I Truly Truly hate to be one of those spammers but what do you think of uploading the characters alone from the lets create series instead of full project hope to hear from you son thanks
Hey lol lol. The problem with this is that I'd have to spend hours separating the characters into separate projects, making sure they function properly after migration and then upload them individually which would take even more time then uploading the full project. The other point is that I'm not a fan of people copy and pasting solutions. It's better to observe, try it out and learn.
Yes on second thought u are correct, but you know what would be even better ? Is if we can understand how to build up from sudo-coding ive watched all of your episodes and you touched on this topic but i struggle to understand what to do after ive sudo coded as in how to translate my simplified tasks to actual blueprints this needs an episode and Thank you for what you are doing i am considering to become a patreon after couple of months or so (techincal difficulties) and thank you for everything uve done matthew :3
I did a video on this topic showing how I Pseudo code something and then implement it. I used the SuperHot mechanic as an example: ruclips.net/video/Wd2IFU0okrE/видео.html Was this what you were after or did you want something different? No problem! Thank you for watching the videos.
Great video, Matt. I just had a tip for anyone doing something like this, because this is an issue I've hit multiple times doing similar things for the Let's Create Jam. When you're getting a reference to something that has been hit or overlapped, it's a really good idea to promote it to a variable (here Matt does it for the overlapped enemies, but not the hit enemies). I've had numerous issues with UE4 where it will lose a reference 1 or 2 nodes down the execution chain and essentially read "none." I'm not sure why it does this, but it can be pretty random and can cause a lot of headaches. I think it's pretty good practice to do this if the reference is going to be used more than once, or if you're using the reference more than a node or two after the cast. Hopefully this saves you guys headaches!
But I have one question: Why did you set the type of the EntitiesToDestroy array to "Actor" and not to ThirdPersonCharacter? Would that also work or did you this because it is more general so that you can hit trees or something like that too if you would modify the Shield BP a bit? Thanks in advance! Hope you have a nice day! :-)
Oh I didn't have a specific reason haha. The data type worked so I went with it. If you were to modify it you could make it do a lot of interesting things. For example, detect all objects that simulate physics and hit each one. No problem! I hope you have a great day as well!
Great tutorial as always Matt. May i make a suggestion? Instead of making the cooldown of the "ultimate" determined by a delay i think it would be better to make your own custom event to reset the boolean that allows you to fire, allowing you to be more creative the way the "ultimate" reload works.
I really like your tutorials! There great ideas and very simple to follow along. Can you do a tutorial on Online Multiplayer? Or do you have a video or doc that your recommend for online multiplayer?
Great video! Thank you kindly. Wondering if you would consider expanding on this tutorial and help us with blueprints to allow the shield to hit a fixed number of targets before returning to the caster? Or if you would kindly give me some ideas on where to start to achieve this? Specific nodes I can look up to make it happen and figure it out myself? Again, thank you for the brilliant tutorial!
Hey Matt, I don't know if you're going to do this, but in the "polish" phase, it'd nice if you made the shield come back to the player after hitting everyone. Thanks for the tutorial, btw!
Hey Gabriel! That would be very easy to do. Instead of destroying the shield when the array is empty. You just make the homing target the player, then do a collision event so it returns into the players hand or whatever you want to do.
Please help. i just did that but it won't work. the shield stays on the enemy. i set the homing target as my character where the shield spawn. but it wont return..help me please.
Small Fix. In your bp for the shield projectile, in the section with the second OnComponentBeginOverlap for the shield mesh, you need to add a branch checking if the 3rdpersoncharacter is alive. Otherwise, your shield projectile will simply disappear upon colliding with the "dead" third person character's capsule component. Also, you can't walk through the capsule component when the bodies are ragdolling. felt odd walking into an invisible thin pillar wall
+Matthew Palaje Hey, how can I let the shield target only one AI and make the shield to an ability? So it needs to "reload" first for example 5 seconds? Thanks for the answer
I have been enjoying your content for a while. Your tutorials are clear and easy to follow and i greatly appreciate that! :3 Would love to support but have no money :'(
your videos are fantastic! I've been looking at UE4 for quite awhile now! your videos are really inspiring and surprisingly easy to follow logic wise as well! if at all possible would you be interested in trying to recreate the 3 speed running mechanic from OKAMI? or even better! the flight mechanics from Spyro Dawn of the Dragon? if not I fully understand! I DO want to ask though! how long did it take you to figure out how to break down the conponents of the sheild throw mechanic? and then re-imagine and recreate it in UE4?
Thank you Siletrea! I'm glad that the videos are useful. I haven't played Okami so I'm unaware of the 3 speed running mechanic. I have played and enjoyed the Spyro games so I'll write that down for a video idea sometime in the future. Younger me would be happy with that haha. So for the shield mechanic I first did psuedo code. It took me around 1 - 2 minutes to break it down and write the steps. After that I did some research on projectiles in UE4 and found the homing function which luckily only took 5 - 10 minutes. I then created it myself which took under 40 minutes. So it probably took around an hour for this mechanic, it would have been longer if we didn't have the homing function. Developing the script to follow + recording + editing + uploading took up most of my time. ***** Edit: Were you referring to these flying mechanics? ruclips.net/video/V67CKjYSwuM/видео.html
Hey matthew I would like to know if you ever thought of doing a video / tutorial about textures without being flat or low poly colors I do not know how to call, talking about normals maps, diffuse maps and these things, because I'm with a project but Its not very cool because the textures are very bright and I can not find a simple tutorial explaining what each one does and how to do each one.
I have an idea for an indie project that I want to work on but I have little to no experience in game development except for some coding experience. Where should I start?
RaRe Gaming Make sure that your first project is something very small, like a silly platformer for example, then keep experiencing new things in new projects until you have a solid knowledge of the engine you're using, dont be afraid to look for tutorials as they are very useful for learning, remember, it's normal to feel completely lost at the start but trust me when i tell you that practice will make you learn a lot c:
Easy to follow. Thanks for this tutorial. Could you do a grenade toss (without character animation) that becomes a cluster grenade. ( throw one grenade. On impact spawns a few small exploding grenades) plz keep it in mind :)
Not a specific character no. I'll have to do some googlen. I know it is used in Team17's game "WORMS" they have a few really great weapons in that game
I'm having a hard time understanding how it continues to go down the array :( Could anyone help explain where in his code does he tell the projectile to go down the list? I see him saying that if it's the last one to destroy itself, but never something like "move to next target". Thanks in advance :)
Every time we find a new 3rd person character pawn it gets added to the array. When we hit an enemy, that enemy gets removed from the array. That enemy was element 0 of the array. If we had three array elements so 0,1,2. 0 was just removed so 1 becomes 0. We are then left with 0,1. Once the next enemy dies 1 becomes 0. Once that enemy dies we have no array elements left and the shield will destroy itself as they array is now empty. Hope that helps!
wow this ability looks cool,can you do a tutorial about melee weapon trace(hit enemy)?i check a lot of unreal tutorial and it seems not much this kind of tutorial
Sir Please Please Please do a let's create video in Unity.... BTW I am enjoying your game jam... I met pro devs, I work with them and I really am having a great experience
Sir just try to do a unity video....... I believe you will get a great response.... there are many like me who love ur channel but wish there were unity tutorials too. 🤗
That is an insane request! Motion animations must be generated by someone to include in the tutorial. Effects require textures for the particles which must be generated. That time would be much better spent on my own game or another endeavour.
Well, perhaps i should've said "for me personally" ;). I am more of a traditionalist and text coding for me is easier and more readable than node based systems, i guess its personall preference :)
I personally combine both c++ and blueprints. At least i try this approach. Easier stuff i try to do in blueprints but more complicated and heavy and performance calculations i implement in c++
That's fair enough and makes sense. I replied as I would hate a beginner who works well and enjoys visual scripting to read that, assume it's the truth and give up. I'm not into absolute statements about most things, especially in creative fields. Everyday developers are breaking conventions and doing things that others have said were not possible. I bring this up as I try to leave everything open ended. Hopefully allowing beginners to experiment and be creative rather then doing what everyone else is because that's the way people have always done it. I'm currently messing around with C# and Unreal: mono-ue.github.io/
Well i didn't mean to impose my view on anyone hehe :). Just my personal opinion. The c# may be a good middleground, but i think its more logical to code in c++ in UE, since You have an access to the source code. Learning 2 conventions is never good ;)
Hey everyone! Today we check out the shield throw from Destiny 2.
I hope you all enjoy the video, thank you for watching.
I Truly Truly hate to be one of those spammers but what do you think of uploading the characters alone from the lets create series instead of full project hope to hear from you son thanks
Hey lol lol. The problem with this is that I'd have to spend hours separating the characters into separate projects, making sure they function properly after migration and then upload them individually which would take even more time then uploading the full project.
The other point is that I'm not a fan of people copy and pasting solutions. It's better to observe, try it out and learn.
Yes on second thought u are correct, but you know what would be even better ? Is if we can understand how to build up from sudo-coding ive watched all of your episodes and you touched on this topic but i struggle to understand what to do after ive sudo coded as in how to translate my simplified tasks to actual blueprints this needs an episode and Thank you for what you are doing i am considering to become a patreon after couple of months or so (techincal difficulties) and thank you for everything uve done matthew :3
I did a video on this topic showing how I Pseudo code something and then implement it. I used the SuperHot mechanic as an example: ruclips.net/video/Wd2IFU0okrE/видео.html
Was this what you were after or did you want something different?
No problem! Thank you for watching the videos.
Great tutorial as always, I love these series !!! if you have the time what about making the final fantasy XV sword teleport skill?
Great video, Matt. I just had a tip for anyone doing something like this, because this is an issue I've hit multiple times doing similar things for the Let's Create Jam. When you're getting a reference to something that has been hit or overlapped, it's a really good idea to promote it to a variable (here Matt does it for the overlapped enemies, but not the hit enemies). I've had numerous issues with UE4 where it will lose a reference 1 or 2 nodes down the execution chain and essentially read "none." I'm not sure why it does this, but it can be pretty random and can cause a lot of headaches. I think it's pretty good practice to do this if the reference is going to be used more than once, or if you're using the reference more than a node or two after the cast.
Hopefully this saves you guys headaches!
Probably the best tutorials for ue4 on youtube its so easy to understand. Thank you, and keep up the good work :)
Thank you for the kind comment Captain Rakia. I'm glad you enjoyed the video :)
This looks incredible! It's amazing what you can create using blue prints.
Yeah, what you can do with the built in components is awesome!
Can you please do a mirrors edge parkour system tutorial?
This is truly awesome content, helping others jump right in to advanced features and start prototyping! You're the man!
I'm glad you enjoyed it!
Love your tutorials! Everything is so clear and well explained! :-)
Thanks Quin Cell! I'm glad you enjoyed the video :)
But I have one question: Why did you set the type of the EntitiesToDestroy array to "Actor" and not to ThirdPersonCharacter? Would that also work or did you this because it is more general so that you can hit trees or something like that too if you would modify the Shield BP a bit?
Thanks in advance! Hope you have a nice day! :-)
Oh I didn't have a specific reason haha. The data type worked so I went with it.
If you were to modify it you could make it do a lot of interesting things. For example, detect all objects that simulate physics and hit each one.
No problem! I hope you have a great day as well!
Those sweet sweet mechanical keyboard clicks...
Great tutorial as always Matt. May i make a suggestion? Instead of making the cooldown of the "ultimate" determined by a delay i think it would be better to make your own custom event to reset the boolean that allows you to fire, allowing you to be more creative the way the "ultimate" reload works.
I really like your tutorials! There great ideas and very simple to follow along. Can you do a tutorial on Online Multiplayer? Or do you have a video or doc that your recommend for online multiplayer?
I haven't tried networking in UE4 yet so I'm unaware of resources/tutorials for it.
should do a video on how to add some cool particle and effects to the shield in motion.
Great video! Thank you kindly.
Wondering if you would consider expanding on this tutorial and help us with blueprints to allow the shield to hit a fixed number of targets before returning to the caster? Or if you would kindly give me some ideas on where to start to achieve this? Specific nodes I can look up to make it happen and figure it out myself?
Again, thank you for the brilliant tutorial!
Mathew keep it up u r doing a great job
Thanks A Random guy!
thats a loud ass keyboard xDD amazing video as always Mathew!
Haha mechanical keyboard!
Matthew Palaje 😂😂👌👌
Hey Matt, I don't know if you're going to do this, but in the "polish" phase, it'd nice if you made the shield come back to the player after hitting everyone.
Thanks for the tutorial, btw!
Hey Gabriel! That would be very easy to do.
Instead of destroying the shield when the array is empty. You just make the homing target the player, then do a collision event so it returns into the players hand or whatever you want to do.
actually, I was thinking about destroying the shield when it gets to the player, so this is even better :)
Please help. i just did that but it won't work. the shield stays on the enemy. i set the homing target as my character where the shield spawn. but it wont return..help me please.
Small Fix. In your bp for the shield projectile, in the section with the second OnComponentBeginOverlap for the shield mesh, you need to add a branch checking if the 3rdpersoncharacter is alive. Otherwise, your shield projectile will simply disappear upon colliding with the "dead" third person character's capsule component. Also, you can't walk through the capsule component when the bodies are ragdolling. felt odd walking into an invisible thin pillar wall
Same happening to me, and I can fix this, I removed the capsule, but doesn´t work
You are AMAZING. Keep on doing! :)
Thank you for the kind comment Songtronix!
@@MatthewPalaje can you make a tutorial on terraria's last prism (but 3d)
+Matthew Palaje Hey, how can I let the shield target only one AI and make the shield to an ability? So it needs to "reload" first for example 5 seconds? Thanks for the answer
I have been enjoying your content for a while. Your tutorials are clear and easy to follow and i greatly appreciate that! :3 Would love to support but have no money :'(
How would one go about making the shield stick to the last enemy until a button is pressed to recall the shield to the player?
I have a question, for your Blueprints series, which UE4 version do you use?
Is it possible for you to make a ledge grabbing mechanic in unity5?
what were you downloading on steam? ( just curious )
Way to prevent shield from passing through solid objects? Bounce effect?
your videos are fantastic!
I've been looking at UE4 for quite awhile now! your videos are really inspiring and surprisingly easy to follow logic wise as well!
if at all possible would you be interested in trying to recreate the 3 speed running mechanic from OKAMI?
or even better! the flight mechanics from Spyro Dawn of the Dragon?
if not I fully understand!
I DO want to ask though! how long did it take you to figure out how to break down the conponents of the sheild throw mechanic? and then re-imagine and recreate it in UE4?
Thank you Siletrea! I'm glad that the videos are useful.
I haven't played Okami so I'm unaware of the 3 speed running mechanic. I have played and enjoyed the Spyro games so I'll write that down for a video idea sometime in the future. Younger me would be happy with that haha.
So for the shield mechanic I first did psuedo code. It took me around 1 - 2 minutes to break it down and write the steps. After that I did some research on projectiles in UE4 and found the homing function which luckily only took 5 - 10 minutes.
I then created it myself which took under 40 minutes.
So it probably took around an hour for this mechanic, it would have been longer if we didn't have the homing function.
Developing the script to follow + recording + editing + uploading took up most of my time.
*****
Edit: Were you referring to these flying mechanics?
ruclips.net/video/V67CKjYSwuM/видео.html
Hey. Any chance you could show how to change subclass. And make more subclasses?
Nice tutorial. Can you create projectial moves (regular/charged) like in Street fighter or Dbz?
Hey matthew I would like to know if you ever thought of doing a video / tutorial about textures without being flat or low poly colors I do not know how to call, talking about normals maps, diffuse maps and these things, because I'm with a project but Its not very cool because the textures are very bright and I can not find a simple tutorial explaining what each one does and how to do each one.
I have an idea for an indie project that I want to work on but I have little to no experience in game development except for some coding experience. Where should I start?
RaRe Gaming Make sure that your first project is something very small, like a silly platformer for example, then keep experiencing new things in new projects until you have a solid knowledge of the engine you're using, dont be afraid to look for tutorials as they are very useful for learning, remember, it's normal to feel completely lost at the start but trust me when i tell you that practice will make you learn a lot c:
Easy to follow. Thanks for this tutorial. Could you do a grenade toss (without character animation) that becomes a cluster grenade. ( throw one grenade. On impact spawns a few small exploding grenades) plz keep it in mind :)
That's interesting. Do you know a character in a game that uses this ability? I like to map my let's create videos to a specific character :)
You can say lets create borderlands 2 cluster gernade
YES thank you Sparta!
Not a specific character no. I'll have to do some googlen. I know it is used in Team17's game "WORMS" they have a few really great weapons in that game
Please do a let's create on Antichamber
I'm having a hard time understanding how it continues to go down the array :( Could anyone help explain where in his code does he tell the projectile to go down the list?
I see him saying that if it's the last one to destroy itself, but never something like "move to next target".
Thanks in advance :)
Every time we find a new 3rd person character pawn it gets added to the array. When we hit an enemy, that enemy gets removed from the array. That enemy was element 0 of the array.
If we had three array elements so 0,1,2. 0 was just removed so 1 becomes 0. We are then left with 0,1. Once the next enemy dies 1 becomes 0. Once that enemy dies we have no array elements left and the shield will destroy itself as they array is now empty. Hope that helps!
What's your pc specs?
This is not working. I did everything as u have done but when I press Q nothing happens
That is actually awsome! Would you mind making widowmaker from overwatch, so like the gun and hook? Thanks in advance
That's great to hear!
I've been thinking about doing a grapple hook for quite a while. I'll look into it soon :)
wow this ability looks cool,can you do a tutorial about melee weapon trace(hit enemy)?i check a lot of unreal tutorial and it seems not much this kind of tutorial
Oh like when your weapon collides with an enemy? I may be doing a first person sword combat video soon would that cover what you're asking about?
yes,like a weapon collides with an enemy,this will help a lot if you do a sword combat video :)
ameizing!!!!!!!
Everyone,who reads this comment,have a nice day.)
Have a great day Red!
Hey, is it possible to make a high quality game in UE4 without paying a lot??
no
yes
its kinda like Yondu's arrow
lol why not just Captain America's shield?
That's basically Ne Zha's bs 1 in smite
Haven't seen much of smite, I'll check out the character.
Wow you replied,love your content
Thanks Elvis!
I spend 10 - 20 minutes every day trying to reply to as many comments as possible. It's really fun to talk with everyone.
Sir Please Please Please do a let's create video in Unity.... BTW I am enjoying your game jam... I met pro devs, I work with them and I really am having a great experience
I'm glad you're enjoying the game jam!
I don't know if that would be worth the time. You already have Brackeys and Sebastian Lague for Unity.
Sir just try to do a unity video....... I believe you will get a great response.... there are many like me who love ur channel but wish there were unity tutorials too. 🤗
Can you please do iron man tutorial plleeaassseeeeee
If you follow my Pharah tutorial you can easily create Iron Man.
Well i mean with the effects and the motion animations.
That is an insane request!
Motion animations must be generated by someone to include in the tutorial.
Effects require textures for the particles which must be generated.
That time would be much better spent on my own game or another endeavour.
heh ok.
The blueprint system is nice and dandy, but when u start to do sth more complicated it becomes unreadable, sadly.
I've received the same comment for the last 5 months. I'm developing a complicated VR game purely in blueprints and I've had no issues.
Well, perhaps i should've said "for me personally" ;). I am more of a traditionalist and text coding for me is easier and more readable than node based systems, i guess its personall preference :)
I personally combine both c++ and blueprints. At least i try this approach. Easier stuff i try to do in blueprints but more complicated and heavy and performance calculations i implement in c++
That's fair enough and makes sense. I replied as I would hate a beginner who works well and enjoys visual scripting to read that, assume it's the truth and give up.
I'm not into absolute statements about most things, especially in creative fields. Everyday developers are breaking conventions and doing things that others have said were not possible. I bring this up as I try to leave everything open ended. Hopefully allowing beginners to experiment and be creative rather then doing what everyone else is because that's the way people have always done it.
I'm currently messing around with C# and Unreal: mono-ue.github.io/
Well i didn't mean to impose my view on anyone hehe :). Just my personal opinion. The c# may be a good middleground, but i think its more logical to code in c++ in UE, since You have an access to the source code. Learning 2 conventions is never good ;)
In a FPS template??? oh god.....
I dont believe anything hes using here comes from the FPS template my guy
that is so fun!!!!!!!!!!