Man, I was looking for a whole week a video that teachs me the level up system, and you are the only one who could explain it in a very easy way. Thank u, you have a new sub. Could you do a video teaching the Quest system for a RPG game, like Witcher 3 or similar ??
Hi Mat I have an unrelated question, I'm starting a new project in UE4. When UE5 fully releases I would be able to transfer over right pretty easily? If so when the time comes please make a video - your the best!
Hey man, you can indeed. Any project (even now) can be updated to UE5, the same as a normal update. I believe it is projects built on 4.26 that can be upgraded to UE5 however. But, you can easily update projects to 4.26 and then to 5.0. But I can certainly make a video when the time comes :)
@@thewintersoldier657 The word system is the complicated part :) ruclips.net/video/yxqSkFNAzE0/видео.html&ab_channel=RyanLaley There are many ways to do it Easy and universal/complicated.
if you still havnt found a solution for this just make a variable called max level and check before leveling up if the the new level would be greater than the max level and if it is than dont level up and if it isnt than level up
Hey Matt, awesome tutorial. I have a question though. If you were to do this on Multiplayer, what would you put in the Add EXP function instead of cast to character with object "Get Player Character", index 0? because this gives the EXP to every player
Have you got a video to show whenever the character reaches a certain level a certain item is unlocked and purchasable within the in game store? I am currently working on a tennis game.
anyone wondering what do do if the exp gained should level up your character more than once but doesnt just add another branch before the return node checking if the exp is still greater than or equal too the exp needed than off of true connect it to the incriment that levels up your character and the false connect it to the return node
You're a life saver, I'm going to bullet point this for people who are new to UE5 but the credit is all yours -After Increasing the "Set EXP Needed" Add a "Branch" -Copy the Condition Logic used earlier before the ++(increment) in the branch before. [EXP>= EXP NEEDED] -Paste and link that condition to the new Branch -In the True Execution Node (arrow) - Click and Drag that all the way back to the ++(increment) input node -In the False Execution Node (arrow) - Place the Return Node
For everyone asking "what if the player gets enough xp for more than one level up?". Add a ADD XP Function call and add 0 XP in the Event Tick! Then whenever you add xp your XP Needed and Level update every frame ( Theres probably better solutions but this is the easiest i guess)
Actually at the end of the AddExp function, just call the AddExp function again instead of that other node (this is called recursion) but with 0 as the argument, and it should loop leveling up as many times as needed. No need for the wasted resources on Tick.
if you still havnt found a solution for this just make a variable called max level and check before leveling up if the the new level would be greater than the max level and if it is than dont level up and if it isnt than level up
hm my experience is increasing from both clicking and from gathering objects /enemies, but once the meter has been filled, it doesnt resets & I also dont level up. Do you know what the reason could be? or does anyone else knows? UE 4.27.2
Create a new integer call it max level, set it, then get it, plug the get it into the one you set. Get your level variable and get a greater, plug in your max level. The return value from the greater goes into a branch. From the branch the true goes into the branch that was created in the video. From false you literally can leave it open. You still gain XP in the background and the progress bar basicly also fills your "max level" but you wont get new levels beyond the max level you set in the variable... I am not sure if this is the correct way or the most efficient but it works somehow :D
still works like a charm in ue5, good work
This was simple but effective. Thank you. Appreciate the hard work.
Easy sub. You explain the things you're doing and the reason behind it. Keep it up.
Thanks a bunch bro! Much appreciated
Really useful stuff , as always. Keep up the great work
Thank you so much dude!
Man, I was looking for a whole week a video that teachs me the level up system, and you are the only one who could explain it in a very easy way. Thank u, you have a new sub.
Could you do a video teaching the Quest system for a RPG game, like Witcher 3 or similar ??
could you maybe make a tutorial so that your level is saved and that when you level up you get items?
I can certainly add that to my list :)
hey matt,just wanna say your tutorial are very useful for me,thank you so much
Thank you for those kind words man :)
Thank for the tutorial!
Hi Mat I have an unrelated question, I'm starting a new project in UE4. When UE5 fully releases I would be able to transfer over right pretty easily? If so when the time comes please make a video - your the best!
Hey man, you can indeed. Any project (even now) can be updated to UE5, the same as a normal update. I believe it is projects built on 4.26 that can be upgraded to UE5 however. But, you can easily update projects to 4.26 and then to 5.0. But I can certainly make a video when the time comes :)
Amazing video bro.
Could you make a tutorial so your leveling effects stats and character ablilies?
Hey Matt can you do a inventory system to collect and drop items and also to equip and use items from the inventory.
He usually does simple ones, but man can dream :)
@@gamerdweebentertainment1616 This is the basic inventory needed to make a good game.
@@thewintersoldier657 The word system is the complicated part :)
ruclips.net/video/yxqSkFNAzE0/видео.html&ab_channel=RyanLaley
There are many ways to do it Easy and universal/complicated.
@@gamerdweebentertainment1616 Yeah , that Is a pick up and drop inventory . He doesn't use objects from the inventory.
@@thewintersoldier657 previous video...
Great Guide - would you be able to offer any guidance on the cleanest way to implement a level cap for this particular system?
if you still havnt found a solution for this just make a variable called max level and check before leveling up if the the new level would be greater than the max level and if it is than dont level up and if it isnt than level up
Hey Matt, awesome tutorial. I have a question though. If you were to do this on Multiplayer, what would you put in the Add EXP function instead of cast to character with object "Get Player Character", index 0? because this gives the EXP to every player
maybe interface function
How would I implement this system into a Tennis Game?
when you spend 9 hours following a 15 minute tutorial
Have you got a video to show whenever the character reaches a certain level a certain item is unlocked and purchasable within the in game store?
I am currently working on a tennis game.
Is there a way to incorporate this system to make it easier to kill your enemies? And add stronger enemies as well.
how can u do a level cap?
nice video but quick question, how do I set a LevelCap??
can someone help me its not pooping up on my screen
anyone wondering what do do if the exp gained should level up your character more than once but doesnt just add another branch before the return node checking if the exp is still greater than or equal too the exp needed than off of true connect it to the incriment that levels up your character and the false connect it to the return node
You're a life saver, I'm going to bullet point this for people who are new to UE5 but the credit is all yours
-After Increasing the "Set EXP Needed" Add a "Branch"
-Copy the Condition Logic used earlier before the ++(increment) in the branch before. [EXP>= EXP NEEDED]
-Paste and link that condition to the new Branch
-In the True Execution Node (arrow) - Click and Drag that all the way back to the ++(increment) input node
-In the False Execution Node (arrow) - Place the Return Node
Could you remake this in UE5?
How to get in touch for some cutom code work?
For everyone asking "what if the player gets enough xp for more than one level up?". Add a ADD XP Function call and add 0 XP in the Event Tick! Then whenever you add xp your XP Needed and Level update every frame ( Theres probably better solutions but this is the easiest i guess)
Actually at the end of the AddExp function, just call the AddExp function again instead of that other node (this is called recursion) but with 0 as the argument, and it should loop leveling up as many times as needed. No need for the wasted resources on Tick.
anyone know how to code a max level and so you dont reach somthing higher then the max level
Could you make a tutorial that when level up to a certain level you change skeletal mesh and animation blueprint ?
Did I miss it where I can put a level cap ?
if you still havnt found a solution for this just make a variable called max level and check before leveling up if the the new level would be greater than the max level and if it is than dont level up and if it isnt than level up
love this but how on earth could you do the same for player lives and coins? ( collect 100 coins gain 1 life)
hm my experience is increasing from both clicking and from gathering objects /enemies, but once the meter has been filled, it doesnt resets & I also dont level up. Do you know what the reason could be? or does anyone else knows? UE 4.27.2
hi i want to make a fake wall you can enter it like a ghost how?
Matt could you do a mouse wheel selection inventory like GTA 5 ?
I think you can read minds
Haha maybe I can
😂😂😂
How would you go about adding a maximum level to this?
i have the same question did you figure out how to do maximum level?
Create a new integer call it max level, set it, then get it, plug the get it into the one you set.
Get your level variable and get a greater, plug in your max level.
The return value from the greater goes into a branch.
From the branch the true goes into the branch that was created in the video.
From false you literally can leave it open.
You still gain XP in the background and the progress bar basicly also fills your "max level" but you wont get new levels beyond the max level you set in the variable...
I am not sure if this is the correct way or the most efficient but it works somehow :D
Wtf is happening at 12:27? all i see is the node change
For those looking for a video on how save your levelling system, matt made that video, here… ruclips.net/video/b79q0qjoceE/видео.html