Tutorial: Tags - Unreal Engine 4 + Unreal Engine 5
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- Опубликовано: 5 фев 2025
- In this episode we take a look at tags, how to use them and what they can be used for in Unreal engine 4 and Unreal engine 5.
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hi, thanks for you video, i have a question, if i have a character in multiplayer game, how i can assign a tag for each player, my goal is revive (reespawn) mi player in my local multiplayer game, thanks
The tags are an array of name variables. You can get and set it as you need. So if you want to add one, you can get the array, add your tag and you should be good.
@@LeafBranchGames thanks :)
Hi, I want my character to gain a tag while playing instead of having it from the start. Can it be doable as a begin overlap kind of action? So my character gains a tag after running thru a certain path, so later I can use having that tag as a condition for a different action? I don't know how to make that work, I'd appreciate your help.
Sure, just use the set tag node. Or you could use gameplay tags in a similar manner.
using the "component has tag", under the tag name is there a way to type in multiple tags? so if any of the listed tags are found, everything after the branch will still do its thing
If you make use of gameplay tags you can do things like that.
I know this might be old video will tags work and where do they go. Let say I have a character that can use a bandage or axe rifle bow etc where dies the tag go so when they equip it will play animation when e key is pressed?
The question is very broad and those systems can be implemented in many different ways. Can you elaborate?
@@LeafBranchGames Yes thanks for responds like when you have a hotbar and you can drag a axe or bow a apple or bandage when you select that item in the hotbar and hit the e key or click the mouse button its does that animation it needs? not sure how it works is the animation tied to item or something else?
@@Restart-Gaming Well, if you have the animation either in the item, or the item points to an animation maybe from a data table or something, that makes it easier to use. Since then you just create some function through an interface like "interact" then each item will decide if an animation, and which one, will be played when that happens.
Does blueprint work like it does C ++ Does this make us dispense with the C++
Yes it works like C++. But not everything available in C++ is available in blueprints.
@@LeafBranchGames And that's what's scary, so I have to learn both, I guess
@@-nsns2239 You don't have to learn both. You can start with blueprints and you can get pretty far with that.
@@-nsns2239 C++ in Unreal Engine is really only necessary if you are making a AA or AAA game. But of course for other things like networking, performance, databases etc. My point is to just let you know that Blueprints can get you far, if you look at Choo Choo Charles which is a pretty popular indie game made by a solo developer using only blueprints for the game. That's all :)
Thanks! Do you know how tag is used in C++?
No, don/t spend too much time on the C++ side of things. But you can hopefully get some contextual information through Intellisense.
the actor contains an array of "Tags', respectively, tags can be added to it as to an array by the "Add" method
@@Alex-hs8xj correct. You can also make your own variable of type name and make it an array. You can also do your own logic that way to check if it contains certain values for teams etc.
The upside to tags is that it already has built in functions and is easier to setup since it’s already there. It’s similar to the situation with the player name in player state.
What is the deference between tags and blueprint interface ?
They don't really have anything in common. Interfaces allow for functions or events that you trigger on objects that are defined in the interface.
please can you explain what get inverse transform give ?
As I understand it, if you have a transform A and a location/direction/rotation B - the result from that will be the location,direction,rotation relative to the transform you entered.
I hope that makes sense.
@@LeafBranchGames yes that make sense but the one i dont understand is the node get inverse transform, no location or rotation ..its just take a transform input and give a transform output.
@@naza0777 Oh, that one is even simpler. It is the same thing as taking as taking the vector location and the rotation and multiply with -1. Essentially if you have a vector pointing in any direction in the world and you for some reason wanted the exact same length but pointing in the opposite direct, then the inverse. That makes a lot of sense for vectors, for rotations not quite as much usually unless you are doing things like predicting bounces I guess. But yeah, that is what it does, it inverts the vector and rotation.
@@LeafBranchGames oh your replay helped me alot to understand, thank you so much for taking time to help others.
@@naza0777 You are very welcome. I am glad it was helpful to you. :)