Again Guys.. Thanks to ALL of you for watching my videos. It has helped my channel immensely the last few months. I will try and make more Tutorials, as it seems like that is what you want to see 🙂 Again, let me know if you want me to Cut Out all the Fumbling around in the videos. But so far, people actually tell me, that they like the Fumbling Around parts.. So, I have kept them in this Video too. I'm not sure how "Membership" works on RUclips. But Members will from now on get Early Access to the Videos I make (it's just an option I can click ON, in the Video Settings)
man with your inspiration I added doors and elevators etc to the dungeon, its really popping now! Next Im gonna try to implement procedural airvents that connect similar to exits ( most likely just duplicating all that code and plopping it as the air vents ) so there can be like smaller routes between. Thank you so much man for the inspiration and help! Keep up the good work!
@@AstraJB Awesome man! Thanks for the feedback.. I've been thinking about air vents myself, but I think I would like them to connect to each other more dynamically than what we do with rooms right now.. I just don't know how to...
46:19 We can use different thing. Drag out and use 'add' or 'subtract' instead 'Split Struct Pin' And just use Z Lerp can use same way. Thank you Video
I am newer to UE5 and keep having the door light turn back to red if I re-enter the trigger box. Feel like I'm missing something small, like a checkbox, but I can't find it. Any ideas? Oh, also, my door keeps like...catching on the way back up. Like semi-pausing but still going up. Animation time doesn't seem to change it. I did have to assign a larger distance (150) change to that lerp compared to the opposite animation (-50) which works perfectly.
@@lycanthropaul I don’t know man. It was kind of random I got it to work.. I would suggest finding another tutorial for the door. As it is it’s own actor so it wont do anything to the dungeon
@@lycanthropaul I don’t know if you use discord for anything. But I have a nice little community there, which are very helpful. You should drop by and ask some of your questions there 🙂 Link in the description
Excellent work! I love your tutorials! Honestly, I prefer you "stumbling" through them and making mistakes and correcting them while recording. It's a reminder to newer game developers (myself included) that you're not expected to just know everything, most of it is trial and error. I've gotten to a point where I try and pause the video, attempt to do something my way, and then compare how you do it after. I spent like a half hour attempting to use delays to animate and fumble with the same issues you have. I think that's is the difference between just copying code and learning & adapting. I haven't even considered a Lerp node, let alone what a timeline was. Thanks a million! If you're open for input, I was able to simplify this by creating a Float Variable for the Lerp node and tying it to the offset (+-90). You can then set the variable on event trigger. You can then just use one timeline, and the only thing you would change is the float from 90 to -90 in your case. Also, you don't really need to connect the X & Y here since nothing is changing on those axis, might clear some spaghetti. Open Door Trigger -> set float Variable -90 -> Play From Start -> (Same Code you have) Close Door Trigger -> Set float Variable 90-^ I look forward to viewing your other tutorials, AI development is the next thing I would like to tackle! Edit: I was also able to fix the door light code. I have a link below: blueprintue.com/blueprint/3vhio5k6/
@@Tripwire117 Thanks for the kind words, and thank you very much for sharing your improvements to the code. Yes, I am very interested in your input. I am also still learning, and want to get better at it 🙂❤️👍
Been eyeing this series for a while and I have a question, if you wouldn't mind. Is it possible (easy) with this system to set out two points (A and B) and have the "dungeon" build between them and lead form point A to B? Will you also cover enemy spawning and other props or can I simply do that like the coins? Any awnser would be greatly appreciated.
@@comebackguy8892 from A to B, no. That is not possible, and it sounds super complicated if I’m being honest. You can spawn enemies exactly the same way as coins, just put an enemy into spawn actor instead of a coin. I will cover enemies and player character in part 4 I think. But I am on vacation right now, so you will have to wait longer for that
If you add a physics constraint in the door blueprint and enable physics on the door you can just have the doors swing open when you bash into them. Its pretty good for if you have more of a castle setting.
Can you maybe make a tutorial for a specified area of generation. This would be great for a procedural house for example. And thanks for the great tutorials! Keep up the good work
Another great video! I wanted to ask you, do you have any ideas on how to make certain rooms spawn at certain locations? So say there are 3 levels on the map, a ground level, a roof, and an underground level. So, if I wanted to spawn an underground room after going down from the stair room and just add more of the under ground rooms. How do I do that? So far I just made additional arrays of rooms similar to your last video. So special rooms, room list, and just added more lists with the rooms I want to spawn but it doesn't seem to be working the best.
Hello, I have a question. I am trying to use a sublevel to store the generated procedural structure, but it always loads in the persistent level. I am trying to find a way to force the generation in the sublevel for the procedural structure, but the Spawn Actor node does not give you an option to select the level in which to generate it. Do you know how to do this?
I haven't even watched the tutorial yet but I know it's going to be good! I got excited when I saw that part 3 came out! Thank you for taking the time to do this Ronnie. We all appreciate it. Looking forward to making doors spawn and work! Thanks for listening to viewer feedback. :)
novice question. so when you reach the end point will it spawn next level random dungeon? can we make these rooms larger? would it be possible to make so when you pass a room it locks the path behind you.
@@veganporkkebab389 You can make the rooms as large as you want. Or any shape that you want. Just make the overlap box is covering the whole room. Locking rooms behind you is more tricky to do, I don’t think I will cover that. And sorry, I didn’t understand your first question
Do you have a plan of how much time will you development take, if yes then how did you measure that . can you make a video on that on time management and planning this project?
@@rohithreddy75 No. That might be the hardest thing to plan.. Although… I have put “The Adventures of Gorm” on hold right now. And I am focusing on trying to make a much smaller game, with the goal of finish and release it. I have given myself one year to do that.. And then I will try and adjust the project as I go, to reach that goal.. That is the best answer I can give.. so, give yourself a deadline, and see where you are at with the game, when the time is up. Then give yourself a new deadline for round 2. Trying to measure how long everything will take, is impossible. And things will also always take much longer than expected
great tutorials! here are some ideas: trap templates, like spikes or chasms, stompers etc maybe hallways that have multiple directions before connecting to a room, instead of only going straight? like forward then right turn, to mix things up
Nice tutorial man, Really helped a lot ♥♥ Thanks!! a good idea for the next part is create a exit point that, if reached, you go to a next level with a new randomized dungeon.
Hi, longshot but any chance you could cover navmesh when using this procedural system? I've been fiddling with it for a few days but the navmesh volume I've been using won't give me the green navmesh highlight when rooms get generated. I would like to see how to handle this properly :)
Not done with all your tutorials on this yet so I'm not sure if you did this already, but I thought I'd send this early just in case. Could you do a video on adding different types and shapes of rooms as well? like a rectangle room that is longer or a square room double the size or a circle. Again, not finished with your tutorials yet.
@@DeadlierEmu84 dude. You can make any room shape you want, it’s doesn’t matter 🙂 I will make sure to demonstrate in part 4, since I get this question a lot 🙂👍
@@reeanimationgaming1034 I finished the first tutorial and realized I never needed to ask, I'll make sure to finish the rest of them. Thank you for the reply.
Keep up the good work, and while i'm sure this is late to the party. How about a video that gives better control over the procedural dungeon? I keep ending up with long hallways that lead to nowhere. How about a method that deletes a hall if it has no room attached to it?
@@Foolsjoker If I can, I will improve the dungeon generation in part 5. Things like a main path, and side branches, and room, hallway, room, hallway. End rooms. Things like that
@@reeanimationgaming1034 I look forward to it! I've been building on your original design as well. I found a way of cropping a hall if it doubles up, but its hard to say if it is an efficient method. Keep up the good work man!
I haven't watched the full video yet, but a new issue I've encountered out of nowhere that was working fine before is that the exit at the top of the stairs is spawning the next room/end cap underneath it at the base floor location. It's lined up correctly, but spawning below it.
@reeanimationgaming1034 it is. That's the weird part. It doesn't always happen, but more often than not in random seeds it does that. Only on rare occasions does it work properly. I'm not sure this could cause it, but it worked fine up until I was working on the coins and treasure chests.
@@reeanimationgaming1034 I discovered what was happening. For some reason, my section going downstairs did a 180 degree rotation and moved itself up. Not sure how that happened, but I fixed it and now it's working perfectly.
I know a bunch of people have been saying this, but I would LOVE to see how you would tackle enemies. I am a complete newbie and have learned so much from watching all 3 parts of your videos and cannot thank you enough for some of the best vids I've seen for tutorials. In an attempt to try it on my own, I have learned Nav Mesh volumes cannot be directly applied to blueprints, and I have also tried to do Navigation Invokers and Splines to try and get some basic enemy AI movement to work but to no avail. Either way I'll be excited to see whatever part 4 brings!
@@rogerregis7030 thanks for the kind words 🙂 Yes, enemies and nav mesh will be in part 4. I just got back from vacation, and part 4 is on the top of my priority list ✊
Mannn Ronnie, Thanks to your channel, I'm thinking about starting making a game again. Have been following you for a long time and just recognize so much in terms of the feeling that you say and show in the making of it. Just great and nice to see that you can now earn something with it. A win win for everyone. Great... and hopefully you will remain yourself now that you are sniffing at success ;) Greetings Wilbert
@@WilbertLensen Hey man. I remember you from many of my other videos. It’s great to have you here 🙂 Yeah, you don’t have to be a professional programmer to make a game. Anyone can do it, if they are willing to put in the time it takes to learn 🙂 Let me know if you start something. It can just be something small, like I’m doing now with my Lab Rats game (I tease it somewhere in the video) 🙂
@@reeanimationgaming1034 Of course I noticed that well-animated RAT. Already looked very promising. How clever of you to let your brain create something different (or perhaps test it for your main game) such as your racing game and the rat game. Also keep you fresh to return to your main game. Nice Ronnie.
You need a timeline, because the execution of the game is differente (for the Engine) of the time of each object in the scene. Then you need a process to standarize the time pass for each object. Then, when you need to change a color or move an object over time, you need an object to mark each tick on the clock: this object is Timeline. Excelente Tutorial. You face each challenge like every developer, and solve them ... that is the most memorable of your videos. Thank you and keep it up!
@@mirkoemir Thanks man. I am very much in doubt when I screw things up in the videos. Is that really something people want to watch? Apparently it is 🙂 About the timeline. I mean, delays are also something that runs over time. Why can’t we get a delay-like thing with a time length and a value, to work the same way as a timeline, but without you having to go in an make curves and shit like that 😖
@@reeanimationgaming1034 I'm trying to get this in a logic way, because I don't know much about Unreal Engine (I'm just learning it), but I know about about Unity Engine and the logic is like the same (or similar). Like I said, I don't know if there is an object already implemented to delay, but I think that this is a way to do it (surely, there are others). Using curves will let you control the timeline more accurately. If I get a better way to do it, I'll let you know.
@@mirkoemir I don’t think there is a better way of animation a simple 0 to 1 in unreal.. Everyone I see on youtube are making timelines… I’m just complaining, because I find it overly complicated
@@reeanimationgaming1034 the basics of unreal . Exp: why you use substract -1 and then save the result again there are for +1 increment (add 1 and save at same time) or for -1 decrement. why you try to explain stuff that you don`t kown how it work. (Timelime stuff).
@@kevinback7034 I’m aiming at beginners. And if there’re stuff I don’t know how works, I will let them no that I don’t know how it works. No harm done here 🙂 We are all starting somewhere, and I am still a beginner. And people know that. Read the comments, and you will see people prefer my tutorials over other more streamlined and expert tutorials, because they are bad at explaining things
Again Guys.. Thanks to ALL of you for watching my videos. It has helped my channel immensely the last few months. I will try and make more Tutorials, as it seems like that is what you want to see 🙂 Again, let me know if you want me to Cut Out all the Fumbling around in the videos. But so far, people actually tell me, that they like the Fumbling Around parts.. So, I have kept them in this Video too.
I'm not sure how "Membership" works on RUclips. But Members will from now on get Early Access to the Videos I make (it's just an option I can click ON, in the Video Settings)
man with your inspiration I added doors and elevators etc to the dungeon, its really popping now! Next Im gonna try to implement procedural airvents that connect similar to exits ( most likely just duplicating all that code and plopping it as the air vents ) so there can be like smaller routes between. Thank you so much man for the inspiration and help!
Keep up the good work!
@@AstraJB Awesome man! Thanks for the feedback.. I've been thinking about air vents myself, but I think I would like them to connect to each other more dynamically than what we do with rooms right now.. I just don't know how to...
@@AstraJB The question is, how are you able to watch this video? It's not going live until 3 hours from now 😀
@@AstraJB Also, you should post it on your youtube channel, so I can see it 🙂
Please leave it as it is! It's part of your style, much better than some "smooth" and "clean"video's
The relative location at 44:50 works as you intended in the first place, but you put -200 instead of 0, so it ended under the floor
@@Tsunamigue hmm.. Math is just not for me. It’s alway trial and error 😖
46:19 We can use different thing.
Drag out and use 'add' or 'subtract' instead 'Split Struct Pin' And just use Z
Lerp can use same way.
Thank you Video
I am newer to UE5 and keep having the door light turn back to red if I re-enter the trigger box. Feel like I'm missing something small, like a checkbox, but I can't find it. Any ideas? Oh, also, my door keeps like...catching on the way back up. Like semi-pausing but still going up. Animation time doesn't seem to change it. I did have to assign a larger distance (150) change to that lerp compared to the opposite animation (-50) which works perfectly.
@@lycanthropaul I don’t know man. It was kind of random I got it to work.. I would suggest finding another tutorial for the door. As it is it’s own actor so it wont do anything to the dungeon
@@reeanimationgaming1034 Ok, thanks for getting back to me! Figured I would at least ask.
@@lycanthropaul I don’t know if you use discord for anything. But I have a nice little community there, which are very helpful. You should drop by and ask some of your questions there 🙂
Link in the description
Excellent work! I love your tutorials! Honestly, I prefer you "stumbling" through them and making mistakes and correcting them while recording. It's a reminder to newer game developers (myself included) that you're not expected to just know everything, most of it is trial and error. I've gotten to a point where I try and pause the video, attempt to do something my way, and then compare how you do it after. I spent like a half hour attempting to use delays to animate and fumble with the same issues you have. I think that's is the difference between just copying code and learning & adapting. I haven't even considered a Lerp node, let alone what a timeline was. Thanks a million!
If you're open for input, I was able to simplify this by creating a Float Variable for the Lerp node and tying it to the offset (+-90). You can then set the variable on event trigger.
You can then just use one timeline, and the only thing you would change is the float from 90 to -90 in your case. Also, you don't really need to connect the X & Y here since nothing is changing on those axis, might clear some spaghetti.
Open Door Trigger -> set float Variable -90 -> Play From Start -> (Same Code you have)
Close Door Trigger -> Set float Variable 90-^
I look forward to viewing your other tutorials, AI development is the next thing I would like to tackle!
Edit: I was also able to fix the door light code. I have a link below:
blueprintue.com/blueprint/3vhio5k6/
@@Tripwire117 Thanks for the kind words, and thank you very much for sharing your improvements to the code. Yes, I am very interested in your input. I am also still learning, and want to get better at it 🙂❤️👍
Liking and commenting for the algorithm… gonna watch later ❤
@@Alpha_GameDev-wq5cc Thanks man 🙏❤️
I feel AI would be up there as quite important
@@DevLancelot yes. It’s on the list 🙂
Been eyeing this series for a while and I have a question, if you wouldn't mind. Is it possible (easy) with this system to set out two points (A and B) and have the "dungeon" build between them and lead form point A to B? Will you also cover enemy spawning and other props or can I simply do that like the coins? Any awnser would be greatly appreciated.
@@comebackguy8892 from A to B, no. That is not possible, and it sounds super complicated if I’m being honest.
You can spawn enemies exactly the same way as coins, just put an enemy into spawn actor instead of a coin.
I will cover enemies and player character in part 4 I think.
But I am on vacation right now, so you will have to wait longer for that
If you add a physics constraint in the door blueprint and enable physics on the door you can just have the doors swing open when you bash into them. Its pretty good for if you have more of a castle setting.
@@Buster20001000 Yeah, that sounds cool 🙂
or you can add a "Hulk ability" to smash doors out 🙃💪
@@alexm666 Haha.. Yes, and also a helicopter, am I right 😁
Can you maybe make a tutorial for a specified area of generation. This would be great for a procedural house for example. And thanks for the great tutorials! Keep up the good work
@@AI-Music481 Thanks 🙂
Another great video!
I wanted to ask you, do you have any ideas on how to make certain rooms spawn at certain locations? So say there are 3 levels on the map, a ground level, a roof, and an underground level. So, if I wanted to spawn an underground room after going down from the stair room and just add more of the under ground rooms. How do I do that?
So far I just made additional arrays of rooms similar to your last video. So special rooms, room list, and just added more lists with the rooms I want to spawn but it doesn't seem to be working the best.
@@devmathur1410 You could try, if the exit arrow is say below -1000 Z, then use a specific array with basement rooms in it..
Something like that
Hello, I have a question.
I am trying to use a sublevel to store the generated procedural structure, but it always loads in the persistent level. I am trying to find a way to force the generation in the sublevel for the procedural structure, but the Spawn Actor node does not give you an option to select the level in which to generate it. Do you know how to do this?
@@JCUnreal sorry. No idea..
I haven't even watched the tutorial yet but I know it's going to be good! I got excited when I saw that part 3 came out! Thank you for taking the time to do this Ronnie. We all appreciate it. Looking forward to making doors spawn and work! Thanks for listening to viewer feedback. :)
@@Rezinoc Thanks for the kind words ❤️ And I appreciate you all watching these videos 🙂🙏
novice question. so when you reach the end point will it spawn next level random dungeon? can we make these rooms larger? would it be possible to make so when you pass a room it locks the path behind you.
@@veganporkkebab389 You can make the rooms as large as you want. Or any shape that you want. Just make the overlap box is covering the whole room.
Locking rooms behind you is more tricky to do, I don’t think I will cover that.
And sorry, I didn’t understand your first question
It will be nice if you upload the project to follow along, thank you for the amazing series
@@ashtonfora8418 Thanks 🙂🙏
Do you have a plan of how much time will you development take, if yes then how did you measure that . can you make a video on that on time management and planning this project?
@@rohithreddy75 No. That might be the hardest thing to plan.. Although…
I have put “The Adventures of Gorm” on hold right now. And I am focusing on trying to make a much smaller game, with the goal of finish and release it.
I have given myself one year to do that.. And then I will try and adjust the project as I go, to reach that goal..
That is the best answer I can give.. so, give yourself a deadline, and see where you are at with the game, when the time is up. Then give yourself a new deadline for round 2.
Trying to measure how long everything will take, is impossible. And things will also always take much longer than expected
Brother you are goated you dont understand how long ive been trying to find something like this
@@Kraheed Dude.. I’ve been searching too for years now.. I am shocked that a noob like me had to do it
@@reeanimationgaming1034 Much appreciated man. I join the community discord so I'm excited to be up to date and figuring things out alongside you
@@Kraheed That is great to hear 🙂✊
great tutorials! here are some ideas:
trap templates, like spikes or chasms, stompers etc
maybe hallways that have multiple directions before connecting to a room, instead of only going straight? like forward then right turn, to mix things up
amazing
@@simonperez3610 Thanks 🙂
Nice tutorial man, Really helped a lot ♥♥ Thanks!!
a good idea for the next part is create a exit point that, if reached, you go to a next level with a new randomized dungeon.
@@guilhermeaugusto8699 Thanks man.. Yes, that is a good idea 🙂
Hi, longshot but any chance you could cover navmesh when using this procedural system?
I've been fiddling with it for a few days but the navmesh volume I've been using won't give me the green navmesh highlight when rooms get generated.
I would like to see how to handle this properly :)
@@AiDNPlaysGames Yes, it’s on the list for future episode, probably the next one.
You have to set navmesh to dynamic in project settings somewhere
@@reeanimationgaming1034 I did manage to work it out, but thanks for the reply.
I look forward to seeing what other tuts you put up :)
@@AiDNPlaysGames thanks man 🙂✊
Thank you very much for part 3, will you do part 4? : )
@@E_V_E_A.V Yes, at some point in the unknown future
Not done with all your tutorials on this yet so I'm not sure if you did this already, but I thought I'd send this early just in case. Could you do a video on adding different types and shapes of rooms as well? like a rectangle room that is longer or a square room double the size or a circle. Again, not finished with your tutorials yet.
@@DeadlierEmu84 dude. You can make any room shape you want, it’s doesn’t matter 🙂
I will make sure to demonstrate in part 4, since I get this question a lot 🙂👍
@@reeanimationgaming1034 I finished the first tutorial and realized I never needed to ask, I'll make sure to finish the rest of them. Thank you for the reply.
@@DeadlierEmu84 No problem 🙂✊
Keep up the good work, and while i'm sure this is late to the party. How about a video that gives better control over the procedural dungeon? I keep ending up with long hallways that lead to nowhere. How about a method that deletes a hall if it has no room attached to it?
@@Foolsjoker If I can, I will improve the dungeon generation in part 5.
Things like a main path, and side branches, and room, hallway, room, hallway. End rooms. Things like that
@@reeanimationgaming1034 I look forward to it! I've been building on your original design as well. I found a way of cropping a hall if it doubles up, but its hard to say if it is an efficient method. Keep up the good work man!
@@Foolsjoker Thanks 🙂🙏
Thank you for your great work!
@@chancleto_d6558 🙂 Thanks for watching it ❤️
I haven't watched the full video yet, but a new issue I've encountered out of nowhere that was working fine before is that the exit at the top of the stairs is spawning the next room/end cap underneath it at the base floor location. It's lined up correctly, but spawning below it.
@@reDActedGameDev make sure that the exit folder is at 0.0.0
@reeanimationgaming1034 it is. That's the weird part. It doesn't always happen, but more often than not in random seeds it does that. Only on rare occasions does it work properly. I'm not sure this could cause it, but it worked fine up until I was working on the coins and treasure chests.
@@reDActedGameDev is it the same room and exit everytime or is it completely random?
@@reeanimationgaming1034 I discovered what was happening. For some reason, my section going downstairs did a 180 degree rotation and moved itself up. Not sure how that happened, but I fixed it and now it's working perfectly.
Great tutorial. 👌👌
Thanks 🙂
Thanks for these tutorials, couldn't find any on yt like these.
@@Wilbyte 🙂
oh gosh another long one. NICE
@@RenierBanninga Sorry for the length 😬
@@reeanimationgaming1034 No not sorry :)
@@RenierBanninga 🙂🙏
I know a bunch of people have been saying this, but I would LOVE to see how you would tackle enemies. I am a complete newbie and have learned so much from watching all 3 parts of your videos and cannot thank you enough for some of the best vids I've seen for tutorials. In an attempt to try it on my own, I have learned Nav Mesh volumes cannot be directly applied to blueprints, and I have also tried to do Navigation Invokers and Splines to try and get some basic enemy AI movement to work but to no avail. Either way I'll be excited to see whatever part 4 brings!
@@rogerregis7030 thanks for the kind words 🙂
Yes, enemies and nav mesh will be in part 4.
I just got back from vacation, and part 4 is on the top of my priority list ✊
Thanks mate, the tutorials are the best and so are you
@@sleepyjoe5380 ❤️🙏
FINALLY!!! I'm here again liking and commenting to help you the same as you're helping me!!!
@@dollynhooetdevarginha8 Nice 🙂✊
Awesome tutorial! 👍💪🫶🏻
@@NicoleSummer8 🤜🤛
wow i cant belive you posted a new part, thank you so much!
@@thunder_099 thanks for watching man 🙂
More will come.. As soon as I get time
Mannn Ronnie,
Thanks to your channel, I'm thinking about starting making a game again.
Have been following you for a long time and just recognize so much in terms of the feeling that you say and show in the making of it.
Just great and nice to see that you can now earn something with it.
A win win for everyone.
Great... and hopefully you will remain yourself now that you are sniffing at success ;)
Greetings Wilbert
@@WilbertLensen Hey man. I remember you from many of my other videos. It’s great to have you here 🙂
Yeah, you don’t have to be a professional programmer to make a game. Anyone can do it, if they are willing to put in the time it takes to learn 🙂
Let me know if you start something. It can just be something small, like I’m doing now with my Lab Rats game (I tease it somewhere in the video) 🙂
@@reeanimationgaming1034 Of course I noticed that well-animated RAT.
Already looked very promising.
How clever of you to let your brain create something different (or perhaps test it for your main game) such as your racing game and the rat game.
Also keep you fresh to return to your main game.
Nice Ronnie.
@@WilbertLensen Yeah.. I’m not tired of Gorm at all.. I just need to do something more simple and “releaseable” for a year or so 🙂
Enemys 🙏🙏🙏‼️
It's on my list... 🙂
@@reeanimationgaming1034 🧟♂️ zombis?
@@skimix the best kind of enemies 🙂
Maybe
❤️
@@MadpolygonDEV ✊
Yesss lets go! Another epic episode! :)
@@JPN762 Haha. Yeah! 😁✊
You need a timeline, because the execution of the game is differente (for the Engine) of the time of each object in the scene. Then you need a process to standarize the time pass for each object. Then, when you need to change a color or move an object over time, you need an object to mark each tick on the clock: this object is Timeline.
Excelente Tutorial. You face each challenge like every developer, and solve them ... that is the most memorable of your videos. Thank you and keep it up!
@@mirkoemir Thanks man. I am very much in doubt when I screw things up in the videos. Is that really something people want to watch? Apparently it is 🙂
About the timeline. I mean, delays are also something that runs over time. Why can’t we get a delay-like thing with a time length and a value, to work the same way as a timeline, but without you having to go in an make curves and shit like that 😖
@@reeanimationgaming1034 I'm trying to get this in a logic way, because I don't know much about Unreal Engine (I'm just learning it), but I know about about Unity Engine and the logic is like the same (or similar).
Like I said, I don't know if there is an object already implemented to delay, but I think that this is a way to do it (surely, there are others).
Using curves will let you control the timeline more accurately.
If I get a better way to do it, I'll let you know.
@@mirkoemir I don’t think there is a better way of animation a simple 0 to 1 in unreal.. Everyone I see on youtube are making timelines… I’m just complaining, because I find it overly complicated
tutorial is not bad, but learn the basics befor you made a tutorial.
@@kevinback7034 What do you mean?
@@reeanimationgaming1034 the basics of unreal . Exp: why you use substract -1 and then save the result again there are for +1 increment (add 1 and save at same time) or for -1 decrement. why you try to explain stuff that you don`t kown how it work. (Timelime stuff).
@@kevinback7034 I’m aiming at beginners. And if there’re stuff I don’t know how works, I will let them no that I don’t know how it works. No harm done here 🙂
We are all starting somewhere, and I am still a beginner. And people know that.
Read the comments, and you will see people prefer my tutorials over other more streamlined and expert tutorials, because they are bad at explaining things
@@kevinback7034 I know how timelines work.. 🙂
Don’t listen to that guy he is ahead of hater we love you