SaraganDev
SaraganDev
  • Видео 32
  • Просмотров 5 713
UE5 - How To Make A Game - Getting Meshes In From Blender | Saragan
This video is to show how to get meshes in from blender using the unreal engine plugin for blender. Then we will add those new meshes and create our resources for the game.
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started.
Social Media
Saragan RUclips Gaming: ruclips.net/channel/UC04Ue2-7JoT-bNR2foVZbig
Twitch: www.twitch.tv/saragan14
Twitter: Saragan14
Просмотров: 75

Видео

FPS Gravity, Fixing The Camera - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 13121 день назад
This is Unreal Engine 5.5, today we are covering how to fix the gimble and direction issues cameras have when using directional gravity Here is the link to the official document dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom-gravity-in-ue-5-4 Social Media Saragan RUclips Gaming: ruclips.net/channel/UC04Ue2-7JoT-bNR2foVZbig Twitch: www.twitch.tv/saragan14 Twitter: twitt...
UE5 - How To Make A Game - Dropping Items | Saragan
Просмотров 84Месяц назад
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started. This video we go through how we are going to drop items and have the float around or roll around and be able to pick them up and add the...
UE5 - How To Make A Game - Pickup Items | Saragan
Просмотров 148Месяц назад
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started. This video we go through how we are going to pick up items and have the float around or roll around and be able to pick them up and add ...
RPC Calls - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 650Месяц назад
This is Unreal Engine 5.4.4 and today I will show you the basics of RPC calls and replicated variables and how to define them in C . Not going to lie, i really hate explaining RPC's but it was requested :D Ownership: dev.epicgames.com/documentation/en-us/unreal-engine/actors-and-their-owning-connections?application_version=4.27 RPC: dev.epicgames.com/documentation/en-us/unreal-engine/rpcs?appli...
Where to find your Free Monthly Unreal Engine Content on Fab | Saragan
Просмотров 467Месяц назад
This video is just to show where to get your free monthly market place content now that it has move to FAB, and the changes to when you get your free content Social Media Saragan RUclips Gaming: ruclips.net/channel/UC04Ue2-7JoT-bNR2foVZbig Twitch: www.twitch.tv/saragan14 Twitter: Saragan14
UE5 - How To Make A Game - Inventory Widget UI | Saragan
Просмотров 224Месяц назад
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started. Today is a longish video, we will be covering how to create the basic UI, there will be a fair bit of code, so be prepared Social Media ...
UE5 - How To Make A Game - Inventory Backend | Saragan
Просмотров 2472 месяца назад
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started. Today is a longish video, we will be covering how to create the basic UI, there will be a fair bit of code, so be prepared Social Media ...
UE5 - How To Make A Game - Creating The User Interface | Saragan
Просмотров 1432 месяца назад
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started. Today is a longish video, we will be covering how to create the basic UI, there will be a fair bit of code, so be prepared Social Media ...
FPS Gravity Direction - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 1862 месяца назад
This is Unreal Engine 5.4.4 and today I will show you how to create a gravity zone. I am only going to cover the blueprints version as the C is identical Social Media Saragan RUclips Gaming: ruclips.net/channel/UC04Ue2-7JoT-bNR2foVZbig Twitch: www.twitch.tv/saragan14 Twitter: Saragan14
UE5 - How To Make A Game - Breathedge Style | Saragan
Просмотров 1662 месяца назад
Welcome to the start of a new series I will be doing, I am going to show you how to make a game from start to finish and we are going to base it of the lovely game Breathedge. Between that and Subnautica it is some of my favourites to play so lets get started. In part 1 we are going to look at setting up the player character and gravity zones. This will be similar to a recent tutorial I did but...
Zero Gravity Zone - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 5302 месяца назад
This is Unreal Engine 5.4.4 and today I will show you how to create a gravity zone. I am only going to cover the blueprints version as the C is identical Social Media Saragan RUclips Gaming: ruclips.net/channel/UC04Ue2-7JoT-bNR2foVZbig Twitch: www.twitch.tv/saragan14 Twitter: Saragan14
Saving PCG World At Runtime - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 4244 месяца назад
This tutorial covers a solution to the broken ClearPCGLink node and allows you to create a world with PCG Graphs, Convert them and Save them so you can then make changes to your world at runtime. As requested in the comments I am currently using the latest version as of this video 5.4.3 which is the latest hot fix, as far as I know I am not aware of the clearPCG bug ever working at run time so ...
Gravity Part 2 Multiplayer - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 1936 месяцев назад
This tutorial covers the new custom gravity functionality in multiplayer included in Unreal Engine 5.4. This has been long overdue and will finally make room for some interesting game changes I will be covering both Blueprint versions and C Versions previous tutorial: ruclips.net/video/XW1ju86DVoE/видео.html Social Media Saragan RUclips Gaming: ruclips.net/channel/UC04Ue2-7JoT-bNR2foVZbig Twitc...
Custom Gravity - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 6277 месяцев назад
This tutorial covers Data Tables, they can be used for many things, from inventory management to level design so it is a very important tool to learn. This tutorial covers the new custom gravity functionality included in Unreal Engine 5.4. This has been long overdue and will finally make room for some interesting game changes I will be covering both Blueprint versions and C Versions 00:00 - Blu...
UE5 Tutorial - cleaning up your blueprints | Saragan
Просмотров 57Год назад
UE5 Tutorial - cleaning up your blueprints | Saragan
What Are Data Tables - Beginners Guide To Unreal Engine 5 | Saragan
Просмотров 573Год назад
What Are Data Tables - Beginners Guide To Unreal Engine 5 | Saragan
UE5 Tutorial - Simple Viewport Controls | Saragan
Просмотров 50Год назад
UE5 Tutorial - Simple Viewport Controls | Saragan
UE5 Tutorial - Enhanced Input - Blueprints & C++ | Saragan
Просмотров 141Год назад
UE5 Tutorial - Enhanced Input - Blueprints & C | Saragan
UE5 Tutorial - Line Trace - Blueprints & C++ | Saragan
Просмотров 149Год назад
UE5 Tutorial - Line Trace - Blueprints & C | Saragan
Free Marketplace Content January 2022 UE4 / UE5 | Saragan
Просмотров 482 года назад
Free Marketplace Content January 2022 UE4 / UE5 | Saragan
Free Marketplace Content December 2021 UE4 / UE5 | Saragan
Просмотров 903 года назад
Free Marketplace Content December 2021 UE4 / UE5 | Saragan
Free Marketplace Content November 2021 UE4 / UE5 | Saragan
Просмотров 323 года назад
Free Marketplace Content November 2021 UE4 / UE5 | Saragan
Free Marketplace Content October 2021 UE4 / UE5 | Saragan
Просмотров 393 года назад
Free Marketplace Content October 2021 UE4 / UE5 | Saragan
Free Marketplace Content September 2021 UE4 / UE5 | Saragan
Просмотров 773 года назад
Free Marketplace Content September 2021 UE4 / UE5 | Saragan
Free Marketplace Content August 2021 UE4 / UE5 | Saragan
Просмотров 243 года назад
Free Marketplace Content August 2021 UE4 / UE5 | Saragan
Free Marketplace Content July 2021 UE4 / UE5 | Saragan
Просмотров 313 года назад
Free Marketplace Content July 2021 UE4 / UE5 | Saragan
UE4 Tutorial - Ray Trace | Saragan
Просмотров 293 года назад
UE4 Tutorial - Ray Trace | Saragan
Free Marketplace Content June 2021 UE4 | Saragan
Просмотров 123 года назад
Free Marketplace Content June 2021 UE4 | Saragan
Unreal Engine 5 - First Looks! UE5 | Saragan
Просмотров 173 года назад
Unreal Engine 5 - First Looks! UE5 | Saragan

Комментарии

  • @dominicharvey7306
    @dominicharvey7306 14 дней назад

    Hi, the solution is working well. However, in my case I noted that my collision preset are lost. Are you experiencing the same?

    • @saragandev
      @saragandev 14 дней назад

      Not that I noticed but I haven't looked too much in too much detail, when you save and load, maybe save the collision profile and set it on the instance on load, I think for me the instance loader I had was auto set to a specific collision, not tried different ones so I could see how that might be an issue

  • @BACO1029
    @BACO1029 15 дней назад

    Hmm followed every step and double checked, but my A and D keys are wrong direction when on the ceiling, have you tested that in the video, i only noticed you tested forward and backward?

    • @saragandev
      @saragandev 15 дней назад

      Yes I tested it, for me it was always correct after the changes

    • @BACO1029
      @BACO1029 13 дней назад

      @@saragandev I resolved it, it was some function from other plugin overriding my character rotation :) thx for the vids!

    • @saragandev
      @saragandev 13 дней назад

      @BACO1029 oh great, glad you found it 😊

  • @abomala1607
    @abomala1607 15 дней назад

    I tried that in Lyra but dont work for me. Can t do anything by selecting the new controller (can t even press escape).... i try also with a plugin on the unreal fab end up same probleme. Lyra want only the lyracontroller ... maybe it have to do how this work explained here ruclips.net/video/mEIQDcW65qs/видео.html&ab_channel=Xist . i looked the lyracontroller.ccp that really another beast many code there for other things that just controlling.... i think need to merge the code inside... /** * Controllers are non-physical actors that can possess a Pawn to control * its actions. PlayerControllers are used by human players to control pawns, while * AIControllers implement the artificial intelligence for the pawns they control. * Controllers take control of a pawn using their Possess() method, and relinquish * control of the pawn by calling UnPossess(). * * Controllers receive notifications for many of the events occurring for the Pawn they * are controlling. This gives the controller the opportunity to implement the behavior * in response to this event, intercepting the event and superseding the Pawn's default * behavior. * * ControlRotation (accessed via GetControlRotation()), determines the viewing/aiming * direction of the controlled Pawn and is affected by input such as from a mouse or gamepad. * * @see docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/ */

  • @abomala1607
    @abomala1607 15 дней назад

    Ok finaly after reviewing multiple time all video and fixing all stuff i forgot i realised i didnt toggle *use controler desired rotation* at 1.20 ! finally at least my arm point on good direction !1 thanks for the tutorial again

    • @saragandev
      @saragandev 15 дней назад

      yeah, that use control desired rotation is always forgotten :D i have done that many times :D, glad you managed to figure out what you needed :)

  • @got5ht
    @got5ht 18 дней назад

    Thank you so much this is great for my parkour game.👍

    • @saragandev
      @saragandev 17 дней назад

      No problem, looking forward to when you get that game out :) would be great to see

    • @got5ht
      @got5ht 15 дней назад

      @@saragandev Btw modded it a bit so when you get out of zone it goes to a default.

    • @saragandev
      @saragandev 15 дней назад

      @@got5ht nice idea, I did think about something like that but I'm not really working with zero grav atm so didn't feel like doing it 😂🤣

  • @abomala1607
    @abomala1607 21 день назад

    I managed to had a begiging of working! seems i forgoten to copy the variable *As BP Gravity Field* ... because i moved all the BP to parent Hero_Default. That bring the hability to the child Hero_Shooter . I can stick to the wall and move left right only of the moment . But that big advence from just nothing was happening lol

    • @saragandev
      @saragandev 20 дней назад

      Nice, sounds like good progress

  • @abomala1607
    @abomala1607 21 день назад

    did you had variable ActiveGravity public and replication set to RepNotify? the other one have Replication ? was not in previous tutorial i think .

    • @saragandev
      @saragandev 20 дней назад

      Tbh I think I had it set to replicated and reliable, I don't have the project saved anymore so I can't check 😂🤣

  • @productionIEL
    @productionIEL 25 дней назад

    Thanks! Very thorough tutorial.

    • @productionIEL
      @productionIEL 19 дней назад

      Update: Got the custom gravity working, was bit of hassle because of my project had a weird camera setup, but it works. However, how would you go about doing the lerp (at 8:00) for a smooth camera setup? Don't need a new video or anything, but would appreciate a few tips :D edit: clarification, I tried to put the lerp in the interface, after get forward vector, only place I could figure it fitting

  • @abomala1607
    @abomala1607 25 дней назад

    I dont understand where you get your *Set gravity zone* at 14:30 .... did i missed something ? i dont see this function anywhere :'( Edit : Ok in understand because i m in lyra. All my blueprint is in the shooter manequin that is child of hero manequin. we cant cast directly to shooter manequin i dont know why. so need to shoot the hero BP but the custom event set gravity is no here inded ... how game is organise we should cast to the BPshooter i think ... but dont know how ... i try to put all in the parent class Hero but nothing happen...

    • @saragandev
      @saragandev 25 дней назад

      The Set Gravity Zone function is at 5:20, its just a function on the thirdperson character template, The lyra project is a complicated beast imo, but B_Hero_Default has a parent Character_Default, which has a parent ALyraCharacter (in c++), which has a few more parents before it reaches ACharacter, given that it has that and character movement then it should be doable to add to the lyra project, movement will be a bit more tricky, this is handled in c++ but basically works the same as the blueprints version, look in LyraHeroComponent. you will still need to implement the camera and movement changes from here so you will need to subclass the playercontroller if you havent already dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom-gravity-in-ue-5-4

    • @abomala1607
      @abomala1607 25 дней назад

      @@saragandev I tried that but i had compil errors.. and didnt retried since (i modified my VS instal since) .... but i dont want a third person view... just FPS... so my camera component maybe dont need all that (the default one i desactivated it in Lyra and just use mouse view now). I have to work more! thanks for guidance

    • @abomala1607
      @abomala1607 25 дней назад

      @@saragandev that no more parents of parents that ancestor subsecies lol xD what a fucking millefeuille xD

    • @abomala1607
      @abomala1607 22 дня назад

      @@saragandev i dont know i must live in half a dream too tyred.... today i open the project and the blueprint is there with the *setgravity zone*... i dont even know when i ve done it ... that like i live in 2 different dimention lol... i ll try to work this week on that. i was before trying ot make fly the Lyra guy and i managed combining another tutorial .

  • @abomala1607
    @abomala1607 25 дней назад

    It s really difficult to read the graph in 1080P xD

    • @saragandev
      @saragandev 25 дней назад

      yeah, I try and remember to zoom in where I can and edit post as well if i forget but sometimes miss things, unfortunately i do not have 4k as my pc cant run 3 screens at 4k :D

    • @abomala1607
      @abomala1607 25 дней назад

      @@saragandev problem is crapy youtube compression. should be readable in 1080P.. my screen in 1080p ... . Maybe in youtube prenium is better lol. anyway i m stuck in previous tutorial. I use lyra and i m strugling to make work anything lol. My eye are bleeding XO . Thanks for all those tutorial !

    • @saragandev
      @saragandev 25 дней назад

      @@abomala1607 i can understand that, my eyes bleed any time i open that lyra project so i never bother, if you havent figured it out buy the end of the week I will see if I can do a tutorial on it specifically

    • @abomala1607
      @abomala1607 25 дней назад

      @@saragandev i will keep grinding one week and guive what i found or not xD I tried also another tutorial but my character got catapulted by the gravity field ..... ((i m total begeener i didnt know what was a bool 4 week ago .. my brain will probably explose before christmas too lol ) If you have a discord also i can send you picture of all this. if you have patreon i can tip also you deserve more view

    • @saragandev
      @saragandev 25 дней назад

      @@abomala1607 I do have discord, it is setup for my gaming channel, dont have a dedicated one for my dev channel yet as it was not my main focus until recently :) I do have patreon but again setup for my gaming channel and it needs a full overhaul so not sure what state it is in lol :) www.youtube.com/@Saragan

  • @abomala1607
    @abomala1607 25 дней назад

    This dont really work in Lyra. I suppose is due to the set movement mod. in low gravity zone player just walk but cant fall or jump. Any idea with Lyra project ? Thanks you. Really good tutorial EDIT : it work in a sence game really detect i m flying .. and i m flying... just i can go up and down like you do. how you go up and down ? i think i just need to map the buton in flying mode.

    • @saragandev
      @saragandev 25 дней назад

      Hi, i left a comment/reply on your other comment on the other video, you will have to get your hands dirty a bit with C++ in the lyra project but it is doable, let me know if you have further issues and I will consider doing a video on it

    • @abomala1607
      @abomala1607 25 дней назад

      @@saragandev Ok i will try to explore this route ( i left this on side because i had error with compiler and not sure i resolved them (some version problem seems )) .

  • @iamdanychock
    @iamdanychock 26 дней назад

    heya! I use the TPS controller and it works fine on blueprint, I tried to rotate the camera and it seems to work too but is to get the camera and movement working like in standard "flat" gravity ?

    • @saragandev
      @saragandev 25 дней назад

      Hi, yeah there are a few camera issues, you can either watch my video here ruclips.net/video/2_ObI_cm8ws/видео.html or go here as it is the same thing, might give you an insight in how to fix your problem dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom-gravity-in-ue-5-4

  • @productionIEL
    @productionIEL Месяц назад

    Could you do a continuation of this video at some point, addressing the camera problem mentioned at the end? I got kinda stumped there myself when trying to implement this

    • @saragandev
      @saragandev Месяц назад

      @@productionIEL thought I already did somewhere but I will double check :)

    • @productionIEL
      @productionIEL Месяц назад

      @@saragandev Yeah I mean at around 2:35 you mention that you'd need to figure it out yourself first, and I haven't seen any new videos on the subject afterwards. :)

    • @saragandev
      @saragandev Месяц назад

      @@productionIEL ah yes, now I remember, so many videos recently 😂🤣 I'll see if I ever did figure it out, if not I will do and sort a video out for you

    • @saragandev
      @saragandev 29 дней назад

      @@productionIEL I have managed to find a resolution for this, it will require a bit of C++ as there is code not exposed to blueprints, will do a video on it and try and get that out tomorrow but it is based on an unreal engine article so :) will also include the source link for easy copy and paste

  • @abomala1607
    @abomala1607 Месяц назад

    Thanks for your video !

    • @saragandev
      @saragandev Месяц назад

      @@abomala1607 you are welcome, hope it helps in your project :)

  • @Alaby
    @Alaby Месяц назад

    Thank you for this! I was so confused with the new changes, now its all clear :)

    • @saragandev
      @saragandev Месяц назад

      @@Alaby glad I could help

  • @dominicharvey7306
    @dominicharvey7306 Месяц назад

    Looks like the issue is still present in 5.5, so many thanks for this!

    • @saragandev
      @saragandev Месяц назад

      @@dominicharvey7306 you are welcome, I hadn't had time to try it in 5.5 so glad this is still relavent

  • @Рина-у6ь
    @Рина-у6ь Месяц назад

    Спасибо

  • @markrennie86
    @markrennie86 Месяц назад

    Fab is fucking horrible... 1) why is it in the browser and not in the epic launcher 2) why do I have to login AGAIN when I'm already logged into the epic launcher 3) where do I find fucking ANYTHING in FAB, its an absolute mess...

    • @saragandev
      @saragandev Месяц назад

      @@markrennie86 I agree, the reason it's in a browser atm is cause it's technically a separate entity, people don't want to log in to epic to get something for unity, but yeah, atm it's still early, clearly not though of some things

    • @saragandev
      @saragandev Месяц назад

      @@markrennie86 for note there is a plugin for unreal to get fab in the editor

  • @Ken-rj5xi
    @Ken-rj5xi Месяц назад

    Been waiting for this!!

    • @saragandev
      @saragandev Месяц назад

      I know, sorry it took so long, very difficult to explain easily :D hope it helps in any shape or form

    • @Ken-rj5xi
      @Ken-rj5xi Месяц назад

      @saragandev no no it's just on time. thanksss!!

  • @maria0_0
    @maria0_0 2 месяца назад

    hi which backend platform will you use for this?

    • @saragandev
      @saragandev 2 месяца назад

      This just utilises unreal engines data tables as it's the simplist, breathedge isn't complicated so any other kind would be overkill

  • @lifeonshufflelifeonshuffle967
    @lifeonshufflelifeonshuffle967 2 месяца назад

    Great content buddy

    • @saragandev
      @saragandev 2 месяца назад

      Thanks, hopefully it will continue to be 😂🤣

  • @productionIEL
    @productionIEL 2 месяца назад

    Could you actually do a simple beginners first person tutorial on how to gravity fields? Maybe I'm misunderstanding something, but while I can get a gravity field to work, the first person camera doesn't rotate and my player character just ends up stuck on a wall with the ability to only move in one direction.

    • @saragandev
      @saragandev 2 месяца назад

      HI, are you using a custom character movement or just the standard FPS template? There are various things this could be, on the character there is an "Ignore Base Rotation" that could be the cause. There is also on the camera the inherit yaw/pitch stuff. I did do a small beginners tutorial on zero gravity zone here: ruclips.net/video/vtL2lFg9yCI/видео.html This was in first person so might yield some help but it doesnt touch on changing gravity direction I am currently doing a series on creating breathedge which i just started, the first episode is very similar that the gravity zone tutorial but its in c++ rather than blueprints so might be a bit more complicated. I will experiment with a gravity zone/change direction in First person and get back to you if i have the same issue and resolve it :)

    • @saragandev
      @saragandev 2 месяца назад

      @productionIEL I just tried doing the First person gravity, so setting direction works, there is an option on the character movement component called "Orient Rotation to Movement", that seemed to fix everything for me :) will do a tutorial soon for this but thought I would get that info to you asap

    • @productionIEL
      @productionIEL 2 месяца назад

      @@saragandev Thanks a lot! I'll give this a try asap

  • @Punkoala
    @Punkoala 3 месяца назад

    Very good. Now to make a breathedge game 😂

  • @jxzzz8447
    @jxzzz8447 3 месяца назад

    Hi,Do I need to use multithreading if I have a large amount of tree(like Minecraft)?

    • @saragandev
      @saragandev 3 месяца назад

      HI @jxzzz8447 I have not needed to touch anything specific with multithreading, PCG is instanced meshes and is mostly processed on the GPU, Unreal does support multithreading obviously and by default and there are dedicated threads for audio/render/stats but nearly all of the rest are done in the game thread, i believe rendering is one or 2 frames behind the main thread. In all honesty I have not noticed any performance issues when rendering a lot of trees and or foliage. I would look more to world partitioning and nanite, this will lower quality and even hide trees far away that are not required to be rendered which will drastically increase performance. As for saving, not really had any issues saving a lot of transforms, i think the serializer is quite quick

  • @danielwills2366
    @danielwills2366 3 месяца назад

    Thanks man, Very helpful... can you show how to make a zero gravity field and a gravity field toggle?

    • @saragandev
      @saragandev 3 месяца назад

      yes I can, meanwhile if memory serves, its on the player character, you just need to set enable gravity to off and change mode from walking to flying and vice versa

  • @Borszczuk
    @Borszczuk 4 месяца назад

    You should mention exact version of UE you are using because if you say the "easy way to do it is broken" then I would rather like to know if I am affected or not. Can you please at least add that to the description

    • @saragandev
      @saragandev 4 месяца назад

      Apologies, I will do, I am not sure exactly which versions it has started, all versions up to now that I am aware of but you are right, I will add it to the description for reference :)

  • @LEGIT_ELITE
    @LEGIT_ELITE Год назад

    I'm trying to use a Data Table in a World Subsystem is there a way to make sure its using the Data Table asset since the subsystem doesn't have a blueprint implementation?

    • @saragandev
      @saragandev Год назад

      sorry for the late reply (youtube has has finally decided to show me this comment :( ) good question. if you are not using a blueprint derived version you could always expose the data table variable inside the subsystem to blueprints to check that the data is there. Making things blueprint accessible isn't hard and one you have determined it is working you can always take it out again or after you set it from the asset you can just use the find row and UE_LOG it to the console to make sure it is there? generally if I am doing it though I run the code from visual studio in debug mode and use breakpoints to make sure that the variable is getting set correctly

  • @thephuntastics2920
    @thephuntastics2920 Год назад

    i am lost .... i am trying to replicate the controls of soulstone survivors. wasd movement with dash and lookat rotation..... help :D wasd works, dash works but my controls always relate to the forward vector of the playercontroller and then wasd gets messed up when try to rotate the character towards the mouse

    • @saragandev
      @saragandev Год назад

      apologies for the late reply, youtube has finally decided to show me ALL comments and not hide them from me did you manage to resolve this issue? for rotation of character I use getHitResultUnderCursorByChannel on the visibility channel, break the hit result to get the location, then FindLookatRotation using player location as start and hit location as target. Set actor rotation using the Z only from the result (i set the actor rotation for the whole Pawn, not just the mesh) as for the dash as long as you rotate the whole pawn (or playercharacter) then the get forward vector should work? hope it helps (though given how long ago this was I hope you have solved it already :D )

  • @WeirdGoat
    @WeirdGoat Год назад

    Great tutorial! Just 1 question, I created my structure with blueprint, how to reference it in a c++ class? Thanks!

    • @saragandev
      @saragandev Год назад

      Structures made in blueprints, same as blueprints themselves exist virtually in unreal Engine reflection system and can be accessed only in runtime. This means that in C++ you would not be able to access that structure you created in blueprints, best idea would be to re-create that same structure in c++ and recreate that data table (if it is identical you could export the data first and re-import it in the new one) the only other way I could think of doing it would be to create blueprint assignable delegate functions in c++ that return a value e.g. DECLARE_DELEGATE_RetVal_OneParam and assign it in blueprint to return a value out of that struct but really I would advise just recreating that struct in c++ :)

    • @WeirdGoat
      @WeirdGoat Год назад

      @@saragandev Thanks a lot!

    • @Athasin
      @Athasin Год назад

      ⁠@@saragandev Hey, I’m trying to recreate my BP structs in C++, but I’m stumped on the syntax for one property, and I was wondering if you can help me. Quick overview, I have a Struct called Item Data containing variables like Mesh, Icon, Name, Description, StackSize. I took this Struct (Item Data) and made a data table called Item Database. I then made another Struct called Item Info containing the variables Quantity (int) and ItemID (Data Table Row Handle of the Item Database data table). I have been able to recreate all of this in C++ EXCEPT the data table row handle property. So my question is, do you know to make a property of a data table row handle using a specific data table in C++?

    • @saragandev
      @saragandev Год назад

      @@Athasin sorry for the late reply, youtube has been hiding my messages and replies :( did you sort it? is it not just FString, then for the data table row FYourStruct* Item = YourDataTable->FindRow<FYoursStruct>(RowName, "");

    • @Athasin
      @Athasin Год назад

      @@saragandev Yes, I did manage to figure it out. Thanks for still replying though!

  • @Cracklemere
    @Cracklemere 2 года назад

    This was interesting and actually fairly insightful. Cheers man!

    • @saragandev
      @saragandev Год назад

      apologies, actually only just seen this, youtube was hiding it from me :D

  • @manvendrasingh299
    @manvendrasingh299 3 года назад

    hey can please provide me the free assets of previous months i didn't knew that such a offer exists and missed so many😢

    • @saragandev
      @saragandev 3 года назад

      it is tied to your epic games account so I cant give it away as its downloaded and used through the launcher, there are a lot of "Free Forever" content which you can claim however, just go to the epic games unreal engine market place and filter by free :) and add each item to your basket, just be aware I think you can only add 50 at a time to the basket before you have to "purchase" (at 0.00 cost) and then start again with a fresh basket. additionally most of the free content will either end up free or come around again so I wouldnt worry too much about missing things :)

  • @superSamioo
    @superSamioo 3 года назад

    New channel eh?

    • @saragandev
      @saragandev 3 года назад

      New ish, this is my second channel, trying to decide on what dev stuff I want to do on here :)

  • @Punkoala
    @Punkoala 3 года назад

    ArchViz would be used more for an architect who would be showcasing some designs for a building. We have a viz team who mainly do that, I would assume its part of twinmotion which I'll be interested in. I want to see some magic circles 🤪

    • @saragandev
      @saragandev 3 года назад

      Lol, I will be sure to do something on the magic circles then :) and yeah I would imagine twinmotion, not really something I have played with lol