How to create Modular and Scalable UI systems in Unreal Engine

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  • Опубликовано: 17 дек 2024

Комментарии • 149

  • @AmrMakesGames
    @AmrMakesGames  20 дней назад

    👋 Hey there! If we haven’t met before...
    I’m Amr, a game programmer passionate about sharing what I learn through my game development Journey, especially the lessons learned from failures and bad practices. Whether you're a beginner or an experienced dev, I hope you’ll find something here to inspire or help you out in your game development journey.
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  • @zakaria20062
    @zakaria20062 8 месяцев назад +19

    This most realistic video UE i have seen in youtube , rare to see this staff .

  • @ryanmuoio6569
    @ryanmuoio6569 11 месяцев назад +25

    Wow. This is an incredibly helpful video. It's organized, concise, clear, and filled with useful information. I appreciate all the editing you did to deliver the tips and tricks without wasting viewers' time. You've earned a sub. I look forward to the rest of the videos related to UI.

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +2

      Appreciate your feedback! And the rest of the UI videos are coming very soon.

  • @ArhanJung
    @ArhanJung 5 месяцев назад +12

    WTF? It's the most useful video for UI Programming in RUclips.

  • @Raggidii
    @Raggidii 10 месяцев назад +6

    Absolute gem of a video, thanks for making this you total legend!

  • @elliottbott7213
    @elliottbott7213 14 дней назад

    i learnt so much in this 20 minute video, more than i have learnt in hours of other random youtube recommends.

  • @xskodemedia746
    @xskodemedia746 10 месяцев назад +14

    one approach is creating a blueprint component that holds all the settings for text and put that component on each widget that has the settings you want it to (font color, font style, font size, etc...) then on widget construction drag it out and set the value(s) correctly for that widget. inside the component you can also setup default values. and if you ever want to change settings in realtime (while playing the game) you can hook changes to an interface and/or event that the blueprint component will listen for and once received update itself which will update all those the blueprint component is attached to.

    • @MartinDlabaja
      @MartinDlabaja 6 месяцев назад +4

      Would not using dataassets for settings be easier?

  • @VlRos94
    @VlRos94 10 месяцев назад +3

    18:58 No. We should say a big thank you to you and of course to all other specialists from this field who also had a hand in this material by sharing information!

    • @AmrMakesGames
      @AmrMakesGames  10 месяцев назад +1

      You made my day!

    • @VlRos94
      @VlRos94 10 месяцев назад

      Mutually! 🤝@@AmrMakesGames

  • @behnamhesabi1457
    @behnamhesabi1457 10 месяцев назад +2

    this is one of the best video to talk about UI mangement in unreal THAN YOU!!! i just wish you talked in detail about each one ina video series. specially your methods of managing differnt UI Panels. thanks again !

    • @AmrMakesGames
      @AmrMakesGames  10 месяцев назад

      Really appreciate it! A couple of more detailed videos are coming this month.

  • @alternativehats3926
    @alternativehats3926 8 месяцев назад +1

    Great video man! Looking forward to the videos going over implementation. (thumbs up)

  • @MrKosiej
    @MrKosiej 11 месяцев назад +6

    Pretty good video, from my experience i would add "Actually using HUD classes". I kinda omitted it when i first started but it's great to know about it and use it in projects. It's super easy to access and takes that UI hub role in our project. It's also a great way to have UI "Presets". Make a few versions and just switch them in a game mode.

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +2

      Great addition, I totally agree.
      It was used to create the root layout widget and manage the layers in this example, but I should've stated that clearly.

  • @JoaoVictor-fk8no
    @JoaoVictor-fk8no 11 месяцев назад +41

    I've actually given up my game because of UI. A grave mistake was trying to use CommonUI, not enough videos/documentation about it, Lyra uses it in a completely different way than that of UE's documentation

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +10

      I understand how frustrating that feels, Common UI is powerful but still not well documented.
      Hopefully we'll discuss it in a future video!

    • @Soraphis91
      @Soraphis91 11 месяцев назад +8

      While Common UI does input (device) handling okayish and it's nice to not worry about that...
      it has a lot of bugs, things in lyra (partially) only work because they created their own classes on top of it.
      the style system is a mess, and whoever thought "yeah, for every tiny part of my styles I wanna create another asset" has not used that feature for more than 3 minutes.

    • @ryanjdevlin87
      @ryanjdevlin87 11 месяцев назад

      I highly suggest looking at some of the marketplace menu systems, even if u just use then as reference to build ur own. I use promainmenu v3 which was amazing to disect and see what was going on

    • @diesergeldjunge4183
      @diesergeldjunge4183 10 месяцев назад +3

      You could buy a cheap Asset Pack which implements UI and learn from it

    • @madeeasy7148
      @madeeasy7148 10 месяцев назад +3

      Ui is hell

  • @laurino.
    @laurino. 25 дней назад

    This was amazing. Thank you so much for all the effort, I will bookmark this video for future reference, definitively too much information to get stuck in my head in one watch haha

  • @WesleyOverdijk
    @WesleyOverdijk 9 месяцев назад

    I agree with other comments in here, this is a great video. There's so little good umg content out there, and this hits both in quality and subject. Thank you

  • @domini1337
    @domini1337 11 месяцев назад +2

    Great video. Bookmarked for the optimization pass of my marketplace product.

  • @shahilsaha1746
    @shahilsaha1746 4 месяца назад

    This is the first video I streamed on your channel, and I am already your fan!!!! I was unfamiliar with most of the things discussed in the video as these are not something that people normally discuss or know about... Thanks a lot for this, and you earned a new subscriber today❤❤... looking forward for more like this

    • @AmrMakesGames
      @AmrMakesGames  4 месяца назад

      You made me happy, thank you, and welcome abroad!

  • @codymccarty9327
    @codymccarty9327 Месяц назад +1

    at 17:25 there are some stats on the screen. How did you do that? I tried a few stat commands like stat UI, stat Slate, RHI, SceneRendering, GPU, but they don't look like that. I also tried googling, but couldn't find anything. Any help? Thanks!!

    • @AmrMakesGames
      @AmrMakesGames  Месяц назад +1

      Sorry, I should've pointed that out. It's stat DrawCount

  • @GoodguyGastly
    @GoodguyGastly 3 месяца назад +1

    I hate that im just finding this now in my search for ui tuts in UE. But im thankful im here now 😢

    • @AmrMakesGames
      @AmrMakesGames  3 месяца назад

      Hope it was useful, and take your time in grasping each point

  • @TheFlyingEpergne
    @TheFlyingEpergne 8 месяцев назад +1

    nice video, would love to see a really surface level run through of a simple game that starts out with a lot of these methods implemented

  • @glitchysparx
    @glitchysparx 10 месяцев назад +1

    Wow, man! Thanks a lot for your video! This is so helpful and enlightening. Please continue

  • @karemhamed7909
    @karemhamed7909 11 месяцев назад +2

    I'm a recent fan and i really like your channel

  • @gatOlegat
    @gatOlegat 3 месяца назад +1

    Can you share the tool you used for debugging ui invalidation? 10:35

    • @AmrMakesGames
      @AmrMakesGames  3 месяца назад

      It was slate console variables, I guess I used: SlateDebugger.Invalidate.Enabled 1
      SlateDebugger.Invalidate.Start

    • @gatOlegat
      @gatOlegat 3 месяца назад

      @@AmrMakesGames perfect, thank a lot

  • @ryandavis7506
    @ryandavis7506 4 месяца назад

    Awesome video - just starting out and this video is exactly what I was looking for. Thank you for sharing!

  • @json_floyd5793
    @json_floyd5793 10 месяцев назад

    Thanks for the video, super helpful insights for my game! Special thanks for the sources in the description!

  • @MarekZeman91
    @MarekZeman91 10 месяцев назад

    Incredibly useful video. Can't wait for more 🙏

  • @Kkurox
    @Kkurox 7 месяцев назад +1

    great value content, thank you for being so precise and straight to the point.

  • @AkitaMix
    @AkitaMix 8 месяцев назад

    Thank you for the overview. It's really helpful.

  • @LoopSkaify
    @LoopSkaify 5 месяцев назад

    I would like to add something that is similarly handy as SMeshWidget, as understanding SMeshWidget is relatively hard:
    Just draw directly to canvas of the HUD class. you can batch calculate all your triangles in your code and position them as you wish, giving them vertex colors and any material/texture and submit all ot these triangles to have one single draw call with a large amount of items on screen with a very low performance cost. This is also perfect for Minimaps with a lot of blips.

  • @50shadesofskittles9
    @50shadesofskittles9 11 месяцев назад +1

    Wow. So many insights for me to research further!!!❤

  • @SplittingOfPrides
    @SplittingOfPrides 4 месяца назад

    Omg. There is a lot to unpack. I knew only about optimization that UI causes additional draw calls.

  • @disowneddog7890
    @disowneddog7890 2 месяца назад

    TYSM! The frontend in Unreal is really killing me!

  • @MennaIbrahim-p6t
    @MennaIbrahim-p6t 9 месяцев назад

    You are the best amr❤
    really proud of you
    Keep going ❤️🤝

    • @AmrMakesGames
      @AmrMakesGames  9 месяцев назад

      You are adorable ❤️, thank you so much for the support! 🙏❤️

  • @gendalfgray7889
    @gendalfgray7889 9 месяцев назад

    4:45 how to switch between layers?
    What i usually do i make array of widgets, make function that hide all widgets except specified in for loop.

    • @AmrMakesGames
      @AmrMakesGames  9 месяцев назад +1

      In this example, the 4 layers are shown together. We only add and remove widgets from them.
      I'll be covering this system in detail in the next video.

    • @gendalfgray7889
      @gendalfgray7889 9 месяцев назад +1

      @@AmrMakesGames i want to ask something. I'm trying to make modular wiget, it have number which it uses in preconstruct to add user widget. Whe number is lowered widgets get removed. Where they go? Will memory leak happen if i use pre construct that way?

    • @AmrMakesGames
      @AmrMakesGames  9 месяцев назад +1

      Nice question. What I understand - please correct me if I'm wrong - is that when you call RemoveWidget, the widget only gets removed by the next garbage collection cycle if it's not referenced by any other object.
      For your case, no, there should be no memory leaks. But if it's not mandatory, create your widgets in Construct instead.

    • @gendalfgray7889
      @gendalfgray7889 9 месяцев назад

      @@AmrMakesGames Pre construct is needed because it can make array for elements names, so they can be filled in editor.

  • @vay4ie
    @vay4ie 10 месяцев назад

    Duude, this video is a GOOOLD!! I gonna show it to whole my team rn! Enormous gratitude, you save people's lives!!! 🙏🤟

  • @arrowsdev
    @arrowsdev 11 месяцев назад

    OOOOFFFFF man that's sick !!, great material man

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад

      Appreciate your feedback bro! ❤

  • @ericdrob
    @ericdrob 9 месяцев назад

    FANTASTIC! MVP, thank you

  • @ZakariaAlMoktar
    @ZakariaAlMoktar 2 месяца назад

    فيديو اسطووووووووووووووووووري
    شكرا مليار مرة 👑👑

  • @Horizontff
    @Horizontff 4 месяца назад +1

    Puedes hacer una guía sobre optimizar menús,interfaces???

    • @AmrMakesGames
      @AmrMakesGames  4 месяца назад

      Hopefully, will make more UI guides soon

  • @fahimjaowad8717
    @fahimjaowad8717 2 месяца назад +1

    Thank you so much Amar. I had a question, what if I wanted to have two widgets of the same tag in a layer. Is it possible via your system?

    • @AmrMakesGames
      @AmrMakesGames  2 месяца назад

      You're welcome Fahim. Possible yes, but may I know what you're trying to do so I can give you a more detailed answer?
      Currently each layer has a unique tag, this is the idea of using gameplay tags. And each layer can have one Widget active a time, since a layer is a stack of widgets.
      You can add more layers with more tags, and these layers are all shown simultaneously, but it's rare that you would need many of those.
      If you need two widgets to show in the same layer, then simply one widget should contain both of them and be pushed to the layer's stack.

    • @fahimjaowad8717
      @fahimjaowad8717 2 месяца назад

      @@AmrMakesGames thanks! Makes sense. Just like you merged the weapons and health UI.

  • @AliElZoheiry
    @AliElZoheiry 8 месяцев назад

    Great video! Well done 👍

  • @Kasu2k
    @Kasu2k 11 месяцев назад

    Great video! It was incredibly helpful and well-explained. Thanks for sharing your expertise!
    May I ask what's the name of the Software used at ~ 00:43 ?

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +1

      Thank you for your feedback!
      It's Notion.

  • @MrArshaX
    @MrArshaX 7 месяцев назад

    This video is very valuable, thank you for sharing this information with us ❤💎

  • @YawLighthouse
    @YawLighthouse 9 месяцев назад

    Great compilation!

  • @leeroyjenkns5182
    @leeroyjenkns5182 10 месяцев назад +1

    Is there a benefit of using the mentioned UI manager instead of common UI plugin that also provides things like stacks and layers?

    • @AmrMakesGames
      @AmrMakesGames  10 месяцев назад +1

      Nice question, both have their benefits and drawbacks.
      One point of view would be not to reinvent the wheel and use common UI, which I usually go with.
      But another point of view would be writing your own solution that you fully understand and have control over, without any overhead.
      The only reason for me not using common ui in this video, is to avoid any overhead or prerequisites.

  • @Soraphis91
    @Soraphis91 11 месяцев назад

    Really nice that you collected all those information. Thanks a lot!
    But I also have to say, that it is really hard to listen to you if you make a stop every two/three syllables. (e.g. 5:17 "then | a final | model | layer | for popup | and dialog | screens" -> "then | a final modal layer | for popup, and dialog screens".
    Try to think the whole sentence as one, aim (with your breath) for the end of the sentence, not just at the next word or two.
    at 7:30 note that MVVM is a really common and well known pattern, that - in it's core - has not that much to do with Ryan Hipples talk.
    Also Interfaces would already be a nicer solution to prevent the coupling issues, since your VM has still a strong binding to your Model (the weapon component).
    You did it ... somewhat the wrong way around here, as now your Model class (Weapon) is coupled to the UI's domain (VM class).

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад

      Thank you for your feedback, I really appreciate it.
      Will do better with the language next time, still practicing as I'm not a native speaker, but thank you for letting me know.
      Definitely the MVVM is well known, I'm relating to the Modular Data chapter of Ryan's talk. They relate in being simply data objects that separate different domains, not necessarily the same thing.
      And yes interfaces are a possible solution, but I don't see a big difference here, I don't think coupling to the VM should be considered wrong or means the same as being coupled to the UI domain. In the end the purpose of using VMs is to separate visual presentation from the code behind it. Which it does very well.
      Would love to hear your take on a better implementation that is less coupled.

  • @Zizzs
    @Zizzs 11 месяцев назад +2

    Loved this video. Any way we could get a github link for the project you were showing off? Really interested in the layering + blueprint library and would like to see how those functions look.

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +1

      Added!
      Hopefully we'll make a separate video for that part

  • @adamc3607
    @adamc3607 11 месяцев назад

    I wish I knew about this earlier , very useful information

  • @thenetimp
    @thenetimp 4 месяца назад

    Personally I'd put all the color values in a data asset, and then link the data asset to your custom UI widgets, and link the color values in the DataAsset to the UI widgets, this gives you some flexibility to swap out colors quickly and easily to see the contrast between them just by creating a new data asset.
    Also, your reference to Unity Scriptable Objects. Which is basically a Unreal Engine DataAssets I am not familiar with UMG, so I can't speak as to how DAs could work with them as well.

    • @AmrMakesGames
      @AmrMakesGames  4 месяца назад +1

      Definitely, DAs are a great option for styling and theming. This is kinda similar to common UI's style objects like UCommonButtonStyle.

  • @SargoniusGames
    @SargoniusGames 10 месяцев назад

    Great video, thank you!

  • @YoutubeAccountMan
    @YoutubeAccountMan 7 месяцев назад +1

    No Common UI the official standard of Epic's UI design? Specifically designed to solve your problem at 3:33. How did you spend 3-4 weeks on UI and not come across this?

    • @AmrMakesGames
      @AmrMakesGames  7 месяцев назад +1

      A little strange, I agree, and I use Common UI personally and activatable widgets. But to be fair, Common UI has its own complications that I wanted to avoid in this video.
      Look at some comments that dislike common UI, and you might understand my reasoning.

  • @TertiusOculusOris
    @TertiusOculusOris 10 месяцев назад

    Very informative, thank you.

  • @tariqzeyad252
    @tariqzeyad252 10 месяцев назад

    thank you for the video, a lot of useful information, but may I ask why using overlays consider bad or heavy in a big project? , I know that canvas are bad yes but overlay it's the first time to know that. and what are the alternatives?.
    and yes for the widget management where you have multiple layers and so on, can you make a video about that topic it seems very interesting.
    Thank you in advance and looking for new videos.

    • @AmrMakesGames
      @AmrMakesGames  10 месяцев назад

      ""Overlay panels also increment their Layer IDs, and therefore also use multiple draw calls.'" this is quoted from Unreal's Optimization UMG guideline, it was interesting for me to know that as well!
      This wouldn't affect performance much if you use them occasionally, but a better alternative would be grid panels.
      definitely, will be explained in more detailed video soon.
      thank you for your feedback, Tariq.

  • @Tryhardblackguy
    @Tryhardblackguy 11 месяцев назад

    Very informative video, I like the way you explain things, will you ever make a video about the UI Material Lab from Unreal Engine themselves?

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад

      Thank you for your feedback.
      I don't have much to say about it. There is a video that explains it very well by the developer who worked on it. I would really recommend watching it.
      ruclips.net/user/liveWaHlhkmVDoI?si=eP51OgVEuu1_NQz4

  • @renisrrenis9225
    @renisrrenis9225 5 месяцев назад

    how would you go about making sliding animation of widget to the screen and off the screen? By unreal documentation, they show using animation track on the widget. But is it the most performant way to go about it? 😄

    • @AmrMakesGames
      @AmrMakesGames  5 месяцев назад

      Good question. I'll start by saying the well-known answer that "It depends on your context" and if you face no performance issues with this method, then it's fine.
      But since I'm sure your question is what are the different ways and why they perform differently?
      In the following documentation, it is stated that when applicable, we should prefer the method that doesn't invalidate the widget and cause it to be re-drawn, thus having some CPU cost.
      dev.epicgames.com/documentation/en-us/unreal-engine/optimization-guidelines-for-umg-in-unreal-engine#animationcosts
      So, It's recommended to animate inside materials as they run on the GPU, or to animate inside blueprints without sequencer and mark animated widgets as volatile to reduce the cost.
      But once again, the most important question is do you have a performance issue in the first place that would require you to sacrifice the accessibility of sequencer?

    • @renisrrenis9225
      @renisrrenis9225 5 месяцев назад

      @@AmrMakesGames for now, it costs up to 2ms of drawing UI, though my pc is pretty powerful so not 100% sure how it would be for lower-end pc's. Thanks for the link, ill add volatile on animated UI's and then turn it off after animation ended.
      After researching i found thing called "Global invalidation", but it is just mentioned as a command to run, is it enabled by default in unreal engine 5+? Since after enabling/disabling it from cmd didn't impacted UI drawing time, as well as putting invalidation boxes for each UI element didn't impacted at all UI drawing cost(i read that some UI are invalidated automatically, some you need to do it manually, but that documentation of unreal is 4.27, so not sure about ue5+). So now i'm confused about invalidation..
      Edit: nvm tested with debugging of invalidation, it definitelly triggers 😄

    • @renisrrenis9225
      @renisrrenis9225 5 месяцев назад

      @@AmrMakesGames i got one last question... why when i change player and i reuse same PlayerWidget, and constantly changing player by possession the Tick(ms) is slowly increasing... at start it is on average Total Slate Tick Time is 0.43-0.48ms, after changing 20 times it is already at 0.53-0.58ms somewhere, even though im reusing exactly same widget...

  • @combycat
    @combycat Месяц назад +1

    In this system would it be possible to make a thing such as an inventory system that has little item slots that could be dragged into other things?

    • @AmrMakesGames
      @AmrMakesGames  Месяц назад

      Yes, you can do draggable widgets like you'd do in other systems. But this is not included in the system out of the box currently

  • @warmad2596
    @warmad2596 10 месяцев назад +1

    Gregay video. 🎉

  • @BooneyTune
    @BooneyTune 11 месяцев назад

    Great video.

  • @matka5130
    @matka5130 11 месяцев назад

    Great stuff, insta subbed

  • @WeirdGoat
    @WeirdGoat 11 месяцев назад

    Great Video! Although we cool kids are all working with Common UI in these days! lol

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +1

      I use it always as well, just didn't want to complicate this video with it.

  • @LearnAWSCloud
    @LearnAWSCloud Месяц назад +1

    thanks

  • @gamerdweebentertainment1616
    @gamerdweebentertainment1616 7 месяцев назад +1

    alternate title: UI Tips and tricks for advanced users.

    • @AmrMakesGames
      @AmrMakesGames  7 месяцев назад

      Agree to some degree. I just wish beginners know and adhere to these best practices from the start.

  • @mrxcs
    @mrxcs 10 месяцев назад

    There is any practical guide for newbies? I wish to have a central widget, but what should I use, if not Canvas, to be able to add a widget and have it in the same position on the central widget, as it has as a stand-alone widget?

    • @AmrMakesGames
      @AmrMakesGames  10 месяцев назад

      I didn't get your case exactly. But I would say try to do it first with a simple Horizontal Box or Grid Panel. If you can only achieve it with an Overlay or a Canvas Panel, it's totally okay and everything should depend on your context and how many canvases you have.

    • @mrxcs
      @mrxcs 10 месяцев назад

      @@AmrMakesGames I have a Hit Counter made with some images and a progress bar in a grid panel. But when I try to import to the "central widget" the layout breaks. How can I put a custom widget inside a custom widget, preserving the layout?

    • @mrxcs
      @mrxcs 10 месяцев назад

      Ok, I manage by just using only Horizontal and Vertical Boxes on the HitCounter, and in the "Center/Main Widget" I import with Size to Content checked.

    • @mrxcs
      @mrxcs 10 месяцев назад

      It didn't work, it looks right on editor but broken in game.

    • @mrxcs
      @mrxcs 10 месяцев назад +1

      I figure it out, first set hit counter widget (that uses only vertical and horizontal boxes with images and progress bar inside scale boxes, align with translation) size manually with custom, put the same size or proportional when importing to the main widget (that uses Canvas Panel). Also, if an element needs to be hidden/collapsed, start it with hidden, so the spacing and layout is created correctly, then you can change to collapse with blueprints or code for optimization.

  • @kenalpha3
    @kenalpha3 8 месяцев назад

    Anyone know how to UMG filter by parameter (by user clicks a checkbox)? And filter by name and value?
    YT search found nothing for checkbox.
    Theres an asset on the Market called "UMG Glossary Template" that has these features. But it's old from 2019, and it doesnt have play video, and it costs more than others. (So Id rather buy the newer asset with video play, then add Filter and search if someone knows the code.)

  • @thesisko2065
    @thesisko2065 10 месяцев назад

    thank you

  • @FPChris
    @FPChris 4 месяца назад

    Bug. The lock icon does not lock the canvas

  • @renisrrenis9225
    @renisrrenis9225 5 месяцев назад

    there is no stat slate command in ue 5.4

    • @AmrMakesGames
      @AmrMakesGames  5 месяцев назад

      could you please double-check it?

    • @renisrrenis9225
      @renisrrenis9225 5 месяцев назад

      @@AmrMakesGames yeah, there isn't such command in unreal engine 5.4.

    • @AmrMakesGames
      @AmrMakesGames  5 месяцев назад

      @renisrrenis9225 I checked it in 5.4 yesterday. Can you ensure if the version you're using is not modified and there's no typos in the command?

    • @renisrrenis9225
      @renisrrenis9225 5 месяцев назад +1

      @@AmrMakesGames nope, it is not modified, it is 5.4.2 and it doesn't contain "stat slate" command, is there another reason why this command would not appear?

    • @AmrMakesGames
      @AmrMakesGames  5 месяцев назад

      ​@@renisrrenis9225 I've tested it with the same version and it seems to work fine.
      I'd recommend entering the command even if it is not visible in search results. If nothing happens, look at the output log for "Command not recognized", which will confirm that the command doesn't exist in your version.

  • @CP-Mohammed
    @CP-Mohammed 6 месяцев назад +1

    I think you will have a Great feature in Unreal RUclips videos Amr!
    also if you can make a similar video about weapons (TPP/FPP) and animations coding, would be awesome!

    • @AmrMakesGames
      @AmrMakesGames  6 месяцев назад

      Thank you for the nice words!
      I will consider this while trying to avoid making a long tutorial playlist and focus on the concepts instead.

  • @nijq
    @nijq 11 месяцев назад

    thank you so much for sharing your knowledge and experience! amazing content

  • @charlesanderson533
    @charlesanderson533 11 месяцев назад +1

    Discord?

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад

      Will consider making a public one for the channel soon. If you have any questions feel free to put them here.

  • @ethanwasme4307
    @ethanwasme4307 6 месяцев назад

    3:32

  • @Bloodyteo
    @Bloodyteo 4 месяца назад

    Moises is that you?

  • @RobertBrown-u2x
    @RobertBrown-u2x 2 месяца назад

    9519 Meagan Locks

  • @prudentibus
    @prudentibus 7 месяцев назад

    I hate UI system 😃🔫

    • @moonshot3159
      @moonshot3159 6 месяцев назад

      Bro stop it. Get some help

  • @avenoma
    @avenoma 11 месяцев назад

    new sub here. i like yur voice. as a hobbyist one of the hard parts is finding lectors with a voice i can stand 🥲

    • @AmrMakesGames
      @AmrMakesGames  11 месяцев назад +1

      That made me happy, as I'm not a native speaker and still practicing.

  • @StefanJann
    @StefanJann 5 месяцев назад

    Thank you