalls and...
Optimize UMG Animations in UE5
Просмотров 4802 месяца назад
Welcome to a tutorial on Optimizing UMG animations in Unreal Engine 5 with UI Materials! In this video, I will guide you through the essential techniques to optimize your UI animations using the powerful material system in Unreal Engine 5. Whether you're a complete novice or looking to refine your skills, this step-by-step tutorial will demonstrate how to create visually appealing and efficient...
Optimizing UI in Unreal Engine 5 with UI Materials
Просмотров 1,2 тыс.3 месяца назад
Welcome to a tutorial on Optimizing UI in Unreal Engine 5 with UI Materials! In this video, I will guide you through the essential techniques to optimize your UI using the powerful material system in Unreal Engine 5. Whether you're a complete novice or looking to refine your skills, this step-by-step tutorial will demonstrate how to create visually appealing and efficient UI elements. In this v...
Unreal engine 5 tutorial: Making a 2D slider part 2
Просмотров 2073 месяца назад
Today we are going to work on implementing 2d sliders into our UI. We are going to start with a generic 2d slider widget but it can be tweaked to work for almost anything in unreal engine 5. A great tutorial for beginners who want to learn how to handle data. If you enjoyed watching, please like and (if you aren't already) consider subscribing! 00:00 Intro 00:20 Setup 01:00 Creating the widget ...
Unreal Engine 5 tutorial: Making a 2d slider part 1
Просмотров 1813 месяца назад
If you enjoyed watching, please like and (if you aren't already) consider subscribing! Demo: spacemarine658.itch.io/starlight-brigade Discord: discord.gg/RDZKpPxUK9 Patreon: www.patreon.com/Spacemarine658 #ue5 #sliders #ue5 tutorial
UE 5.4: Making Common Action Buttons
Просмотров 4553 месяца назад
UE 5.4: Making Common Action Buttons
5 Common Mistakes Unreal Engine Devs Make (Beginner to Advanced)
Просмотров 4374 месяца назад
5 Common Mistakes Unreal Engine Devs Make (Beginner to Advanced)
Common Activatable Widgets vs Common User Widgets (UE 5.4 Common UI)
Просмотров 8554 месяца назад
Common Activatable Widgets vs Common User Widgets (UE 5.4 Common UI)
Should you use Canvas Panels or Overlays? Unreal 5.4 UI Optimization
Просмотров 1,6 тыс.4 месяца назад
Should you use Canvas Panels or Overlays? Unreal 5.4 UI Optimization
CommonUI EP 3: Navigation
Просмотров 6424 месяца назад
CommonUI EP 3: Navigation
CommonUI EP 2: Creating Keybindings for Enhanced Input System
Просмотров 1,3 тыс.5 месяцев назад
CommonUI EP 2: Creating Keybindings for Enhanced Input System
CommonUI EP 1: Getting started with CommonUI
Просмотров 1,5 тыс.6 месяцев назад
CommonUI EP 1: Getting started with CommonUI
Understanding Insights: UE5 Optimization with WaitForTask
Просмотров 1,8 тыс.6 месяцев назад
Understanding Insights: UE5 Optimization with WaitForTask
Unreal Engine 5 Best Practices Tutorial: UI using Attributes and Delegates
Просмотров 8516 месяцев назад
Unreal Engine 5 Best Practices Tutorial: UI using Attributes and Delegates
Unreal Engine 5 EIS Tutorial: Chorded, Double Tap and Combo Actions
Просмотров 7587 месяцев назад
Unreal Engine 5 EIS Tutorial: Chorded, Double Tap and Combo Actions
Unreal engine 5.4 Tutorial: Creating Key Icons (Enhanced Input)
Просмотров 9717 месяцев назад
Unreal engine 5.4 Tutorial: Creating Key Icons (Enhanced Input)
How to add Discord Rich Presence to your Unreal Engine game (UE5)
Просмотров 1,7 тыс.7 месяцев назад
How to add Discord Rich Presence to your Unreal Engine game (UE5)
I spent a month REBUILDING My Indie Space Game | Starlight Devlog
Просмотров 2078 месяцев назад
I spent a month REBUILDING My Indie Space Game | Starlight Devlog
Unreal Engine 5 Optimization: Class refs & Event UI (UE5 Quick Tips)
Просмотров 6868 месяцев назад
Unreal Engine 5 Optimization: Class refs & Event UI (UE5 Quick Tips)
How To Use UE5 Size Maps (UE5 Optimization)
Просмотров 7359 месяцев назад
How To Use UE5 Size Maps (UE5 Optimization)
What can indie devs learn from Helldivers 2?
Просмотров 1,3 тыс.9 месяцев назад
What can indie devs learn from Helldivers 2?
UE5 Optimization Episode 2: Unreal Insights Beginners Guide
Просмотров 5 тыс.10 месяцев назад
UE5 Optimization Episode 2: Unreal Insights Beginners Guide
UE5 Optimization Episode 1: SceneCapture2D and Rendertargets
Просмотров 3 тыс.10 месяцев назад
UE5 Optimization Episode 1: SceneCapture2D and Rendertargets

Комментарии

  • @f0cus122
    @f0cus122 День назад

    I love your quest system series, waiting for the whole tutorial to learn it, you are doing awesome job! Thanks bro! Add videos more often haha :D

    • @Spacemarine658
      @Spacemarine658 День назад

      Thanks haha there's only a few more to go before it's done xD I'd release them faster but working full time, working on my own game and raising a toddler make it a bit difficult 🤣🤣 but thank you for your support 🙏

    • @f0cus122
      @f0cus122 День назад

      @@Spacemarine658 I am trying to make my own game without any knwoledge in unreal only using blueprints, but I am TRYING HAHA,

    • @Spacemarine658
      @Spacemarine658 День назад

      That's certainly a challenge but it can be done 🤘

  • @velha2999
    @velha2999 2 дня назад

    Hello, im beginner so sorry if i say something stupid, i have 2 questions, i have in game menu options on toggle by Escape, but in code im creating that widget whenever someone clicks Escape and then on flip flop if someone clicks escape again im removing it from parent, wouldnt it better to create that widget on begin play in player controller and set visibility to hidden and whenever someone clicks Escape it unhides the widget and then if someone clicks escape again , it hides it again? Also after watching ur video i put everything that this widget contained in Overlay instead of canvas panel like it had before, is this more performant now?

    • @Spacemarine658
      @Spacemarine658 2 дня назад

      @@velha2999 for something like a pause menu your existing solution is perfectly fine, as far as the second question goes it is more perfomant but just a single canvas panel isn't going to make a massive difference the big difference comes in when you have 3, 4, and so on or if you have something changing frequently on the canvas panels

    • @velha2999
      @velha2999 День назад

      @@Spacemarine658 Okay now i understand everything, thank you for ur reply sir!

    • @Spacemarine658
      @Spacemarine658 День назад

      @velha2999 no problem 🤘

  • @Piotr-n8s
    @Piotr-n8s 2 дня назад

    Liked and subscribed. 🙂

  • @WSTFL-animations
    @WSTFL-animations 3 дня назад

    This helped a lot, but I have one issue. When I rebind the key for jumping for example, it works with the new bind but the old bind still triggers the jumping.

    • @Spacemarine658
      @Spacemarine658 3 дня назад

      @WSTFL-animations it's been a bit but make sure after or before mapping the new key that you unmap the old one that should fix that issue I believe

    • @WSTFL-animations
      @WSTFL-animations 2 дня назад

      @Spacemarine658 Thanks for the fast reply. The issue was that jumping was triggered by the "keyboard event space bar" and not the enhanced input action. Forgot to replace those but now its fixed.

    • @Spacemarine658
      @Spacemarine658 2 дня назад

      @WSTFL-animations awesome 😎 that would explain it

  • @WSTFL-animations
    @WSTFL-animations 4 дня назад

    Hi thanks for this tutorial! Im using 5.2 but there is no "get user input settings" in the project settings?

    • @Spacemarine658
      @Spacemarine658 4 дня назад

      @WSTFL-animations correct it was added in 5.3 so you'd need to update to 5.3 or later or I have a very similar tutorial but build in 5.2 on the channel 👍

    • @WSTFL-animations
      @WSTFL-animations 3 дня назад

      @@Spacemarine658 Thanks, ill go check it out

  • @LuizGamingYT
    @LuizGamingYT 10 дней назад

    Awrrr thank you bro!

  • @alienrenders
    @alienrenders 13 дней назад

    What does it mean to "GOTO" a widget? How does it determine that a widget is something it would want to stop on? Once it is on a widget, what does it do to that widget to highlight it? Does it set it to hover state? I feel like the underlying basics are missing.

    • @Spacemarine658
      @Spacemarine658 13 дней назад

      @@alienrenders GOTO basically just means focus so if it has a hover state it'll trigger that on focus but GOTO can basically just be said as "focus this" to do this it just goes to that widget and says hey you have focus now

  • @briceouvaroff5534
    @briceouvaroff5534 14 дней назад

    Hi, thanks for the workflow on this. I really think that using Data Assets for this (instead of STRUCT) will be a nice upgrade across the board and less of a pain tho.

    • @Spacemarine658
      @Spacemarine658 14 дней назад

      @@briceouvaroff5534 data assets have their benefits and I may include an episode on using them but workflow wise imo I find structs easier to work with

  • @sergey8229
    @sergey8229 23 дня назад

    interesting, I'll follow the progress

  • @SedrickBouknight
    @SedrickBouknight 23 дня назад

    How do you get the connections between your nodes to look jagged like that in blueprints?

    • @Spacemarine658
      @Spacemarine658 23 дня назад

      @@SedrickBouknight it's a plugin call electronic nodes I highly recommend it as it's cheap and the dev is chill

  • @aaronwe9850
    @aaronwe9850 25 дней назад

    I want to debug a shipping project with debug info. How do I do that?

    • @Spacemarine658
      @Spacemarine658 25 дней назад

      @@aaronwe9850 it used to be impossible without c++ but I think in 5.5 there's an option to include debugging stuff in a shipped built but I've not used it myself

  • @trypresident774
    @trypresident774 26 дней назад

    so iam at a stuck to how to change button name on different container type like if i open a storage box i want the button to say storage box but if i open a trunk i want the button to say trunk so far it only work when i fire of the game an open a container then the name get stuck it dont refresh r update when i try an open a new container the same name still show instead of changing but if i close an re open game then the name show different on wich ever i open first then stuck again

    • @Spacemarine658
      @Spacemarine658 26 дней назад

      @@trypresident774 it's a little hard to diagnose without screenshots but what I'd do is have a function to update the text in the widget and when you get the name from the container call that function to update

    • @trypresident774
      @trypresident774 26 дней назад

      @@Spacemarine658 if u ever have time would u make a tutorial on how to do the update to change the button text to different names on container type

    • @Spacemarine658
      @Spacemarine658 26 дней назад

      @@trypresident774 sure I'll probably make it a bit more generic so it can be more useful but yeah I could do that

    • @trypresident774
      @trypresident774 26 дней назад

      @ thank you

    • @trypresident774
      @trypresident774 19 дней назад

      @@Spacemarine658 hey have u had time to make the code ]

  • @CastorX
    @CastorX 28 дней назад

    This was very helpful. Common UI is cool but it makes some things that were more straight forward a little confusing. Thanks for the guide.

    • @Spacemarine658
      @Spacemarine658 28 дней назад

      @@CastorX yeah long term it's definitely helpful but it can be a bit confusing at times

  • @miralovesyou192
    @miralovesyou192 29 дней назад

    In Germany we say Ich küsse dein herz Bruder

    • @Spacemarine658
      @Spacemarine658 29 дней назад

      @@miralovesyou192 kein problem, inch bin gerne für sie da

  • @bobo21D
    @bobo21D 29 дней назад

    Awesome, thank you for this!

    • @Spacemarine658
      @Spacemarine658 29 дней назад

      @@bobo21D no problem glad it was useful 🤘

  • @MURDERAXE
    @MURDERAXE Месяц назад

    This is exactly what I was looking for. Thanks a lot man! Excellent tutorial.

  • @BonnieJoStufflebeam
    @BonnieJoStufflebeam Месяц назад

    Hey, thanks for the video! It's helping me a lot. I'm learning, still new to Unreal, can you tell me why you set up the mapping context in the pawn BP instead of the controller BP itself?

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@BonnieJoStufflebeam yeah so essentially as long as the controller is possessing the pawn you just need to register the context and that's most of the work I did a recent video on switching pawns that also shows how the player pawn is setup

    • @BonnieJoStufflebeam
      @BonnieJoStufflebeam Месяц назад

      @@Spacemarine658 Well that went over my head, but I'll watch the other video and see if I get it! lol

  • @NorthRockStudios
    @NorthRockStudios Месяц назад

    Have you experimented with Global Invalidation for UI? I heard it was stable in 4.27 but people have been running into some problems with it in UE5. Also, keep up the great work!

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@NorthRockStudios thanks and I have not but I'll take a look 🤘

  • @GenarAltinisik
    @GenarAltinisik Месяц назад

    Omg Stat Named Events tick helped me soo much, TYSM. I was looking for hours to understand the problem.

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@GenarAltinisik it's super handy for sure glad it helped 🤘

  • @matorhdd
    @matorhdd Месяц назад

    Another huge memory optimization you can apply, works especially great on Mobile Devices - change the Capture Source: in the SceneCapture2D / Scene Capture component - Capture Source - Final Color (LDR) in RGB In the Render Target - RenderTarget Format - RTF RGBA8 instead of some 16 bit option

  • @양혁-u3j
    @양혁-u3j Месяц назад

    Thanks for the great video. If so, I have a few more questions. When I enable bExplicitCanvasChildZOrder and use Canvas Panel, the num batching that can be confirmed in slate stat increases by only 1 even if I nest Canvas Panel and put an image as a child. Then, can using canvasPanel instead of overlay be an alternative? Because the visible num batching increases only by the z-order of canvasPanel, not the number. I need to optimize, but I can't figure out which one to use to create the UI nesting structure because of the result value when bExplicitCanvasChildZOrder is enabled.

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@양혁-u3j so explicit canvas z order is more efficient than not using it as it batches the zorder of the children per level but it doesn't remove all of the cost especially as the z order grows it will help with nest canvas panels somewhat but the actual use case of layers will still have a cost overhead as does the batching. So it can be an option you just have to be aware of it's issues

  • @proton3748
    @proton3748 Месяц назад

    bro i started ue 3 days ago, the blueprint part went over my head

  • @BenskiGameWorks
    @BenskiGameWorks Месяц назад

    Saved my a$$!! I was stuck on this for an hour, got so frustrated! Even chatGPT couldn't figure it out. Thank you very much!!

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@BenskiGameWorks no problem glad I could help!

  • @skidzR
    @skidzR Месяц назад

    Thanks so much for the video, saved me hours of time! :)

  • @krisburke3671
    @krisburke3671 Месяц назад

    I followed your Keybinds for 5.2 and now trying to update to 5.3 I am having a lot of problems. In 5.2 you had a lot of things going to the instance as well and I am getting errors and have no idea how to fix them. What should I do to get key bindings working again in 5.3?

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@krisburke3671 so the 5.2 system was broken in 5.3 but this video should be very similar so if you follow this you can keep your system almost the same but with some minor tweaks

    • @krisburke3671
      @krisburke3671 Месяц назад

      i have most of it done but the load keybinds on my player character doesnt work anymore, basically the load and save system are broken, i know where but dont know how to fix it.

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@krisburke3671 hmmm 🤔 does it give any errors or just doesn't work?

    • @krisburke3671
      @krisburke3671 Месяц назад

      @@Spacemarine658 i get errors in the game instance, i am in your discord and can show you via pictures

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@krisburke3671 sounds good 👍

  • @Athurito
    @Athurito Месяц назад

    i have an issue i have a ui with inputselectors generated out of my mappings which are controller but if i select an inputselector and press facebutton bottom to change the value and press it again so i can override it it shows "left mouse button" instead of face button bottom with every other key on my controller it works

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@Athurito hmmm that is very strange 🤔

    • @Athurito
      @Athurito Месяц назад

      @@Spacemarine658 some people say its a common UI bug do you have a similar setup? with generic inputdata for accept and back and so one?

    • @Spacemarine658
      @Spacemarine658 Месяц назад

      @@Athurito hmmm I do and it doesn't happen to me although tbf I haven't looked at my setup in a bit I've been in other places of my code I'll take a look and see

  • @xanderstevenson7428
    @xanderstevenson7428 2 месяца назад

    Wow what a game and thanks for the tut🙏

  • @mic007129
    @mic007129 2 месяца назад

    Great video, I will share that with my community :)

  • @albertkam191
    @albertkam191 2 месяца назад

    Any chance to go over dualsense/ps4 controller integration and how to detect xbox vs playstation input method at runtime and switch ui icons in widgets accordingly? Lyra has the setup for some of it, however they don't have the playstation controller detection/integration. I know some developers say that you need to be a playstation partner to get access to their plugins and sdks for it, but surely there has to be another way to do this?

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@albertkam191 I'll look into it there's probably some things you can do but I'm not 100% how deep it goes

  • @Dead5kip
    @Dead5kip 2 месяца назад

    Thanks for the Video man! But please for the future, turn that music down! It's very hard to follow you over the music, bc at times its louder than you talking..

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@Dead5kip yeah I cut out the music in my current videos 👍

  • @DailyPaily
    @DailyPaily 2 месяца назад

    I think Move Component to function relieves tick too, smoothly

  • @TheJackFrench
    @TheJackFrench 2 месяца назад

    My general advice would be: If you have no experience with programming, avoid using Tick unless you absolutely have to.

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@TheJackFrench eh I get why you say that but learning even if only a bit is more useful than outright avoiding

    • @TheJackFrench
      @TheJackFrench 2 месяца назад

      @@Spacemarine658 Absolutely! But learning is key when using Tick as it has such a profound effect on everything else in your game. It's kinda like, imagine there's an ingredient in your kitchen which, if used the wrong way, turns your dish sour and catches fire. You avoid using such an ingredient unless you know what you're doing. ;-)

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@TheJackFrench xD fair enough I'm the kinda person who would try it catch it on fire and then try again to see if I can find ways to not catch it on fire 🔥

  • @talos5750
    @talos5750 2 месяца назад

    Very informative short video, thank you.

  • @biaxthepanda
    @biaxthepanda 2 месяца назад

    I heard many things about c++ is faster than blueprint when it comes to tick but is it THAT faster ?

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@biaxthepanda not with every use case but yeah especially with things like for loops it's insanely faster

    • @biaxthepanda
      @biaxthepanda 2 месяца назад

      @@Spacemarine658 Do you know if its faster at spawning ai than blueprint? Im making an enemy pooling system for my game and Im spawning many enemies at the beginning and disable them when they die. So I was wondering if I should move my spawning logic at the beginning to c++.

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@biaxthepanda yes and no it is faster but only by so much as construction of actors still eat up a lot of performance a better fix would be some kind of delay between spawns so it's not a sudden jump imo

    • @biaxthepanda
      @biaxthepanda 2 месяца назад

      @@Spacemarine658 Thank you a lot! Theres gonna be a loading screen so I thing it will be better to get over all of em in one go. Just wanted to decrease that time but looks like construction will be a pain in the ass anyway

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@biaxthepanda yeah unfortunately

  • @ryanjdevlin87
    @ryanjdevlin87 2 месяца назад

    The rest of you are cowards ! :P Ari was amazing !

  • @brahmcross
    @brahmcross 2 месяца назад

    Great information thank you for the video

  • @MrGeerp
    @MrGeerp 2 месяца назад

    Thank you for helping us all out, in France and Belgium we have Azerty keyboards instead of Querty, this helped me to bind the keys for UE 5.4 to use it in the play editor. Thx to you one more frustration gone. :D

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@MrGeerp no problem glad this could help!

  • @dynamicplayz1897
    @dynamicplayz1897 2 месяца назад

    How can I override the arrow keys to be wasd or something else for this keyboard navigation?

  • @UncleRul
    @UncleRul 2 месяца назад

    :*

  • @IchBinJager
    @IchBinJager 2 месяца назад

    Will Named Events tell me specific Blueprint calls that cause lag?

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@IchBinJager it depends it's not a magic bullet on it's own but it'll definitely point out the problem functions in your blueprints and help narrow down the problem

    • @IchBinJager
      @IchBinJager 2 месяца назад

      @@Spacemarine658 Alright. Thanks. Just hoping it can be more specific than without it.

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@IchBinJager yeah with named events it definitely is a bit more specific

  • @FF-FAN9999
    @FF-FAN9999 2 месяца назад

    this video is gold. thank you so much. i was having such a nightmare by not being able to move to the proper widgets when creating sliders

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@FF-FAN9999 glad it was helpful

    • @FF-FAN9999
      @FF-FAN9999 2 месяца назад

      @@Spacemarine658 super helpful. Been stressing about this for months

  • @Athurito
    @Athurito 2 месяца назад

    if i press pause in my game it pushes a pausemenu to the "menustack" and if i wanna press the quitdesktop button it will push a confirmationwidget to the popupstack but the pausemenu works fine i cant move ... but if the confirmationwidget is open i can move in the background do you have any idea? i even tried it to push it to the menustack but same result

    • @Spacemarine658
      @Spacemarine658 2 месяца назад

      @@Athurito hmmm it should only allow you to move if your input mode is game or game and ui

  • @BradenLehman
    @BradenLehman 2 месяца назад

    Thank you so much for making this tutorial! I was stuck on this for a couple hours

  • @werti4894
    @werti4894 3 месяца назад

    Something I don't understand: how does the overlay know where to anchor on parent canvas? And canvas also doesn't have Z sorting for the various elements it hosts, so I was having my image material just render on top of all other things 🤔 EDIT: oh oops I have to render my image at the top of the list so it's first and then the text after that so it ends up on top

    • @Spacemarine658
      @Spacemarine658 3 месяца назад

      @@werti4894 the anchor point is controlled by the canvas and the canvas panel has z levels that you can set on its elements to order them but it doesn't order them by default as you may want multiple on the same level

  • @sebastianavena
    @sebastianavena 3 месяца назад

    Super useful, thank you!

  • @HappyUnrealCoder
    @HappyUnrealCoder 3 месяца назад

    Great video! Do you know of a way to enable mapping of e.g. a gamepad button to a key mapping that is originally set as a keyboard key in the mapping context? Neither the UEnhancedPlayerInput or the UPlayerInput code is enforcing this. I think it might be down to the query functions in the UEnhancedPlayerMappableKeyProfile with UEnhancedPlayerMappableKeyProfile::QueryPlayerMappedKeys. It's the only check involving key type i can find. I'll be testing this later and post my findings but maybe there is a simpler solution you might have come across?

    • @HappyUnrealCoder
      @HappyUnrealCoder 3 месяца назад

      Great news! I was right, I can now mix and and match as i please.

    • @Spacemarine658
      @Spacemarine658 3 месяца назад

      @@HappyUnrealCoder nice 👍

  • @vannysanten
    @vannysanten 3 месяца назад

    at 35:22 top right, how do you get the Default - In Text to show? I don't see the Default section at all. I figured BaseButton's text variable needed to be public but I can't get the eye to tick on.

    • @Spacemarine658
      @Spacemarine658 3 месяца назад

      @@vannysanten so in the base button if you drag the text widget onto the graph then from that drag off set text (should be the bottom most one you should get a place to plug in a Text variable you then drag off a pin and select promote to variable and that variable should be able to make a public variable with the eye