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NumenBrothers
NumenBrothers
NumenBrothers
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Hi, I'm Neal. I'm building a single player RPG from scratch using Unreal Engine 5, and you could too!

Let's get to it!
When, How, and Why to Use the Game State
4:26
5 месяцев назад
The Misfit Devlog - 10 - The Art of Evil
3:31
9 месяцев назад
The Misfit Devlog - 9 - The Staff
4:14
9 месяцев назад
The Misfit Devlog - 5 - Ability UI
3:54
11 месяцев назад
Комментарии
@rikibisalam2288
@rikibisalam2288 5 часов назад
i have qusetion, i tried to bring object fbx from blender and i want paint with Foliage but its not work in fbx material, how can i use foliage in fbx mesh?
@yukseltekbas4991
@yukseltekbas4991 День назад
you are the ebst person ı have ever seen on youtube ,cotiniu like that
@elenadmpl
@elenadmpl 3 дня назад
this is treasure
@CasualPlay_1
@CasualPlay_1 3 дня назад
Is anyone else's water solid? And if so, do you know how to fix it :/
@Stonefieldmedia
@Stonefieldmedia 5 дней назад
Very clear and well presented. Very helpful and thank you.
@maykul
@maykul 6 дней назад
When I export the game using GPU collision "Ray Traced" in my computer with a NVIDIA it works but in another computer with a AMD doesn't work, both have Directx12, why??
@ashley4372
@ashley4372 7 дней назад
thanks man
@markmoreno3745
@markmoreno3745 7 дней назад
WHY the dubious ads? Clickbait
@digimikeh
@digimikeh 7 дней назад
Thanks Elon Mask for this..
@peterdavies8807
@peterdavies8807 8 дней назад
Glad that you said this was a 'beast' of a tutorial! Things certainly sped up towards the end! Thanks for all this info, much appreciated!
@catninja4950
@catninja4950 9 дней назад
When the distance changes, it breaks.
@grit-mike
@grit-mike 9 дней назад
I used the same way to make an animation sequence shorter. Using those little triangle handles to keep some parts of the animation "outside", then bake animation sequence and I got a new animaton.
@dylaninthemovies
@dylaninthemovies 10 дней назад
There's also a way to set post process directly on the camera component (without needing a post process volume) -- not sure if there are any downsides to going that route. . .
@jarosawkaszczak8101
@jarosawkaszczak8101 10 дней назад
Where can i get mixamo converter?
@buffalosoldier-br1mi
@buffalosoldier-br1mi 11 дней назад
this is perfomant killer too much light sources horrible light complexity IMO
@denisann8493
@denisann8493 11 дней назад
Thanks for the video! Please tell me how I can render every second frame in a sequencer? That is, I need to skip one or more frames. Then render and save one. Then skip again and so on.
@PatrickVitelaYourAverageGamer
@PatrickVitelaYourAverageGamer 12 дней назад
can i use this to make a fighting game? liked and subbed!
@Dawood.k
@Dawood.k 13 дней назад
when i migrated the folder, it shows me blank folder in my another project
@paytoncool2585
@paytoncool2585 13 дней назад
this video with one by one tutorial and all the details, are awesome!!!
@realchrishawkes
@realchrishawkes 13 дней назад
This is some sus software. sus website.
@EvilL0rax
@EvilL0rax 14 дней назад
This Is Very helpful Thank you so much!!!!
@miruz3519
@miruz3519 16 дней назад
thank you so much!!! i think i fell in love with you
@ebrahimrezaee
@ebrahimrezaee 17 дней назад
you are a life saver. tnq
@davrosskaled
@davrosskaled 18 дней назад
Zapsplat now only allows 4 downloads per hour without a paid account. On day number 2 of downloading.... (AMAZING tutorials though. Many thanks.)
@BioticBlitz
@BioticBlitz 19 дней назад
Actual perfection. Thank you so much! I was struggling for days trying to get animations in YOU SAVED ME!
@KB-nt7eg
@KB-nt7eg 19 дней назад
Just as a tip, in the documentation, it states to limit the amount of logic in the animation blueprint. The best way to go about that would be to call a function in the character blueprint which executes a trace, or any other logic for that matter. You'd then set any variables in the character blueprint which the animation blueprint reads/gets through its tick.
@TheSlayerCompany
@TheSlayerCompany 21 день назад
Hey man, ehh do you have a backup of this world maybe by any chance? My SSD died and all my data of my world is lost
@josselinviricel
@josselinviricel 22 дня назад
The option in the project settings is specifically for streaming assets, not voices. Streaming assets are used for heavy audio files that you want to load in the memory as it goes, instead of when the sound gets called (to avoid long loading for the music at the start of a level for instance, or between zones in an openworld). I think the issue with streams is when multiple are used at the same time it becomes heavy on the CPU (this is most important when working for console or mobile games). That is why we usually limit their number.
@JoshFoers
@JoshFoers 22 дня назад
To answer your question at 20:20. Binaural panning and regular panning are different. Regular panning using left and right channel volumes to determine direction. Technically when centrally panned it exists in the head where as binaural uses your Head related transfer function. Imagine around your head.
@JoshFoers
@JoshFoers 22 дня назад
Also great video dude I've been needing exactly this. Aound is my jam the extra bits you filled in nice
@TheSlayerCompany
@TheSlayerCompany 22 дня назад
My cpu or Mainboard just died after doimg your playlist daily for about a week now. Ahh.. after i get some new parts i gonna continue this asap. I really hope i can recover my files... Im thinking daily about what my plans are, what story line i want and what the keyparts in my fav. Games were, and why i loved them so much in the first place. Your Playlist gave me something i really needed
@TheSlayerCompany
@TheSlayerCompany 25 дней назад
felt like the last episode.. im so hyped for more! thanks for all this incredible well and intense teaching. Your RPG Playlist is one, if not the best in depth Tutorial I've ever seen. It feels like school, very informative, but fun and interesting. There is so much more i could say.. thanks! (:
@TheSlayerCompany
@TheSlayerCompany 25 дней назад
hopefully no more painting/art stuff after this one ahh haha
@TheSlayerCompany
@TheSlayerCompany 25 дней назад
even after changing the height of the material it wont stay green for me. 80% is brown after erasing and the erasing goes pretty far down.. still dont know what im doing wrong
@tips6233
@tips6233 25 дней назад
YOU ARE MY CURRENT FAVORITE PERSON OK?!
@TheSlayerCompany
@TheSlayerCompany 27 дней назад
finaly, i made it to part 9 ahhhh
@kvnkvk3840
@kvnkvk3840 27 дней назад
you are the best in this fucking world )
@TheSlayerCompany
@TheSlayerCompany 27 дней назад
( UE Version 5.4 ) EDIT: FOUND OUT YOU CAN LET IT BE LIKE IT IS. I think it didnt work because; 1. Top Right in the Editor u need to click on *Runtime Virtual Texture Volume*, look in the bottom right side into Details, look for Volume Bounds, and put the *Landscape* in the Bounds Allign Actor, and Press *Set Bounds*. 2. If u didnt do it, dont forget to put in Runtime Virtual Texture in the Info Box the Virtual Texture to VT_HeightData 3. repeat this step for Runtime Virtual Texture Volume2 (we created 2 of it) & put VT_MaterialData in the 2nd. 4. Now i tested it, if it works in general, with the way the other guy did it (Look Down, the YT Link) bc you can see if it blends, if everything is Pink. (If you only see the thin outlines, like i did in the beginning, it works! BUT, you need to set the height in the variable (VirtualBlendHeight in M_MS_Default) to a higher number. Just put *VirtualBlendHeight* & *VirtualSharpness* somewhere where you have space, in to his code (i did height into add & Sharpness into Divide) and u eventually set it properly up. like me (: 5. Now that you see it pink, u can use the full code our @NumenBrothers used. But use the full one 23:55 he is adding more to it there. NOW this should work. This took me 1,5 days... I hope i can help at least 1 Person with it. Original Comment: After 1 whole day i FINALY GOT IT. i had to do it in a completely different way + with a bit different code/variables but it finaly worked..... here the video from the guy: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ATfzfvtvfIo.html&ab_channel=GameDevAcademy I just started from the beginning and changed everything he did different. Good Lucky!
@VR360VIDEOSIMMERSIVESOUNDVR
@VR360VIDEOSIMMERSIVESOUNDVR 27 дней назад
Thanks for sharing these great tricks. They will be really useful.
@TheLionandtheWolfUK
@TheLionandtheWolfUK 27 дней назад
Great tutorial thank you! Quick Q - my version of Unreal (5) doesn't seem to have the free reverbs you speak about when loading a reverb... any ideas?
@TheSlayerCompany
@TheSlayerCompany 27 дней назад
I have done now 13h of your playlist but this... this broke me. 1billion different errors and nowhere an answer.. gotta sleep and try the 9th retry tomorrow... man this took like 4h and the errors are still not found
@TheSlayerCompany
@TheSlayerCompany 27 дней назад
51:43 OFC i gonna stick! Holy moly what a Part.. this was actually crazy but something i had 0 knowledge in.. thanks for that bomb of information!
@sleepyjoe5380
@sleepyjoe5380 27 дней назад
So where the F... do I get the converter? I click on your link and all I get is video adverts and crap and of course the donate.... so where to I get the so called FREE version of this software.. PS I don't want to upload a project
@TheSlayerCompany
@TheSlayerCompany 27 дней назад
Very good part. The "12 min" camera part were like 35min+ bc i messed everything up haha but i learned a lot
@TheSlayerCompany
@TheSlayerCompany 27 дней назад
12:35 "Look at the top left corner" while shaking his ass... hahah
@cxvcnxbzfdhjlaks
@cxvcnxbzfdhjlaks 29 дней назад
There is no reason to cast to the game state in a player pawn. Use an interface to talk to external objects from the player - as someone working on a mid size team project, undisciplined player casting is a rabbithole nightmare that causes grief in everything from the editor to builds, to load times. The engine chooses which assets to load and the order to load them in an efficient manner - using casts and hard references really messes with that. If A has a reference to B, A cannot load before B finishes, and if B has a reference to C, and D, and E has a reference to C and so on, if forms a thing called a reference chain (which is an important part of OOP but nasty if unmanaged) - with side effects that aren't forseeable or controllable. So casts to important shared objects like the game instance, state, and player pawns should be avoided entirely on anything that isn't the size of a 15 minute demo. We have interfaces and soft object references and soft class references for this very reason. But if you don't mind build errors and editor crashes - by all means, cast your brains out. Also aspiring devs should look into the load order of things. UE has a specific way it loads objects into memory and there's videos on here that explain it. Fwiw, I think game state loads before foliage and thus may not find all the actors on begin play (esp. if using world partition) - But if this works, it works. I think a better approach would be to call a game state interface message on the level's or player's begin play event, to do the find all actors of class and store those references then send them to the player as needed. Of note, find actors of class is one of the slowest built-in and cpu resource heavy operations that UE can perform, and should be used sparingly, once on begin play is fine - just never use it on a tick or a timer, always control it with events when needed.
@neosozlp7863
@neosozlp7863 Месяц назад
Thanks for this video. It's still pretty confusing what all these entities (gamemode, gamestate etc) are, what they can access and what they be used for.
@Malfunction_54
@Malfunction_54 Месяц назад
SUPER helpful tips. Your concise, to the point delivery is a blast of fresh air on YT. Thank you!
@da_drood-digitalart
@da_drood-digitalart Месяц назад
My BP_FluidSim_01 is moved away from where I put it as soon as I hit "simulate". I don't understand what I'm doing wrong though. Could this still be bugged after one year?
@dixiem2139
@dixiem2139 Месяц назад
THANK YOU SO MUCH!!!!!!!! Straight to the point!!
@GreenGnoblin
@GreenGnoblin Месяц назад
9:10 I do not have the option to press "acknowledge and clear this issue". How do I fix the warning?