Hi, Ali! I really like your videos. I think you're very smart with of how precise you are with your approach in programming. I gained an understanding about something I just followed without thinking much. Thank you. I hope you make videos about inventory systems with bags and also the best way to do widget prompts. I'm really inclined on supporting your Patreon once you have more stuff. I wish you more success!
Amazing tutorial ! Very easy to understand and explains the system much better than most tutorials i’ve seen ! I hope to see in the future tutorial on how ai can interact with the world, like open doors or do some other tasks
Thank you for the kind words! I'm glad you found it easy to understand 🙏 I will indeed cover how to get an AI to interact with the world, but it won't be very feature rich, just a quick demo on how other actors can interact as well
Best tutorials out there, you have helped me so much with my project, thanks. Alot just don't do this, they just use casts and on tick for everything as a quick way to do things,, nothing elegant and expandable like this that you can apply to all things in your project. It's like your health system, you can just add to anything and give it health thanks to interfaces. I'm making a Gothic/Risen style game and absolutely need this type of system for interaction and amount of actors that I need to interact with.
Excellent explanation of interfaces and why they are used. Can't wait to watch the upcoming episodes. Also, interacting with this video by commenting and liking.
Thank you! I'm glad you found the explanation helpful. I appreciate your support with the likes and comments 🙏 Looking forward to sharing more episodes soon!
Love it! Always great to see an Ali upload. I'm hoping that the Games Dissected series will still get love alongside this one, it's by far my favourite of your content! 😁
Thank you! I'm glad to hear you enjoy it! I'll definitely keep the Games Dissected series in mind as I create new content. Any suggestions for a game mechanic to dissect?
@AliElZoheiry I'd love to see a recreation of the motion tracker from Alien Isolation, or the gravity gun from Half Life, or even bunny-hopping movement like in old source games. Keep up the great work! 👍🔥
Oh this is GREAT! Because I've spent the last two weeks working on implementing an Interaction System, which I was trying to make reusable and modular like your Damage system. And it finally works but definitely will be tuning in to see if there's something i can learn to make it better.
Hey! I'm glad to hear that your Interaction System is working now 🙌. I hope you find some helpful tips in the video to enhance it even further. Thanks for sharing!
Amazing video! I love what you do Ali Elzoheiry, the quality of your work is really great and really allows to understand every detail, and unlike many others then you will also show the possibilities with Gameplay Tags, Event Dispatcher, etc... Thank you very much!
In Part 3 - would you please consider briefly highlighting the modification of this into a line/sphere trace approach? For the most part - I'm looking to avoid volume-based interaction, in favor of "traces within arms' length" (~80uu/cm).
Every interaction system for third person I've seen on YT doesn't seem to account for one critical point in the level building process: it needs to allow the level designer to put interactable objects close together, and it needs to give the player agency on which one they pick up. For example: having a table with pistol ammo and shotgun ammo side by side. What if whatever is first in your interactable array isn't the item you want to pick up in this case? Or that item has reached it's max limit, and now you're stuck having to try and approach the table from another angle. I think a third person interaction system needs to be built on a line trace from the camera in addition to the things in this video to give the player agency in what they pick up without having each interaction be isolated in space.
Hey! That's a great point you brought up. The way I will be implementing it, will be based on the "order" of which interactable came in range, meaning that the latest interactable to come in range (which will be the closest one) will be the "active" one. The widget will also be displayed in the 3D world in a location between the interactor and the interactable, so that when the active interactable changes, the widget moves and the player can clearly see which one they can interact with. I will keep explaining additions and improvements you can make to your own system without explicitly implementing all of them
Hello! Question regarding Bow System tutorial! Actually i created the system but theres a bug (i think because of my fault) whenever i aim, then draw and fire so fast then the arrow get stick to the hand of the player! I tried to fix this bug myself but no progress! can you help me with this? EDIT(Discord link is also expire)
Tutorial on how to sequence for interactive animations in gameplay, such as opening a chest by quickly pressing a button-similar to the mechanics in old God of War games. If the button is pressed too slowly, the action cancels and fails; if pressed fast enough, the chest successfully opens.
If your third person character BP is say 500MB and you reference it in another BP by casting, so now that BP is roughly 500MB in memory size also, when both of those load in the game will it take up 500MB x 2 and so on for other actors or because your TP character BP is always loaded at the start does it not matter that your casting to it in the other actors? And it will only load what is not TP character from that BP?
Hey! Great question! In Unreal, when you reference an actor through casting, it doesn't duplicate the memory usage of the original actor. Instead, it just creates a pointer to the existing instance. So, you'll only be using the memory allocated for the unique parts of each instance. Meaning that if the class is already loaded in memory, then casting to it from anywhere else doesn't affect memory usage, because the engine will first check if it is already loaded, it won't load it again. But, when you create multiple instances (meaning you have 2 players or 2 enemies in your game) then some things will be duplicated and take up additional space in memory (like the class variables) but some things will be shared and only loaded once (like the textures)
@@AliElZoheiry UE > Tools > Debug > Widget Reflector - Application Scale This will allow you to scale up UI elements and text which will be better visible and enhance the YT viewing experience.
Add will always add the item to the array even if it already exists. So your array can have multiple indexes referencing the same item, actor etc. Add Unique will only add it if it doesn't already exist in the array.
Hello, I will have a request from you, I don't know English, you need to add English subtitles for the youtube translation feature to work properly. if you do this, I can understand you better, thank you.
Hey! Thank you for your suggestion. It would be a lot of work to add subtitles manually for all my videos, so I suggest turning on "Auto captioning" which will generate subtitles automatically based on the audio
You have the most efficient style of teaching in youtube ! Thank you for this
Thank you for your kind words! I'm glad you find my teaching style effective. I appreciate your feedback 🙏
Hi, Ali! I really like your videos. I think you're very smart with of how precise you are with your approach in programming. I gained an understanding about something I just followed without thinking much. Thank you. I hope you make videos about inventory systems with bags and also the best way to do widget prompts. I'm really inclined on supporting your Patreon once you have more stuff. I wish you more success!
The best Unreal teacher around. Wonderful work!
Amazing tutorial !
Very easy to understand and explains the system much better than most tutorials i’ve seen !
I hope to see in the future tutorial on how ai can interact with the world, like open doors or do some other tasks
Thank you for the kind words! I'm glad you found it easy to understand 🙏 I will indeed cover how to get an AI to interact with the world, but it won't be very feature rich, just a quick demo on how other actors can interact as well
@@AliElZoheiry oh nice, no worries i am still looking forward to it ^^
AMAZING TUTORIAL BROTHER . THANKS
Best tutorials out there, you have helped me so much with my project, thanks. Alot just don't do this, they just use casts and on tick for everything as a quick way to do things,, nothing elegant and expandable like this that you can apply to all things in your project. It's like your health system, you can just add to anything and give it health thanks to interfaces. I'm making a Gothic/Risen style game and absolutely need this type of system for interaction and amount of actors that I need to interact with.
Very helpful Ali. Thank you. I’m excited to see how this integrates with an inventory system. Also excited to see your GAS series
Hey Josh! You're very welcome! I'm glad you found it helpful. This indeed should plug right into an inventory system series. Stay tuned ;)
Excellent explanation of interfaces and why they are used. Can't wait to watch the upcoming episodes. Also, interacting with this video by commenting and liking.
Thank you! I'm glad you found the explanation helpful. I appreciate your support with the likes and comments 🙏 Looking forward to sharing more episodes soon!
That's the best form of interactable there is!
Love it! Always great to see an Ali upload. I'm hoping that the Games Dissected series will still get love alongside this one, it's by far my favourite of your content! 😁
Thank you! I'm glad to hear you enjoy it! I'll definitely keep the Games Dissected series in mind as I create new content. Any suggestions for a game mechanic to dissect?
@AliElZoheiry I'd love to see a recreation of the motion tracker from Alien Isolation, or the gravity gun from Half Life, or even bunny-hopping movement like in old source games.
Keep up the great work! 👍🔥
@@GC2978 I really like the gravity gun from half-life, I'll add it to my list of ideas. Thanks for sharing !
Oh this is GREAT! Because I've spent the last two weeks working on implementing an Interaction System, which I was trying to make reusable and modular like your Damage system. And it finally works but definitely will be tuning in to see if there's something i can learn to make it better.
Hey! I'm glad to hear that your Interaction System is working now 🙌. I hope you find some helpful tips in the video to enhance it even further. Thanks for sharing!
Amazing video! I love what you do Ali Elzoheiry, the quality of your work is really great and really allows to understand every detail, and unlike many others then you will also show the possibilities with Gameplay Tags, Event Dispatcher, etc... Thank you very much!
Im ready for part 3 bro lets goooo
Hey! I'm glad you're excited for part 3! Stay tuned, it's coming soon! 🙌
Love your videos Ali! Helps me a lot.
Thanks! I'm glad to hear that you're finding them helpful. I appreciate your support 🙏
Great tutorial !
Thank you 😊
You're very welcome! I'm glad you enjoyed it 😊
In Part 3 - would you please consider briefly highlighting the modification of this into a line/sphere trace approach?
For the most part - I'm looking to avoid volume-based interaction, in favor of "traces within arms' length" (~80uu/cm).
Every interaction system for third person I've seen on YT doesn't seem to account for one critical point in the level building process: it needs to allow the level designer to put interactable objects close together, and it needs to give the player agency on which one they pick up. For example: having a table with pistol ammo and shotgun ammo side by side. What if whatever is first in your interactable array isn't the item you want to pick up in this case? Or that item has reached it's max limit, and now you're stuck having to try and approach the table from another angle. I think a third person interaction system needs to be built on a line trace from the camera in addition to the things in this video to give the player agency in what they pick up without having each interaction be isolated in space.
You can easily find a solution for it depending on how you want your game to be. They are teaching the part they want to teach.
Hey! That's a great point you brought up. The way I will be implementing it, will be based on the "order" of which interactable came in range, meaning that the latest interactable to come in range (which will be the closest one) will be the "active" one.
The widget will also be displayed in the 3D world in a location between the interactor and the interactable, so that when the active interactable changes, the widget moves and the player can clearly see which one they can interact with. I will keep explaining additions and improvements you can make to your own system without explicitly implementing all of them
Thank you for this video
You're welcome! Thank you for watching and commenting 🙏
Interactable Actor Interface.... to the tune of the William Tell Overture.
Haha, I'd listen to that :D
so cool, please do next video
Thanks! I appreciate your enthusiasm 🙏 Coming soon ;)
Hello! Question regarding Bow System tutorial! Actually i created the system but theres a bug (i think because of my fault)
whenever i aim, then draw and fire so fast then the arrow get stick to the hand of the player! I tried to fix this bug myself but no progress! can you help me with this?
EDIT(Discord link is also expire)
Poderia habilitar a nova opção do youtube para dublagem automática? Mesmo eu entendendo o seu inglês ficaria ainda melhor o aprendizado.
Hey! Thanks for the suggestion, but this feature is not yet available to me or my region
Tutorial on how to sequence for interactive animations in gameplay, such as opening a chest by quickly pressing a button-similar to the mechanics in old God of War games. If the button is pressed too slowly, the action cancels and fails; if pressed fast enough, the chest successfully opens.
Hey! Thank you for the suggestion, that sounds like a cool idea. I’ll definitely keep it in mind for future videos! 🙏
If your third person character BP is say 500MB and you reference it in another BP by casting, so now that BP is roughly 500MB in memory size also, when both of those load in the game will it take up 500MB x 2 and so on for other actors or because your TP character BP is always loaded at the start does it not matter that your casting to it in the other actors? And it will only load what is not TP character from that BP?
Hey! Great question! In Unreal, when you reference an actor through casting, it doesn't duplicate the memory usage of the original actor. Instead, it just creates a pointer to the existing instance. So, you'll only be using the memory allocated for the unique parts of each instance. Meaning that if the class is already loaded in memory, then casting to it from anywhere else doesn't affect memory usage, because the engine will first check if it is already loaded, it won't load it again.
But, when you create multiple instances (meaning you have 2 players or 2 enemies in your game) then some things will be duplicated and take up additional space in memory (like the class variables) but some things will be shared and only loaded once (like the textures)
Cheers for the response and thanks for confirming
Hey Ali scale your UE5 UI for better YT viewing experience
Hey, I appreciate the suggestion! What exactly do you want me to scale? Larger font?
@@AliElZoheiry UE > Tools > Debug > Widget Reflector - Application Scale This will allow you to scale up UI elements and text which will be better visible and enhance the YT viewing experience.
What is the difference between "add" and "add unique" on an array?
Add will always add the item to the array even if it already exists. So your array can have multiple indexes referencing the same item, actor etc. Add Unique will only add it if it doesn't already exist in the array.
@vladdimitrov819 awesome thank you
awesomesauce
Thanks! Glad you liked it! 🙌
how talk with npc ?
Not really the topic of this series, but I will be adding an "NPC interaction" to demo something similar
Hello, I will have a request from you, I don't know English, you need to add English subtitles for the youtube translation feature to work properly. if you do this, I can understand you better, thank you.
Hey! Thank you for your suggestion. It would be a lot of work to add subtitles manually for all my videos, so I suggest turning on "Auto captioning" which will generate subtitles automatically based on the audio