I appreciate everything you share with us. Even when I hate the number damage UI in games, I am still glad you make it possible for others. Keep up the awesome work Matt!!
I advise adding variation to the end location so the numbers don't get stacked all on the same place with a high rate of fire damage. You can do this with Random Float in Range x3 with negative and positive values then make a vector and plug it into the Add node for the end location, it looks really nice
Amazing tutorial like always. Your videos are straight to the point and easy to understand, but I noticed this one is in 4k, and for viewing the BP properties and some other texts in a FullHD monitor or in a tablet, for example, it can get just a little bit too small to read. Anyways, thank you so much again for your videos, they have helped me a lot.
This. Is. Awesome. How might I set the start/end positions to always be relative to the player? ie, always floating up and to the right on the screen??
NVM, I did it by creating a BPI that gets the player's up and right vectors then used those to make it start/end always above and to the right of the enemy's neck bone! 😁
I saw an asset for sale. I think it was 5.x so I cant get it. It also has smart collision detection for the warp point. Meaning if an enemy is on a block, [then the skill code] looks around the potential point, and detects of the player would fall off a ledge > then choose a better spot. If Matt can show the logic for that, would be very helpful
I'll add it to my game. On/off for: Damage, tips, idle spin cam, NA censorship, ads, auto switch to best weapon, HUD (for screenshots), auto equip armor pickup if better. Anything else?
@MattAspland do you know how to replicate that for dedicated server ? I follow your tutorial it work great on the listen server, but when on client, nothing show up on te damaged actor
Any way of having it screen space but still not be visible through walls or covering your character in a third person game? It is a issue I have been struggling with for a long time. Making it world space just made the text look horrible and no easy way of making it stay the same size on screen
Hi, I have a question that might be completely random, but was wondering if you know how to move Unreal Engine projects from the original folder to a different folder, more specifically a C++ project. I tried moving C++ projects the way you would with blueprints, but for some reason the C++ code gets broken. It works with blueprints though.
I paid for a damage txt asset (made for 4.x), and the txt did not display in SideScroller (but did in Third P). 1) Do you know how to fix that? Like a [sprite] is rendering at the wrong screen angle since SS camera is 90 degrees from Player? (I also have a debug cam to detach from player. I moved off axis and still the txt didnt display.) Any hints on what setting to check? 2) Does your tut display/work for SideScroller? Ty
I appreciate everything you share with us. Even when I hate the number damage UI in games, I am still glad you make it possible for others.
Keep up the awesome work Matt!!
Thanks a lot!
I advise adding variation to the end location so the numbers don't get stacked all on the same place with a high rate of fire damage. You can do this with Random Float in Range x3 with negative and positive values then make a vector and plug it into the Add node for the end location, it looks really nice
Thank you!
I rarely watch tutorials, but you are like the number 1 unreal guy =)
Very nice. Thank you for continuing to make great tutorials.
Glad you like them!
Great tutorial. Please make a video on control rig
Another great tutorial as always Matt. Thank you!
My pleasure!
Great tutorial, thank you very much!
Thanks a lot dude!
Happy to help!
thx you work perfectly
thats a good one!
Amazing tutorial like always. Your videos are straight to the point and easy to understand, but I noticed this one is in 4k, and for viewing the BP properties and some other texts in a FullHD monitor or in a tablet, for example, it can get just a little bit too small to read. Anyways, thank you so much again for your videos, they have helped me a lot.
Trying to get this to work properly in vr at the moment.
This. Is. Awesome. How might I set the start/end positions to always be relative to the player? ie, always floating up and to the right on the screen??
NVM, I did it by creating a BPI that gets the player's up and right vectors then used those to make it start/end always above and to the right of the enemy's neck bone! 😁
is this optimized method? or is niagra particle system version is better?
Can I make a request?
Can you make a tutorial for the Blink ability from Dishonored?
I saw an asset for sale. I think it was 5.x so I cant get it. It also has smart collision detection for the warp point. Meaning if an enemy is on a block, [then the skill code] looks around the potential point, and detects of the player would fall off a ledge > then choose a better spot.
If Matt can show the logic for that, would be very helpful
i'm pretty sure they use niagara in fortnite but that's not bad either
I beg anyone watching to include an option in settings to trun damage numbers OFF. It kills immersion.
I'll add it to my game. On/off for: Damage, tips, idle spin cam, NA censorship, ads, auto switch to best weapon, HUD (for screenshots), auto equip armor pickup if better. Anything else?
@@kenalpha3 optional Hud elements so we can remove what we dont need, and support for 21:9 and 32:9 monitors.
Can this be done in UEFN
5 comment yeah such a good video
@MattAspland do you know how to replicate that for dedicated server ? I follow your tutorial it work great on the listen server, but when on client, nothing show up on te damaged actor
Any way of having it screen space but still not be visible through walls or covering your character in a third person game? It is a issue I have been struggling with for a long time. Making it world space just made the text look horrible and no easy way of making it stay the same size on screen
Hi, I have a question that might be completely random, but was wondering if you know how to move Unreal Engine projects from the original folder to a different folder, more specifically a C++ project. I tried moving C++ projects the way you would with blueprints, but for some reason the C++ code gets broken. It works with blueprints though.
I paid for a damage txt asset (made for 4.x), and the txt did not display in SideScroller (but did in Third P).
1) Do you know how to fix that? Like a [sprite] is rendering at the wrong screen angle since SS camera is 90 degrees from Player? (I also have a debug cam to detach from player. I moved off axis and still the txt didnt display.) Any hints on what setting to check?
2) Does your tut display/work for SideScroller? Ty
is that working for ue4 ?
Very first comment , haha