Hey everyone! In this video we setup the foundation for the rest of the series. Next week we'll be looking at a new mechanic. I'm choosing between Megaman's blaster, Hanzo's scatter shot or Tracer's recall ability. Let me know which one you'd like to see :)
It's hard to find good tutorials, not everybody can do that. This is great, good teacher, nice voice, nice details, clear... This channel is on a path for a great success.
I agree, both are equally powerful and both can be used to make incredible games, but when it comes down to it, Unreal Engine is far easier to get the hang of, at least in my experience.
Aaaaaaand Subscribed! Great content and the quality is without equal on RUclips! Keep it like this and you will become big! Oh and thank you for the damn informative guides, can't wait for the next one to come out :)
I've been a Unity fan for more than 10 years but with Unreal Engine 5 setting the new benchmark I'd thought I'd take another look at Unreal and your tutorials are exactly what I'm after. Too many people just drop in the preset stuff and don't explain the how and why- but you do! Thanks, Subscribed.
Please keep making videos like this, they are super clear and concise and just overall very helpful and well done. Thank you so much! Keep up the good work.
I just found your channel and I am amazed at how you don't have way more subscribers than this your videos are so professional and inspiring as an beginner games developer myself I find your videos very motivating and inspiring please don't stop making videos they are great and I appreciate them a lot 😊
Thank you for such a nice comment! I only just started my RUclips around 3 or 4 months ago. I can't believe it's grown this fast already :) I'm really happy that you find them inspiring! That's one of my major goals with this channel. Once again thank you for the nice comment! I'll catch you in the next video :)
Dude. You keep talking like you're sorry for the basics... I'm just getting started into the whole game making thing and this video is just perfect. Don't apologize for anything you got the right idea and the best approach. Love your content. Keep it up!
I have never used an Engine never really developed a game but this is making me wanna start programming one. Ur content is so inspiring :). I subbed :)
This is the second video I have watched so far. Finally someone that really takes the time to explain in a clear manner how to use bleuprints. Thank you so much, you are a lifesaver. Subscribed!
dude June 2021 i am learning how to start into this and if you wasn't that good at teaching i would get bored in the first minute, keep the good videos like this one, fantastic thank you so much.
Matthew, This is a great video series. I'm just moving from Unity to Unreal and I really appreciate how do a bit of work while explaining, but not at a snail's pace. Thank you for these videos!
If only u would have created this kind of videos 2-3 weeks earlier, it would've saved me so much time and nerves. While u can pick up a lot from the Unreal beginner Videos, they never did a proper "absolute beginner, heres what important" Tutorial. I started with the 3rd Person Beginner Tutorial from Unreal itself and he first goes over Animation, and Rigging the Pawn, setting up endless stuff but never reallyexplains why. I had so much trouble understanding the "GameMode" thing and where you actually assign the PlayerController. In short, thanky you very very much, you are a blessing to this Community
Hopefully my other videos can be useful since you have the basics down :) Yeah I struggled with that as well. I had to do a bit of research to figure out why the player was being spawned haha. Then I saw the gamemodes + player start stuff. Thanks for the really nice comment!! Best of luck with everything that you're doing.
Hey Matthew, you've been a huge help. If you're still using this work around for movement where the collision component is spinning around (which can be undesirable for obvious reasons), I have a very quick fix. In your actual class details (clicking FPSController(self)) you have Pawn settings, "use controller pitch/yaw/roll input", you should untick "pitch", then in the spring arm definitions you'll find "use controller inputs" under camera settings, just tick all of them. Rotation blueprints will stay exactly the same, and the movement blueprints can just take the forward vector without any worries.
You are my favorite game design tutorial channel now. Subbed w/bell, I absolutely love how easy you make everything, and how quickly you cover a ton of topics and features in such short videos. Going through this whole series now.
great, informative video. I found myself pausing so I could add in the gamepad inputs and controls as well. this is a great start for anyone interested in indie development
Awesome tutorial one suggestion if you could show how to go about climbing ledges that would be awesome ive looked at other tutorials but theyre all for older versions and dont work anymore cheers cant wait for number 3
Cool! a longer video, but it's also an introduction video, nice to get a chance to make everything from scratch. Looking forward to all the fps mechanics you'll show us how to recreate. Can't wait for the series to reach 3rd person stuff.
I really appreciate this series. I have always had a passion for making games but the programming portion has made this mostly inaccessible to me(I am very bad at programming even though I have been doing so for 5+ years at this point). I just wanted to say thank you for the lessons!
You are a great teacher and thanks to you I've learned more about Blueprints than ever before. I know you get a lot of requests but I'd really like to see a small RTS-series of videos, maybe inspired by the good old command and conquer games.
Good sir, you have my thanks, and my like ;P I will be following this series now that I finally found someone who really knows Unreal and how to teach people to use it. Keep on making this great content!
Subscribed. Had a short go with Unity last year and will now start to check out Unreal Engine. Your content seems to have a comfortable pace and is nicely structured so far.
Really liked this tutorial and all the others, trying to understand the "why" on each thing that is in the blueprints, just started learning about UE4, Unity and what so ever. Looking foward for all the new content that you are building up, you should really be in Udemy teaching/selling this. I'm learning alot with you, really appreciated for all this. Very clear, good voice, great teacher! Regards from Brazil!
I really want to make a Metroid Prime styled FPS control system where the mouse aims the gun, but not really the camera except for when you aim toward the edges of the screen or lock on to a target. The Metroid Prime styled aiming system is really meant for motion controls, but the way the aiming worked was so awesome.
I really like the orderly manner you go through your steps. Makes it a much more pleasing process. Thanks! As someone said below, please make more in-depth contents. I'm willing to pay for them like in Udemy courses.
I'm currently working a side project and looking to get some real momentum behind it. If you could make a video about working with landscapes and materials or breakdown how you go about designing a level that would be a colossal help. Thanks
Ok with some messing around I figured it out: You would add a float variable to control the sensitivity then multiply that by the axis value from your mouse input :D
Can u also do topdown game mechanics eventually from games like Battlerite where you directly control the character and spells are skill shots that you aim to cast?
When you get a million subscribers, I'm going to be the proud follower that is going to have the satisfaction of subscribing when you have under 10k subs.
first of all awesome video you are clear and a very good teacher , I ve seen your video 15 time I ve done ever just like you did but I can't look up and down for some reason.Please tell me why if you know
I'm surprised you hooked the controls up through the pawn and not a controller. For those who aren't familiar, using a controller can save you a lot of trouble/time in the future if you want to have AI or other players controlling the same class of pawn.
There are tons of tutorials on fps from complete scratch but none about arpg like Diablo/PoE/GrimDawn. I subscribed anyway, maybe I'll see that one day.
nice job man it helps alot i just needed to fix a problem with blueprint so i decided to make my own u helped alot "SUBSCRIBED!!!!) and turned note on :)
Hi! This tutorial is great! Could you please make a tutorial on how to copy the quake movement code over to blueprints? I know that many people would really appreciate it!
Are you going to make a FPS tutorial like making a gun that shoots and aim down sights and stuff like that? Or do you know of a good tutorial that shows that?
Hi matt, how would i go about making my character's jumping more precise? for example having a hold to jump to apex. But if released the player starts falling midjump.
Hey Matthew, you're a welcome addition to the Unreal family. All of your videos have been top notch. I do have one question though. Have you stumbled across anything that states best practices about what should be in your player controller or character pawn? I know in a multiplayer game, sometimes the pawn is destroyed and respawns if it dies so it's not smart to keep a score in the character pawn Blueprint. I just get confused as to what logic should go where.
From what I understand the idea is that you can attach many different controllers to a single pawn. So lets say you have a player controller which lets you run around and do things on the ground. Now you step into a car. You can now make a new controller that is best suited for driving cars and let that control how the car is controlled, but the pawn is still the same.
DynMads Thank you! That's one of the best explanations I've heard. What about multiplayer variables like scores and what not. Should that be attached to the controller instead of the character pawn?
Honestly, I'd probably save that stuff in the Game Mode. I believe that all players have access to it via Blueprints and that the Gamemode carries over to other maps, so why not store it there?
DynMads I agree, but even some of the official Unreal documentation talked about storing player scores in the player controller so that's what kind of confused me. I wish they'd do a written tutorial on best practices about where to store what variables.
Hey everyone! In this video we setup the foundation for the rest of the series. Next week we'll be looking at a new mechanic. I'm choosing between Megaman's blaster, Hanzo's scatter shot or Tracer's recall ability. Let me know which one you'd like to see :)
Matthew Palaje, can we have a lightning gun? :)
Yeah! That sounds like a great idea, I'll add it to the list :)
awesome tuts. You should definitely do Tracers recall.
Can you maybe try to do a sprint or maybe a grappling hook in the future?
I'm taut & a little bit excited,
what you make :D.
You are great and it's nice to watch your work ;).
Nice days all
+ be happy d^^bV
It's hard to find good tutorials, not everybody can do that.
This is great, good teacher, nice voice, nice details, clear...
This channel is on a path for a great success.
Thank you for the nice comment Sapher!
You are very clear and a good teacher. Please make this a full time career.
Thanks Aadit! Haha I actually was a teacher for 2 years. The paper work was horrible.
Was bored, found your video in recommendation, downloaded the engine and now im a sub, Well done sir
Out of all UE4 tutorial channels you're with no doubt the best one
Just switched from unity to unreal.
I need to say I like it alot more
same
ben je nog steeds bezig?
@@timbiegel6545 Ik wel :P
I agree, both are equally powerful and both can be used to make incredible games, but when it comes down to it, Unreal Engine is far easier to get the hang of, at least in my experience.
me 2
Aaaaaaand Subscribed!
Great content and the quality is without equal on RUclips!
Keep it like this and you will become big!
Oh and thank you for the damn informative guides, can't wait for the next one to come out :)
Thanks Akhlis! You're super welcome! :)
plz make video about of how make superhot in unreal engine!
Thanks.
Like!
I've been a Unity fan for more than 10 years but with Unreal Engine 5 setting the new benchmark I'd thought I'd take another look at Unreal and your tutorials are exactly what I'm after.
Too many people just drop in the preset stuff and don't explain the how and why- but you do!
Thanks, Subscribed.
Please keep making videos like this, they are super clear and concise and just overall very helpful and well done. Thank you so much! Keep up the good work.
Thanks Quinton! Will do :)
even 5 years later, this is a perfect tutorial. TY SO MUCH!
I just found your channel and I am amazed at how you don't have way more subscribers than this your videos are so professional and inspiring as an beginner games developer myself I find your videos very motivating and inspiring please don't stop making videos they are great and I appreciate them a lot 😊
Thank you for such a nice comment! I only just started my RUclips around 3 or 4 months ago. I can't believe it's grown this fast already :)
I'm really happy that you find them inspiring! That's one of my major goals with this channel.
Once again thank you for the nice comment! I'll catch you in the next video :)
Thank you Matthew. This explained a lot. Not many instructors start at the beginning. Very easy to understand.
What a legacy you're leaving. :)
I love it, i never knew how games were made. From someone who has never seen how games are made you make it easy to understand so that's cool.
I am in love with the starter materials ue4 gives us. They are amazing!
Dude. You keep talking like you're sorry for the basics... I'm just getting started into the whole game making thing and this video is just perfect. Don't apologize for anything you got the right idea and the best approach. Love your content. Keep it up!
I have never used an Engine never really developed a game but this is making me wanna start programming one. Ur content is so inspiring :). I subbed :)
Thank you pascal!! Really kind of you to say all of that :)
Best of luck if you start developing!
This is the second video I have watched so far. Finally someone that really takes the time to explain in a clear manner how to use bleuprints. Thank you so much, you are a lifesaver. Subscribed!
dude June 2021 i am learning how to start into this and if you wasn't that good at teaching i would get bored in the first minute, keep the good videos like this one, fantastic thank you so much.
Matthew, This is a great video series. I'm just moving from Unity to Unreal and I really appreciate how do a bit of work while explaining, but not at a snail's pace. Thank you for these videos!
I'm glad someone has the brains to make a very basic user friendly video on how to make a basic control set!
Best beginner tutorial I've seen, thanks.
If only u would have created this kind of videos 2-3 weeks earlier, it would've saved me so much time and nerves. While u can pick up a lot from the Unreal beginner Videos, they never did a proper "absolute beginner, heres what important" Tutorial.
I started with the 3rd Person Beginner Tutorial from Unreal itself and he first goes over Animation, and Rigging the Pawn, setting up endless stuff but never reallyexplains why.
I had so much trouble understanding the "GameMode" thing and where you actually assign the PlayerController.
In short, thanky you very very much, you are a blessing to this Community
Hopefully my other videos can be useful since you have the basics down :)
Yeah I struggled with that as well. I had to do a bit of research to figure out why the player was being spawned haha. Then I saw the gamemodes + player start stuff.
Thanks for the really nice comment!! Best of luck with everything that you're doing.
Hey Matthew, you've been a huge help.
If you're still using this work around for movement where the collision component is spinning around (which can be undesirable for obvious reasons), I have a very quick fix. In your actual class details (clicking FPSController(self)) you have Pawn settings, "use controller pitch/yaw/roll input", you should untick "pitch", then in the spring arm definitions you'll find "use controller inputs" under camera settings, just tick all of them. Rotation blueprints will stay exactly the same, and the movement blueprints can just take the forward vector without any worries.
You are my favorite game design tutorial channel now. Subbed w/bell, I absolutely love how easy you make everything, and how quickly you cover a ton of topics and features in such short videos. Going through this whole series now.
great, informative video. I found myself pausing so I could add in the gamepad inputs and controls as well. this is a great start for anyone interested in indie development
Awesome tutorial one suggestion if you could show how to go about climbing ledges that would be awesome ive looked at other tutorials but theyre all for older versions and dont work anymore cheers cant wait for number 3
Thanks! I've put it on the list :)
Cool! a longer video, but it's also an introduction video, nice to get a chance to make everything from scratch. Looking forward to all the fps mechanics you'll show us how to recreate. Can't wait for the series to reach 3rd person stuff.
i love you man you made this sooo easy for me thanks dude you have one of the best if not the best tutorials in youtube
If no one's told you yet you can just hold Alt and click on a branch to break it, faster than right clicking.
best video series i've found out there
I really appreciate this series. I have always had a passion for making games but the programming portion has made this mostly inaccessible to me(I am very bad at programming even though I have been doing so for 5+ years at this point). I just wanted to say thank you for the lessons!
You are a great teacher and thanks to you I've learned more about Blueprints than ever before. I know you get a lot of requests but I'd really like to see a small RTS-series of videos, maybe inspired by the good old command and conquer games.
Super cool video! Nice job! Definitely looking forward to Tracer's Recall, but all the other ones too!!!
Good sir, you have my thanks, and my like ;P I will be following this series now that I finally found someone who really knows Unreal and how to teach people to use it. Keep on making this great content!
Just found your channel, you are very humble for sharing this with others, much love keep it up.
great vids, fam. Keep it up. I'm basically learning all of my Unreal software tech info from you so please dont stop :)
That's really cool to hear! Should be something new every week or two for the let's create series :)
could you do a tutorial about pick up fast reload animation?
Subscribed. Had a short go with Unity last year and will now start to check out Unreal Engine. Your content seems to have a comfortable pace and is nicely structured so far.
Thanks for making this! I was looking for a tutorial that would explain things from the ground up and make a solid foundation. Thanks again!!!
You are the boss nobody can make videos like you :) thank you
Man, this is a really good tutorial. Wish I watched this as my first tutorial, very useful.
You just earned yourself a sub! Was looking for a video on how to create a simple FPS character in UE4 for ages...
Really liked this tutorial and all the others, trying to understand the "why" on each thing that is in the blueprints, just started learning about UE4, Unity and what so ever. Looking foward for all the new content that you are building up, you should really be in Udemy teaching/selling this.
I'm learning alot with you, really appreciated for all this.
Very clear, good voice, great teacher!
Regards from Brazil!
Your tutorials are amazing! Short, but fuckin' savory. Keep this formula up! This is why you're so popular lol good work!
I really want to make a Metroid Prime styled FPS control system where the mouse aims the gun, but not really the camera except for when you aim toward the edges of the screen or lock on to a target. The Metroid Prime styled aiming system is really meant for motion controls, but the way the aiming worked was so awesome.
I really like the orderly manner you go through your steps. Makes it a much more pleasing process. Thanks! As someone said below, please make more in-depth contents. I'm willing to pay for them like in Udemy courses.
PS. I like how concise this is. The UE4 training version is way longer and harder to follow. This is perfect.
This is great thank you so much. I am very excited for your 3rd person setup
I'm currently working a side project and looking to get some real momentum behind it. If you could make a video about working with landscapes and materials or breakdown how you go about designing a level that would be a colossal help. Thanks
I actually have a question, is there a way that you could make a changeable look sensitivity?
Ok with some messing around I figured it out:
You would add a float variable to control the sensitivity then multiply that by the axis value from your mouse input :D
Great job figuring it out :)! Awesome to see people experimenting with the blueprints.
great tut..it would be great if the inputs are based on touch events.. and good explanation..
Your tutorials are great, keep up the good work.
Thank you very much! Looking forward to when you start with third-person (eventually)! Good Video!
I look horizontal, but I can't look vertical for some reason. The input mapping is correct and so are the blurprints.
Go back to your camera component then tick "Use Pawn Control Rotation" in the Camera Options tab.
@@chewchewji Thank you.
@@chewchewji thansk a lot ,saved my ass !
Thanks, this series is amazing, just subscribed!
Can u also do topdown game mechanics eventually from games like Battlerite where you directly control the character and spells are skill shots that you aim to cast?
Yeah! For sure. Battlerite is a really fun game, I'd be more then happy to cover that in the future :)
this is great... I wanted to do something in UDK myself but when you're not programmer it's really hard to get into it.
Thank you so much Matthew for these awesome videos!
Epic Video , I really needed the inputs controls, thx
awesome tutorial, thanks now i actually understand some stuff and makes me wanna do it more
Great tutorial! Really Well explained!😄
Congrats on the subs dude, keep these sweet fps vids coming!! You explain things extremely well, you are going to be youtube famous.
Thanks heaps! Haha that would be crazy.
can't wait for #3, keep it up !!
i liked the genji one, it's so good
Thanks heaps! :)
Thanks for this FPS Controller tutorial, but how i can attach a gun like in the template? :)
make one in c++ as well, please!!! NICE TUTORIAL, really loved it
Thank you Matthew you are a legend!
You just earned a sub. Extremely helpful.
M'y player can't look up and down, i cheked, i put mouse Y and i made blueprint right, plz help me
Thank you so much dude! btw how do you put material on all the selected area?
Still 6 years later a blast.
When you get a million subscribers, I'm going to be the proud follower that is going to have the satisfaction of subscribing when you have under 10k subs.
Haha thanks!! A million, that sounds like a lifetime away!
Very helpful! Great work dude!
Thanks Paradox! I hope you enjoy all of the other Let's Create videos :)
Thank you, can't wait for more.
9:32 just turn off pitch on the base class and turn it on for the cam
for some reason i am only able to look left and right, i can not look up or down at 7:40... wat wrong???
I look up and my camera warps below the floor, I look down and my character flys almost as if my FOV changed.
How can I fix this?
very interesting material for a UE noob like me. many thanks for making this!
first of all awesome video you are clear and a very good teacher , I ve seen your video 15 time I ve done ever just like you did but I can't look up and down for some reason.Please tell me why if you know
I'm surprised you hooked the controls up through the pawn and not a controller. For those who aren't familiar, using a controller can save you a lot of trouble/time in the future if you want to have AI or other players controlling the same class of pawn.
thanks your video helped me a lot to understand unreal more
thanks again
nice 1 man real good stuff
There are tons of tutorials on fps from complete scratch but none about arpg like Diablo/PoE/GrimDawn. I subscribed anyway, maybe I'll see that one day.
nice job man it helps alot i just needed to fix a problem with blueprint so i decided to make my own u helped alot "SUBSCRIBED!!!!) and turned note on :)
great video as always big fan !
Thanks again Mahdi!
One of the last non drama channel, i need a breake
U are amazing at explaining these
Super cool videos, I'm really enjoying this so far. I'm going to try and go along with what you're doing and try to make something by myself :p
Thanks! Sounds great, I hope you make something awesome!
Fantastic video, thank you very much!!!
12:32 what if you wanted to use something from mega scans
I love this Man. Thank you a lot!
I LOVE YOU! Thank you so much for your content, it's incredibly helpful!
wow, this was really helpful! thank you!
I would love to have a tutorial on how to create a drivable vehicle from scratch in UE4. Tutorials on this topic are very sparse on RUclips.
That sounds really fun to make. Sometime in the future I'll look into it.
Awesome! It doesn't have to be super realistic or anything. Kart racer physics are good enough. :)
Your videos are sooooooo helpfull!
Thanks!
Super ultra mega great video. Keep it up.
Next time lets try to add HUD :D
Hi! This tutorial is great! Could you please make a tutorial on how to copy the quake movement code over to blueprints? I know that many people would really appreciate it!
Are you going to make a FPS tutorial like making a gun that shoots and aim down sights and stuff like that? Or do you know of a good tutorial that shows that?
Hi matt, how would i go about making my character's jumping more precise? for example having a hold to jump to apex. But if released the player starts falling midjump.
Hey Matthew, you're a welcome addition to the Unreal family. All of your videos have been top notch. I do have one question though. Have you stumbled across anything that states best practices about what should be in your player controller or character pawn?
I know in a multiplayer game, sometimes the pawn is destroyed and respawns if it dies so it's not smart to keep a score in the character pawn Blueprint. I just get confused as to what logic should go where.
From what I understand the idea is that you can attach many different controllers to a single pawn. So lets say you have a player controller which lets you run around and do things on the ground. Now you step into a car. You can now make a new controller that is best suited for driving cars and let that control how the car is controlled, but the pawn is still the same.
DynMads Thank you! That's one of the best explanations I've heard. What about multiplayer variables like scores and what not. Should that be attached to the controller instead of the character pawn?
Honestly, I'd probably save that stuff in the Game Mode. I believe that all players have access to it via Blueprints and that the Gamemode carries over to other maps, so why not store it there?
DynMads I agree, but even some of the official Unreal documentation talked about storing player scores in the player controller so that's what kind of confused me. I wish they'd do a written tutorial on best practices about where to store what variables.
Eh, in the end it doesn't matter as long as it works for you honestly. You are not making an API for the next guy, you are making a game.
Can u plz teach us how to do recasting in blueprints and make a gun
How did you full screen your game at 19:51?