Комментарии •

  • @flyingmalkie4346
    @flyingmalkie4346 3 года назад +16

    "this is it, my first ever line of dialogue, the entry for my game to be, a product of thousands of hours of time and effort, what shall it be...?"
    "So...you're finally awake"

  • @BrianHamil
    @BrianHamil 5 лет назад +40

    A trace can get expensive on every frame (if you have other things on tick as well) so avoid code on tick. Better to give the NPC a collision box or sphere that will set a variable attached to the player or a component that's attached to the player. To clarify, a trace itself isn't expensive, rather once you get further along in development, if you have a lot of code tied to the frame rate tracing will just add to your cost.

  • @ArtBySamuelBrooks
    @ArtBySamuelBrooks 4 года назад +71

    Anyone having issues on 4.24. When you remove from parent in the HUD graph place an IsValid node before it and make the Input Object the message widget. Hope this helps.

    • @juancarlosgarciafernandez6183
      @juancarlosgarciafernandez6183 4 года назад

      Can you put a screenshot? I can´t do it. Thank you in advance for your help.

    • @billykennedy-carr7887
      @billykennedy-carr7887 4 года назад +22

      @@juancarlosgarciafernandez6183 imgur.com/a/H885AHX

    • @anandshukla9156
      @anandshukla9156 4 года назад +6

      @@billykennedy-carr7887 Thank You!!!! I was looking for a solution for a long time and you helped me. Thanks for fixing it

    • @TheKBC14
      @TheKBC14 4 года назад

      @@billykennedy-carr7887 Thank you so much!

    • @dssiego
      @dssiego 4 года назад

      ​@@billykennedy-carr7887 @Sammy the real mvps

  • @TheGrimmy
    @TheGrimmy 4 года назад +1

    So happy about the line trace. I had a lot of issues with the "Interaction Field" from a previous tutorial, and this one is a lot more specific, especially when there are more things in an area to interact with.

  • @seandobson2682
    @seandobson2682 2 года назад +1

    First time using unreal (been using unity for a few years), found the video easy to follow and just a really good tutorial.

  • @MirkoRizzari
    @MirkoRizzari 5 лет назад +2

    Thx for this. Can't wait for part 2 :)

  • @freijadegraeve4783
    @freijadegraeve4783 4 года назад +11

    For anyone trying this tutorial and not having the display message show up, I was having the same isue (using 4.24). At first I thought it didn't work because my set-up is a lot different than the tutorial's general set-up, ie for movement and such. But rewatching it gave me the answer to why it wasn't working. In this tutorial we do a cast after the event begin play which should make following casts unnessecary, which for some reason did not work as intended for me. While UE didn't give me error messages about needing a cast it did tell me that it was accessing none when truing to do the display message function. The problem was that I did need to put another cast in between the set and display message to my game mode. After I did that, it worked. I also did not need the event begin play to do a cast using this.

    • @TheGrimmy
      @TheGrimmy 4 года назад

      Yeah at some point UE4 changed things around how HUDs work, and I've had a lot of glitches along the way. No errors. Just glitches like the ones you're talking about. There was also one where the Display Message didn't go away on leaving interlapping. I don't know what they messed up, I just wish I knew how to fix the wide array of little things it left behind. Thanks for this, that's one little victory :)

    • @obbymusic744
      @obbymusic744 3 года назад

      How

    • @kevinaccettarobles5042
      @kevinaccettarobles5042 Год назад

      Where exactly did you manage to fix it?
      "The problem was that I did need to put another cast in between the set and the display message to my game mode."
      Where? All he did in the game mode was these 3 nodes at the 6:01 mark, which don't include a cast.

    • @saif0316
      @saif0316 Год назад

      what does this mean? sorry, I'm kinda lost with what you said ..

  • @ng3apis
    @ng3apis 4 года назад

    Thank you a lot! Awesome and clear tutorial!!!

  • @dreamersdream5131
    @dreamersdream5131 4 года назад

    Thank u for this awesome tutorial!

  • @bronkerz
    @bronkerz 3 года назад

    Works Fine for me using 4.25.3 doing all stuff in video! Ty for Tutorial!

  • @empirical_blade6926
    @empirical_blade6926 3 года назад

    Thank you bro this helped in my project

  • @danliviu75
    @danliviu75 Год назад +1

    Absolutly amazing tutorial...my favorite at all time.Thanks!

    • @jesperrasmussen2058
      @jesperrasmussen2058 Год назад

      does it work fine in UE5?

    • @danliviu75
      @danliviu75 Год назад

      @@jesperrasmussen2058 I'm working in U 4.26

    • @danliviu75
      @danliviu75 Год назад

      I have Unreal 5 as well but I've started in U 4.26 and I don't know how to migrate project

    • @danliviu75
      @danliviu75 Год назад

      Do you have a tutorial with how to add animation to custom character when interacting with playable character?

  • @MassiveMawEntertainment
    @MassiveMawEntertainment 5 лет назад

    Great tutorial: quick question. I am doing your tutorial for multiplayer, What replication mode do I select so that each player can get their own interaction (not visible to other players)?

  • @deanfitri5219
    @deanfitri5219 4 года назад +4

    Why does the "Press E to Interact" does not show after we package the game???? It showed only in the play in selected viewport and standalone.

  • @linyafernandez3444
    @linyafernandez3444 2 года назад

    Thank you sir for finding the error! I was wondering if I was the only one :'--(

  • @SakakiHiroshi
    @SakakiHiroshi 4 года назад +6

    For anyone following this tutorial and who encounters the same "issue" as others with (Accessed None trying to read property PlayersHUD". Blueprint: ThirdPersonCharacter Function: Interact Check Graph: InteractCheck Node: Display Message) or simply the "Press E to Interact" message not being displayed after the instructions for what goes after the print string test, I suggest you to in your project settings under maps and game mode and double-check the project is assigned to the thirdpersongamemode or whichever game mode you're using that is supposed to showcase the "Press "E" to Interact". I was having the same problem and it seems with some version of Unreal (4.24 in my case) the game mode isn't automatically assigned to the project by default and that's what was causing the issue.
    Hope this helps!

    • @deanfitri5219
      @deanfitri5219 4 года назад +1

      Why does the "Press E to Interact" does not show after I package the game??? It showed only in the play in selected viewport and standalone.

    • @SakakiHiroshi
      @SakakiHiroshi 4 года назад

      ​@@deanfitri5219 Which version of the engin are you using?

    • @deanfitri5219
      @deanfitri5219 4 года назад

      @@SakakiHiroshi Unreal Engine 4.23

    • @Sillymonkeies
      @Sillymonkeies 4 года назад

      @@deanfitri5219 Did you figure this out??

    • @deanfitri5219
      @deanfitri5219 4 года назад

      @@Sillymonkeies nope

  • @darianagreen9082
    @darianagreen9082 3 года назад

    For me it worked perfectly, it’s ver detailed and if you miss any single variable or forget to expose it, it won’t work, so just attention to details and it will work. I just was wondering @Ryan LaLey if it’s not too expensive to try to call function on movement? Especially if the game has many other interactions. What is the benefit of using sphere trace instead of trigger box around each actor
    ?

  • @Leomerya12
    @Leomerya12 Год назад

    THANK. YOU.

  • @Sillymonkeies
    @Sillymonkeies 4 года назад

    You rock!

  • @Badwolf2743
    @Badwolf2743 3 года назад +1

    Hi i love your tutorials as they are always in a lot of detail but i have a question and was wondering if someone could help me thanks. At the end of the tutorial when i try to search up "Display Message" nothing comes up and i have turned off sentative search to find it. So idk if i have missed something out i was supposed to name something i am using ue4 4.25.1 thanks again.

  • @Hu7io
    @Hu7io 4 года назад +1

    I have issue with 10:34 . That red thing is facing behind me not in front of me how it should. Anyone has solution? + I do not see the "E" to interact box.

  • @pploy654
    @pploy654 2 года назад

    Hello, I'm using your tutorial to develop my VR prototype but I think some node must be different as it doesn't work for me yet. Would love to hear from you on how to fix it please. Thank you very much.

  • @rib_rob_personal
    @rib_rob_personal 2 года назад +2

    Doesn't it make more sense to use a trigger to check if they can interact? That way you don't need to compute distance and orientation. Instead it's if they're in or out of the trigger.

  • @erykbugajski7747
    @erykbugajski7747 3 года назад

    Hey I have a question in the first person mode and character I already have some stuff there I'm new to this stuff and when I try to add Even Begin Play on the FirstPersonCharacter it doesn't let me because it is already used by another widget. Any solutions?

  • @CreaTuPrimerJuego
    @CreaTuPrimerJuego 2 года назад +1

    Hellow man Congratulation for vidio. One question, does this serve to make the actor make a move after selecting a question? I mean the unplayable actor....I'm from chile my freend!

  • @unlimitedgamerworks6125
    @unlimitedgamerworks6125 Год назад

    I've been working through the quest system you did. I've almost finished it, would it be possible to combine that system with this system

  • @geoffrey3668
    @geoffrey3668 5 лет назад

    Great video! The only thing is the interactinterface of this dialogue tutorial mess around with interactinterface of your inventory tutorial. I just renamed the interfaceinteract to stop the interference ;).

    • @RyanLaley
      @RyanLaley 5 лет назад

      You can use just the one interact interface for both systems

  • @DarkEnforcer11
    @DarkEnforcer11 5 лет назад +2

    Hey Ryan, I’m still stuck on how I’d make my Guard not see the player if they’re in Stealth Camo, are you able to do a quick video on it please? coz I can’t find anything on RUclips 🤔

    • @BrianHamil
      @BrianHamil 5 лет назад +1

      You can use a boolean value, like "can be seen" on the player, so in your npc logic, have it ask if this value is true or false before deciding how to react to seeing the player.

  • @bobgratton2986
    @bobgratton2986 8 месяцев назад +3

    can this works with unreal engine 5.2 ?

  • @meganofilando9097
    @meganofilando9097 2 года назад

    hello, im using this dialogue for trying to make a game, but there a issue i can't solve, which is picking a choice, it work at first but later it would not let me pick any of the choice ive made afterward. like its locked or something? for example, ive been going through three long dialogue with choice which worked, but later it won't let me pick anything after. but sometime it worked after i restart, but later the other dialogue choice won^t work. the mouse appear, but when i hover around the choice, the hovering dont change color, or the button doesn't work when clicking, as if there a invisible wall above it. using unreal engine 4.27.1 and 4.27.2.

  • @batzz898
    @batzz898 3 месяца назад +1

    I am using 5.3.2 unreal and I was having trouble with the “remove from parent” in the heads up display widget. But I was able to fix it by adding a “is Valid” with the question mark to false and connected the “message widget” to the input object. Then connected the “is valid” to “remove from parent” and it worked. I hope this helps anyone with the problem. (Edit: everything else in the video works very well just I had trouble at that part)

    • @user-ep7hh8gm4g
      @user-ep7hh8gm4g 2 месяца назад

      Nice one bro, really helpful

    • @user-ep7hh8gm4g
      @user-ep7hh8gm4g 2 месяца назад

      Hello, i got some problem, after i use ur code unfortunately the widget not showing up again, do you have any idea to fix that ?

  • @ggplayer1170
    @ggplayer1170 4 года назад +1

    How do I display portraits like in a Visual Novel along with the dialogue?

    • @tahayasinfirtina1006
      @tahayasinfirtina1006 3 года назад

      İ may be a little late but there was an another engine for developing visual novels, it was called renpy if i recall correctly. İ think renpy was way too better than unreal when it comes to visual novels, so i recommend you to give it a shot

  • @kabosustan2484
    @kabosustan2484 2 года назад

    Im having an issue, in my interact check the display messege node has a heads up display object reference but my player hud has a user widget object refference. I'm wondering of anyone has a solution for this thanks ^^

  • @GrAlUnrealEngine
    @GrAlUnrealEngine 5 лет назад

    Can I somehow remove the message "Press E to Interact"? I just remove it only when I hover and come close to another object. For example, the "box"

    • @perryjones7655
      @perryjones7655 4 года назад

      If you're using a collision box of some kind to do this then you are probably using the OnBeginOverlap event. Just use OnEndOverlap event to remove the message.

  • @vincentdupont3742
    @vincentdupont3742 2 года назад

    Have you a Idea How make it work for Item and other Intractable? Show the ''Press E''' message.

  • @BlackFolioStudios
    @BlackFolioStudios Год назад

    Everything here works perfectly, but I'm getting an error each time that says "Accessed None trying to read property MessageWidget". Node: Remove from Parent Graph: Display Message Function: Display Message Blueprint: W_PlayerHUD It doesn't seem to be actually affecting any functionality but wondering if it will be an issue in the future if I don't fix it.

  • @saif0316
    @saif0316 Год назад

    Hey my InteractMessage "Press E" appeared up at the end of this video but after goin through the second part its gone and I dont know how to get it back. Anyhelp???

  • @1996bag
    @1996bag 3 года назад +1

    Hey great tutorial.
    How can the Sphere Trace become invisible?

    • @acardboardbox3861
      @acardboardbox3861 3 года назад

      Got to the "Interact check" function in your third person character blueprint, on the "SphereTraceByChannel" node set "Draw Debug Type" to none

  • @akhiladecosta9326
    @akhiladecosta9326 4 года назад

    Hi Ryan, Is the sphere trace an alternative for thee collision you added in the quest series? it would work either way right? thanks in advance

  • @ekyanso4253
    @ekyanso4253 4 года назад

    Hello, I am having an issue with the display message. After the NPC displays the message, and I move away to hide it, the message will hide but then never show up again, even if I do stand in front of the NPC and the collider activates again. I set up a 'print string' node to make sure the collision was being registered, and it is. But for some reason it won't display the message a second time. Please help.

    • @goldenpixy8609
      @goldenpixy8609 2 года назад

      Hi. I'm having the same problem. Did you figure it out?

  • @Kein_Alias
    @Kein_Alias 5 лет назад

    Hi. =) Is it possible that you can create some classic sci fi effects?
    Like Lasershots, Laserbeams and so on? Nobody shows such things with
    niagara. Nice work though. =)

  • @Thoughtful_Marxism
    @Thoughtful_Marxism 2 года назад

    By the way, I just wanted to mention that this video (part 1.) is not the first on the playlist.

  • @Sillymonkeies
    @Sillymonkeies 4 года назад +5

    "Press E to Interact" Doesnt show when I package the game. Anyone know why?

  • @EmarStudios
    @EmarStudios Год назад

    I'm a little confused ... seems like half of these blueprints is just figuring out if your in range of another object. couldn't you just use collision detection component instead? why do you need to build that with blueprints?

  • @laneydante601
    @laneydante601 4 года назад +1

    Thanks for your great tutorial, it‘s really practical. But how to make a typewriter animation?Thanks a lot.

  • @kevinaccettarobles5042
    @kevinaccettarobles5042 Год назад

    Idk why this is not working for me. 14:10 Here is where mine stops working. If I put the Print node to make it display "NPC" during play, it works. If I add everything after 14:10, it stops working and gives me this error:
    *Blueprint Runtime Error: "Accessed None trying to read property PlayerHUD". Node: Display Message Graph: InteractCheck Function: Interact Check Blueprint: FieldPlayerCharacter*

  • @neals7897
    @neals7897 5 лет назад +1

    Hey I was just wondering, in ur fps tutoiral how do u add more than 2 guns to the switch weapon function. If u could help with this, it would be amazing :)
    Really need to know for a college project im working on. Do u use integers??

  • @OyunZinciri
    @OyunZinciri 3 года назад

    where can i change the position of the writing? thanx by the way

    • @tahayasinfirtina1006
      @tahayasinfirtina1006 3 года назад

      Widget blueprint üzerinden değiştirebiliyor olman gerekiyor.

  • @justinquilala754
    @justinquilala754 4 года назад +2

    Hey Ryan, I am new to UE and I've been following your tutorials. Thing is, I followed this tutorial step by step and for some reason, the message "Press E to Interact" does not show up and I really don't know why. but I am actually using an older version of Unreal Engine specifically 4.17.2, I really wonder if the version has something to do with why it won't work for me. Help please LOL

    • @zeolive5448
      @zeolive5448 4 года назад +2

      Have you clicked the "Show Message" Boolean box within the "Display Message" Event within the Interact Check function of the Player Character? If unchecked, the "Press E to interact" will not show. It was one of the very last steps.

    • @justinquilala754
      @justinquilala754 4 года назад

      Oh hi :) yes I did. The message still did not show.
      But I was able to make it work already just a while ago. Downloaded the latest version of UE and it worked! Turned out it's just a version issue :)
      I appreciate the help tho :) thanks

    • @fuichiko8150
      @fuichiko8150 3 года назад

      @@zeolive5448 I don't have "Show Message" Boolean box within the "Display Message" to clicked

    • @zeolive5448
      @zeolive5448 3 года назад

      @@fuichiko8150 what version of unreal are you using?

    • @saif0316
      @saif0316 Год назад

      same here! my press "e" message stopped appearing specifically after starting part 2. this was on ue5. really frustrating

  • @alex_sophie
    @alex_sophie 5 лет назад +2

    Ok yeah i have a problem. im not using a rotation based movement system. so the sphere trace does not rotate with the direction im walking. and i am getting an error when i try to interact with the npc. "Accessed none trying to read Property PlayersHUD". can you help me?

    • @mccarthyjl
      @mccarthyjl 5 лет назад +2

      Not sure about the first half of your question, but I ran into the same "Accessed none" error. To fix it: in your HeadsUpDisplay widget blueprint, on the false leg of the Branch node, make the reference to the Message Widget a validated get and connect Is Valid to Remove from Parent. That way it only tries to remove it if it actually exists.

    • @BrianHamil
      @BrianHamil 5 лет назад

      What kind of movement are you using? The sphere should be attached to the skeletal mesh.

    • @alex_sophie
      @alex_sophie 4 года назад

      @@mccarthyjl it is a sprite based movement system. it should work because i am "flying" and based on the key i press the sprite changes. it should work how it is now but it doesnt. also the fix doesnt do it for me.

    • @altereddev8117
      @altereddev8117 4 года назад

      @@alex_sophie Hey did you fix it? I've got the same problem...

    • @alex_sophie
      @alex_sophie 4 года назад

      @@altereddev8117 fixed it by putting a delay either infront or behind of the cast to gamemode.
      the rotation i fixed by just using a static line trace that tracey every direction at once or basically everywhere around the character

  • @bonescorvid743
    @bonescorvid743 4 года назад +1

    How could I make it so that the "Press E to interact" message appears above the NPC's head instead of on the screen?

    • @Desdemniae
      @Desdemniae 3 года назад +1

      Add the interact widget as a component to the npc bp in world space

    • @bonescorvid743
      @bonescorvid743 3 года назад +1

      @@Desdemniae Thank you!! Don't know how simply doing that went completely over my head lol 😅

  • @AmnestiaInc
    @AmnestiaInc 5 лет назад +1

    I'm not a programmer (I'm 3D artist :D but I love the concept that I can make my own game with your tutorials!) but isn't that trace sphere going to kinda... "lock" interactable actors you (and me) created in your (great!) inventory system tutorial and make them "unachievable"?

    • @RyanLaley
      @RyanLaley 5 лет назад +4

      Use multitrace. It returns an array of all actors hit. So you can do a for each loop and get the highest priority target.

    • @AmnestiaInc
      @AmnestiaInc 5 лет назад

      @@RyanLaley You are the best!

  • @ishowfast1324
    @ishowfast1324 9 месяцев назад

    prees e to interact is not showing up help

  • @michellemackay175
    @michellemackay175 3 года назад

    Hmmm, when I connect DisplayMessage to false for both branches I get an error for the position. Can anyone help?

    • @michellemackay175
      @michellemackay175 3 года назад +1

      For anyone in the future this was in the comments below but it helped me out i.gyazo.com/964bbf682fda114498ff6864329fd128.png ??

  • @SongOfStorms27
    @SongOfStorms27 3 года назад

    If anyone ever has the problem I did, here's a solution.
    Problem: I couldn't access "DisplayMessage" function inside of my HUD from The Player Pawn Blueprint's "Interact Check" function, so I tried to cast the variable inside of my player character referencing the HUD to cast as my HUD Blueprint and then I hooked it all up. It gave constant error messages saying something like "Accessed NONE while trying to CastToW_HUD"
    My Solution: My HUD variable reference was starting from my GameMode, and both were coming out as TYPE: User_Widget
    I re-did them so they both were of type W_HUD (my custom widget for the HUD), and then I no longer needed to cast in the interact function, as my reference to the HUD was now the actual HUD and not a general User_Widget and everything became solved.
    This is probably some error I made along the way that's totally my own fault, but maybe it can help someone else.
    Peace and love

  • @Hu7io
    @Hu7io 4 года назад +2

    So tutorial doesn't work for me

  • @Kid_Makina
    @Kid_Makina 4 года назад

    even thought the print string works when the sphere trace hits the npc im getting "Accessed None trying to read property PlayersHUD" like 10,000,000 errors and the interact widget wont show

    • @RyanLaley
      @RyanLaley 4 года назад

      Sounds like you PlayerHUD referenced hasn't been correctly set. Make sure it is on a begin play event

    • @Kid_Makina
      @Kid_Makina 4 года назад +1

      @@RyanLaley seems like nothing is working followed the tutorial exactly positive i didnt miss anything. Maybe it might be engine version. I am making a project with paper 2d character in 3D enviroment camera is in fixed position.

  • @jurassicworld6078
    @jurassicworld6078 2 года назад +1

    Is there a way where the interact message goes off after you have interacted with it? Also how will you change the camera view to the NPC view like the one in this video: ruclips.net/video/3uHQRpK2jkE/видео.html with the blueprints that was used in the video above? I hope my questions make sense and I hope you will be able to answer them. Thank you in advanced.

  • @lethiagames9208
    @lethiagames9208 4 года назад +2

    for some odd reason the 'remove from parent message widget' is cauysing me errors.

    • @kayk7683
      @kayk7683 4 года назад

      Thank you!

    • @alexeykolesnik8057
      @alexeykolesnik8057 4 года назад

      @@a.pustovitovsky I had such problem, but I can't understand your answer

    • @alexeykolesnik8057
      @alexeykolesnik8057 4 года назад

      @@a.pustovitovsky у меня такой же трабл, но я не совсем понял, что ты тут имеешь ввиду, можешь объяснить?

    • @astronaut7796
      @astronaut7796 11 месяцев назад

      I know this is three years late did you find the answer. I'm on unreal 4.27

  • @altereddev8117
    @altereddev8117 4 года назад

    Hi, I can't cast HeadsUpDisplay to the ThirdPersonGameMode (the cast fail)... does someone knows why?

    • @altereddev8117
      @altereddev8117 4 года назад

      Never mind, fixed it

    • @porain
      @porain 4 года назад

      @@altereddev8117 Hi,I got the same problem! Can you tell me how you fixed it?

    • @astronaut7796
      @astronaut7796 11 месяцев назад

      ​@@porainIDK if this is too late, but try changing the game mode overview. My project had like 3 third-person game modes but only the one in which I put the blueprint worked.
      After that go into project settings and set the working game mode as default so that it always uses that and never switches.

  • @WaltechStudios
    @WaltechStudios 5 лет назад

    Also have video problems, green screen

  • @skilatgamedev3353
    @skilatgamedev3353 5 лет назад

    Mmmmh I don't understand why it show a thousand of display message and never remove it :/

    • @crynesssruns7364
      @crynesssruns7364 4 года назад

      It is a bit complicated to explain but essentially instead of deleting the child every tick you take the canvas and get all of its children, then you run them through a for each loop and test if the equal the message you want to delete that is supposed to be there, but really is not.
      My tree looks now as follows: after the Branch that checks the message another branch. The condition you want to check is "has Any Children?". If this is true you get all the children with the function "get all children". THis returns an array you put in a for each loop. The array element outputted you check with == message widget. If this is true you have the message on screen. The "loop body" of the for each loop goes into another branch. If this is true we have a children and we also have the message we want to delete. From there just insert the "Remove from Parent". And also set the message widget to nothing, so it is cleared up for later use. That was my ""FIX"" . It is actually way better tbh as you can check for any message on screen and delete it accordingly. Also a lot safer as you dont get errors like "has no children to delete" which is what we expirienced.

  • @psymanic9657
    @psymanic9657 3 года назад

    Nothing shows when I walk up to the NPC

  • @KepperSnapper
    @KepperSnapper 4 года назад

    Hi anybody has any solution for this error?
    Been trying to fix it for hours
    Blueprint Runtime Error: "Accessed None trying to read property PlayersHUD". Blueprint: ThirdPersonCharacter Function: Interact Check Graph: InteractCheck Node: Display Message

    • @KepperSnapper
      @KepperSnapper 4 года назад

      For those wondering, in your Interact Check function, near the end, right click and change the GetPlayersHUD to a validated Get and connect IsValid into the Display Message Node and give it a shot.

    • @deanfitri5219
      @deanfitri5219 4 года назад

      @@KepperSnapper Hi. I dont quite understand the "change GetPlayersHUD to a validated Get and connect IsValid".

  • @meathook4153
    @meathook4153 4 года назад +1

    I have like 1200 errors saying accessed none PlayerHUD. Does anyone know how to fix. I follwed the tutorail all the way through.

    • @KepperSnapper
      @KepperSnapper 4 года назад

      I dont know how to solve this as well. there is a solution in one of the comments below but I cant understand what hes saying.

    • @meathook4153
      @meathook4153 4 года назад

      @@KepperSnapper yeah it is a bit complicated. I'm still trying to figure out, but i can't.

    • @KepperSnapper
      @KepperSnapper 4 года назад +2

      @@meathook4153 Hey try this. In your Interact Check function, near the end, right click and change the GetPlayersHUD to a validated Get and connect IsValid into the Display Message Node and give it a shot.

    • @wildfire_writer
      @wildfire_writer 2 года назад +1

      Convert your references to the message widget in the HUD (when you go to remove the widget from the parent) to a validated get

    • @meathook4153
      @meathook4153 2 года назад

      @@wildfire_writer Thanks, I respect that you commented this 2 years later.

  • @xxvaladilenexx6984
    @xxvaladilenexx6984 4 года назад +3

    It would be great to have a JRPG dialogue system tutorial. One where i can see character name, message and the picture of the caracter. All tutorials are going for the same way :(

    • @Rndm9
      @Rndm9 3 года назад +3

      You can't have everything done for you, you have to be able to think for yourself otherwise you won't get far making games. Adding in the features you specifically listed really isn't difficult, just add a new part to the dialogue widget like text, apply a variable you gave that NPC (e.g. name) to that part and fiddle around with it and you'll get there. I know this comment is 5 months old but good luck with whatever you're doing now anyway :)

    • @xxvaladilenexx6984
      @xxvaladilenexx6984 3 года назад +1

      @@Rndm9 "you can't have everything done for you". Thanks, captain obvious. I know that. Just i didn't find any help and for a beginner it's too hard sometimes to make something new. Even if you say it's easy.
      Anyway, thanks.

  • @sombatkhruathong829
    @sombatkhruathong829 3 года назад

    19.50 (set position, set auto size)

  • @crynesssruns7364
    @crynesssruns7364 4 года назад

    I am Getting about 1200 Blueprint Runtime Erro Accessed NoneTrying to read Property MessageWidget. How I fix that?

    • @crynesssruns7364
      @crynesssruns7364 4 года назад +1

      @@underwood337 Yes i did fix it. It is a bit complicated to explain but essentially instead of deleting the child every tick you take the canvas and get all of its children, then you run them through a for each loop and test if the equal the message you want to delete that is supposed to be there, but really is not.
      My tree looks now as follows: after the Branch that checks the message another branch. The condition you want to check is "has Any Children?". If this is true you get all the children with the function "get all children". THis returns an array you put in a for each loop. The array element outputted you check with == message widget. If this is true you have the message on screen. The "loop body" of the for each loop goes into another branch. If this is true we have a children and we also have the message we want to delete. From there just insert the "Remove from Parent". And also set the message widget to nothing, so it is cleared up for later use. That was my ""FIX"" . It is actually way better tbh as you can check for any message on screen and delete it accordingly. Also a lot safer as you dont get errors like "has no children to delete" which is what we expirienced.

    • @maikeldijkland9446
      @maikeldijkland9446 4 года назад

      ​@@crynesssruns7364 Could you please provide a screenshot of your solution? Even with your explaination I can't seem to get it to work. Thanks!

    • @crynesssruns7364
      @crynesssruns7364 4 года назад

      @@maikeldijkland9446 Well this is like 6 Months old. Just get the Message. Convert to is Valid. And do that in the Beginning.

    • @anandshukla9156
      @anandshukla9156 4 года назад

      @@crynesssruns7364 Could you send me a screen shot on how you fixed it because I'm really confused on how to use blueprints

    • @eaxea
      @eaxea 3 года назад

      @@maikeldijkland9446 @CrynesSs Runs can you do that for me too

  • @Marco-ve2kk
    @Marco-ve2kk 4 года назад

    IF I try to put these inputs for a firstpersoncharacter this tutorial simply does not work at all, no messages on the screen, even if the npc print string works perfectly. Jesus...

    • @Marco-ve2kk
      @Marco-ve2kk 4 года назад

      nevermind, there werre a missing exec link in the gamemode, fuck there are so many chance to forget some link with this software and the software does nothing to warn you, epic should really do something about this.

    • @Kid_Makina
      @Kid_Makina 4 года назад

      @@Marco-ve2kk im having the same exact problem how did u get it working?

  • @nikacola7319
    @nikacola7319 4 года назад +2

    This is the first negative youtube comment I've ever left (true story), but Ryan, can you PLEASE start naming things in an organized and clear manner. It would really help out your viewers, especially new ones. On your qust making tutorial you named almost every variable, widget, and object reference some variation of "quest" which makes unpacking what the hell we're actually doing extremely difficult.
    Just some constructive feedback; I do enjoy your channel but the disorganized naming conventions make it nearly impossible to actually learn anything.

  • @Manim8
    @Manim8 5 лет назад

    All I'm getting is a green screen :/

    • @AmnestiaInc
      @AmnestiaInc 5 лет назад

      Just download the video with for example 4K Video Downloader. It's fine.

  • @KittenisKitten
    @KittenisKitten 8 месяцев назад

    Problem with a lot Ryan's tutorials is he never fully explains the reason for doing things bit by bit, Which means you never learn, and just are really copying his work, rather than learning.

  • @moncherryhead7530
    @moncherryhead7530 4 года назад +5

    honestly man... can you please be a little more organised in your video structures in future? You are extremely hard to follow when shit hits the fan and I'm trying to backtrack your tutorials for an answer as to what I did wrong. Just make a script or a step by step process for yourself to follow when you record so you don't bounce between everything the whole time... It's really frustrating trying to comb through 25 min long videos just for a box I misticked or whatever. Takes me an hour to find what I did wrong instead of 10 minutes.