I was having a dream crushing issue while following this tutorial and had devs reach out and help on this channels discord. So appreciated and thankful...the dream continues to live on. The extremes of emotions I have now experienced with this type of endeavor I am left only to believe that those who work in this field are some of the most passionate people on earth. More power to you all!
The fact that this is something that is paid for but you, sir. Share and give us this knowledge for free to help motivate others into game devs. Thank you!
This was a fantastic tutorial! And you put it out there for free, which is even more awesome. Not just that, but you explain everything so well. I'd definitely love to see more content like this. Super helpful! You're a boon to the UE community.
Thanks for taking time to drop the comment and watching. I am working on the next full game tutorial, but these take a bit plus have a few videos I promised to finish first, but keep an eye out!
Another tip or fundamental for beginners is to keep the original character blueprint and make a copy of it instead of editing the original template character! Then rename the copy of it so it's your own custom blueprint and you'll still have the original one for reference or to fill back on if you really mess anything up! Then you can just make more copies and rename it if needed!
@@livinfreestyle6727 This is a great 5 hour course and definitely worth all the time it took to make it!! I came out of an asset creation course this semester and we ported our things into unreal and used some logic and my professor always told us to keep the original character so it stuck with me!!
Another great tutorial! This one was easier to follow than the horde mode. I noticed I'm doing a lot of things without looking at the video or adding the nodes ahead of time, feels like I'm progressing in Blueprints.
It possible this was easier cuz I'm starting to figure out these long form ones, BUT the coolest thing is your progress. That is awesome to hear! Now I better figure out what the next vid is huh? 🤣
@@livinfreestyle6727 A cool idea would be a Vampire Survivors style auto shooter tutorial. Could even be an addendum video to this or the horde mode video, since it reuses a lot of the same concepts. That way you won't have to do another 5 hours 😂
Super excited about this! I just finished the controller setup and I know the boolean method is quick and easy, but I would have loved to see an actual input switching mechanic, similar to how Epic does it in their Cropout project sample. I think that would've been perfect for a game like this. Also, thank you for making it 1 long video instead of multiple shorter ones, I know that is personal preference, but it makes it flow much nicer. Definitely subbing for more!
I haven't actually done the cropout project sample, so will check that out for sure. My hope is we can use this mini games as a basis to do additional learnings on top of the foundation. So things like performance...is it really slower to get all actors of class vs sphere overlap, varied inputs. Adding inventory...etc etc. Thanks for the sub and welcome to the crew.
This is pretty awesome and I am starting to see the light at the end of the tunnel I think haha. The first time through, I just watched the tutorial to have a preface or some exposure to it before working alongside the tutorial. I'm about halfway through the second go round and decided to pause in sections to try to work out problems myself or add features that weren't implemented. I successfully have the enemy also doing a ragdoll like the player, and then disappearing after 2 seconds (it was was interesting seeing the enemy terminate and the capsule still chasing and able to get me unless I was able to avoid it for the 2 seconds before the actor destroyed itself. To resolve this situation I used a variable on the health component to set isdead to true and then called that variable to destroy the capsule component in the enemy bp initially had some errors but checking is valid resolved my issue. Long story and really nothing major or amazing, but it was awesome to be able to work out everything on my own and is a testament to your channel and the way you teach this stuff,. Thanks again for all of these videos! You are awesome!
@livinfreestyle6727 oh absolutely, it's definitely more fun going through it while having a process and being able to talk yourself through what is happening versus what needs to happen.
Thank you so much for this and all videos. You make it really easy to follow along and understand. You don't just say "do this, do that" you actually explain why you're doing what you're doing. Been slowly going through all your videos trying to wrap my head around the abyss that is unreal engine. Your videos are really helping. I've only been trying for 3 month so far. What would be the best way to add shared screen, drop-in drop-out coop to this, Where each player has there own health bar? Or even better do a part 2 to this video and incorporate it? There's not many good videos on this. Thanks again
There's a lot to multiplayer and I think that's kind of a cool idea. I will add it to the list of things for upcoming video topics. Glad you find the videos helpful and thanks for dropping feedback
@@livinfreestyle6727 One Question tho - You used Get Control Rotation and then connected it to Get Forward/Right Vector; I forgot to connect the Get Control Rotation to get Vector and it still worked? But does that mean it now has to work with every input it gets, like, get Control Rotation only sends in X or Y but now it gets X Y Z - not sure if I can explain myself here haha
@@serwizzart For future ref, time stamps help me find the stuff. Rotation gives you 3 axis of rotation whereas the vector is just the single vector. So if you let me know the time stamp or post your blueprint in the Discord forum-questions I could probably better underestand and explain why it still works.
I think ultimately you would have some sort of gear manager or item manager component. That system could be its own entire tutorial and part of this is to help give the broad picture of all different aspects. So you can totally make it a component.
Excellent content here. Very helpful to the learning process. I want to add a walk animations to this style of movement input, have you gone over that or plan to go over that? Thanks
Hey so just wanted some thoughts on this since you're a veteran. I've been in the industry for a year and worked so far with materials, shaders, environments that sort of thing and want to get into creating these games from scratch but I'm not confident in my blueprint skills. I can watch 2 to 3 of yours or anybody else's videos but I feel like the concepts won't stick until I create something entirely by myself. Do you have any basic game ideas that I can create just by myself based off of what you've covered so far for blueprints? (I've gone through your blueprint beginner series as well)
During the UI widget section, I followed along exactly and no matter what I do, I can't figure out why my health bar isn't starting as green or changing with the percent. When I do it manually in the settings it shows it changing but it's not working when I play the game. I'm not sure why this is. I've rewatched that section multiple times. Is there something I might be overlooking or something directly that would be affecting this?
at 25:52 when adding the right vector to the movement, why do we also need the "Roll" when connecting the Yaw? When testing it also worked without the Roll, am I missing something obvious?
We may not need it. I am use to connecting it out of habit, but logically when you think about it I'm not sure you need Roll. So I'd say give it a shot without it and if you don't notice anything weird, you're good to go. Then let us know and if I get a break from the next set of vids I will also try on my end as a sanity check. TY!
I'm currently in the midst of a Souls-Like personal project, but Ive been helping a dev with a top down twin-stick shooter as well. I'm interested in seeing the differences in how you've approached the same problems, especially the turn in place animation.
I agree, the the new motion matching feature, however, has made the job a lot easier. previously, I was trying to compare the forward vector rotation to drive the ABP, but it is a bit janky. 😊 I think a top down turn in place video would be a popular video as there really isn't anything out there that covers it.
I have followed your video up to 4:58:00 flawlessly :D I just have one issue, I pick up the item pickup and it says it equips the weapon but it doesnt allow me to shoot, I step over it again (2x total) and it equips the proper weapon, did I miss something possibly? Im going to rewatch the section
Thats tough to guess. I think what i would do is add in some print strings or use breakpoints to see if you are getting to the section of blueprint you believe you are getting to. You can always post your BPs and questions in the discord and we can take a look and try to help
Thanks for the video. Quick question or maybe long... Because I am working on a multiplayer game, I've been told to use the Control Rotation instead of the directly rotating the Actor for replication reasons... (apparently the control rotation will replicate automatically, while the actor takes some configuring). Just wanted to get your thoughts on the two methods.
I actually don't have specific xp with this other than I'm pretty sure I just use control rotation. Perhaps someone else in the discord/community can chime in, but if I was going to look for a best practice or example I would checkout what Lyra uses
@@livinfreestyle6727 Thanks! If anyone else was running into replication issues on this tutorial, what I ended up doing was using SetControlRotation instead of RotateActor. For the most part this simplified some of the logic, but the movement (WASD) needed to be based on my camera's forward and right vector's instead of the old control rotation (because the controlRotation used to stay still, but now it's rotating so we can't base our WASD on something that rotates). For the blend space we don't need the actor rotation anymore or the delta, just had to reverse the rotation of the control rig for some reason (multiply by negative 1 on the rotation). Since unreal documentation can be pretty thin, I am always open to input if there is a better way.
I also noticed at first the projectile was doing two instances of damage, was fixed later by destroying the actor (projectile). Must be some weird on begin overlap interraction.
At 4:40:10 you change the Sphere Collision Presets to OverlapOnlyPawn. When I do this I lose the ability to Affect Health of the SpawnerBase (can't damage it). I assume this is because the SpawnerBase is a Pawn itself? To get a work around for this I added a branch where the condition is Class != ProjectileBase. Is there a reason that your SpawnerBase continues to take damage when the collision preset is set to OverlapOnlyPawn? Edit: No the SpawnerBase is an Actor, not a pawn. Any idea as to why I might lose the ability to affect the health of the Spawner when I change the collision preset to OverlapOnlyPawn?
@@livinfreestyle6727 on the static mesh for the spawner we had NoCollision. I changed it to OverlapAllDynamic on the static mesh of spawner, but had the same effect. No damage.
@@DRockafella OK..so I went back and double checked. SpawnBase: -Static Mesh - No Collision -Box - Overlap all dynamic (this was added at around 2:54 mark) (this should include the pawn overlap)
Sincerely apologise for all of the questions, but I am rather curious as to why you chose to use a "Simple Move To Actor" for the EnemyBase and not "AI MoveTo". Does the one perform differently to the other? Are there pros and cons for each?
This is a great question. I often just use whatever pops up first in my mind, BUT I'm pretty sure the big difference is one returns the result of the move and has radius etc while the other is a straight move. The other diff is that simplemove works on any controller, not just AI. As far as which you should use. It's kind of muddy if you dig. Most of the stuff you find is a bit old, so maybe this is an opp for another video where we answer which one to use. Like I said great question. I just randomly used whatever came to mind for the tutorial and will look into getting a more solid understanding and get back to you.
Looking forward to the Turn in Place tutorial you promised! Do you think that will be done with Motion Matching? Or will we be able to use earlier versions of UE5?
I'm thinking we should try both. One, cuz it's good to know the facing setup and the second cuz I think it will be fun to see how well motion matching handles it
Looking great! I have one problem google couldn't help me with its to do with the P=Pause and the Resume Onclicked Button. P brings up the widget and pauses the game perfectly, but I need to double click to resume and when resumed one more click to activate the game controls
Can you hop in discord and share your blueprint in the questions forum? I have not heard of anything like this, but wonder if the project defaults has anythign to do with it OR if somehow you have another widget in front/taking the focus
I did not do anything that I am aware of that was 5.4 specific, so I would expect 5.x would work. If you run into 5.3 troubles, let me know and I can help figure them out
Back again :) at 3:02:35 why do we need to keep the "Self == NOT Condition?" when the Get Class is the same thing? Edit: I did notice that the Enemies damaged the Spawner (when they spawned in) so I just added a "Get Class != BP Spawner Base -> AND" before the Branch. Seemed to work a treat. Thanks again, love your teaching tone and style.
Great call. Technically checking for not enemy should cover self, since we are an enemy. I am use to checking for self out of habit, but your understanding is solid and you could drop it.
Is there an "easy way" of Showing the Damage Numbers every time the enemy takes a hit? The Animation duration seems to prevent more numbers from appearing until the Animation is complete, and only then will it show another DamageNumbers Animation.
Can u create a RPG action game next ? And how to activate boss fights and how to put back a sword on a character and how to put it back automatically when the fight starts ?
I'm definitely gathering requests etc on what the next style might be. RPG is definitely on the list so we're working on figuring out what might be the best way to cover new stuff and different aspects of dev.
When I saw your video, I felt that you have many similarities with a person, except that he focuses on the unity field. This is his channel: www.youtube.com/@BlizStudio/featured I also switched to Unreal from Unity. This is my first feeling (not referring to appearance). I always feel that you have unlimited energy and will check every comment on the channel, etc. In short, your videos are very good, please keep it up.
Thanks for the link and watching the vids. If I ever get time to do some Unity, I'll check it out, but for now there is still so much in Unreal. Welcome to Unreal!
@livinfreestyle6727 I just finished this tutorial today! Great job. Thank you! I learned so much. I think a good next video would be the Projectile one with the turret. Is this project used in any other tutorials?
@@Stray_by_Nite We have projectiles in the Horde Mode Mini Game and we use it in the AI tutorials and we also make the drone fire projectiles in the pets tutorials
@livinfreestyle6727 Awesome, thanks again! I was going to add this guy to the project: ruclips.net/user/liveakzdZRtxsm4?si=xCn0Mlr554YpOAFI That Pets Series playlist looks good too. I'll probably dive into that next.
When you "fix" the mouse conflict... you accomplish Nothing, cause the result is the same. You should use the disable mouse input when controller is used, and use a bool check to re enable the lookat when mouse is moved😅
For some reason I think I did that at one point but because of the deadzone with the controller once you touched it, it never went back. So it worked one way so to speak. I'll take another look at this though and maybe post an addendum with some other learnings as well. Thanks!
I was having a dream crushing issue while following this tutorial and had devs reach out and help on this channels discord.
So appreciated and thankful...the dream continues to live on.
The extremes of emotions I have now experienced with this type of endeavor I am left only to believe that those who work in this field are some of the most passionate people on earth.
More power to you all!
Nice work! Also welcome to discord!
Wow, it's incredibly gracious of you to share this content for free. Thanks!
No worries, thanks for the comment and the watch. It helps to spread the word and future content
The fact that this is something that is paid for but you, sir. Share and give us this knowledge for free to help motivate others into game devs. Thank you!
You are welcome and welcome to the channel
This was a fantastic tutorial! And you put it out there for free, which is even more awesome. Not just that, but you explain everything so well. I'd definitely love to see more content like this. Super helpful! You're a boon to the UE community.
Thanks for taking time to drop the comment and watching. I am working on the next full game tutorial, but these take a bit plus have a few videos I promised to finish first, but keep an eye out!
Another tip or fundamental for beginners is to keep the original character blueprint and make a copy of it instead of editing the original template character! Then rename the copy of it so it's your own custom blueprint and you'll still have the original one for reference or to fill back on if you really mess anything up! Then you can just make more copies and rename it if needed!
That's a great call out too. I'm so use to making new projects for tutorials, but I definitely use this all the time! Thanks for sharing the tips!
@@livinfreestyle6727 This is a great 5 hour course and definitely worth all the time it took to make it!!
I came out of an asset creation course this semester and we ported our things into unreal and used some logic and my professor always told us to keep the original character so it stuck with me!!
Cool tip!
One of underrated teacher 😊 love it 🎉
Glad you like it and thanks for taking time to drop feedback
"find the magic checkbox" - I feel like this has been the story of my life ever since I opened unreal engine lol!
we gotta get "checkbox hunters" t-shirts made or somethin
@@livinfreestyle6727 I might check it out 😉
Did that one too! Time to start making my own little game.
awesome to hear. U can also post your progress in the Discord show-n-tell
Another great tutorial! This one was easier to follow than the horde mode. I noticed I'm doing a lot of things without looking at the video or adding the nodes ahead of time, feels like I'm progressing in Blueprints.
It possible this was easier cuz I'm starting to figure out these long form ones, BUT the coolest thing is your progress. That is awesome to hear! Now I better figure out what the next vid is huh? 🤣
@@livinfreestyle6727 A cool idea would be a Vampire Survivors style auto shooter tutorial. Could even be an addendum video to this or the horde mode video, since it reuses a lot of the same concepts. That way you won't have to do another 5 hours 😂
Super excited about this! I just finished the controller setup and I know the boolean method is quick and easy, but I would have loved to see an actual input switching mechanic, similar to how Epic does it in their Cropout project sample. I think that would've been perfect for a game like this.
Also, thank you for making it 1 long video instead of multiple shorter ones, I know that is personal preference, but it makes it flow much nicer. Definitely subbing for more!
I haven't actually done the cropout project sample, so will check that out for sure. My hope is we can use this mini games as a basis to do additional learnings on top of the foundation. So things like performance...is it really slower to get all actors of class vs sphere overlap, varied inputs. Adding inventory...etc etc. Thanks for the sub and welcome to the crew.
Havnt even watched it but def give this one a thumbs up!
Well, when you do watch, let me know how it goes! Thanks for the thumbs up
This is very cool, I love the step back and starting a bare bones basics for beginners. Thank you.
You're welcome. Maybe we do a few like this to use as foundations for next level learnings!
@@livinfreestyle6727 That is a great idea!
Saving this to my unreal playlist for when I finish the horde mode game, great stuff!
gotta make sure you're not bored over the weekend right!
This is going to be so helpful, im litterally practicing the same kinda gamemode! Thanks so much
Awesome! glad the timing works out
Just finished this Tutorial, thanks for sharing it wih us, Kevin!.
So how'd it go!? Thx for watching
Loved it, learned a ton. Thank you very much!
You made it through! That's great to hear and you're welcome
This is pretty awesome and I am starting to see the light at the end of the tunnel I think haha.
The first time through, I just watched the tutorial to have a preface or some exposure to it before working alongside the tutorial.
I'm about halfway through the second go round and decided to pause in sections to try to work out problems myself or add features that weren't implemented.
I successfully have the enemy also doing a ragdoll like the player, and then disappearing after 2 seconds (it was was interesting seeing the enemy terminate and the capsule still chasing and able to get me unless I was able to avoid it for the 2 seconds before the actor destroyed itself.
To resolve this situation I used a variable on the health component to set isdead to true and then called that variable to destroy the capsule component in the enemy bp initially had some errors but checking is valid resolved my issue.
Long story and really nothing major or amazing, but it was awesome to be able to work out everything on my own and is a testament to your channel and the way you teach this stuff,.
Thanks again for all of these videos! You are awesome!
“Good! Adaptation… improvisation." It sounds like you're having fun too. Glad to help
@livinfreestyle6727 oh absolutely, it's definitely more fun going through it while having a process and being able to talk yourself through what is happening versus what needs to happen.
Thank you so much for this and all videos. You make it really easy to follow along and understand. You don't just say "do this, do that" you actually explain why you're doing what you're doing. Been slowly going through all your videos trying to wrap my head around the abyss that is unreal engine. Your videos are really helping. I've only been trying for 3 month so far. What would be the best way to add shared screen, drop-in drop-out coop to this, Where each player has there own health bar? Or even better do a part 2 to this video and incorporate it? There's not many good videos on this. Thanks again
There's a lot to multiplayer and I think that's kind of a cool idea. I will add it to the list of things for upcoming video topics. Glad you find the videos helpful and thanks for dropping feedback
Can you create a separate playlist for mini-games?
Should be there!
Big thanks for this tutorial !
You're welcome!
I wanted to do a little project like this for such a long time! Man, I love your videos - you are GREAT ❤
Glad to help!
@@livinfreestyle6727 One Question tho - You used Get Control Rotation and then connected it to Get Forward/Right Vector; I forgot to connect the Get Control Rotation to get Vector and it still worked?
But does that mean it now has to work with every input it gets, like, get Control Rotation only sends in X or Y but now it gets X Y Z - not sure if I can explain myself here haha
@@serwizzart For future ref, time stamps help me find the stuff. Rotation gives you 3 axis of rotation whereas the vector is just the single vector. So if you let me know the time stamp or post your blueprint in the Discord forum-questions I could probably better underestand and explain why it still works.
@@livinfreestyle6727 I will join the discord and ask there :) thanks!
This was outstanding, thank you so much!
You're welcome!
What a gem if a tutorial. So many new things I learned from it. Just a question: Why didn't you make a component for weapon like you made for Health?
I think ultimately you would have some sort of gear manager or item manager component. That system could be its own entire tutorial and part of this is to help give the broad picture of all different aspects. So you can totally make it a component.
Excellent content here. Very helpful to the learning process. I want to add a walk animations to this style of movement input, have you gone over that or plan to go over that? Thanks
We've kind of done other projects around this. For example our turn in place stuff is all done from this project perspective.
Hey so just wanted some thoughts on this since you're a veteran. I've been in the industry for a year and worked so far with materials, shaders, environments that sort of thing and want to get into creating these games from scratch but I'm not confident in my blueprint skills. I can watch 2 to 3 of yours or anybody else's videos but I feel like the concepts won't stick until I create something entirely by myself. Do you have any basic game ideas that I can create just by myself based off of what you've covered so far for blueprints? (I've gone through your blueprint beginner series as well)
This is all really well explained, thanks! I think I can adapt this to be a shmup like Eshatos.
Glad you found the explanation clear. Thx for dropping feedback
2:35:43 What shortcut did you use to open that menu pop up to scale the UI?
ctrl+shift+W and then set the scale in the top left.
During the UI widget section, I followed along exactly and no matter what I do, I can't figure out why my health bar isn't starting as green or changing with the percent. When I do it manually in the settings it shows it changing but it's not working when I play the game. I'm not sure why this is. I've rewatched that section multiple times. Is there something I might be overlooking or something directly that would be affecting this?
can you share your blueprint in discord so we can help troubleshoot it
Awesome tutorial thank you so much!
Glad you liked it. Thanks for the watch and the comment. Good to see you in discord too!
@@livinfreestyle6727 Oh your welcome! I like your discord very much, I feel open to ask questions and stuff
at 25:52 when adding the right vector to the movement, why do we also need the "Roll" when connecting the Yaw?
When testing it also worked without the Roll, am I missing something obvious?
We may not need it. I am use to connecting it out of habit, but logically when you think about it I'm not sure you need Roll. So I'd say give it a shot without it and if you don't notice anything weird, you're good to go. Then let us know and if I get a break from the next set of vids I will also try on my end as a sanity check. TY!
@@livinfreestyle6727 Very good call. I'll do just that and report if I notice anything sus.
I'm currently in the midst of a Souls-Like personal project, but Ive been helping a dev with a top down twin-stick shooter as well. I'm interested in seeing the differences in how you've approached the same problems, especially the turn in place animation.
We can do some separate videos for turn in place. It's kind of it's own beast for sure.
I agree, the the new motion matching feature, however, has made the job a lot easier. previously, I was trying to compare the forward vector rotation to drive the ABP, but it is a bit janky. 😊
I think a top down turn in place video would be a popular video as there really isn't anything out there that covers it.
@@crs11becausecrs10wastaken I've added it to the list for the next round of voting from patreon members for sure
I have followed your video up to 4:58:00 flawlessly :D I just have one issue, I pick up the item pickup and it says it equips the weapon but it doesnt allow me to shoot, I step over it again (2x total) and it equips the proper weapon, did I miss something possibly? Im going to rewatch the section
Thats tough to guess. I think what i would do is add in some print strings or use breakpoints to see if you are getting to the section of blueprint you believe you are getting to. You can always post your BPs and questions in the discord and we can take a look and try to help
Thanks for the video. Quick question or maybe long... Because I am working on a multiplayer game, I've been told to use the Control Rotation instead of the directly rotating the Actor for replication reasons... (apparently the control rotation will replicate automatically, while the actor takes some configuring). Just wanted to get your thoughts on the two methods.
I actually don't have specific xp with this other than I'm pretty sure I just use control rotation. Perhaps someone else in the discord/community can chime in, but if I was going to look for a best practice or example I would checkout what Lyra uses
@@livinfreestyle6727 Thanks! If anyone else was running into replication issues on this tutorial, what I ended up doing was using SetControlRotation instead of RotateActor. For the most part this simplified some of the logic, but the movement (WASD) needed to be based on my camera's forward and right vector's instead of the old control rotation (because the controlRotation used to stay still, but now it's rotating so we can't base our WASD on something that rotates). For the blend space we don't need the actor rotation anymore or the delta, just had to reverse the rotation of the control rig for some reason (multiply by negative 1 on the rotation). Since unreal documentation can be pretty thin, I am always open to input if there is a better way.
GG, Excellent tutorial!
Sounds like you made it through. Nice!
@@livinfreestyle6727 I cannot thank you enough for your help! This has been such a needle mover for me. Thank you, thank you , thank you.
@@DRockafella u r welcome!
I also noticed at first the projectile was doing two instances of damage, was fixed later by destroying the actor (projectile). Must be some weird on begin overlap interraction.
I wonder if it was triggering on both capsule overlap and skeletal mesh overlap?
Very cool tutor bro!
Thanks!
At 4:40:10 you change the Sphere Collision Presets to OverlapOnlyPawn. When I do this I lose the ability to Affect Health of the SpawnerBase (can't damage it). I assume this is because the SpawnerBase is a Pawn itself?
To get a work around for this I added a branch where the condition is Class != ProjectileBase.
Is there a reason that your SpawnerBase continues to take damage when the collision preset is set to OverlapOnlyPawn?
Edit: No the SpawnerBase is an Actor, not a pawn. Any idea as to why I might lose the ability to affect the health of the Spawner when I change the collision preset to OverlapOnlyPawn?
I believe its because we left the overlapalldynamic on the static mesh for the spawner, but I can double check/double test and get back to you
@@livinfreestyle6727 on the static mesh for the spawner we had NoCollision. I changed it to OverlapAllDynamic on the static mesh of spawner, but had the same effect. No damage.
@@DRockafella Ill open up my project and see what the settings are prob later tonight
@@livinfreestyle6727 Thank you, but don't stress over it. I thought it might be something simple I overlooked.
@@DRockafella OK..so I went back and double checked.
SpawnBase:
-Static Mesh - No Collision
-Box - Overlap all dynamic (this was added at around 2:54 mark) (this should include the pawn overlap)
Sincerely apologise for all of the questions, but I am rather curious as to why you chose to use a "Simple Move To Actor" for the EnemyBase and not "AI MoveTo". Does the one perform differently to the other? Are there pros and cons for each?
This is a great question. I often just use whatever pops up first in my mind, BUT I'm pretty sure the big difference is one returns the result of the move and has radius etc while the other is a straight move. The other diff is that simplemove works on any controller, not just AI. As far as which you should use. It's kind of muddy if you dig. Most of the stuff you find is a bit old, so maybe this is an opp for another video where we answer which one to use. Like I said great question. I just randomly used whatever came to mind for the tutorial and will look into getting a more solid understanding and get back to you.
@@livinfreestyle6727 Absolutely love your answers. Thank you!
Looking forward to the Turn in Place tutorial you promised!
Do you think that will be done with Motion Matching? Or will we be able to use earlier versions of UE5?
I'm thinking we should try both. One, cuz it's good to know the facing setup and the second cuz I think it will be fun to see how well motion matching handles it
@@livinfreestyle6727 I think a lot of people would love it if you did both! I for one cannot wait for this tutorial. Couldn't agree with you more.
@@DRockafella I'm already on it. There's a bunch of turn in place stuff and I have 3 vids so far. I"ll let you all know when they're ready
@@livinfreestyle6727 fuck yeah!
Looking great!
I have one problem google couldn't help me with its to do with the P=Pause and the Resume Onclicked Button. P brings up the widget and pauses the game perfectly, but I need to double click to resume and when resumed one more click to activate the game controls
Can you hop in discord and share your blueprint in the questions forum? I have not heard of anything like this, but wonder if the project defaults has anythign to do with it OR if somehow you have another widget in front/taking the focus
@@livinfreestyle6727 sure just posted it, thanks
@@ConceptFluff cool, responded there
Hello! New here and going to start this in a few days, just curious as to whether you can follow along in 5.3? Or is this exclusively for 5.4?
I did not do anything that I am aware of that was 5.4 specific, so I would expect 5.x would work. If you run into 5.3 troubles, let me know and I can help figure them out
@@livinfreestyle6727 Thank you for replying! I will comment if there is anything I can't do in 5.3 but so far it is smooth sailing :)
Back again :) at 3:02:35 why do we need to keep the "Self == NOT Condition?" when the Get Class is the same thing?
Edit: I did notice that the Enemies damaged the Spawner (when they spawned in) so I just added a "Get Class != BP Spawner Base -> AND" before the Branch. Seemed to work a treat.
Thanks again, love your teaching tone and style.
Great call. Technically checking for not enemy should cover self, since we are an enemy. I am use to checking for self out of habit, but your understanding is solid and you could drop it.
@@livinfreestyle6727 Again, thank you!
Is there an "easy way" of Showing the Damage Numbers every time the enemy takes a hit?
The Animation duration seems to prevent more numbers from appearing until the Animation is complete, and only then will it show another DamageNumbers Animation.
You can use VFX for example. Basically you spawn a little number VFX instead of a UI one.
@@livinfreestyle6727 ah ok, makes sense.
Can u create a RPG action game next ? And how to activate boss fights and how to put back a sword on a character and how to put it back automatically when the fight starts ?
I'm definitely gathering requests etc on what the next style might be. RPG is definitely on the list so we're working on figuring out what might be the best way to cover new stuff and different aspects of dev.
Damn another one!
I know I said I was taking like 6 months off after the last one.....three weeks later and here we are. Guess not so much on the 6 months off thing 🚀
Ehhhhh. 6/3 is 2 and you have 2 videos now so. Makes sense to me?
I think my brain is too fried to understand this math 🤣
'Like' if you click 'like' on these videos before you've even watched them
this made me laugh. thx for commenting
When I saw your video, I felt that you have many similarities with a person, except that he focuses on the unity field. This is his channel: www.youtube.com/@BlizStudio/featured
I also switched to Unreal from Unity. This is my first feeling (not referring to appearance). I always feel that you have unlimited energy and will check every comment on the channel, etc. In short, your videos are very good, please keep it up.
Thanks for the link and watching the vids. If I ever get time to do some Unity, I'll check it out, but for now there is still so much in Unreal. Welcome to Unreal!
@@livinfreestyle6727 Don't use unity😄
@@chenzhuo 🤣
UE5 for the win 💪
1:00:07 Update. Epic released a free , animations pack in the marketplace.
👍
@livinfreestyle6727 I just finished this tutorial today! Great job. Thank you! I learned so much. I think a good next video would be the Projectile one with the turret. Is this project used in any other tutorials?
@@Stray_by_Nite We have projectiles in the Horde Mode Mini Game and we use it in the AI tutorials and we also make the drone fire projectiles in the pets tutorials
@livinfreestyle6727 Awesome, thanks again! I was going to add this guy to the project: ruclips.net/user/liveakzdZRtxsm4?si=xCn0Mlr554YpOAFI
That Pets Series playlist looks good too. I'll probably dive into that next.
@@Stray_by_Nite 👍
When you "fix" the mouse conflict... you accomplish Nothing, cause the result is the same. You should use the disable mouse input when controller is used, and use a bool check to re enable the lookat when mouse is moved😅
For some reason I think I did that at one point but because of the deadzone with the controller once you touched it, it never went back. So it worked one way so to speak. I'll take another look at this though and maybe post an addendum with some other learnings as well. Thanks!
@livinfreestyle6727 keep em coming, you are making supreme content 😀