Most other tutorials tell you which blueprint you need to do a specific thing. Thats cool but they never actually explain what everything is. This video explains what the different things are and how they work so that i can actually make my own blueprints instead of relying on tutorials. Good job fam!
First video on RUclips I found that actually explains these nodes. Most tutorials seem to assume you already know how to use them….like hello why do you think I’m watching a tutorial??
The explanations and simplicity in this guide is mental. Amazing. I started using UE5 3 days ago with no prior coding/engine experience and I understood everything. Phenomenal.
Really good job! Love how you show the Blueprints and then Explain the Blueprint THEN demonstrate through example. Fantastic job. Keep up the great work!
Thank you for explaining things. This explains the why vs just the "do it this way" tutorials. Actually learning to do things on my own. Keep up the good work!
This is the best video on unreal nodes that I've found - I'm sticking with your videos for a while!! The generic 'test' examples were perfect for just showing what every different thing does/how it works. I've realised I learn best with the facts, rather than someone else's train of thought lol You get the balance just right - thank you!!🎉
You have my deepest thanks for this tutorial. it's well done, and well explained in detail, it's exactly what I needed to learn. You would be a great teacher if you aren't already. Obviously, subscribed and liked.
this is the tutorial I have been looking for! Concise (btw i appreciate the editing that went into this) and explains blueprints in a simple but thorough way.
came across this vid and decided to watch it later, watched some tutorials in the meantime then came back to this and you solidified almost everything i learned and then some😂 showing simple examples for common useful things like this is the best way for beginners to actually learn imo, great vid.
I have been planning on making a follow up video for a bit but life stuff has kept getting in the way, I am trying to record it in the next two weeks if everything goes well, thanks for the interest and I hope to deliver it soon
You explain things so clear and concise even I can understand it. Thank you sooo much bro I’m so passionate about this and I feel like you’ve just fueled me to learn even more
Incase no one appreciates your video. Just want you to know, this video and YOU, YOURSELF, are a hero amongst Heros to ANYONE learning "blueprints". "A year old video" , still more informative than any video out there regarding 'WHAT BASIC NODES DO'. Cheers man. o7
Thank you sooooooo much for this. I'm learning unreal but I'm someone who needs to understand the "why" in doing something, a lot of tutorials, though amazing don't really explain why each node is required, so this has been phenominal.
On the lerp section, every frame the point A and point B location changes every time resulting in different finished actor's location. To solve this, set those as a constant or move the location (as a variable) outside the time (somewhere before it).
Thanks to your videos, along with taking notes, I may be able to solve my mistake of starting a game off with RUclips tutorials and diving to deep as a “first game”. But than again I’m trying to solve these errors in these codes so maybe it could only help me in the future.
Thanks! Finally a video explaining basics things like whats a hard ref, casting and others simple stuffs. Most tutorials even for begginners just use it without explaining it or just hovering. Would love the same kind about more nodes, or differents kinds of Blueprint classes (actor, component etc...) or other simple things. (I still wonder why you have to give a player charachter reference to the Cast To, both seems to have the same action to me since the Cast To is also supposed to give you that ref)
Hey, I love the video but, I've one thing to mention, I've seen a couple times where you right clicked on the nodes to straighten them, there's an easier method you just highlight both of them, and press the Q key
Hey just to shout out that I am glad you made this video because I was following a begineers tutorial on making games inside UE5 blueprint but I had no idea what the lecturer was talking about due to the lack of explanation on the nodes ! I had subscribed to your channel as I found this video useful ! thank you again !!!
for the deactivate and activate time during this video, you could also just use a flip flop node to switch between on and off when Q is pressed. its a bit more complicated but more effective and easier on the fingers i would say.
Great video! At 44:30 you mentioned that casting is expensive in terms of performance. While this is potentially true, the performance cost is memory related, not processing power. This is because when you cast to an object or class (only in Blueprints), the engine needs to have an instance of that object loaded. If this cast exists inside of an object that will always be loaded (player character, game instance, level bp, etc) then whatever you are casting to will also always be loaded. The easiest way around this is using interfaces as you can call their functions within an object regardless of whether that object implements said interface (at least it appears to operate that way within Blueprints). Because of this, the engine does not need to keep an instance of that object loaded.
Bro all can say is tq very much, out of soo many messy video's your telling perfectly straight to point with examples I loved it again tqs a lot Pls post more basic concepts 🔥👍 Edit: can you make video on input system it really sucks as a unity game dev i cannot figure out to work like if i press a key do this method I really hated unreal input system
Around the 32-33 mark, could I mess with things a little bit to make my character lean forwards and backwards in the air while moving one of the left thumbstick axis while in air. I got it to do it another way, but it was messing with everything and made my character offset from the camera. I was told to just get a backflip animation and blend it to a point, but my goal is to get a movement similar to rocket league while in the air so you have complete control of your car while in air.
Great video man. i like the examples. However, i think if you broke down each function to where you showed in what type of scenario you would use certain nodes it would be a little more helpful. i know you did in a lot of these but some i just couldnt wrap my head around. Like the difference between using Transform or vector as opposed to using "Player loc" node.
You should be able to break it like any other node. Right click the connection point on one of the nodes and a drop down menu should appear. Click break link and it should work.
Depends on what you are trying to do. If you need the Collison to only recognize 1 actor like the player then tags are way less expensive. However, if the Collison needs to communicate with multiple of the same actor then a cast definitely works. Like I said in the video you want to limit the number of casts you have as much as possible, but if you need to use one then use one.
@@CasonQuisenberry typically in tutorials I see, even from Unreal, they don’t use a Tag. They just use a Cast for the Player only, and then mention how expensive Casts are lol. Glad I learned Tags! Thanks!
Ya I didn't know that recording at the same would affect my fps so much at the time. In my more recent vids, I set the engine scalability to low to help compensate for the recording. Thanks for the feedback tho
At 23:00, becareful to put the tags EXACTLY like they are typed, spaces, uppercase letters ARE taken into account, would definitely recommend copying a tag and pasting rather than typing, just saves unecessary trouble down the road.
All I want is to be able to capture a reference to the exact whatever that fired an event. I don't want to piss about with casting to Cthulhu and back again, I don't want to have to daisy chain events having just called one for something else. Not being able to do that makes it much harder to correctly capture when objects of a certain type have been destroyed, for example. This is basic and Blueprint can't do it. Maybe you can do it in C++. But Unity and even crap piles like SDL can manage that just fine.
Magic fire your teaching unreal engine blueprint code logics. I wish more these someway with easy game math maybe? Kindof ball rolls certain amount if moving certain amount
Follow-Up Video is up now: ruclips.net/video/I570uf6jkxo/видео.html
Most other tutorials tell you which blueprint you need to do a specific thing. Thats cool but they never actually explain what everything is. This video explains what the different things are and how they work so that i can actually make my own blueprints instead of relying on tutorials. Good job fam!
Glad I could help make sense of Unreal!
A lot more practical and less tedious than other tutorials, thank you so much!
First video on RUclips I found that actually explains these nodes. Most tutorials seem to assume you already know how to use them….like hello why do you think I’m watching a tutorial??
Felt the same way when I started, glad I could help you out
@@CasonQuisenberry much appreciated brother, please keep em comin!
you have taught me more in this video then a 2 hour video on blueprints
Thanks, really great to hear that!
The explanations and simplicity in this guide is mental. Amazing. I started using UE5 3 days ago with no prior coding/engine experience and I understood everything. Phenomenal.
Glad I could help you start to learn Unreal!
One of the best "Basic Nodes-Blueprint-Tutorials" in the net! Thank you for uploading.
Solid vid man - in the middle of two larger tutorials right now, and this is a lifesaver for sure. Thanks for taking the time on it!
Really good job! Love how you show the Blueprints and then Explain the Blueprint THEN demonstrate through example. Fantastic job. Keep up the great work!
Thank you for explaining things. This explains the why vs just the "do it this way" tutorials. Actually learning to do things on my own. Keep up the good work!
You are my hero! I am overwhelmed by other tutorials, but your explanation made it easy, thank you for making these!!
Thanks, I glad the video was helpful!
This is the best video on unreal nodes that I've found - I'm sticking with your videos for a while!! The generic 'test' examples were perfect for just showing what every different thing does/how it works. I've realised I learn best with the facts, rather than someone else's train of thought lol You get the balance just right - thank you!!🎉
Thank you, I'm glad you enjoyed the video so much!
Thank you. You are a good instructor.
the first time someone cared to explain properly what the cast to node does. Thank you for the effort.
As someone interested in trying UE5, this is incredibly useful. Thanks!
You have my deepest thanks for this tutorial. it's well done, and well explained in detail, it's exactly what I needed to learn. You would be a great teacher if you aren't already. Obviously, subscribed and liked.
this is the tutorial I have been looking for! Concise (btw i appreciate the editing that went into this) and explains blueprints in a simple but thorough way.
came across this vid and decided to watch it later, watched some tutorials in the meantime then came back to this and you solidified almost everything i learned and then some😂 showing simple examples for common useful things like this is the best way for beginners to actually learn imo, great vid.
It would useful to have a Part 2. The next most useful Blueprint Nodes (that you believe or use).
I have been planning on making a follow up video for a bit but life stuff has kept getting in the way, I am trying to record it in the next two weeks if everything goes well, thanks for the interest and I hope to deliver it soon
Make Another one, moving to other blueprint functions and how to use them. I got this video very very very useful. You are such a good person.
This is an excellent tutorial Mate, you have really just cut through the BS and got straight to the point, thank you :)
You explain things so clear and concise even I can understand it. Thank you sooo much bro I’m so passionate about this and I feel like you’ve just fueled me to learn even more
Incase no one appreciates your video.
Just want you to know, this video and YOU, YOURSELF,
are a hero amongst Heros to ANYONE learning "blueprints".
"A year old video" , still more informative than any video out there regarding 'WHAT BASIC NODES DO'.
Cheers man. o7
Thanks I am glad the video was helpful!
Loved the structure of this video, easy to keep up with, and I feel like you gave a decent explanation of the nodes you went over, thumbs up man
Thank you sooooooo much for this. I'm learning unreal but I'm someone who needs to understand the "why" in doing something, a lot of tutorials, though amazing don't really explain why each node is required, so this has been phenominal.
Glad the video could help you out!
On the lerp section, every frame the point A and point B location changes every time resulting in different finished actor's location. To solve this, set those as a constant or move the location (as a variable) outside the time (somewhere before it).
i'm subscribing, finally a MF with straight up KNOWLEDGE I can walk away with. i need practical application ! tyvm
i'll check out the other videos. i'm looking for blueprints helping turn my player camera 90 degrees
Thanks to your videos, along with taking notes, I may be able to solve my mistake of starting a game off with RUclips tutorials and diving to deep as a “first game”. But than again I’m trying to solve these errors in these codes so maybe it could only help me in the future.
Thanks! Finally a video explaining basics things like whats a hard ref, casting and others simple stuffs. Most tutorials even for begginners just use it without explaining it or just hovering.
Would love the same kind about more nodes, or differents kinds of Blueprint classes (actor, component etc...) or other simple things.
(I still wonder why you have to give a player charachter reference to the Cast To, both seems to have the same action to me since the Cast To is also supposed to give you that ref)
LIFE SAVING! Thank you so much!
Thanks for the video. definitely a refresher on understanding bools. You've earned yourself a sub, Looking forward to seeing more videos from you!!
You can do (select nodes) + q on keyboard to align your nodes straight like you were doing
Fast paced but easy to understand! And wholesome! Please make more of such tutorials!! Subbed!
Nice. Just the basics. Great video!
prolly the best video Ive seen on blueprints! Video Liked!
Thanks keep up the good work!
incredible video, I really appreciate your hard work here!
Thank you for your great tutorial, I'm a beginner and this help me a lot get into Unreal nodes.
Good stuff. Wish this was the first video I watched.
Thanks bro this actually doesn’t suck 😂
subscribed, now I can understand blueprint basics thanks to you
Great tutorial, thank you.
Nice. I learned a few things, keep em coming
Thank you so much Cason! This tutorial has helped me a lot!
bro this is gold thank you SUBSCRIBED!
This is a fantastic resource as I try to make sense of this convoluted program. Thanks for the effort, I've subscribed!
Glad you found it helpful!
Hey, I love the video but, I've one thing to mention, I've seen a couple times where you right clicked on the nodes to straighten them, there's an easier method you just highlight both of them, and press the Q key
Hey just to shout out that I am glad you made this video because I was following a begineers tutorial on making games inside UE5 blueprint but I had no idea what the lecturer was talking about due to the lack of explanation on the nodes ! I had subscribed to your channel as I found this video useful ! thank you again !!!
you are god!!!! thank you!!!!!!!!! maybe part 2 in the not so far future
?
for the deactivate and activate time during this video, you could also just use a flip flop node to switch between on and off when Q is pressed. its a bit more complicated but more effective and easier on the fingers i would say.
Could you maybe do an advanced one? Ty for this wonderful explained video!
Thx man , this was huge hepl..
finaly someone explain propertly What , Why , When and Where to use some of basic nodes
Ya I really wanted that when I started using Unreal, so I am glad I can give that to other people now
You are a god! Thanks for this!
Super good video my man. Thank you
You're great at explaining this stuff
Very nice job... well-paced and informative. Props and sub'd!
thanks man, this was very useful to me
Cheers!
Great video! At 44:30 you mentioned that casting is expensive in terms of performance. While this is potentially true, the performance cost is memory related, not processing power. This is because when you cast to an object or class (only in Blueprints), the engine needs to have an instance of that object loaded. If this cast exists inside of an object that will always be loaded (player character, game instance, level bp, etc) then whatever you are casting to will also always be loaded. The easiest way around this is using interfaces as you can call their functions within an object regardless of whether that object implements said interface (at least it appears to operate that way within Blueprints). Because of this, the engine does not need to keep an instance of that object loaded.
Thanks alot for this video
can we get part 2 of this ?? this seems very unterstandable
@@user-hehhe There is a part two is link in a pinned comment and in an Unreal tutorial playlist on my channel
Bro all can say is tq very much, out of soo many messy video's your telling perfectly straight to point with examples
I loved it again tqs a lot
Pls post more basic concepts 🔥👍
Edit: can you make video on input system it really sucks as a unity game dev i cannot figure out to work like if i press a key do this method
I really hated unreal input system
The videos are great, keep it up and you'll achieve your goals.
Brilliant instructions here mate! Absolutey top class explanation!! Appreciated and hope to see a more advanced video in this series soon!
keep up the good work
Around the 32-33 mark, could I mess with things a little bit to make my character lean forwards and backwards in the air while moving one of the left thumbstick axis while in air. I got it to do it another way, but it was messing with everything and made my character offset from the camera. I was told to just get a backflip animation and blend it to a point, but my goal is to get a movement similar to rocket league while in the air so you have complete control of your car while in air.
thanks that's great tutorial.
Any chance you can upload a 1080p version of this video? 720p is much too blurry to read on a larger screen
Appreciate this alot
Super content🎉
clear and understandable
thank you so much for this video man 🍻
Great video man. i like the examples. However, i think if you broke down each function to where you showed in what type of scenario you would use certain nodes it would be a little more helpful. i know you did in a lot of these but some i just couldnt wrap my head around. Like the difference between using Transform or vector as opposed to using "Player loc" node.
Your content pretty cool man ☠💥💥💥💥
timeline is pretty good.. i wonder whats the difference from sequencer.
Thank you
Been using UE for a few years on and off and that pure function "get actor by tag", ive never seen that so i imagine thatll be a game changer
Cason, how do I disconnect texture node from material? I can't find out how anywhere on youtube. Do you have shortcut for that?
You should be able to break it like any other node. Right click the connection point on one of the nodes and a drop down menu should appear. Click break link and it should work.
@@CasonQuisenberry Thanks, didn't occur to me I'm able to right click on the connection points.
@@UnchartedWorlds simply press alt and click on the connection
23:00 - Collision Events. I've seen people do Cast instead of Actor Has Tag, is the Tag better performance? Or the same?
Depends on what you are trying to do. If you need the Collison to only recognize 1 actor like the player then tags are way less expensive. However, if the Collison needs to communicate with multiple of the same actor then a cast definitely works. Like I said in the video you want to limit the number of casts you have as much as possible, but if you need to use one then use one.
@@CasonQuisenberry typically in tutorials I see, even from Unreal, they don’t use a Tag. They just use a Cast for the Player only, and then mention how expensive Casts are lol. Glad I learned Tags! Thanks!
I can't seem to get the begin overlap & end overlap to work for some reason. It looks like everything is the same.
There we go, I got it. I had to put the tag in the 3rd person blueprint also.
thank you so much
Thanks
Thx❤
Thanks boss
nodos realmente importantes
good stuff
Plz record at higher resolution. 720 isn't enough to read fine text
The newer videos I have are in 1080p now, thx for the feedback tho
Great video is it me yho or do you have poor fps have you tried lowering the quality in the settings to boost fps
Ya I didn't know that recording at the same would affect my fps so much at the time. In my more recent vids, I set the engine scalability to low to help compensate for the recording. Thanks for the feedback tho
Thanks a lot!
At 23:00, becareful to put the tags EXACTLY like they are typed, spaces, uppercase letters ARE taken into account, would definitely recommend copying a tag and pasting rather than typing, just saves unecessary trouble down the road.
Yes even I have confidence in me I always copy and paste😂😂
Ur video is perfect ❤
Does anyone have an example of a “big” game done using blueprints?
Choo choo charles
Mortal Shell and Bright Memory also only used BPs. However most big games use a combination of C++ and BPs.
@@Shinde1000 choo choo charles looks fantastic, thanks, I was watching the game trailer like it was a full movie, so cool
@@vklymenko yeah👍
Need a note book
Thx
Bro, thats super helpful and handy, but please!!! Upload videos in full hd please! I can't see some text titles because of the low resolution :(
All I want is to be able to capture a reference to the exact whatever that fired an event. I don't want to piss about with casting to Cthulhu and back again, I don't want to have to daisy chain events having just called one for something else. Not being able to do that makes it much harder to correctly capture when objects of a certain type have been destroyed, for example.
This is basic and Blueprint can't do it. Maybe you can do it in C++. But Unity and even crap piles like SDL can manage that just fine.
Thanks for the soap. Why not go to 144P?
Magic fire your teaching unreal engine blueprint code logics. I wish more these someway with easy game math maybe? Kindof ball rolls certain amount if moving certain amount
thx +sub
The best quality of 720p is too low for showing Blueprints.
Very nice video bro. You just didn't explained those soft references.
for straight you node just press Q ( if you dont know :} )
I found that out like a month after making this video, always learning new things about Unreal, thanks for the tip tho