Hello!👋 Want to access to all our Premium tutorials and exclusive content? Consider to become a Member to access all Members-Only videos: tinyurl.com/joinunfgames ❤️Want to support the channel? Here are some tutorials we recommend you to take: tinyurl.com/resourcesunf By purchasing any of those tutorials we will get a small commission at no extra cost for you! If you want to support the channel and level up your game dev skills this is a great way to do it! This helps us on our mission to provide high quality education to you for free! Remember you can get some awesome free and paid resources in our website www.unfgames.com/ so make sure you don't miss them! If you liked this video, subscribe for more! Comment below what kind of Tutorial you would like to see next!👇 Hope you like this one! We wanted to touch more advanced topics for people who want to dig deeper in Unreal Engine. For those who are new to Blueprints you can start here for free! tinyurl.com/introbpue5
thanks for this tutorial! It was super helpful for me as I felt like I just didn't understand how to get BPs to talk to each other (which you kinda need for a game) and stumbled upon this
Hey this is a cool video and I've subbed you. I've been studying GameInstance lately, but I'm still very new to GameDev and Unreal. I'm making a game with multiple levels, and discovered that the gun that I found in one level does not transfer into the next level. So I discovered GameInstance, but I still don't know how to code that. I got a note from another dev who described the logic. Here is what he wrote: "Gameinstance is like this. 1. You create a Gameinstance. 2. You set in Project Setting to use your Gameinstance. 3.Before you switch a level you save all what you want keep to the Gameinstance. 4. After you switched the level. You call the Gameinstance and load all the things which you saved in the Gameinstance back to the new level. I don't know how you make an inventory System but I think they use data tables. Lets make an example with your gun. Lets say step 1 and 2 you did. Step 3 is : Save the gun mesh in your GameInstance as a gun mesh variable. 4. You are switching the level. In the new level you need set your gun mesh. So you call your Gameinstance, find the saved gun mesh and use this saved gun mesh to set the gun mesh in the new level. Now your new level has the gun from before. I am not sure if this is the best way but as a start point it should work." Like I said, I don't know how to turn that into Blueprints. Do you think you might do another tutorial demonstrating this procedure?
@@unfgames Dude you are so awesome! Thank you so much! I love your channel, and I have learned a TON from your videos. I can't wait to watch this tutorial it will be the highpoint of my week! Thank you again!
I really like your videos... It inspires me to learn more... What I would really love to see is a video like Learning to model inside of Unreal Engine 5 with the modeling plugin
You can checkout this one where those blueprints are created Unreal Engine 5 Beginner Blueprints Tutorial - Complete Introduction to Blueprints from ZERO to HERO ruclips.net/video/W0brCeJNMqk/видео.html
It’s like asking a family member to buy you something from the store. The input is that you give them money and the output is that you will receive something from the store. If you ask your mom she may go to the market and bring you some fruit. If you ask your little brother he may got to the nearest candy stand and get you some candy. As long as you have the interface implemented in both classes, then they will understand what you want just by telling them “buy something”. How they do it will depend on the implementation of the functionality inside each one of those classes.
is there a way, that works like interfaces or inheritance where if I trigger a function then everyone who has the function implements it and I don't need any reference for that. Anyone having the function triggers it and does the task.
Can you tell me how to attach a blueprint object to a character's camera? Not to the character itself, but to the camera. That the object would reflect the rotation of the camera on all axes, not just the horizontal, as it is now in my case. Thank you.
Interfaces are useful, but i don't see the point in having a output., Where and how is that going to be used? Usually you call a function that has an output to get that result. Also you need to be very specific with function names; because you don't want to make an all in one "Activate" and have every door, lightbulb, or trap in the game activate at once. Let's say you have a trap in Dungeon A, Section 9. I'd create the interface function to be named like Activate_A9, or create a blueprint interface specifically for that dungeon and section.
Bind event dispatcher on Actor on EventBeingPlay and Call it from our Character eliminates the need to indicate specific instances or functions Get All Actor Of Class, also works on all instances that Spawn later. The problem is that if I possess another Character then it stops working, because I can't Bind to him at the beginning because Get Player Controller doesn't work because we are not this Character yet! How to fix this?
l like your tutorials. but the difference in pickup blueprint confuses me. i dit not learn how to create parent nodes. its not the same blueprint we had in the end of the other tutorial :| its similar, but tiny differences i dont understand yet. maybe this is somethingfor future you better double check :)
Please check out our Unreal Engine 5 Beginner Blueprints Tutorial ruclips.net/video/W0brCeJNMqk/видео.html Here we go over stuff like creating a call to the parent node. After you finish it then it this video which is the advanced stuff should be easier to understand.
I got stuck here for a little bit as well but at 16:13 you can see what he's done. He's made a completely new BP, instead of opening the original BP_Coinpickup from the last video. To make things more clear, you need to rename the BP_Coinpickup that was made in the previous video to BP_Pickup then right click on it and create a Child BP. Name that one BP_CoinPickup. Open it up and things start making A LOT more sense. If I'm not mistaken, He's making a Parent Class for Picking up items in general. Then making a Child class to piggy back off that for the coins to make specific adjustments without adjusting the Parent. Just started watching the video, but I'm assuming you'd also make a BP_ HealthPickup and BP_ArmorPickup Children based off of the Parent BP_Pickup as well.
Little messy tutorial, better make simple clean examples. It is also unclear which option will eat up more CPU. Also a tutorial on replication would be handy. Are you considering one?
thanks for this channel & this great video, but it's better to haven't graphic sexual picture from first of this video, actually your tutorial much more has honorable than useless thing's, just take usually that's my little adverse like viewer. thanks teacher'
Hello!👋
Want to access to all our Premium tutorials and exclusive content? Consider to become a Member to access all Members-Only videos: tinyurl.com/joinunfgames
❤️Want to support the channel? Here are some tutorials we recommend you to take: tinyurl.com/resourcesunf
By purchasing any of those tutorials we will get a small commission at no extra cost for you! If you want to support the channel and level up your game dev skills this is a great way to do it! This helps us on our mission to provide high quality education to you for free!
Remember you can get some awesome free and paid resources in our website www.unfgames.com/ so make sure you don't miss them!
If you liked this video, subscribe for more! Comment below what kind of Tutorial you would like to see next!👇
Hope you like this one! We wanted to touch more advanced topics for people who want to dig deeper in Unreal Engine. For those who are new to Blueprints you can start here for free! tinyurl.com/introbpue5
"Lightboob"
thanks for this tutorial! It was super helpful for me as I felt like I just didn't understand how to get BPs to talk to each other (which you kinda need for a game) and stumbled upon this
Glad it helped!
Thank you so much for your tutorials It went from 'nice tutoet science' to simple logic! You have a new subscriber
Sweet tutorial fam !
A perfectly made tutorial.
thank you!
thanks for the vid! you explain each concept so well! take my sub!
Thank you for the support!
Hey this is a cool video and I've subbed you. I've been studying GameInstance lately, but I'm still very new to GameDev and Unreal. I'm making a game with multiple levels, and discovered that the gun that I found in one level does not transfer into the next level. So I discovered GameInstance, but I still don't know how to code that. I got a note from another dev who described the logic. Here is what he wrote: "Gameinstance is like this. 1. You create a Gameinstance. 2. You set in Project Setting to use your Gameinstance. 3.Before you switch a level you save all what you want keep to the Gameinstance. 4. After you switched the level. You call the Gameinstance and load all the things which you saved in the Gameinstance back to the new level. I don't know how you make an inventory System but I think they use data tables. Lets make an example with your gun. Lets say step 1 and 2 you did. Step 3 is : Save the gun mesh in your GameInstance as a gun mesh variable. 4. You are switching the level. In the new level you need set your gun mesh. So you call your Gameinstance, find the saved gun mesh and use this saved gun mesh to set the gun mesh in the new level. Now your new level has the gun from before. I am not sure if this is the best way but as a start point it should work."
Like I said, I don't know how to turn that into Blueprints. Do you think you might do another tutorial demonstrating this procedure?
Sounds like a good video, I’ll see if I can make it this week 👍
@@unfgames Dude you are so awesome! Thank you so much! I love your channel, and I have learned a TON from your videos. I can't wait to watch this tutorial it will be the highpoint of my week! Thank you again!
Installed, everything works, thanks!
I really like your videos... It inspires me to learn more... What I would really love to see is a video like Learning to model inside of Unreal Engine 5 with the modeling plugin
Hi! Have you seen this one that we did?
ruclips.net/video/9InU0xbX7l0/видео.html
@@unfgames
Great. Thank you very much
Hi! Where can I get the blueprints that you already have loaded at the start of the tutorial (the pickup blueprints)?
You can checkout this one where those blueprints are created Unreal Engine 5 Beginner Blueprints Tutorial - Complete Introduction to Blueprints from ZERO to HERO
ruclips.net/video/W0brCeJNMqk/видео.html
I didn't quite understand the interface, if nothing is implemented within it, how is it that it communicates through inputs and outputs. 🤔
It’s like asking a family member to buy you something from the store.
The input is that you give them money and the output is that you will receive something from the store.
If you ask your mom she may go to the market and bring you some fruit.
If you ask your little brother he may got to the nearest candy stand and get you some candy.
As long as you have the interface implemented in both classes, then they will understand what you want just by telling them “buy something”.
How they do it will depend on the implementation of the functionality inside each one of those classes.
@@unfgames Ah, they all receive the same signal, but it will depend on which functions of each blueprint each one has. amazing thanks!
I love this man
is there a way, that works like interfaces or inheritance where if I trigger a function then everyone who has the function implements it and I don't need any reference for that. Anyone having the function triggers it and does the task.
Event dispatcher should do the trick
Can you tell me how to attach a blueprint object to a character's camera? Not to the character itself, but to the camera. That the object would reflect the rotation of the camera on all axes, not just the horizontal, as it is now in my case. Thank you.
waaaat?
Interfaces are useful, but i don't see the point in having a output., Where and how is that going to be used? Usually you call a function that has an output to get that result. Also you need to be very specific with function names; because you don't want to make an all in one "Activate" and have every door, lightbulb, or trap in the game activate at once. Let's say you have a trap in Dungeon A, Section 9. I'd create the interface function to be named like Activate_A9, or create a blueprint interface specifically for that dungeon and section.
How do I delete blueprints!
Bind event dispatcher on Actor on EventBeingPlay and Call it from our Character eliminates the need to indicate specific instances or functions Get All Actor Of Class, also works on all instances that Spawn later. The problem is that if I possess another Character then it stops working, because I can't Bind to him at the beginning because Get Player Controller doesn't work because we are not this Character yet! How to fix this?
If you are changing character possession then you can use the Unpossessed and the possess events to bind and unbind events when this happens
If I don't know c++ I still can make a game? Only with blueprints? Or its imposible?
It is posible to release a game only with blueprints.
It only becomes mandatory later if you want to port it to consoles.
@@unfgames tnx so much
l like your tutorials. but the difference in pickup blueprint confuses me. i dit not learn how to create parent nodes. its not the same blueprint we had in the end of the other tutorial :| its similar, but tiny differences i dont understand yet. maybe this is somethingfor future you better double check :)
Please check out our Unreal Engine 5 Beginner Blueprints Tutorial
ruclips.net/video/W0brCeJNMqk/видео.html
Here we go over stuff like creating a call to the parent node. After you finish it then it this video which is the advanced stuff should be easier to understand.
I got stuck here for a little bit as well but at 16:13 you can see what he's done.
He's made a completely new BP, instead of opening the original BP_Coinpickup from the last video.
To make things more clear, you need to rename the BP_Coinpickup that was made in the previous video to BP_Pickup then right click on it and create a Child BP. Name that one BP_CoinPickup. Open it up and things start making A LOT more sense.
If I'm not mistaken, He's making a Parent Class for Picking up items in general. Then making a Child class to piggy back off that for the coins to make specific adjustments without adjusting the Parent.
Just started watching the video, but I'm assuming you'd also make a BP_ HealthPickup and BP_ArmorPickup Children based off of the Parent BP_Pickup as well.
I'm sure this video doesn't show how to create a parent function, i just learn it before @@unfgames
@@unfgames I'm sure this video doesn't show how to create a parent blueprint, i just watch it before
Would it be possible to email you a question?
Of course! you can also join our discord !
hello! How I can bake and export material with static mesh from Unreal Engine? Who will help?
you can export textures and static meshes as fbx from the content browser
@@unfgames I could export only static mesh( I blending 10 textures from bridge
Little messy tutorial, better make simple clean examples. It is also unclear which option will eat up more CPU.
Also a tutorial on replication would be handy. Are you considering one?
Thanks for the feedback!
Replication is inthe list of possible tutorials to make, but nothing is set in stone yet.
is this UE5 or UE4? judging by the new level design its UE4. correct me if i'm wrong.
It’s UE5!
Master
Did anyone else subscribe and click the bell after the youtube analogy for event dispatchers?
If you did, we appreciate it very much 💪
Any topics in mind for the stream?
It will be all about blueprint communication! The types of communications that exists, how to use them and when to use them.
@@unfgamesNice, thanks!
R2 really do be receiving doe
52:15
thanks for this channel & this great video, but it's better to haven't graphic sexual picture from first of this video, actually your tutorial much more has honorable than useless thing's, just take usually that's my little adverse like viewer. thanks teacher'
je suis un francais les gars car il y a la traduction en francais ceux qui sont francais mais qui ne comprend un tout petit peut la langue
He was a little