Hello, I am Ruba. I am Unreal Engine Game Developer specialized in Programming with over 2 years of experience! My goal on this channel is to teach you how to easily understand Unreal Engine 5 and how to get fluent with the engine!
hey^^ i follow your lessons with interest.i had a question..even though i write exactly the same codes i get an error. line trace node makes multiple hits. so the sounds of objects i interact with don't work properly either..what can i do🥺
Can You please make like system for collecting like 5 things Then You Win with link to enter and button to get back to main menu... Maybe with timer... Please
Its annoying how frustrated i get at this and it was something so small that i missed. Idk i love this but i don't know if my cats going to survive if i keep trying
i tried it and it works great!! :D is there a way i could change the icon when looking at a different actor? for example a different interaction icon for talking to a person
Solved: Switching the characterREF from Event ActorBeginOverlap to Event BeginPlay solves the issue 2:14:00 I have been going through this same fuckin part over and over not knowing why it wouldnt work when i finally heard you say to make it a variable. Ive been remaking the same bloody note for an hour. Only for it to turn out eroors when picking up the notes... im guessing i call it a night and look again at it tomorrow Edit: I redit it all and keep getting: Blueprint Runtime Error: "Accessed None". Node: Set Visibility Graph: EventGraph Function: Execute Ubergraph Note BP Blueprint: Note_BP Blueprint Runtime Error: "Accessed None". Node: Set Visibility Graph: EventGraph Function: Execute Ubergraph Note BP Blueprint: Note_BP Blueprint Runtime Error: "Accessed None trying to read property CharacterREF". Node: Set Visibility Graph: EventGraph Function: Execute Ubergraph Note BP Blueprint: Note_BP Blueprint Runtime Error: "Attempted to assign to None". Node: Set Note Graph: EventGraph Function: Execute Ubergraph Note BP Blueprint: Note_BP Blueprint Runtime Error: "Accessed None trying to read property CharacterREF". Node: Set Note Graph: EventGraph Function: Execute Ubergraph Note BP Blueprint: Note_BP edit: perhaps something changed between versions but the onjective system as well when followed step by step keeps giving errors: The property associated with Objective Name could not be found in '/Game/Core/Character/Character_BP.Character_BP_C' [4989,13] Compile of Objective_WB failed. 1 Fatal Issue(s) 0 Warning(s) [in 34 ms] (/Game/Core/UI/Objective_WB.Objective_WB)
Like can you believe before watching this tutorial I was searching for 10 minutes for that "build" button and couldn't find it because the article I looked up displayed an old user interface haha thank you
Question, I am using a system where I use data layers to hide and unveil objects at a button press, these items do not seem to follow the same rules though, any idea why? They seem to persist between both data layers no matter what I do. Edit: It is only when I link the two objects. So when I link the key and door, it seems that I cannot make them vanish via data layers.
Hi ! Thank you ! This tutorial is not your best one, no explanation (first of your tutorials that i understand nothing about what you are doing and why), only "watch and copy" also its hard to understand the choice of this interaction maybe a button to reset the coins (at least one) could be nice ! Btw all other tuto was awesome !
Thank you for the video. I've been a software engineer for the last 30 years but UE5 is new. That said, a lot of people say use Event Dispatchers, but when I tried I still had to have a reference to the thing that is dispatching so an Interface is what I used. I've watched a few tuts on Event Dispatchers and I still need a reference. If I'm making a character that is spawned in after the game start then I'd have to use a cast to get the thing that is sending the message in order to subscribe. Maybe I have it all wrong?
Does it matter where we create the widget ui? Here you create it within the player controller blueprint but I see many other tutorials create it within the level blueprint.
I just started as a beginner but ive been watching a few videos myself and have seen a lot of different approaches. How does this compare to dispatchers? My impression was by casting anything, you create a memory footprint dependency between those two actors and that can scale if it is not managed. is this more performant or more reliable at the cost of that memory footprint?
Your series I very interring, but you're making a HUGE mistake and you do this in all your videos. You NEED to show the student what they are going to create FIRST. You can't just jump into creating a game if you don't show the student what it is that you're creating. No one is going to watch 4 hours of videos to, in the end, find out what they've created. HUGE MISTAKE on your part!!!
Absolutely! "Hey guys, in this episode, I'm gonna show you how to add THIS... * incert video clip * ...flashlight effect..".. for example, is hugely needed.
My flashlight turns off but doesn't turn on. I don't know why and it's frustrating. Can you help me? (I'm stupid i didn't tick the new visibility box.)
Thanks for the series! I think it was a good idea to illustrate (or at least mention) the PlayerCharacter, PlayerController, GameMode, Interfaces, etc. As a complete beginner, I was still wondering how these elements should be related to each other in UE projects.