Question, this is for the oart where you were making your card. What if I already have my cards fully made as PNG? Do I still need to recreate using this method or could I just upload them in to skip that creation step?
The point of the tutorial is not that you follow it diligently to have result in the end. The point of the tutorial is to follow them diligently so that by the end you have learned a bunch of techniques and how/why to use them. The visual part is just visual. If you want to change them, go ahead. If you do it early, you might run into things you won't understand depending on your knowledge. So it is safer to replace the visuals in the end.
Unfortunately, the card tutorials didn't get much views. So there doesn't seem to be much interest in them. If they get more traffic in the future I will consider it.
@@hartdr8074 That is nice of course.But for me to justify spending so much time and putting together tutorials, I need to generate more interest than a handful of people. :)
those tutorials are great, ive made a c++ verson with diffrent apparence based on thoes viedos, however, the only issue ive been crossing is the cards render order is following the order that cards been added to the parent widget, i want the hovered one to be rendered on top of others, couldnt find a perfect solution for now, anyway, thanks a lot !
Can this approach work with 3d model cards? I'd like to make some cool 3d models for my cards, but I think it won't work as you are making everything part of the UI right?
You can have the same approach, but not all things would be the same. For example, dragging a card around and dropping it somehwere lese in the hand would not be registered by UI events, but would instead have to be handled in code in the 3D world.
26:14 my w_cardhand isnt showing up in my variables tab and i cant figure out why. Google isn't giving me any answers. Can anyone help me?? (doing this in Unreal 5.3.2 btw) edit: NEVERMIND I GOT IT! :D
How can I keep the aspect ratio of a card to certain size? For example, I want to make a poker card game, and the aspect ratio of a single card should be locked to 822x1122. I only find how to keep its ratio in the runtime (ie by using scalebox), however I do need to lock the ratio during my dev. Any ideas on this? Thanks!
Kinda late to the party here but when I try entering text "Card Name" all I see are purple squares with the letter A. I've searched for a fix but it seems like the answers to this problem date back a few years to an older version of UE. (Using UE 5.4). Not sure what to do.
Depends. Mostly comes down to preference. Would you like to alter on big excel sheet or would you like to have many different data assets? Some other pros and cons come with each.
How to implement add card interface on other widget blueprint(other than W_CardHand). I tried implementing the add card interface on Player controller but it didnt work.
They are not really important, you can use any images you want. But if you want to use the images they may be part of the basic starting content pack which you can add at the start of the project or just import later through the "add feature or content pack" option.
This is a bit old, so idk if u will see this, but what was the purpose of creating an interface for the add card function? maybe i just missed something lol
The purpose of using interfaces is to reuse similar code in objects that are not similar, to decouple code, to avoid hard references among other things.
@@LeafBranchGames I understand what an interface is, and I realized a few minutes after commenting that you probably use it for more things in later parts lol
my backgroundcolorimage wont plug into the color and opacity module -_- i must have done something wrong. But i have no idea what. it all looks the same.
@@JuniusJakob If you are talking about a physical 3D deck, that is just a matter of having a card mesh for a visual representation on it and stack those.
@@LeafBranchGames It's not showing for me either. I went back to see if you checked it anywhere, but it's not showing as an option on the Widget itself?
A little late I know, but I had a similar issue. For him W_CardHand was automatically set as "is Variable" when he dragged it in to the Canvas Panel. I had to toggle it myself. Fixed the issue @@Suprem3x
The unexpected Dude wheres my car? reference was great xD
:D
I'm trying to make an RPG with card based combat and this came at the perfect time. Thank you!
Glad to hear it. :)
eeeyyyyy me too, barely getting started but looking foward to it!!!
@@santiagodelgado9101 nice! I wish you all the best with that my friend!
Same.
@@Mr.RicardoDev sick! I still haven't started mine lol
Found this tutorial just in time, was thinking of making a card game, but as a beginner I didn't know where to start,
TYSM for this!!!
You are very welcome!
Can't wait to get after this whole series! Thank you so much
My pleasure, good luck!
Trying to make a game of Blackjack for something due tmr, i have to adjust some things but this series is a lifesaver fr
Glad to hear it!
@@LeafBranchGames Np
Finally a card tutorial!
:)
This guy is our only hope for more card tutorials..
yes!!!!!!!!!!!! thank you so much man!!!!!!!!!!!
Thank you another great tutorial :D
Thank you. :)
incredible! Thank you SO MUCH!
You are very welcome!
This video is amazing. Crazy that it didn't generate more traffic and views. +1 from me.
Thank you. Appreciate the kind words as well as the support!
Perfect just loved it.
Thank you! Glad to hear you liked it!
this video is fantastic man - thanks.
Thank you. :)
Great tutorial!!!
Thank you. :)
I’m tryna make my own version of triple triad hopefully this helps with the board and damaging other cards around it.
Thank you!
You are very welcome!
Question, this is for the oart where you were making your card. What if I already have my cards fully made as PNG? Do I still need to recreate using this method or could I just upload them in to skip that creation step?
The point of the tutorial is not that you follow it diligently to have result in the end. The point of the tutorial is to follow them diligently so that by the end you have learned a bunch of techniques and how/why to use them.
The visual part is just visual. If you want to change them, go ahead. If you do it early, you might run into things you won't understand depending on your knowledge. So it is safer to replace the visuals in the end.
Can you please teach me how to create a deck with a specific number of cards or how to have multiple decks to draw cards from please?
I can make note of that for future tutorials.
I saw it on Reddit. Wow
:)
👍🔥
❤
thnx
My pleasure!
can you make a tutorial of the cards being placed on the game world?
Unfortunately, the card tutorials didn't get much views. So there doesn't seem to be much interest in them. If they get more traffic in the future I will consider it.
@@LeafBranchGames I'm interested
@@hartdr8074 That is nice of course.But for me to justify spending so much time and putting together tutorials, I need to generate more interest than a handful of people. :)
those tutorials are great, ive made a c++ verson with diffrent apparence based on thoes viedos, however, the only issue ive been crossing is the cards render order is following the order that cards been added to the parent widget, i want the hovered one to be rendered on top of others, couldnt find a perfect solution for now, anyway, thanks a lot !
Can this approach work with 3d model cards? I'd like to make some cool 3d models for my cards, but I think it won't work as you are making everything part of the UI right?
You can have the same approach, but not all things would be the same. For example, dragging a card around and dropping it somehwere lese in the hand would not be registered by UI events, but would instead have to be handled in code in the 3D world.
26:14 my w_cardhand isnt showing up in my variables tab and i cant figure out why. Google isn't giving me any answers. Can anyone help me??
(doing this in Unreal 5.3.2 btw)
edit: NEVERMIND I GOT IT! :D
Make sure the widget has the "is variable" checkbox checked.
Anyone know how to design the back of the card?
How can I keep the aspect ratio of a card to certain size? For example, I want to make a poker card game, and the aspect ratio of a single card should be locked to 822x1122. I only find how to keep its ratio in the runtime (ie by using scalebox), however I do need to lock the ratio during my dev. Any ideas on this? Thanks!
Really Good Tutorail!
Thank you!
In my UE5 version, buttons aren't marked as variable by default but they are in yours. Maybe not important but was wondering why that is?
Between each version Epic makes changes to Unreal engine in different ways. Sometimes big, sometimes small. Why, only they know.
Kinda late to the party here but when I try entering text "Card Name" all I see are purple squares with the letter A. I've searched for a fix but it seems like the answers to this problem date back a few years to an older version of UE. (Using UE 5.4). Not sure what to do.
Probably is your font causing issues. Try using default Robato.
Can you please tell me what version of UE exactly is this bcs some of the option it shows you are different for me and I couldnt keep up
5.1
Take care =)
Thanks. :)
THX
My pleasure. :)
In a game that has a thousand or more different cards, would it be better to use a Data Table or Data Asset to store all of the cards information?
Depends. Mostly comes down to preference. Would you like to alter on big excel sheet or would you like to have many different data assets? Some other pros and cons come with each.
How to implement add card interface on other widget blueprint(other than W_CardHand).
I tried implementing the add card interface on Player controller but it didnt work.
Implementing a interface is done the same way in widgets as in other blueprints. They also work in the same fashion, there is no difference.
@32:17 I don't have those Ai textures. Is there a setting I missed or are those not in the blank game?
They are not really important, you can use any images you want. But if you want to use the images they may be part of the basic starting content pack which you can add at the start of the project or just import later through the "add feature or content pack" option.
R u uploading any new advanced card system ?
Yes, there will be more.
This is a bit old, so idk if u will see this, but what was the purpose of creating an interface for the add card function? maybe i just missed something lol
The purpose of using interfaces is to reuse similar code in objects that are not similar, to decouple code, to avoid hard references among other things.
@@LeafBranchGames I understand what an interface is, and I realized a few minutes after commenting that you probably use it for more things in later parts lol
my backgroundcolorimage wont plug into the color and opacity module -_- i must have done something wrong. But i have no idea what. it all looks the same.
Sounds like you have the wrong variable type.
Can I create a deck of cards using this tutorial too?
Yes.
@@LeafBranchGames I must not be smart enough to apply this to making a deck on the field.
@@JuniusJakob If you are talking about a physical 3D deck, that is just a matter of having a card mesh for a visual representation on it and stack those.
i cant seem to find the wrap text drop window?
You can use the search bar in the top right and search for key words of what you are looking for, like wrap.
34:12 - DUUUUDE! Now what does mine say?
Sweet! What does mine say?
w card hand not showing in the variables when looking in the hud blueprint?
That means you didn't add it or mark it as a variable.
@@LeafBranchGames brilliant ty, i went back a few steps and redid it and worked perfect and I marked them as variables.i appreciate the response🙂.
@@tompom1144 please where is it in the video, can't find what i didn't do and I'm stuck rn :/
@@LeafBranchGames It's not showing for me either. I went back to see if you checked it anywhere, but it's not showing as an option on the Widget itself?
I found it, it's when you add it to the W_CardHud, you make that instance a variable :)
I would love to follow this tutorial if Unreal's "on click" events weren't broken for no reason
Broken how? I had no issues.
I don't know if you missed a step but 26:!5 Card Hand is not visible in variables for me @@LeafBranchGames
@@Suprem3x No, there are no steps missing. All the steps are shown. You have missed an earlier step by not adding that widget.
A little late I know, but I had a similar issue. For him W_CardHand was automatically set as "is Variable" when he dragged it in to the Canvas Panel. I had to toggle it myself. Fixed the issue @@Suprem3x