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Fresnel - Unreal Material Course #11
14:36
14 часов назад
PLEASE just use CASTING
14:18
21 день назад
Unreal's new AUTO Retargeter is MAGIC
3:39
Месяц назад
Using Video Textures in Unreal Engine
8:30
2 месяца назад
Unreal Inventory System Course - #10 Chests
21:51
2 месяца назад
Комментарии
@nicholaspage2445
@nicholaspage2445 24 минуты назад
Do you know how to modify the speed of a spline?
@harigamer7704
@harigamer7704 12 часов назад
I don't have with automatic weight option😢 please anyone tell me how to get this option!
@unknownjohndoe55
@unknownjohndoe55 19 часов назад
Thank you so much!! i watched so many videos and i get getting confused but this helped me out so much
@fleewortep6288
@fleewortep6288 22 часа назад
i tried it several times before. and i try it now. It just doesnt play the video when i begin play
@Chris-op7yt
@Chris-op7yt 22 часа назад
it comes from object oriented programming languages, which all have these concepts: class is the declaration of objects that you create (instantiate) when you run the code. so the class is the blueprint specification for one or more instances of objects based on that class blueprint.
@thegamedevcave
@thegamedevcave 19 часов назад
yeah i imagine that's where the word blueprint come from too, because a class is a "blueprint" for what an object should be like. Clever naming on epic's apart, makes it a little confusing to explain though XD
@tonywood2283
@tonywood2283 23 часа назад
Subscribed.
@Flowerpot2905
@Flowerpot2905 День назад
Great content. Just what I was looking for.
@StonegazeSteam
@StonegazeSteam День назад
I created the project in the "Third-Person" pre-made, and I can't find the PlayerController. So, I got the bright idea to simply copy-paste the input codes from the engine's pre-made player character's input code onto the newly made player character. Compiling is taking ages and I'm not sure of that even works.
@thegamedevcave
@thegamedevcave День назад
compiling taking a long time is strange. because if it doesn't work it should just give you an error (very obvious red text). but yeah i'm sure that copying character's code into a newly created character is going to result in a few issues
@StonegazeSteam
@StonegazeSteam День назад
@@thegamedevcave I believe the main culprit is that the BaseplayerCharacter I'm tinkering with doesn't have inheritance to the "Character" class which the built-in PlayerCharacter has.
@thegamedevcave
@thegamedevcave День назад
@@StonegazeSteam how did you make this class? If you make it in engine through “make new c++ class” and chose character (or any child classes of character) from those menus it should inherit from the character class. You can see the parent class in the .h file at the start of the actual class so it should look something like this Class baseplayercharacter : character { **Class code** }
@StonegazeSteam
@StonegazeSteam День назад
@@thegamedevcave I just realized that ThridPerson doesn't have a pre-made PlayerController, so I'm just making it now. Hope it works.
@StonegazeSteam
@StonegazeSteam День назад
@@thegamedevcave I'll just take the L and re-do the project under the Top-Down premade.
@daniellemorley2628
@daniellemorley2628 День назад
How can I integrate this with ctrl rig? I have a ctrl rig set up but the rig moves all bones, which isn’t what I want, whereas IK ctrl has the set up structure I need but I have to animate the rig
@thegamedevcave
@thegamedevcave День назад
this IK rigging is mostly what is used to retarget (or at least, it was before auto retargeting become a lot more powerful in recent updates) this is separate from control rigs. here's a video about control rigs ": ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrZmMI1gk_E.html and a video about the new modular control rigs in unreal 5.4 : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JsG2brGlevo.html
@dragondev2617
@dragondev2617 День назад
this is my favorite UE Tutorials channel
@thegamedevcave
@thegamedevcave День назад
Thanks!
@GTexperience_Channel
@GTexperience_Channel День назад
your a hero, first time I found a video mention custom object channels. Just what I needed.
@thegamedevcave
@thegamedevcave День назад
Glad I could help!
@dougwarner59
@dougwarner59 День назад
If an object exists in memory and you perform a "successful" cast (hard cast) it will have no ill effects because the object is already loaded into memory. that makes sense, but the part that confuses me is why is it bad to have a Cast just laying around, you could have as many cast as you want and there will be no negative side effects because it is already loaded in memory...unless each cast actually creates a copy of the object it is casting to in memory. Each time you cast you have to create memory big enough to hold the object. Or maybe we are talking about two different types of memory: RAM and ROM(Disc) memory. maybe a Hard Ref will place an object in RAM even if you might not want or need it there yet resulting valuable recourses being unnecessarily used. I am still not sure; could you explain Hard and Soft reference as the relate to RAM and Disc memory?
@thegamedevcave
@thegamedevcave День назад
The issue is that hard references will ALWAYS keep the asset they’re referencing in memory, even if no object that uses them exists. So if you have a blueprint that has a hard reference to another blueprint that only appears in certain situations (like a specific level, only a handful of times in the game), it will now always be around in memory regardless of an object of that type actually exists. If you’re making a small game, that’s probably fine but this issue scales up pretty quickly… before you know it you’ve hard referenced so many things in so many different blueprints, you now have half the assets in your game loaded at all times, making your game use dozens of GB of ram.
@MaraldBes
@MaraldBes День назад
thx, useful for sure.. (pls highpass your audio before upload to avoid the keystrokes sub frequencies destorying my woofers)
@thegamedevcave
@thegamedevcave День назад
Thanks, will do!
@incendas
@incendas День назад
I'm having trouble getting the inSight / inAttackRange checks to work apparently due to the Physics.CheckSphere functions and possibly the masks (otherwise everything is working well). Does this still work in the newest versions of Unity? It looks like the layer mask (playerLayer here) is actually ignored according to the documentation, not checked, and that OverlapSphere checks the specified layer mask rather than CheckSphere
@lslees_6192
@lslees_6192 День назад
super useful thanks!
@thegamedevcave
@thegamedevcave День назад
Glad it was helpful!
@Livililla23
@Livililla23 День назад
She still doesn’t move. But could it be because I imported my sim and not a normal object?
@wildbard4112
@wildbard4112 День назад
I'm trying to understand the block tag part. I have it set up where the enemy has a damage player effect class and the target blocked tag is player. Invincible, so whenever the player receives damage they get a short time of invincibility. But my player still takes damage for some reason. The invincibility ability class even has block abilities tag event.damage.
@thegamedevcave
@thegamedevcave День назад
what you explain sounds like it should work. How are you applying the tag? as part of an invincibility gameplay effect? that would be the recommended way to do things I believe. Make an effect that applies a tag to the player, and set that effect to have a duration, that way it will apply the tag, last for X time and remove the tag at the end of the invincibility effect.
@wildbard4112
@wildbard4112 День назад
@@thegamedevcave Yes that's how I have it set up
@thegamedevcave
@thegamedevcave День назад
@@wildbard4112 if you have discord, you can join the server linked in the video description so you can provide some screenshots, i believe based on what you've told here that it should work, but maybe there's an issue elsewhere that might be causing problems. It's hard to diagnose issues without seeing the blueprints themselves
@wildbard4112
@wildbard4112 День назад
@@thegamedevcave Ok I'll do that when I have the time
@wildbard4112
@wildbard4112 23 часа назад
@@thegamedevcave It appears the discord invite is invalid for me.
@littlemanul
@littlemanul 2 дня назад
Question: would you recommend substance painter, or are other options like Mixer also good as free alternatives? I know painter is the best software for texturing but with the price and their TOS there are a lot of problems...
@thegamedevcave
@thegamedevcave 2 дня назад
it is the best software that i am aware of. Mixer seems pretty good for the most part though as a free alternative. As far as their TOS goes, it's worth double checking yourself (in case you haven't yet) what subtance's TOS says. there's been a lot of bad stuff coming out around adobe's TOS but as far as i understand that's centered around the creative cloud package mostly. It's entirely possible that substance operates under another TOS. (you can just straight up buy it on steam for instance, which isn't possible with other CC applications, so i imagine there might be more differences.) Now, even if the TOS for substance isn't as batshit insane as the rest of CC, of course it's worth considering if you want to give adobe money or not. If you're working professionally, maybe look into mixer if you want to avoid adobe. If you're working just on personal projects... I mean i would never advocate for anything illegal... but i hear sailing the high seas is rather pleasant this time of year...
@GLITCHFISH_35
@GLITCHFISH_35 2 дня назад
Hi! I'm just starting to learn how to create games and I had a question in the video "How to Make Circular Progress bars in Unreal Engine (Round HP bars)." I can't figure out how to get blueprint to read the game data and show it. Could you share a link to a video where this is explained in detail?
@GLITCHFISH_35
@GLITCHFISH_35 2 дня назад
Hello!I'm just starting to learn how to create games and I can't figure out how to get blueprint to read game data and show it. Could you share a link to a video where this is explained in detail?
@thegamedevcave
@thegamedevcave 2 дня назад
might be worth your time looking through my unreal basics course playlist to get a decent grasp on fundamentals first :) ru-vid.com/group/PLoReGgpfex3x295NSo3hZD6Ylq6hPqdz8
@GLITCHFISH_35
@GLITCHFISH_35 2 дня назад
@@thegamedevcave Thanks
@kmtsvetanov
@kmtsvetanov 2 дня назад
Can Distance Fields be used to safe CPU or GPU resource? I'm looking for a resource optimization series
@thegamedevcave
@thegamedevcave 2 дня назад
very much depends on what youre trying to save on honestly. As so often with optimization, context is key. there usually isn't a single "make it better" button. but in general distance fields are fairy well in gpu performance yeah. You optimization will often come from limiting draw calls, not so much from optimizing a few nodes and functions inside a single material. (within reason)
@4TacocaT4
@4TacocaT4 2 дня назад
can u pleas make a video how to rotate the brid when its falling down <3
@RV-bc9yi
@RV-bc9yi 2 дня назад
Hum, hum Thanks for this video! My character keeps falling. Should the BP be in the persistent or in their levels?
@thegamedevcave
@thegamedevcave 2 дня назад
player character probably best to be persistent
@RV-bc9yi
@RV-bc9yi 2 дня назад
@@thegamedevcave Ok, ok it's my bad, i forgot check "Make Visible After Load" in BP Level !
@riccardosantorsola5528
@riccardosantorsola5528 2 дня назад
thank you ! really helpfull ! How could you reuse the same bluprint to make other copy of it?
@muneebhero1159
@muneebhero1159 2 дня назад
Keep it up ❤
@thegamedevcave
@thegamedevcave 2 дня назад
Thanks 🔥
@inc0derDev
@inc0derDev 3 дня назад
Gameplay Tags are great but they're so much more work compared to Actor Tags, especially for smaller games. It's weird I have to add a variable to every actor that needs a tag, then if I don't want to cast everytime I need to check if an actor has a gameplay tag from another actor then I need to make an interface and attatch it to every actor that has them. I think sometimes an Actor Tag is a simpler and more viable solution, but mostly for smaller games, I would never use Actor tags for large games. Anyway just adding my 2 cents, you did a great video covering the basics.
@thegamedevcave
@thegamedevcave 3 дня назад
yeah they can be a bit of a handful to work with, i still think for a lot of things it's very much worth it to do but only for things that are reoccurring on a project wide basis. If one actor just needs to tag another actor as something which nobody else cares about, just using actor tags makes way more sense as i understand (I dont really use them much myself). And when/if using GAS, that will pretty much make your whole workflow centered around gameplay tags (which can be great, but also frustrating at times)
@EHLarson
@EHLarson 3 дня назад
Outstanding, Gorka. Thankfully you didn't end up on the GTA map. Congratulations on reaching 100,000!
@charlesscholton5252
@charlesscholton5252 3 дня назад
I have been using event graphs, where are you putting the main tower controller logic at? Since that is code shared between all instances of a tower? You just sort of rushed over that at the start of the video and I am a bit confused. Seems like every child gets its own fresh empty event graph.
@thegamedevcave
@thegamedevcave 3 дня назад
that's what the child blueprints do, it takes all the code from the parent and also runs it/ has acces to it. so you dont see it in the event graph, but it's still running. Try it, make an actor and hook a print string node up to the event tick, then make a child bluerint of it and add nothing to it's event graph. if you put the child blueprint into your level you'll note that it does a print string every frame. That is because the parent blueprint's code is doing that.
@Rivermans_Studio82
@Rivermans_Studio82 3 дня назад
I'm having a problem. When I move the spline it doesn't update unless I change something in the details panel or undo. Is this a problem with me running UE 5.4? Great tutorial though!
@thegamedevcave
@thegamedevcave 3 дня назад
might be because the mobility of the actor is set to static, i remember having some people having an issue with that at some point.
@wildbard4112
@wildbard4112 3 дня назад
Is it possible to create an upgrade system with this?
@herogamesstudio
@herogamesstudio 4 дня назад
Thank you very very much. One and single video on yt that helped me to make that Camera Shake replicated!
@Jensonian18
@Jensonian18 4 дня назад
Great tutorial! Is there a way to set up the ik but with more than 3 bones? I have a mermaid with a tail that has like 6 bones and couldn't figure out how to go about setting that up in the UE control rig
@thegamedevcave
@thegamedevcave 4 дня назад
I believe there is a node called "simple IK" which lets you put in the first and last bone of the chain instead, i think that should work with longer chains of bones too for something like a tail :)
@Jensonian18
@Jensonian18 3 дня назад
@@thegamedevcave Thank you! That is what I was looking for. Though I think I might have found a better solution using the distribute rotation. I think that might behave more tail like
@thegamedevcave
@thegamedevcave 3 дня назад
@@Jensonian18 that's actually a really good idea !
@noname_2108
@noname_2108 4 дня назад
that compiler hits are just amazing, how tf does he know so much
@chewiebrownie
@chewiebrownie 4 дня назад
Thank you
@thierrymoreels2735
@thierrymoreels2735 4 дня назад
offcors EU is crap anyway
@muneebhero1159
@muneebhero1159 5 дней назад
Hey , how can I make it stop for a few seconds please 🥺🥺🥺🥺
@miau_carina
@miau_carina 5 дней назад
Wait… at pose position has Skeleton??? My version 4.0 doesn’t have it. How did you manage to get that one? Or did I miss?
@RonnieBanerjee007
@RonnieBanerjee007 5 дней назад
Great descriptive video!
@dragondev2617
@dragondev2617 5 дней назад
Fresnel is a very useful and simple Node, thank you
@ethanjdev
@ethanjdev 5 дней назад
Thanks for this awesome walkthrough!! I like your flow of just stopping and explaining the details of something or showing why another thing won't work. Very easy to follow :)
@thegamedevcave
@thegamedevcave 5 дней назад
You're very welcome!
@Lilium___
@Lilium___ 5 дней назад
Great series! One issue I have is about runtime variables like durability. You can add the max durability to the data asset, but you can't set the current durability as well, as its shared by all instances of that data asset. I could add them to the inventory struct, but then I would lose the inheritance advantage and every item would have something like durability. Do you have an idea, how you can add runtime data like current magazine ammo, durability, etc. to a data asset driven inventory, that still keeps the inherited structure ?
@thegamedevcave
@thegamedevcave 5 дней назад
yeah, dont try to edit anything about the data asset itself while data aseets can be changed on runtime, you should really treat them as assets, not just blueprints, you wouldn't try to change data about a static mesh for instance either, same goes for data assets. instead metadata like that should go into the itemslot. i'm working on a followup series that'll include some metadata stuff like durability. For something like durability speficailly, i'd probably just put that as a variable on the slot itself. and disable it when it hold an item doesn't have durability. For other kinds of metadata i'm working on setting up a ssytem that uses custom Objects that can hold any amount of data of functions you want :)
@Lilium___
@Lilium___ 5 дней назад
​@@thegamedevcave I'm looking forward to your video about it. For now I'm trying an approach using a blueprint of type object, which also has the usual inheritance set up (item -> equipment -> weapon). The object has an attribute for the data asset and the equipment has an attribute for durability and the inventory struct has the object instead of the data asset. Feels a bit clunky too though, and I'm not sure if I'll get issues with that approach later. Like I already noticed, but both my approach and probably yours too has an issue with metadata for each item of the stack, as it saves metadata for the full stack and not one item. If you have something like a health potion with multiple uses but also stackable, I'm not sure how it would work with either approach .. besides making them non stackable to begin with, or move the one that does not have all uses left to a new slot and make it unstackable :/
@thegamedevcave
@thegamedevcave 5 дней назад
@@Lilium___ i can't think of many games where items with metadata are stackable in an inventory system honestly. Probably for this exact reason. an item slot usually is just a reference to an item with a number telling you how many of that item there are. if each item needs to actually be it's own individual thing, each slot needs to turn into an array instead. But i also dont think you'll want to do that because if each item in a stack is unique, how does a user interact with a specific item in that stack? If items have different behaviour, it's probably better for the user too if they don't stack so they can acces "potion that heals 50 health" speratly from " potion that heals 100 health" . combing those within 1 stack will probably lead to game design issues rather than programming issues. which is why i dont think you see this type of unique item stacking that much in games.
@Lilium___
@Lilium___ 5 дней назад
@@thegamedevcave Yeah I think that's what it comes down to in the end. I've seen some games that let you stack weapons with full durability, but then again you can only equip one weapon (and not a stack), so the metadata of the stack will never be updated, only one item at a time, when its equipped. Having an array of metadata, one for each item of the stack can solve that, but as you mentioned that can be very clunky for the user. Technically if you have a cake that can be eaten 6 times, you can make it stackable and just subtract one after every 6th use. But good luck implementing that without making the whole system clunky. Thanks for the input, I'll stay with non-stackable items with metadata, otherwise it will just get too complex for almost no gain.
@Fin_therian
@Fin_therian 6 дней назад
I only have the re-generate rig
@musgi998
@musgi998 6 дней назад
Doesnt using the blackboard option in the wait node makes it use that value and not the one in the outliner.? Or am i missing somthing
@thegamedevcave
@thegamedevcave 6 дней назад
you're 100% right. i kind of did a shit job explaining what i needed here. what i was looking for wasn't just a waiting node from blackboard time (because yeah, that already exists thankfully) but more or less an async wait node. Something that counts up in the background while the rest of the tree is allowed to keep running and then after X amount of time flips a bool (or in this case actually an enum value) so the tree starts to run the other branches, until the timer rolls over again, at which point it'll switch back :)
@vangard8689
@vangard8689 7 дней назад
Name app
@IDKm1324
@IDKm1324 7 дней назад
CRL A does nothing
@devinbrasher6752
@devinbrasher6752 7 дней назад
You skipped promoting the LevelToLoad to a variable.
@Arengan
@Arengan 2 часа назад
@ghostgamer260 replied this in the comments with "If you make a variable from that cyan dot by right clicking it’ll make one for you." and iit works. He refers to the cyan dot at the load Stream Level node
@HITI_
@HITI_ 7 дней назад
Nice vid but use different music next time (trust me)
@svendkorsgaard9599
@svendkorsgaard9599 7 дней назад
I like the music. What's wrong with it?
@HITI_
@HITI_ 7 дней назад
​​@@svendkorsgaard9599 its a bit too common and overused. For allot of people it may seem lazy and that kinda ruins the vibe of the video. But do whatever you want if you happy with the results.😁