Literally came back to use your line trace method for my bow mechanic to direct the bows location when fired. The other typical methods don't give as much accuracy as this one. Thank you again
cool video. I like that there's no crazy music or hyperfast paced script. Really handy cause i AFK intermittently so hearing a casual walkthrough is a nice mood and the confidence that i can come back to rewatch what i hear and not be 3 videos too late.
watching again. i really really like the points where you go in to give a clear explanation of the practical uses/features/limitations of elements youre using. but its not often. i would like to hear more of that. maybe keep some prompt cards so when you're uhm-ing and ahh-ing you can say a neat little tip or trick or just even why you decided to do what you did. equally for teh less advanced features you know and for the advanced systems.
Thank you. I wasn't sure if it was a good idea to explain everything as much as I did due to the length of the tutorial, so I'm glad to hear it was appreciated. :)
@@mpattym I am new to UE5 and I want to learn and not just copy. Tutorials are many, but learning is easier when you understand why you do something so. Even if RUclips sometimes tells crap with the automatic subtitle translation.
I have problems with imagining these things but once I get them I can use abstract thinking to put the components and functions into place. Thank you for doing this series..
Amazing video The reason for interaction base is if someone else needs to read data from the interaction system it can cast to base, that is lighter and read the variables. Rather than core that has a lot more logic and stuff and is heavier to read. Is it right if not please correct me.
@@fahimjaowad8717 that's spot on. It's a good way to structure your classes in general where possible to help prevent force loading heavier classes when not actually being used.
Literally came back to use your line trace method for my bow mechanic to direct the bows location when fired.
The other typical methods don't give as much accuracy as this one. Thank you again
cool video. I like that there's no crazy music or hyperfast paced script. Really handy cause i AFK intermittently so hearing a casual walkthrough is a nice mood and the confidence that i can come back to rewatch what i hear and not be 3 videos too late.
watching again. i really really like the points where you go in to give a clear explanation of the practical uses/features/limitations of elements youre using. but its not often. i would like to hear more of that. maybe keep some prompt cards so when you're uhm-ing and ahh-ing you can say a neat little tip or trick or just even why you decided to do what you did. equally for teh less advanced features you know and for the advanced systems.
Nice video! Good that you explain everything so nicely and arrange the nodes neatly.
Thank you. I wasn't sure if it was a good idea to explain everything as much as I did due to the length of the tutorial, so I'm glad to hear it was appreciated. :)
@@mpattym I am new to UE5 and I want to learn and not just copy. Tutorials are many, but learning is easier when you understand why you do something so. Even if RUclips sometimes tells crap with the automatic subtitle translation.
I have problems with imagining these things but once I get them I can use abstract thinking to put the components and functions into place. Thank you for doing this series..
i don't have that npc base class in my blueprints. would this be crucial to have for this system to work
Amazing video
The reason for interaction base is if someone else needs to read data from the interaction system it can cast to base, that is lighter and read the variables. Rather than core that has a lot more logic and stuff and is heavier to read.
Is it right if not please correct me.
@@fahimjaowad8717 that's spot on. It's a good way to structure your classes in general where possible to help prevent force loading heavier classes when not actually being used.
look awesome even if it feel a bit to complicate for me for now