You should include these in the premium courses. I loved this and feel like I'll have a much easier time understanding the course material once the advanced version drops. Regardless thanks for all your work!
Hi. 1:27:11 for some reason I have no Update image in the Widget reference*. This function simply does not exist, even if you manually log in to *Call Functions*. Except *Add Custom event there is nothing else....Could you tell me what it could be? Thank you.
Some might have noticed that when he enables physics at 1:50:31, if you kick an item far away and try to pick it up, you won't be able to. This is because the "sphere" collision is not a 'child' of the Static Mesh and is remaining in the original location despite the mesh being kicked away. An easy fix is just to move the 'sphere' collider under the 'Static Mesh' to make it a child of the mesh. That way, when physics is enabled to the static mesh, the collision box will move with it allowing you to once again pick up items as per normal.
EDIT: I found the solution, I didn't connect an execution pin when creating the Widget reference, in the custom event "CreateMainHUD, just after "Add to Viewport". Gonna leave this comment in case someone else got the same error! Loving this tutorials, I plan to follow them
this series is beyond well put together. blueprint was such a beast before but now im starting to understand piece by piece. thank you for this series and i cant wait for the widget video
Thank you again, I'm learning the basics of the engine and blueprints, before I delve into the C++. I never expected blueprints in Unreal to be this well made and powerful.
Man, you are a legend, you are doing a really noble thing here, sharing your knowledge and skills with us for free. I’ve learned so much since I started following you. Keep on releasing your videos, they are amazing. Looking forward to advanced bp content
Thank you so much for taking the time to make these! You are so thorough and I love how you don't just show how to do something, but explain the logic through the nodes and why things work the way they do. As a complete noob to unreal, all of your tutorials have been so helpful in giving me a starting point.
These tutorials are some of the best I've watched, I've watched many. Thank you for going back through the blueprints each time and explaining the functionality, much appreciated.
Thank you for all your videos! It is rare to find people who are teachers and who express themselves well! It's a pleasure to watch your videos and your survival game course we purchased. I'm also looking forward to your complete video guide on creating user interfaces on Unreal Engine 5, which you quickly mentioned in Blueprint for Beginners #1!
I live in Turkey and I am having trouble finding resources about the unreal engine in Turkish. Thanks to the Turkish subtitles on your channel, I can watch your unreal engine trainings in my own language without paying. Thank you very much for your efforts. I'll stay tuned for the next training video.
Super amazing tutorial!! I started the first video in the series knowing literally nothing, and now I've begun predicting how to do things and comparing it to your instructions. You're a great teacher! These videos have been so helpful, thanks very much for making them
If your items don't seem to be swapping correctly (specifically if you swap an item once, then try to swap it back) it's because you have to move your character outside of the collider and then back in to reenable input. He's actually doing this at 1:49:49 but I don't think he mentions it :)
your lessons are very comprehensive, I have no trouble taking notes at all. It helps that the lessons are chopped up nicely in the timeline. That way I can take notes on each part and cement the ideas in my head in a way where I actually understand them, as opposed to just watching the video and repeating it without understanding it. After I am done the advanced course, I will buy the survival game course, you do good work.
I've been working on an existing Project as a noobie and these are helping me so much in actually understanding what people have done in here previously.
the thing i love about your vids is i dont know if anyone else understands what I'm about to say but do you how if you look at blender vids on geometry nodes or scratch vids they say what the code does but not what it can be used for. i understood the first vid in this series so well that i was all ready thinking about what i can do with it and how to do it. and the way he's explaining it is so good that that help me to understand it. to get my point (if you dont) you can go see blender geometry nodes vids for ur self. and i just want to say that this has helped so much. i cant actually explain how and what the differences are between smart polys way of explaining it are and everyone elses but if you get what i mean you get what i mean
This was one of the best tutorials I've ever followed (all softwares/skills included)! One small thing I would suggest for your next tutorials would be to give the viewer a few exercises to figure out some of the implementations by themselves, which is kinda what I did by giving myself a few extra-curricular tasks to improve upon your design. For my fellow viewers here are a few suggestions of things I implemented by myself to apply the knowledge learned here: - Make the first inventory slot highlighted by default, before any mouse scroll (super easy) - Create a drop item function that you can call with a keyboard input, and also call inside the AddItem function - add an "IsEquipped?" variable to our item structure, to check if you should actually drop it or not (useful if you had more than one weapon in inventory) - create a scale variable in item structure, to adjust how big an equipped item will be in the player's hand
Nice ideas, to add onto that there is also an issue in the end with the book. When you open the book and then go and pickup the hatchet, you won't be able to close the book anymore. So another good exercise is to fix that issue.
I done the same after the video, another thing people can try to do on their own is to try and change the scroll system to allow you to start from slot 1 again when you scroll past the last slot :)
Dude you are amazing! I love the to-the point teaching, and that you have cropped out any errors while talking. your content is graspable and highly applicable. I have just started my Unreal engine 5 journey, and I will definitely become a costumer of yours, on your bigger packages. Great work!
1:37:16 I think you can just set all 3 of them to default, then set the correct one to yellow. You won't be able to see it because it all happens in one frame.
This is an incredible blueprint tutorial. I should show it to programmers in my team next time they say that it takes 4 weeks for inventory system prototype...
First 40 min were painful, but when you get to create pickable items and understand what's going on and why we're using these nodes, it's the greatest feeling ever
ive sat through the last 2 videos and im gonna watch the next 2 as well. Your pacing is so perfect. Not too fast, not too slow. Clear audio. Perfect! I have a question tho! when you set up your blueprint you set the first Enum example to F key, but how would you set it up to have the user do their own keybinds? Could you do a tutorial on menus and keybinds maybe?
You are amazing. this tutorial series is very clear to understand and has a lot of unique knowledge that I did not see in any tutorial before. Thank you from the bottom of my heart. ❤❤
Enums and Structs work pretty well together. In my project I have complex enumerations, and using structs helps with storing that data. Though I had to break up my code into separate functions to keep it clean. For example, I have 1 enum that determines what other enum(s) to use. So you do that by nesting the first enum into other nested enums using the switch node. Edit: Where the struct comes in is storing the 2 (or more) valid enumerated variables. You could do without using a struct, but that would mean you'd be using more variables.
You're really good at explaining, you should really make these tutorials for c++ as well. I've been looking around and I can't find any good unreal c++ guides for beginners.
There's a bug at 'Consume Item Function'. After removing the consumable, the left click still triggers the consumable path. Infact, if you don't pick anything up at all, it triggers the same path. You can also test by adding a print string node to the consumable path and you will always see it trigger when clicking left mouse button, even when you have not picked anything up. To fix this: 1. Add a 'none' option to your Enum and move it to the top. 2. Change the default setting 'Item Type' in your Inventory Array to be 'none'. 3. When removing the item from the array after consuming, you mayu need to explicitly set 'Item Type' to none. Split the pins in 'Set Array Elem' and set it to None.
An Enum is a method of associating a value that computers do work with, with a piece of text that computers won't understand. As you ADD the enum text in unreal, you are replacing text that shows the enumerator value on the end of it. Later in your code you can refer to the enumerator when ever you want the value. The most common use is in conditional logic. So instead of saying IF(E_TestEnum==3) which is hard to understand months later, we would write IF(E_TestEnum.IsSitting) because E_TestEnum.IsSitting is Enum 3 (they start counting at 0). To see this, connect "F KEY" directly to "Print String". Then drag "MyTestEnum" out from the variables. Connect it to function "ToString" and send the output value of the function to the print string you have the F Key connected to. Now whenever the value of MyTestEnum is changed you can see its actual numeric value that it really represents.
Looking forward to the advanced video, I would like to suggest u to cover the "set by reference var" concept and async loading soft references if possible.
Thank you so much for this tutorial. I find myself actually learning and not trying to keep pace with what you're saying or being confused because it's not being explained very well as I feel with other tutorials. You do a phenomenal job with teaching!
I would pay for this tutorial, and indeed I did, youre so good at teaching that I decided to buy your course! Thank you a lot man, you saved my dream and kept me desiring learning it!
Love these tutorials... I'm definitely seriously thinking about buying your survival course.- very simple and you explain everything in layman without any confusing jargon, it's a little confusing sometimes but overall it's been great!
These videos have been amazing so far. Very easy to follow and very informative. I was struggling to understand arrays and lists and this made it so easy. Thank you.
For anyone watching in the future, I found an easier way to reset the image. Although I haven't done extensive testing with it, so there might be a downside I'm not accounting for. But instead of calling its own event like SmartPoly does at 1:59:00, you can just call the update image event and set that to a blank image. So far this has been working, and saved me a bit of time. Happy developing!
This video intermediate was very helpful. Especially talking about Enumeration, Structure and Array. Also, the different functions are equally useful. On this tour, everything worked correctly for me. Good job. 💪💪😎😎
At 1:13:25, Everytime I try to connect item info to the Add utility, it keeps saying “Only exactly matching structures are considered compatible”. I tried doing vice versa and the samething happened. Not sure what I'm doing wrong
I know it's not a part of the tutorial, the MetallicSmoothness maps should have the (R) routed to Metallic and the (A) with a 'One Minus' node to convert to Roughness! Loving your videos and they are helping make learning Blueprints an enjoyable experience! Thank you, Smart Poly! :)
Really great @smartpoly. One suggestion that woulda helped me a lot is if you had your key press overlay for your keypresses! There was several times where i wish i coulda seen the keypress right off instead of having to look them up.
Thank you so much for this amazing free course! I appriciated that you took a little bit more time to explain role of each node. I'll wait for the third video!
Thank you for these free courses, your explanation was perfect in beginner video. Time to try this course ♥
11 месяцев назад+2
I've already purchased your full course on teachable, and it is amazing, i can highly recommend to everyone! But since it's so detailed and quite specific to that survival game, it's a bit hard to filter out and implement the knowledge to my own needs (because i don't want to just copy your game, but learn how to do one on my own). How wrong i would be to assume that this video is roughly the summed up version of your long lecture? In terms of game structure, scalability, general directions for a game's dev, etc. Of course i will keep using your course, especially when details are needed, but how big of a mistake i would make if i started building my game according to this video, at least in terms of a general frame? Thank you very much!
You have been by far the best teacher when it comes to blueprints I've watched so far, and I've gone through several udemy courses and you've done a way better job at showing/explaining things. I'm excited for the advanced video to come out!
I want to mention that you don't really need extra components to split things like vectors into its floats, you can just right-click any node that has a combination of pins while it is not connected to anything and select split pin structure that will have the same result with less unnecessary extra tabs like our Break S_TestStructure
I got a bug. Once you set the functionallity of the Items you can not pick them up twice. so if you drop the hatchet once, you are no longer able to pick it up again. it worked totaly fine before the functionallity but now it is not working anymore.could anyone help me with this ?
From the Consume item function ( 1:53:46 ) [Figured it out] - Picked the wrong set from brush type mmm, I have this issue where the consumable gets used, but the 2D icon does not dissapear. The potion is gone, and it does not respawn when swapping it out with another item after consumption. It adds the additional health, so no issues there either.
Want to Learn More? Check out my Premium Courses:
smartpoly.teachable.com
You should include these in the premium courses. I loved this and feel like I'll have a much easier time understanding the course material once the advanced version drops. Regardless thanks for all your work!
Are there any plans to add more content to the survival course?
Hi. 1:27:11 for some reason I have no Update image in the Widget reference*. This function simply does not exist, even if you manually log in to *Call Functions*. Except *Add Custom event there is nothing else....Could you tell me what it could be? Thank you.
@@notemarket2742 1:24:00 he sets it up, it's a custom event
Love these vids!! Any timeline on the release of Advanced video?
I just recently switched to Unreal from Unity and these courses are freaking amazing. Best teacher on Blueprints I've found so far.
Take the survival course, it teaches you best practices for pretty much any fps/tps game out there
Try coqui games tutorial on blueprinting. ❤
Some might have noticed that when he enables physics at 1:50:31, if you kick an item far away and try to pick it up, you won't be able to. This is because the "sphere" collision is not a 'child' of the Static Mesh and is remaining in the original location despite the mesh being kicked away. An easy fix is just to move the 'sphere' collider under the 'Static Mesh' to make it a child of the mesh. That way, when physics is enabled to the static mesh, the collision box will move with it allowing you to once again pick up items as per normal.
This was the fix for me.
These tutorials have been amazing, I cant wait for the advanced one to drop!
EDIT: I found the solution, I didn't connect an execution pin when creating the Widget reference, in the custom event "CreateMainHUD, just after "Add to Viewport".
Gonna leave this comment in case someone else got the same error! Loving this tutorials, I plan to follow them
Mate thanks for the comment, I wasted 1 hour of my life try to debug this problem too
I also ran into this issue and went all the way back checking my blueprints... it snuck right past! Thanks for posting your problem solving!
You are a life saver man thank you so much... its so hard to find problem related comments in these videos
Thank you! Has been stock on this for a while
ran into exact same problem ... Knew I wouldn't be the only one
this series is beyond well put together. blueprint was such a beast before but now im starting to understand piece by piece. thank you for this series and i cant wait for the widget video
Thank you again, I'm learning the basics of the engine and blueprints, before I delve into the C++. I never expected blueprints in Unreal to be this well made and powerful.
Man, you are a legend, you are doing a really noble thing here, sharing your knowledge and skills with us for free. I’ve learned so much since I started following you. Keep on releasing your videos, they are amazing. Looking forward to advanced bp content
Thank you so much for taking the time to make these! You are so thorough and I love how you don't just show how to do something, but explain the logic through the nodes and why things work the way they do. As a complete noob to unreal, all of your tutorials have been so helpful in giving me a starting point.
These tutorials are some of the best I've watched, I've watched many. Thank you for going back through the blueprints each time and explaining the functionality, much appreciated.
Yeah that really helps drive home whats actually happening, most other tutorials are just "Place this node, connect it here etc"
Thank you for all your videos! It is rare to find people who are teachers and who express themselves well! It's a pleasure to watch your videos and your survival game course we purchased.
I'm also looking forward to your complete video guide on creating user interfaces on Unreal Engine 5, which you quickly mentioned in Blueprint for Beginners #1!
You are truly helping out, I thank you a lot. I just recently realized the power of UE, and you are paving the way for so many people.
Thanks!
I live in Turkey and I am having trouble finding resources about the unreal engine in Turkish. Thanks to the Turkish subtitles on your channel, I can watch your unreal engine trainings in my own language without paying. Thank you very much for your efforts. I'll stay tuned for the next training video.
Best tutorials hands down. Extremely to-the-point and informative. You deserve more subs and views. Can't wait for the advanced tutorial!
Super amazing tutorial!! I started the first video in the series knowing literally nothing, and now I've begun predicting how to do things and comparing it to your instructions. You're a great teacher! These videos have been so helpful, thanks very much for making them
If your items don't seem to be swapping correctly (specifically if you swap an item once, then try to swap it back) it's because you have to move your character outside of the collider and then back in to reenable input. He's actually doing this at 1:49:49 but I don't think he mentions it :)
You are a legend in the making. This is so needed. Keep up the great work!
your lessons are very comprehensive, I have no trouble taking notes at all. It helps that the lessons are chopped up nicely in the timeline. That way I can take notes on each part and cement the ideas in my head in a way where I actually understand them, as opposed to just watching the video and repeating it without understanding it. After I am done the advanced course, I will buy the survival game course, you do good work.
I've been working on an existing Project as a noobie and these are helping me so much in actually understanding what people have done in here previously.
These are very useful. Thank you. I'm glad you're here.
the thing i love about your vids is i dont know if anyone else understands what I'm about to say but do you how if you look at blender vids on geometry nodes or scratch vids they say what the code does but not what it can be used for. i understood the first vid in this series so well that i was all ready thinking about what i can do with it and how to do it. and the way he's explaining it is so good that that help me to understand it. to get my point (if you dont) you can go see blender geometry nodes vids for ur self. and i just want to say that this has helped so much. i cant actually explain how and what the differences are between smart polys way of explaining it are and everyone elses but if you get what i mean you get what i mean
This was one of the best tutorials I've ever followed (all softwares/skills included)!
One small thing I would suggest for your next tutorials would be to give the viewer a few exercises to figure out some of the implementations by themselves, which is kinda what I did by giving myself a few extra-curricular tasks to improve upon your design. For my fellow viewers here are a few suggestions of things I implemented by myself to apply the knowledge learned here:
- Make the first inventory slot highlighted by default, before any mouse scroll (super easy)
- Create a drop item function that you can call with a keyboard input, and also call inside the AddItem function
- add an "IsEquipped?" variable to our item structure, to check if you should actually drop it or not (useful if you had more than one weapon in inventory)
- create a scale variable in item structure, to adjust how big an equipped item will be in the player's hand
Nice ideas, to add onto that there is also an issue in the end with the book. When you open the book and then go and pickup the hatchet, you won't be able to close the book anymore. So another good exercise is to fix that issue.
I done the same after the video, another thing people can try to do on their own is to try and change the scroll system to allow you to start from slot 1 again when you scroll past the last slot :)
Dude you are amazing!
I love the to-the point teaching, and that you have cropped out any errors while talking.
your content is graspable and highly applicable.
I have just started my Unreal engine 5 journey, and I will definitely become a costumer of yours, on your bigger packages. Great work!
1:37:16 I think you can just set all 3 of them to default, then set the correct one to yellow. You won't be able to see it because it all happens in one frame.
This is an incredible blueprint tutorial. I should show it to programmers in my team next time they say that it takes 4 weeks for inventory system prototype...
These tutorials are just too good. Thanks you so much
First 40 min were painful, but when you get to create pickable items and understand what's going on and why we're using these nodes, it's the greatest feeling ever
ive sat through the last 2 videos and im gonna watch the next 2 as well. Your pacing is so perfect. Not too fast, not too slow. Clear audio. Perfect!
I have a question tho! when you set up your blueprint you set the first Enum example to F key, but how would you set it up to have the user do their own keybinds? Could you do a tutorial on menus and keybinds maybe?
You are amazing. this tutorial series is very clear to understand and has a lot of unique knowledge that I did not see in any tutorial before.
Thank you from the bottom of my heart. ❤❤
Most useful Blueprint Tutorials on RUclips for sure! Keep it up! Cannot wait to watch your third Blueprint video!
Enums and Structs work pretty well together. In my project I have complex enumerations, and using structs helps with storing that data. Though I had to break up my code into separate functions to keep it clean. For example, I have 1 enum that determines what other enum(s) to use. So you do that by nesting the first enum into other nested enums using the switch node. Edit: Where the struct comes in is storing the 2 (or more) valid enumerated variables. You could do without using a struct, but that would mean you'd be using more variables.
You're really good at explaining, you should really make these tutorials for c++ as well. I've been looking around and I can't find any good unreal c++ guides for beginners.
These are the best blueprint tutorials I've ever watched, It is a pleasure to know your channel. Thank you
There's a bug at 'Consume Item Function'.
After removing the consumable, the left click still triggers the consumable path. Infact, if you don't pick anything up at all, it triggers the same path.
You can also test by adding a print string node to the consumable path and you will always see it trigger when clicking left mouse button, even when you have not picked anything up.
To fix this:
1. Add a 'none' option to your Enum and move it to the top.
2. Change the default setting 'Item Type' in your Inventory Array to be 'none'.
3. When removing the item from the array after consuming, you mayu need to explicitly set 'Item Type' to none. Split the pins in 'Set Array Elem' and set it to None.
Thanks dude B) been losing my mind over this
An Enum is a method of associating a value that computers do work with, with a piece of text that computers won't understand. As you ADD the enum text in unreal, you are replacing text that shows the enumerator value on the end of it. Later in your code you can refer to the enumerator when ever you want the value. The most common use is in conditional logic. So instead of saying IF(E_TestEnum==3) which is hard to understand months later, we would write IF(E_TestEnum.IsSitting) because E_TestEnum.IsSitting is Enum 3 (they start counting at 0).
To see this, connect "F KEY" directly to "Print String". Then drag "MyTestEnum" out from the variables. Connect it to function "ToString" and send the output value of the function to the print string you have the F Key connected to. Now whenever the value of MyTestEnum is changed you can see its actual numeric value that it really represents.
Really appreaciate this video, great teaching pace and topic. Any insight on when part 3 will drop on RUclips? Thanks again!
hey thank you for the video, helped me a lot. Can't wait for the advanced course video to be posted :)
Looking forward to the advanced video, I would like to suggest u to cover the "set by reference var" concept and async loading soft references if possible.
Thank you for putting these videos together! Looking forward to the Advanced video and any more you put out.
Thanks so much can't wait for part 3 :)
Thank you so much for this tutorial. I find myself actually learning and not trying to keep pace with what you're saying or being confused because it's not being explained very well as I feel with other tutorials. You do a phenomenal job with teaching!
I would pay for this tutorial, and indeed I did, youre so good at teaching that I decided to buy your course! Thank you a lot man, you saved my dream and kept me desiring learning it!
Love these tutorials... I'm definitely seriously thinking about buying your survival course.- very simple and you explain everything in layman without any confusing jargon, it's a little confusing sometimes but overall it's been great!
These videos have been amazing so far. Very easy to follow and very informative. I was struggling to understand arrays and lists and this made it so easy. Thank you.
Thank you so much. Great tutorials to get us started in UE with blueprints!!
For anyone watching in the future, I found an easier way to reset the image. Although I haven't done extensive testing with it, so there might be a downside I'm not accounting for. But instead of calling its own event like SmartPoly does at 1:59:00, you can just call the update image event and set that to a blank image. So far this has been working, and saved me a bit of time. Happy developing!
This video intermediate was very helpful. Especially talking about Enumeration, Structure and Array. Also, the different functions are equally useful. On this tour, everything worked correctly for me. Good job. 💪💪😎😎
At 1:13:25, Everytime I try to connect item info to the Add utility, it keeps saying
“Only exactly matching structures are considered compatible”. I tried doing vice versa and the samething happened. Not sure what I'm doing wrong
If anyone else has this problem just remake the InventoryArray and it should work.
@@Matt-tr9ti Thanks I was stuck here too, really weird. I had to remake de "add" node too.
What I found out was I had the "Test Structure" selected instead of Item Structure. I switched it to Item Structure and then it worked.
Thanks for the amazing tutorials. There's a lotta videos on UE 5 but I find yours the most comprehensive and informative.
Great tutorial! You've really made it easy to learn these things. Thanks!
Thank you for uploading Blueprint videos. I just want to start learning UE5 and finding a teacher. Your video come on the perfectly right time!!
Amazing,Marvellous and Fantastic,love from China
I know it's not a part of the tutorial, the MetallicSmoothness maps should have the (R) routed to Metallic and the (A) with a 'One Minus' node to convert to Roughness!
Loving your videos and they are helping make learning Blueprints an enjoyable experience! Thank you, Smart Poly! :)
where is the advanced tutorial?
btw.. it's a great tutorial.. has been addicted to this playlist..
Amazing tutorials. When is advanced coming out?
I love these Blueprint Videos!!! I have learned so much from them and can't thank you enough. When will you be releasing the Advanced blueprint video?
Hi bro, your blueprint tutorial is the best I have ever seen, looking forward to your blueprint advanced videos
these tutorials are so good
Excelent!!! I am seriously considering buying your course. Thank you!
Really great @smartpoly. One suggestion that woulda helped me a lot is if you had your key press overlay for your keypresses! There was several times where i wish i coulda seen the keypress right off instead of having to look them up.
Great stuff. Thanks.
Thank you so much for this amazing free course! I appriciated that you took a little bit more time to explain role of each node. I'll wait for the third video!
Excellent timing, just finished the other video this week!
Awesome videos, excited for the advanced to drop!
Thank you for these free courses, your explanation was perfect in beginner video. Time to try this course ♥
I've already purchased your full course on teachable, and it is amazing, i can highly recommend to everyone!
But since it's so detailed and quite specific to that survival game, it's a bit hard to filter out and implement the knowledge to my own needs (because i don't want to just copy your game, but learn how to do one on my own).
How wrong i would be to assume that this video is roughly the summed up version of your long lecture? In terms of game structure, scalability, general directions for a game's dev, etc. Of course i will keep using your course, especially when details are needed, but how big of a mistake i would make if i started building my game according to this video, at least in terms of a general frame?
Thank you very much!
Very nice. Well organize, useful , No Mistake, perfect lecture Love it. I'd Love to watch your Premium Lecture too.
You have been by far the best teacher when it comes to blueprints I've watched so far, and I've gone through several udemy courses and you've done a way better job at showing/explaining things. I'm excited for the advanced video to come out!
excellent guides.. well done!
Thanks for this tutorial, a lot of nice tricks and useful practices.
Thank you man, these videos are really good. :)
Incredible video, I learned a ton
I want to mention that you don't really need extra components to split things like vectors into its floats, you can just right-click any node that has a combination of pins while it is not connected to anything and select split pin structure that will have the same result with less unnecessary extra tabs like our Break S_TestStructure
This and the last tutorial have been very helpful and have helped unreal click for me. Is there an advanced version for the blueprint series?
Subscribed! Waiting on a paycheck to buy into your courses!
Wow, thanks man a lot for such content!
Thanks a lot ,keep going
Amazing tutorial....can't wait for the next one
Danke!
awesome, thank you for this video ❤
waiting on the advanced tutorial great series.
I got a bug. Once you set the functionallity of the Items you can not pick them up twice. so if you drop the hatchet once, you are no longer able to pick it up again. it worked totaly fine before the functionallity but now it is not working anymore.could anyone help me with this ?
I would love to see an abstract on how to view BP. So how do you go about setting up a system and what thought processes went into that.
we need the blueprint for advanced! thanks for your efforts
Pretty useful this Blueprint videos :)
From the Consume item function ( 1:53:46 )
[Figured it out] - Picked the wrong set from brush type
mmm, I have this issue where the consumable gets used, but the 2D icon does not dissapear.
The potion is gone, and it does not respawn when swapping it out with another item after consumption.
It adds the additional health, so no issues there either.
Excellent video🎉!
I'm waiting for for advance tutorial so hard
Mee too
Hey man, this video was very helpful, thank you. I wanted to ask you if the advanced blueprint tutorial is still coming, thanks and keep it up
Ty m8, exactly what i needed!
Maaan plesssssssss we need to a The third video, which is the advanced course,
cant wait for the advanced video
GREAT VIDEO. WAITING FOR PART 3.
Where are you my friend? We miss your amazing teaching skills and videos !!
I would like to purchase a course on your “survival” game! Please support Korean subtitles! Take my money!
Love it
Thank you!! Thank you!! Thank you!!
Hello! ,where is the third video? we need it so hard, thx for these useful videos, really helped.
When is the advanced video coming?
Thanks!