Doppelganger Studios
Doppelganger Studios
  • Видео 71
  • Просмотров 76 210
Unreal Engine UI/UX Advanced Tutorial: Creating Navigation Buttons
In this Unreal Engine Advanced Tutorial you will learn how to create Navigation Buttons for your UI/UX using Widget Blueprints
-------------------------------------------------------------------------------------------------------------------------
Unreal Engine Blueprints Optimization Course 40% OFF!
www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR
Coupon expires on: 5th March 2025!
-------------------------------------------------------------------------------------------------------------------------
Unreal Engine 5 Creating Main Menu Course 40% OFF!
www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE-MENU-05-MAR
Coupon expires on: 5th March 2025!
--...
Просмотров: 161

Видео

Unreal Engine FPS Tutorial Series #4 Ammo (No Binding)
Просмотров 19414 дней назад
Episode #4 In this Tutorial you are going to learn: - How to create optimized Player HUD (no Canvas Panels) - How to update the Ammo without using Binding Functions Unreal Engine Blueprints Optimization Course 40% OFF! www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025! Unreal Engine 5 Creating Main Menu Course 40% OFF! www.udemy.com...
Unreal Engine FPS Tutorial Series #3 Projectiles
Просмотров 10828 дней назад
Episode #3 In this Tutorial you are going to learn: - How to shoot Projectiles from our weapon - Optimizing the Projectile's Blueprint - Collapsing nodes to a Function and clean up the Blueprints Unreal Engine Blueprints Optimization Course 40% OFF! www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025! Unreal Engine 5 Creating Main Men...
Unreal Engine FPS Tutorial Series #2 Weapon Attach
Просмотров 133Месяц назад
Episode #2 In this video you are going to learn: - How to attach a weapon to our Player's hands and start the game with it - Tips and Tricks for adjusting the gun precisely at desired location Unreal Engine Blueprints Optimization Course 40% OFF! www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025! Unreal Engine 5 Creating Main Menu C...
Unreal Engine FPS Tutorial Series #1 Intro
Просмотров 218Месяц назад
Episode #Intro By the end of these Series you are going to learn: - Attaching the weapon to our Character and starting the game with the gun in our hands - Single fire projectiles with the gun - Automatic fire projectiles with the gun - Automatic Reload when out of Ammo - Update the Ammo on the screen - Automatic Reload when out of Ammo - Press "R" to reload if we have Ammo - Ammo pickup - Zoom...
Enemy HealthBar Unreal Engine Tutorial | No Casting | No Binding
Просмотров 399Месяц назад
Learn how to create Enemy Healthbar in Unreal Engine 5, with Optimized and game-ready Blueprints. Unreal Engine Blueprints Optimization Course 40% OFF! www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025! Unreal Engine 5 Creating Main Menu Course 40% OFF! www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE-MENU-05-MAR C...
Blueprint Macros Beginner Tutorial Unreal Engine
Просмотров 2082 месяца назад
Why you should never use "Delay" nodes: ruclips.net/video/KUYRBPagAY8/видео.html&ab_channel=Chankulovski Unreal Engine Blueprints Optimization Course 40% OFF! www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025! Unreal Engine 5 Creating Main Menu Course 40% OFF! www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE-MENU-0...
UE5 Blueprints Optimization Course: Dash With Cooldown #7
Просмотров 3552 месяца назад
Learn how to create and package games with Optimized Blueprints, with techniques that are not shown on RUclips! Use this Coupon link to receive 50% off the purchase www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025!
UE5 Blueprints Optimization Course: Game Timer And You Died #6
Просмотров 3302 месяца назад
Learn how to create and package games with Optimized Blueprints, with techniques that are not shown on RUclips! Use this Coupon link to receive 40% off the purchase www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025!
UE5 Blueprints Optimization Course: Never Use Binding In Widgets #5
Просмотров 8102 месяца назад
Learn how to create and package games with Optimized Blueprints, with techniques that are not shown on RUclips! www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025!
UE5 Blueprints Optimization Course: Free Assets #2
Просмотров 1332 месяца назад
Learn how to create and package games with Optimized Blueprints, with techniques that are not shown on RUclips! Use this Coupon link to receive 40% off the purchase www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025! FAB Marketplace Assets: www.fab.com/channels/unreal-engine?q=paragon
UE5 Blueprints Optimization Course: Getting Started #1
Просмотров 2502 месяца назад
Learn how to create and package games with Optimized Blueprints, with techniques that are not shown on RUclips! Use this Coupon link to receive 40% off the purchase www.udemy.com/course/unreal-engine-game-optimization/?couponCode=BP-OPT-05-MAR Coupon expires on: 5th March 2025!
Unreal Engine Main Menu Widgets Course: Progress Bar #8
Просмотров 1522 месяца назад
Episode #8 Learn how to create Optimized and Professional Main Menus with Widget Blueprints from scratch with our Beginner friendly Course. Use this Coupon link to receive 40% off the purchase. www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE-MENU-05-MAR Coupon expires on: 5th March 2025!
Unreal Engine Main Menu Widgets Course: Images #7
Просмотров 852 месяца назад
Episode #7 Learn how to create Optimized and Professional Main Menus with Widget Blueprints from scratch with our Beginner friendly Course. Use this Coupon link to receive 40% off the purchase. www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE-MENU-05-MAR Coupon expires on: 5th March 2025!
Unreal Engine Main Menu Widgets Course: Our First Widget Blueprint #6
Просмотров 1032 месяца назад
Episode #6 Learn how to create Optimized and Professional Main Menus with Widget Blueprints from scratch with our Beginner friendly Course. Use this Coupon link to receive 40% off the purchase. www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE-MENU-05-MAR Coupon expires on: 5th March 2025!
Unreal Engine Main Menu Widgets Course: Assets Import #5
Просмотров 702 месяца назад
Unreal Engine Main Menu Widgets Course: Assets Import #5
Unreal Engine Main Menu Widgets Course: Converting MP3 #4
Просмотров 642 месяца назад
Unreal Engine Main Menu Widgets Course: Converting MP3 #4
Unreal Engine Main Menu Widgets Course: Reduce Asset Size #3
Просмотров 942 месяца назад
Unreal Engine Main Menu Widgets Course: Reduce Asset Size #3
Unreal Engine Main Menu Widgets Course: Download Free Assets #2
Просмотров 1382 месяца назад
Unreal Engine Main Menu Widgets Course: Download Free Assets #2
Unreal Engine Main Menu Widgets Course: Getting Started #1
Просмотров 2412 месяца назад
Unreal Engine Main Menu Widgets Course: Getting Started #1
How to use Assets Filter in Unreal Engine | Beginner Tutorial
Просмотров 1512 месяца назад
How to use Assets Filter in Unreal Engine | Beginner Tutorial
Unreal Engine Main Menu Widgets Course: Intro
Просмотров 7 тыс.2 месяца назад
Unreal Engine Main Menu Widgets Course: Intro
Unreal Engine Blueprint Interface Beginner Tutorial
Просмотров 2903 месяца назад
Unreal Engine Blueprint Interface Beginner Tutorial
Sprinting System Beginner Tutorial Unreal Engine 5
Просмотров 3733 месяца назад
Sprinting System Beginner Tutorial Unreal Engine 5
How to: "Do N" node | Unreal Engine Tutorial Series
Просмотров 7033 месяца назад
How to: "Do N" node | Unreal Engine Tutorial Series
Never use DELAY node in Unreal Engine | Use Timers Instead | Tutorial
Просмотров 13 тыс.4 месяца назад
Never use DELAY node in Unreal Engine | Use Timers Instead | Tutorial
Unreal Engine 5 Portals And Meteor Shower
Просмотров 3034 месяца назад
Unreal Engine 5 Portals And Meteor Shower
Unreal Engine 5 Main Menu 3D
Просмотров 4524 месяца назад
Unreal Engine 5 Main Menu 3D
Unreal Engine Main Menu Widgets Course: Never Use Canvas Panel #9
Просмотров 8085 месяцев назад
Unreal Engine Main Menu Widgets Course: Never Use Canvas Panel #9
How To Spawn Objects In Random Location | Unreal Engine Tutorial
Просмотров 1,6 тыс.5 месяцев назад
How To Spawn Objects In Random Location | Unreal Engine Tutorial

Комментарии

  • @3DPiece
    @3DPiece 8 часов назад

    thanks a lot, It's very helpful!

  • @Pixelon_
    @Pixelon_ День назад

    i am new to this stuff, so is the tag a boolean?

    • @doppelganger-studios
      @doppelganger-studios День назад

      @@Pixelon_ The Tag is under the "Name" Variable, and you need to check with the "Branch" node, to see if the Tag is True or False.

  • @LukeAtanasof-BeyondverseLab
    @LukeAtanasof-BeyondverseLab 2 дня назад

    Amazing tutorial

  • @laobame4516
    @laobame4516 3 дня назад

    Finally, this is the only tutorial that's actually works on my enemies health bars, thank you

  • @l.e.p_ink
    @l.e.p_ink 5 дней назад

    Nice thanks for this🤙

  • @TheNew-x2s
    @TheNew-x2s 9 дней назад

    For the Get Player Character it also works with his children or only with the parent

    • @doppelganger-studios
      @doppelganger-studios 9 дней назад

      @@TheNew-x2s That's just a reference to the Player Actor, nothing more. It's limited, so you can't use something like components, variables directly :)

    • @TheNew-x2s
      @TheNew-x2s 9 дней назад

      @ okay thanks

  • @TheNew-x2s
    @TheNew-x2s 9 дней назад

    This is debated in the comments but the only thing I can say is that finish the game of your dreams and you will come back to see this video to solve your problems with Cast To and Event Tick

    • @doppelganger-studios
      @doppelganger-studios 9 дней назад

      Correct! People are confused when they are programming, they don't know that playing the game in the Editor is not the same as playing the game as shipped. Many things can go wrong when playing the game after shipping, that's why it's important to ship the game and test before official publishing.

  • @НовыйФормат-ф5н
    @НовыйФормат-ф5н 9 дней назад

    thanks a lot for this video and your work. Explaining why do not use cast and other stuff

    • @doppelganger-studios
      @doppelganger-studios 9 дней назад

      @@НовыйФормат-ф5н Thank you! I'm happy more and more people are seeing this, how Casting and other nodes can ruin your game's performance. I am posting more content soon, keep an eye on the Channel to learn other important stuff that other teachers are not showing.

  • @luellapak1628
    @luellapak1628 10 дней назад

    You save my project! Thank you so much for the tutorial!

    • @doppelganger-studios
      @doppelganger-studios 10 дней назад

      @@luellapak1628 Thank you! I'm very happy for that! Soon posting more videos with even better content, keep an eye on the Channel! :)

  • @aceplayndraw
    @aceplayndraw 12 дней назад

    I can see you're line of thinking, but Delays aren't completely bad. In specific situations, yeah sure, but they are helpful. In one of my projects, I have 1 line of code that checks for if a Boolean is true in another line of code but the setting of the Boolean to true was happening after the check so it was always coming back False. Putting a .2 delay before the check fixed the problem. I probably could replace it with a timer but it would give the same result, honestly.

    • @doppelganger-studios
      @doppelganger-studios 12 дней назад

      @@aceplayndraw It won't give the same result (not always). Delays are unpredictable and unreliable. They are made for testing stuff, to quickly check your code and they you should replace it with a timer. In your case specifically, the Delay can be even worse, because .2 seconds is way too quick, and Delays are NOT synced with a computer's framerate, so this can cause a lot of weird behaviour. You know why you think you've fixed the problem? Because your game is not shipped, you are testing it in the Editor. The game is not the same when you ship it, and when you testing it in the editor.

  • @idlenetgames
    @idlenetgames 14 дней назад

    how do i do this on a landscape? i want to spawn object random location but exact stick on the landscape height, and normal along the point.

    • @doppelganger-studios
      @doppelganger-studios 14 дней назад

      That's a really good question! It takes a bit of work for this one, it will be long explanation on a text comment, so I might do the updated version to explain the stickicking the Actors on the ground. Thanks for the idea, I hope I will do this in the near future!

  • @SemiSonicMiraculer
    @SemiSonicMiraculer 14 дней назад

    Traces in Unreal Engine are really cool things!

  • @CastorX
    @CastorX 16 дней назад

    Are you concerned about memory performance or execution time. I think the overhead of a cast is pretty low, but if the casted function is a blueprint function the references are what get you in trouble. I have remedied this in the past by using a base c++ class that has the interface of functions you want to call in blueprint. This way a cast doesn't pull in a bunch of blueprint references but you can still use the interface. I think this approach is definitely viable, and clever, but I do think eventually you run into limitations.

    • @doppelganger-studios
      @doppelganger-studios 15 дней назад

      I'm concerned about everything when a Casting is involved. Let's say I could use Casting with caution right? Why would I use something that I need to be constantly aware about? Why using risky node, where I can go the longer and safer way with Interface? :) Everytime when you run to something limited, there is always a way around it, especially with Interface. Interfaces are so lightweight and flexible, but requires a bit more workaround.

  • @neerajXR
    @neerajXR 17 дней назад

    Make more utility tutorials like these. Long but still worth it man !!! SUbbed...

    • @doppelganger-studios
      @doppelganger-studios 17 дней назад

      Thank you so much for your support and encouraging words! I know it's long and people usually don't like long Tutorials, but I want to show the good things, bad things, and best alternatives for the lessons. I've never liked one-sided Tutorials like "Click here, do this, goodbye :))". Soon I'm uploading new Tutorial in few days, and also short Courses are coming too.

    • @neerajXR
      @neerajXR 17 дней назад

      @doppelganger-studios Yup ✅, Waiting ♾️

  • @Films_zonez
    @Films_zonez 18 дней назад

    still waiting on the tutorial for it Brother

    • @doppelganger-studios
      @doppelganger-studios 18 дней назад

      @@Films_zonez I might do a whole series of these. Right now I'm uploading the First Person Shooter Series. Hopefully in the near future I will start this. Thanks for your patience brother ✌️

  • @nastenkaoo
    @nastenkaoo 18 дней назад

    everything is perfect, but how can we put and add item into those spells? (I think it will be done by array)

    • @doppelganger-studios
      @doppelganger-studios 18 дней назад

      @@nastenkaoo No arrays needed. It's a Widget Switcher with Index going + and -. Everytime you want to use an item, you can simply activate that item when the Index is selected.

    • @nastenkaoo
      @nastenkaoo 18 дней назад

      @@doppelganger-studios where, I mean which blueprints and how to activate, can you give a brief idea, I wanna implement it after this tutorial.

    • @doppelganger-studios
      @doppelganger-studios 18 дней назад

      @nastenkaoo It's a bit hard to explain on comments. When you have selected 1st item for example, activate that item. When you select the 2nd item, do the same, activate the item you want (e.g. spawn actor, explosion etc)

    • @nastenkaoo
      @nastenkaoo 18 дней назад

      @@doppelganger-studios all right, thanks for suggestions and help. Good luck to me

    • @doppelganger-studios
      @doppelganger-studios 18 дней назад

      @nastenkaoo Even if you don't do it right at first, don't worry, that is a part of the gamedev process and learning. You will do it eventually, just be patient and always remember that it's normal to struggle sometimes, it's programming after all :) I will keep uploading new Tutorials, hopefully they will help you guide you through this process.

  • @Iam_Your_Fazer
    @Iam_Your_Fazer 19 дней назад

    Thanks for the tips :D ! I think I need to practice more ahah

    • @doppelganger-studios
      @doppelganger-studios 19 дней назад

      Welcome to Gamedev world! We are all in the same bubble together ... practice practice practice :)

    • @Iam_Your_Fazer
      @Iam_Your_Fazer 19 дней назад

      @@doppelganger-studios Definitely :D Make his own first game alone, is a long process, many pains in the a** lol But it's my teenage's dream! I bet I will have again 1 or 2 years to finish it ;)

    • @doppelganger-studios
      @doppelganger-studios 19 дней назад

      @@Iam_Your_Fazer That's how games are made :) 1/2/3 years, depending on the size and complexity. It doesn't need to be super huge game, it can be smaller game but fun and addictive, that's the goal.

  • @perfectbros6060
    @perfectbros6060 24 дня назад

    my cubes are just spawnning right at the middle but not at random how to fix this

    • @doppelganger-studios
      @doppelganger-studios 24 дня назад

      Follow carefully from 12:26 onwards. There will be a node called "Random Point In Bounding Box", and you will see the setup there. I hope this helps, if not, let me know in the comments and I will assist you further.

    • @perfectbros6060
      @perfectbros6060 23 дня назад

      @@doppelganger-studios im sorry i dont know,but its not working

    • @doppelganger-studios
      @doppelganger-studios 23 дня назад

      @@perfectbros6060 The node "Random Point In Bounding Box" and the "Get World Location" of the Collision Box will make the boxes spawn randomy within the box bounds.

    • @perfectbros6060
      @perfectbros6060 19 дней назад

      @@doppelganger-studios i used "get scaled box extent" and it fixed the problem thank you much for the vedio

    • @doppelganger-studios
      @doppelganger-studios 19 дней назад

      @perfectbros6060 You are welcome, I'm super happy you've figured it out!

  • @TheRobJarvis
    @TheRobJarvis Месяц назад

    fantastic tutorial! Just what i needed ty. subbed!

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@TheRobJarvis Thanks, I'm super happy this Tutorial helped you, more to come!

  • @ИсторииЛеснойПоляны

    Is it possible to change weapons according to the same principle? Also with the mouse wheel?

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      Absolutely! Once you setup the Weapons, connect the selected weapons to the Variables accordingly.

    • @ИсторииЛеснойПоляны
      @ИсторииЛеснойПоляны Месяц назад

      @doppelganger-vlad I've tried, but it works strangely, and I'll probably need additional blueprints, but the idea is interesting, we'll give it a try. Thank you))))

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @ИсторииЛеснойПоляны I've tried in some of my previous Projects, it works great. But yes, it requires a bit more scripting 😊 I might do Tutorials for weapons switch in the future, will see. Thank you! :)))

    • @ИсторииЛеснойПоляны
      @ИсторииЛеснойПоляны Месяц назад

      @@doppelganger-studios That's great! It will be interesting to know if I managed to get at least 50% closer to the required result.🤣

  • @tommygunn2782
    @tommygunn2782 Месяц назад

    You are a VERY GOOD instructor. You take your time to explain so many valuable tips! Also, the best tutorials always show the final result at the start, which you did of course. Thanks for this! 💯💯

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@tommygunn2782 Thank you so much for your kind words! I'm trying to cover as many details as possible. And yes, I really love showing the final results before I start with the Tutorial, that way, the audience will decide whether to continue watching or not (I don't want to waste people's time). Thanks again!

  • @EddyMendoza-pg3jt
    @EddyMendoza-pg3jt Месяц назад

    Awesome, Vlad. Let’s help the algorithm, so I am currently redoing some BPs from a Space Shooter Course I took just before doing your two optimizations courses in the last couple of weeks, and I must say they are both proving to be invaluable in improving that project. While this one evolves, I’ll be trying to implement your GAS asset from FAB which I purchased yesterday as it seemed a cool evolution of what you covered in the courses, but for sure I’ll have an eye for this one after that and after getting some more progress done on my own. Happy new year and happy deving, Vlatko!

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@EddyMendoza-pg3jt Hey Eddy! Thanks a lot. Let me know if you need any help or assistance with the GAS assets. I'm preparing the next Tutorial for the Fps, it's going to be lots of fun and we will learn lots of useful stuff. Happy New Year!

  • @nobrainerrgames
    @nobrainerrgames Месяц назад

    hi bro, id say the title is very confusing + video is a bit too, cos it's not Delay - Wrong way Timer - Right way it depends on what you need in specific situations innit? sometimes you actually need this Delay node stopping certain logic for a while and sometimes you need to connect your timer by event i.e. doing variation of input being pressed/being hold certain time :) so i wouldn't say using Delay is a 'wrong way'- it's just different way of dealing with 'time' depending what your needs are👌🏻

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@nobrainerrgames Hey man, thanks for your feedback and sharing your thoughts, I really appreciate it. The title and the video are straight to the point, nothing confusing or clickbait-y. It's actually very simple, Delay is killing the performance of the game. If you want to ship the game with optimized and production-ready Blueprints, you should use Timers instead :)

    • @nobrainerrgames
      @nobrainerrgames Месяц назад

      @ i kinda agree with it- there's a BUT tho☝🏻🤣 using Delays extensively is bad for optimisation... or using those when your whole logic is fcked (but everything is bad for optimisation in this case init), as themselves they're not blocking game thread at all- so i 50% agree with you and 50% stay with my 'it depends'🫡

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @mam9zyc Fair enough 😊 ✌️ I always respect other people's opinions. Thanks for sharing yours man :)

  • @egemenyldrm976
    @egemenyldrm976 Месяц назад

    I bought your 2 tutorials They are amazing. Third could e similar these effects (I dont know how difficult to prepare but...) its amazing. Thanks

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@egemenyldrm976 Hey, thanks for buying the Courses! I will make Tutorials in the future similar to these, definitely!

  • @FireF1y644
    @FireF1y644 Месяц назад

    Casting is not bad at all if CDO is already loaded in memory or you cast in C++. Alternatively, you can compare class soft references. GetAllActorsOfClass is very fast if the amount of actors of class is small (total number of actors in the world is irrelevant)

  • @resumindo_videos_wuw
    @resumindo_videos_wuw Месяц назад

    voce é foda demais irmao te amo 😁😁 Traduction: you are very cool brother I love you

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      Thanks brother! I hope you find this Tutorial useful :) have a great holiday season and a Happy New Year ahead!

  • @Iam_Your_Fazer
    @Iam_Your_Fazer Месяц назад

    Hey ;) Nice ! After changed all my ticks, I will try this method too ! My NPC use cast, so I will change that and see what happen ! I saw you said the Canvas panel is not great, sh*t I made everything with lol need to take a look as well lol Have a nice holidays friend ;) Dorian.

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@Iam_Your_Fazer Hey Dorian, thanks! You did well to change the Ticks :) you will feel the difference when you package your game and test it. Please remove the Canvas, PLEASE :))) thanks again, and have a great holidays too. Vlad.

  • @Somordorp
    @Somordorp Месяц назад

    Thank you, just started learning UE and everyone is just casting.. If i understood it correctly, i can use BP Interfaces instead of casting? I want to create a Button to open a Door but without casting. By the way, you explain things really well. Im a beginner, and I can easily follow along with your teaching style. Thank you! :)

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      Hey, thank you! :) Yes, all of the Tutorials are teaching you Casting, because in a matter of minutes you can program a lot of things with that node, but at the cost of your game performance. The Instructors are doing those types of videos to attract more Subscribers, they are not saying how Casting is destroying your shipped game. And yes, you should use Blueprint Interface instead of Casting, NO EXCUSES! :) Please watch the Casting video on my Channel to learn why you should never use Casting. Ignore the comments where people are arguing that "Casting is good if you use it properly, Casting is a great node" etc. Thanks once again, I'm glad you like the way I teach, MORE TO COME :)

    • @Somordorp
      @Somordorp Месяц назад

      @@doppelganger-studios Maybe they dont even know about the casting performance, anyway, i purchased your course to learn more about it :)

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @Somordorp Trust me they do :) they just decide to go the quick and easy way and don't care about their Player's experience. Thanks for buying the Course! :) That's the right way of making production-ready games, there is so much to learn there. Let me know if you need any support for the Course :)

    • @nobrainerrgames
      @nobrainerrgames Месяц назад

      i 100% agree to use BPIs wherever you can but if it comes to casting to your player character it doesn't matter as casting is heavy only when actor is not already loaded to your level- so in case of player 'dont cast, no excuses' is not valid, isn't it? edit: + not casting to your player character for sake of 'optimisation' would give you sooooo many headaches mate, it's unbelievable 👀

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @mam9zyc Character is loaded in the game, yes. But if for example, you want to overlap your Character and using Casting all the time, this will be expensive for the game, regardless whether the Character is loaded already or not. Hover over the Casting node and read the tooltip, you will see what I mean :) You will have a headache if you are using Casting in your final shipped game, that I can promise :)

  • @egemenyldrm976
    @egemenyldrm976 Месяц назад

    Great template

  • @krayvin
    @krayvin Месяц назад

    your optimization videos are genuinely great! I'd love to actually see a full project that has its logic done "the wrong way" compared to a build done with this approach and just compare the performance between the two on low end hardware good stuff!

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@krayvin Thank you very much! I should've keep my old Project years ago with the old and bad Blueprints, but I never thought I will actually teach these stuff. Many students have contacted me to tell me that they've changed their code and their game has changed A LOT, it's performing better and it's not crashing like before. Thanks once again! :) ✌️

  • @Iam_Your_Fazer
    @Iam_Your_Fazer Месяц назад

    Hi everyone, So, in my current project, I replaced all the "event tick/delay" setups with "custom events," potentially using a timer. Before coming across your tutorial, I had read that using "ticks + delay" was a way to ease the CPU load. I had around 40 of them on my main blueprint and 30 on one of my vehicle blueprints. Before switching to your method, my performance stats were: World Tick Time: 7.64ms Tick Time: 7.23ms Blueprint Time: 4.54ms After changing everything to your method: World Tick Time: 4.22ms Tick Time: 3.78ms Blueprint Time: 3.46ms That’s a 40% improvement! I’ve got the screenshots if needed! Thanks :D

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      That's a big improvement, especially if you have a complex logic! Thank you for sharing this important feedback. Even with the screenshots as a proof, people who don't want to optimize their code they will try to tell you otherwise, that you are wrong, that's not true etc :))) Keep optimizing your Blueprint and don't listen to the lazy people who are saying otherwise :)) cheers!

    • @Iam_Your_Fazer
      @Iam_Your_Fazer Месяц назад

      @@doppelganger-studios ;) yes, I'm happy with this. And my game stat, the logic all included is at : 11:30ms before with the ticks was at 15:80ms. So yes, big improvement for me, I debbuged some part in the same time ;) yes, I think it's complex for the moment, I have a full survival system, inventory, grab, quest, vehicle, guns, door logic, real time system and more, I coded everything, but as a beginner, I started 8 months ago, but, look well better now ;) I think I can improved again, but it's on the good way ;)

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @doriantek We can always do better ! :) I did the same thing when I've learned the Optimization part. I had to remove all Casting, Delay, Tick nodes, and when I shipped the game again, I could straight notice the difference. Keep up the good work! :)

  • @madmer
    @madmer Месяц назад

    Потраченного времени жаль. Пятикратно переваренный кал

  • @Iam_Your_Fazer
    @Iam_Your_Fazer Месяц назад

    Hi, thanks, very usefull and well explained ;)

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@Iam_Your_Fazer Thank you! :) This mechanics is one of my favourites, spawning Actors and enemies in an area :)

  • @YTAliasJoeCool
    @YTAliasJoeCool Месяц назад

    what nonsense, just use a delay and a sequence if you want to continue something else while the timer is waiting. 2 nodes and done, no need for that whole timer setup and terminating

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@YTAliasJoeCool Yeah, 2 nodes and you are done. Congratulations you are a Developer 😅😅😅

    • @YTAliasJoeCool
      @YTAliasJoeCool Месяц назад

      @@doppelganger-studios your unbased sarcasm got you a downvote and block. read up on the other comments, to learn that you are not a developer and your claims what is right or wrong are simply bullshit and arrogance.

    • @doppelganger-studios
      @doppelganger-studios Месяц назад

      @@YTAliasJoeCool For a toxic and jealous people like you, sarcasm is the least I can do. Best regards from a non-developer who shipped over 10 full games ;)

  • @sephtv2759
    @sephtv2759 2 месяца назад

    This tip is a bit heavy handed but generally okay advice. If you're doing a single player, there's nothing wrong with Delay, use it as you wish, especially helpful using it with a duration of 0 since it waits 1 frame, helps with spreading stuff over multiple frames, like in big for loops where you want to avoid hitching by doing too much in a single frame. But in multiplayer games you should avoid Delays yes, use them only for debug purposes to check if your code executes in a bad order but for actual implementations you should avoid it. If your multiplayer code requires delay to work then it's written poorly.

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      Delay causes issues even in a Singleplayer game. The problem is not just in framerate for Multiplayer.

  • @gstreetgames2530
    @gstreetgames2530 2 месяца назад

    Very good work! The course referenced on Udemy is third person though, is this included? It's obvious you know your stuff well from watching a few of your videos. I'm sure that even I could learn some things from you. I'll be getting both your courses soon as a sale pops up on Udemy. Any plans to make more courses? Keep up the great work!

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      Hey there, thanks for your kind words! The First Person Shooter video is just for a showcase of gameplay mechanics in general, it's not included in the Courses I've made. And yes, I'm preparing the next Course for RUclips and Udemy so keep an eye on the Channel :) You don't have to wait for Udemy's promotions, I have already made Coupons at the lowest prices: Creating Main Menus 40% OFF www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE5COUPON-END-DEC13 Blueprints Optimization 49% OFF www.udemy.com/course/unreal-engine-game-optimization/?couponCode=UE5COUPON-END-DEC13 Coupons end on 13th December

    • @gstreetgames2530
      @gstreetgames2530 2 месяца назад

      @@doppelganger-studios Thanks, got both!

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@gstreetgames2530 Thank you, you will learn a lot in these Courses! If you need any support or help, reach out to me anytime on any platform, I always reply when I see the messages. Have fun learning! Vlad.

  • @Shinbusan
    @Shinbusan 2 месяца назад

    Good advice, although you repeat yourself to much. Thank you for help!

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      Thanks! I have to repeat, that's one of the best ways to remember what's happening. I don't like Tutorials like : Click here, click there, do this, do that... :) but thanks for the suggestion, I appreciate it.

  • @tadeuszreczek2349
    @tadeuszreczek2349 2 месяца назад

    Is there a video with optimized player health functionality somewhere? I can already see the videos from the series from #6 and #7, but I don't see the ending of the topic from video #5

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      Yep, this is the video: ruclips.net/video/DmpRbWwJCzY/видео.html&ab_channel=Chankulovski

  • @velha2999
    @velha2999 2 месяца назад

    Hey i have question why not 5.5?

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@velha2999 Hey. 5.5 still new version, tend to be buggy and occasionally crashing for no reason. Plus, with 5.0.3 the programming is applicable to UE4 and can easily switch to UE 5.5 or latest. It's kind of like perfect bridge between versions. Last but not least, not everyone can afford PC that can handle 5.5 :( , so I want to give back and accommodate to everyone in the community.

    • @velha2999
      @velha2999 2 месяца назад

      ​@@doppelganger-studios alright thanks for explanation looking forward for next videos!

  • @ChrixB
    @ChrixB 2 месяца назад

    I noticed that you use a macro instead of a function for the WASD controls. When is it better to use a macro versus a function? Perhaps this could be a topic for a new tutorial. 😉

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      I will make a Tutorial for something like that for sure. Overall, Functions are always returning True, whereas Macro can use True or False output. Also, Macro can have multiple Execution pins for Input/Output, Function have only one Execution pin for Input and one for Output.

  • @halo1of1the1sun
    @halo1of1the1sun 2 месяца назад

    Can you help figuring out this? How would I trigger a few actors at a distance? Lets say I cant use overlap or line trace. I just want to hit a switch and turn on a buch of lights (or open a bunch of doors) Is there a way to do this without "get all actors of class"? One idea that comes to mind is to put the interaction code in the lights. Maybe they can use "player character" to trigger an interface event that checks if the player interacted with the right switch? Or I was thinking that I could still use "GetAllActorsOfClass", but instead of a specific actor class I could use the base actor class. Then use tags. I dont know if that would make it better, but Im not sure how to sample a bunch of actors that are afar. Thank you!

    • @halo1of1the1sun
      @halo1of1the1sun 2 месяца назад

      Another silly idea that came to mind is to create an array of vectors on the switch. I can manually sample the location of each actor with some offset or make a function to do it. Then I can line trace them all and get the actors that way. Thats so funny tho and it has limits. Like if the actors move away i wont be able to find them during gameplay again. Unless I program that offset in too

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      I will try to make a Tutorial for this kind of thing. It can be done, but make sure you DON'T use "Get Actor Of Class", and especially DON'T use "Get All Actors Of Class". This is a performance killer, so NEVER use these nodes. I will do my best to make a Tutorial for this, it's not that complex.

    • @halo1of1the1sun
      @halo1of1the1sun 2 месяца назад

      @@doppelganger-studios Thank you a lot : )

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @halo1of1the1sun You are welcome! :)

  • @ChrixB
    @ChrixB 2 месяца назад

    I always feel that using Delay is the wrong workflow. Thank you for highlighting this so clearly and providing a good example of how to handle a timing case like that!

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@ChrixB I mean, it's logical right? If you can do all that functionality with just 1 node, there has to be a catch :) I'm super happy your understood and accepted the right way of programming! Thanks

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @a123b123c123d123c123 Ok

    • @ChrixB
      @ChrixB 2 месяца назад

      ​@@a123b123c123d123c123 The video showed that delays pause the flow of code, whereas timers make your code asynchronous, allowing multiple events to occur simultaneously. In my experience, Sleep and Delay in most languages are typically used for debugging.

    • @ChrixB
      @ChrixB 2 месяца назад

      @a123b123c123d123c123 for me, when I have to introduce a delay or sleep in my code, I take that as a sign that something in my design is not right.

    • @ChrixB
      @ChrixB 2 месяца назад

      @a123b123c123d123c123 idk, maybe you find a better way to handle delay, let us know and share it ?

  • @ChrixB
    @ChrixB 2 месяца назад

    I dig your youtube channel trying to find the solution for this case, is it a external course ? if not, can you put the solution as a link in the description pls. Thanks!

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@ChrixB That video is from external and full Course, yes. I have a different video explained how to do this properly: ruclips.net/video/DmpRbWwJCzY/видео.htmlsi=dkIyeAL1WnSbPps1 Let me know if this is what you're looking for.

  • @عليالقصير-ه1غ
    @عليالقصير-ه1غ 2 месяца назад

    What do you mean by binding ? what is it that's wrong? I'm not advanced in BP so sorry if I asked a beginner question

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      Don't say sorry when asking for help, especially if you are a beginner :) What's wrong with binding? When you use Binding (like I'm showing in the video), this Function is working like Event Tick, which means it will constantly ticking each frame - FOREVER. When Player wants to update their Health (when heal or damage your Player), you should use different approach. I have a full tutorial for that as well.

    • @عليالقصير-ه1غ
      @عليالقصير-ه1غ 2 месяца назад

      @@doppelganger-studios Thanks

  • @wolfpawz321
    @wolfpawz321 2 месяца назад

    What about making an ammo counter? Is ok to bind this?

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      No. Binding will tick each frame throughout the whole game. NEVER use Binding, nor Event Tick.

    • @wobowobocat
      @wobowobocat 2 месяца назад

      @@doppelganger-studios Naah, Tick is fine if you know how and where to use it. Binding is fine too, if your widget is not present persistently on the viewport.

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@wobowobocat Sorry but this is too funny :))) reading this, I literally cannot argue anymore. Feel free to use these things, it's your game after all

    • @oAZTECKx1
      @oAZTECKx1 2 месяца назад

      ​​@@wobowobocatim surprised he didn't delete your comment. Somehow RUclips recommended me this garbage. This guy has literally no idea what he's talking about in any of his videos, and I feel sorry for the beginners watching.

  • @TheChapen
    @TheChapen 2 месяца назад

    Hello, Do you have any course or tutorial about how to do those?

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@TheChapen Hey there. I thought I put the link in the description, but I will update the video description later. Here's the Discount Coupon of the Course: www.udemy.com/course/unreal-engine-widget-blueprint/?couponCode=UE5COUPON-END-DEC13

  • @alexeinuville2555
    @alexeinuville2555 2 месяца назад

    Thank god! This is the VERY FIRST TIME someone explains why casting is expensive, no other tutorial I've seen (even from official Epic Games instructors) explains this and how to bypass it!!! Instant subscribe

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @@alexeinuville2555 Thanks man! You would be surprised how many people are refusing to believe that Casting is bad for our games, just because they don't want to spend more time to optimize their code, they want it quick and easy with the Casting. Watch my Tutorial for Casting specifically, more in depth explanation there. Thanks for the sub!

    • @bryanwiitala8854
      @bryanwiitala8854 День назад

      Casting is super expensive.

    • @doppelganger-studios
      @doppelganger-studios День назад

      @@bryanwiitala8854 Yes :)

  • @Fikarblackproject
    @Fikarblackproject 2 месяца назад

    can we put different interact widget pop up each BP? like press E, F, G

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      Absolutely. But it needs a bit more work for that. You can use different approach to make it easier. For example, instead of creating a Widget Component in the Blueprint, you can simply Create Widget when overlap with the Collision Box (so you can decide which Widget to show, press E,F,G etc). But the problem with this is, the Text from the Widget will not follow the Player's camera, so you need to do more programming to achieve this. It's just, there are so many ways to do this :)

    • @Fikarblackproject
      @Fikarblackproject 2 месяца назад

      ​@@doppelganger-studios Yapp i have been done with that, now im looking for how to pop up widget when i see the object , and im stuck, i only can pop up 1 type of widget hehe

    • @doppelganger-studios
      @doppelganger-studios 2 месяца назад

      @Fikarblackproject That's a good idea to make another Tutorial about this, to display any Widget. Will see my availability and hopefully to make one in the near future. Thanks for the idea and comments :)

  • @cybercatgamers1689
    @cybercatgamers1689 2 месяца назад

    much needed course