Making tutorials to help budding game devs get started on the journey to making their own games! we cover #unrealengine4 and #unrealengine5 (Basically all things #unrealengine XD) so if there's something you'd be interested in seeing, let us know!
Eventually we'll branch into game reviews as well, where we'll take a look at indie games and do some testing, and giving feedback to indie devs.
Also eventually will be a "Feature Friday" where we'll take a look at mechanics from a popular game and then try to recreate them! these are down the line, for now we're focused on giving you all the tools and info to get started making your own games!
Not sure if you’ll see this comment but I’m struggling to find any help on one thing I want to implement. If you wanted to make it so when you craft something, the recipe is you need 1 leaf OR 1 potion. How would you make that happen?
Thanks a bunch! And yet change of your BP during 10:00 violated the simple order of changing gear in my project. I've visualised the process of changing weapon and this looks like Equip (Spawn) LightShield0 -> Unequip (Destroy) ToughShield0 -> Equip ToughShield1. Most likely my Weapon Ref update is in disorder (probably because I'd put all the Interactables to InteractableComponent instead of Character) but I' fixed this by moving Unequip (Destroy) to the 1st place (if it's valid), then after (or with) validation put Change Weapon and then Remove. It works for me just with the next visulization: Unequip LightShield0 -> Equip ToughShield0.
Hey everyone. I don't know if someone will see this but I need some help here. I just noticed that when I pickup a health potion it appears in my inventory but it's not working with the mana potion. I can't find where I messed up.
I've found out! It took me 6 freaking hours but I eventually saw where was the problem. In all my item BP the Item Name was set on HealthPotion 💀 Solution : Open your BP - Select Class Default - on Details, under Default, on Item Name click on the arrow and search for your Item name and select it. For example : For WoodShield set WoodShield in Item Name. I hope it will be handy in the future for people who will have the same issue. Yes! I can finally continue the tutorial! 😂
Good system but i cant craft the last items. So if i have 2 items and need 2 to craft something then it wont let do crafting.. Always needs 4 to craft. So it wont let me craft them to zero.
This might be a stupid question but where is the "Event Interact" that you call in the Event Graph of the Puzzle Podium_BP? This doesn't show up at all, even though I have made an BPI_Interaction . . .
10:55 i used you're breaking settings and it takes like a whole minute to stop the player have they changed the values or something I'm new and have no idea what I'm looking at
Good morning, I would like to add an armor system but when changing equipment it does not change the value of the armor. Do you have an idea or a way to see us together in private?
no data structers, no components, just chuck it straight into the actor and cobble together some stats for it. jees man! i just want a video that shows the right way to do things and not the short way!
So moving forward on the save system, I could not get this to work in UE 5.4.2, nor the usual examples that are the same, and could not find a reason why. I did find one system that worked, and since it uses Structs it is way more fun then the cascade of connections you are about to see. for others who get stuck here is the link: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-H6rqJbwjRIk.html
1 day 10 hours 57 minutes 30ish seconds. If you watched the entire 150 video playlist, that is how long you sat down and watched straight video. OUT-DAMN-STANDING! Crystal Clear Games Studios you are a legend and we appreciate you. I've seen that you've not posted anything in a while. I hope you're in good health and everything is working out for you. This was a marvelous series and 100% beginner friendly. Thank you so much for doing this and allowing it to be free. Your effort won't be in vain.
If anyone has this issue in the future: If your character stops moving after dodge roll check your normal acceleration variable. As per the tutorial, yours is likely set to default value of "0" zero. My fix was that i matched it to the character movement acceleration value. Which in this case was 768.
Heyo future people! If you are having an issue with the crafting menu graying out your recipes and allowing you to create "None" items that take up your inventory do this = Go to your craftingscreen_W or whatever widget you're using for crafting. From your event construct you have your set to 0 "zero" chain. follow that till you get to the first "For loop" follow the loop body path and begin "refreshing nodes" on data table node, break info node, both craft widgets, and both add child widgets. I'm not certain what the issue is but i think it has to do with us updating the item info structure so the new item description channel was throwing things off. Hope this helps!
at 13:37 access array error in FOR loop; UE 5.4 gives a more verbose warning. In MENU widget, after creating Icon widget add a check if FOR LOOP index >= Inventory->Length ->Branch :True skip the SET item info and go directly to Add Child To Uniform Grid, it will leave a default item info. Branch :False do the SET Item Info and connect to same ADD Child to Uniform Grid (as originally done). Guessing this might be cleared up in future video but in case it's not or can't wait.... (also, so far so good this series)
Another thing for those of you who are developing with a Gamepad in mind. If you are having the issue where your character only walks if you very barely touch the joystick, go to your IMC_Default in your input folder. go to movement and under your gamepad section if scalar is set to 50, 50, 1 thats the issue. adjust that to either 1, 1, 1 or 2, 2, 1 then play around with your Baselocomotion_BS until desired results. Mine were full walk at 112.5 to 225 and then run at ~394 That way i have a gradual build up to walk, and then gradual jog from walk to run.
Neat little thing I did while watching this. I felt that the coming to a complete stop for combo 3 was a little uncomfortable for how long the animation was. I also figured that full speed for the duration, or even half speed, looked stupid too. My solution was that at the end of the combo 3 chain I threw on a delay and another adjust speed. The delay was set to 0.75. Switch attack 3 now looked like = Set ATK 3 True > Set ATK 2 False > Set ATK Combo 0 > Adjust Speed self 225 > Delay 0.75 > Adjust Speed Self 0.0. You still come to a complete stop, but its after a brief slow down.
For anyone who sees this in the future. A simple mistake I made that led to about an hour of double checking everything: If your string at 9:40 reads as 0 (zero) over and over again, go back to your Data Table from the beginning of this episode. He hit the + symbol for the Kill Count even though he didn't put in any new information. This was an error on my part for not following closely enough and just didn't hit the +. Moral of the story, even click means something.
You mention the ItemID_E and the DT have to match regarding spelling/format. Does the order matter? Such as, can the ItemID_E have Empty, HealthPotion, then Steak while the DT has Empty, Steak, then HealthPotion?
I am having a problem where I can equip The sword and the sword appears but when I press the same button again the sword disappears again before the animation is done playing and actually as soon as I press the button it disappears how do I fix this
um i tried and followed along and noticed when you add more the one of a set like i set it to 10 potoins and the max is 50 potions the first one is 10 that pick up and then the rest are 1 and the counts up to by 1 and not 10
If anyone has issues with item quantity on player inventory when merchant is up: I made the mistake in Shop_W where when creating the sales widget I mistakenly selected the "Shop Icon W" instead of the "Sales Icon W" This made it where no matter what I did the quantity didn't show up. Select Sales Icon W. Problem resolved.
This video indirecty saved my life. None of the things you did actually applied to my project, but you made me look up how to better multicast stuff and that had me figure out I wasnt actually multicasting a rather important variable.. So thanks!
Hey all! Incase you read this in the future I slammed out an Arrow model. Like the bow, just scale it down to .175 and it should fit perfectly. Model size is based off the rough idea that recurves tend to be about 60 inches so the arrow is about 30 inches. Party on all! drive.google.com/drive/folders/1kSE5W_LFkDIC13uYn51cmqivl2Rkm7ec?usp=drive_link