Can someone explain how to migrate a p4d Windows Server to Linux? I found a few documentations but I haven't managed to get it running. I was able to restore the database from a checkpoint but can't run the server via systemctl. If I launch it from the command line it works except that all files are missing cause the depot files are stored elsewhere
I’m not sure you can but I’m not 100%. I would just make sure your project is in a good place and load it onto the new server fresh. Keep the old server for a month to make sure you don’t have to revert or roll back
FOR NEWER VERSIONS! When you use newer versions you wont be able to make an autarch gate. instead use a normal gate and on the same pipe, also put a pipe pulsar. Once you put a pipe pulsar on the same pipe, the gate will show an option to give a power pulse, without the pipe pulsar you wont see that option. Took me a while to figure out so I hope it helps!
@@abdulwasay6034 good job. I’m glad you took the time to make a guess and let us know how you did! The more we know the stronger we can code. Keep it up
You're really doing a great job, but I have "one" question that's really bothering me. How do you know where to place things, when to do what, and in what order? Where is the best place to start learning Unreal Engine? How do you know when and where to use something, and where to learn it? You really explain things well, but I'm trying to follow you, and honestly, I lose track of the sequence. At some point, I don't know where I am or why.
You just need to put things into a logical order. You need an item in the world so you create that item. Most likely you need multiple items so you try to make it as flexible and easy to work with as possible. Then the player needs to interact with the item like pick it up so now you need an inventory…now I have an inventory and I can put things in it so how do I move them around? Now it moves around how do I use it? How do I drop it? I want to put pieces together to make something else so now I need a crafting ability… it depends on your game and what you are trying to achieve. No one process is correct but there is a semi-logical order… I can’t build a crafting system before I have items and an inventory… I can’t make my character fly before I have player controls… don’t get burdened down with when and why, it’s going to be a long time before you release a game or share it with friends so don’t be afraid to make mistakes. I’ve refactored my inventory systems probably a dozen times and there’s still thing I could change to make it better. Look at unreal engine channel with their early day tutorials with Zack. The code and logic is still relevant even though that was in 4.x.x it will just look different. Think of an easy game. Something silly like moving a box from one side of the room onto a plate on the other side and when you put it on the plate it opens a door or something. Don’t try to make the next COD or Forest or 7 days to die. That will be awhile. Enjoy the learning process and the discovery phase. Nothing better than getting that “ah ha!” moment when you finally discover and understand something you’ve been working on. Don’t give up or get frustrated
Stumbling upon this gem of a tutorial 8 years later, I can't help but think how tough it was for ppl to wait for another episode and how some of those pple might have already become game developers since then. Looking at manor lords, I can imagine the dude watching these series trying to learn programming to make his dream come true and create a medievel RTS in UE. I'm 100% sure you have inspired many people and gave them knowledge and opportunity to do stuff. THANK YOU!
Great video! But I beg you to make a video on the same project about soft refrencing or ways to get that memory size down. I had a problem with my HUD taking up to 250mb of memory, but with some tweaks got it down to 2mb with same results. Would love to see your approach on this.
i paused the video where you told me to. a little late, but my prediction is that it will not affect the size because the weapon already has the reference to the character.
my second guess is that casting will increase the size of the file because i already know that it does ... because im in the discord, and weve discussed this. :D
I would be absolutely thrilled if you created a tutorial series for this mechanic. There are some out there already, but with the way you provide insight, context, and thoughtful help in your videos and discord, this is for sure something I'd actively appreciate and work alongside.
Hello everyone. I encountered this problem - after the completion of the daily cycle, the next cycle is 36 hours, then 24 again. I don't know if anyone will answer, but I will be grateful. I would also like a hint on how to break down not only AM and PM, but also some intermediate phases of the day. Thank you
Check your wiring and logic. It worked for me it should work for you. Everything is good in this series still, it’s all still relevant but there are better ways to do day/night cycles now that are easier and more robust
I have no words, thanks you vety much! a very professional, straight to the point explanation. I managed to create a SpawnSettings.h file with USTRUCT()s for CurrentRoundSpawnSettings, NextRoundSpawnSettings, ActiveRoundSettings etc. A great deal of organization in the project.
Awesome, just one suggestion, try not to put hashtags in your title it might h make the title a little punchier if you want more views, content is great though!
I did a bit of research just to make sure I wasn't losing my mind on why the font changes to "A" with a square around it. I don't believe it's because it's Latin based. Apparently, UE5 sets the default "Font Family" to "none". This is still current as of 5.4.3, and the month is currently August of 2024, for posterity's sake. The easiest way to fix this is this method: 1. When looking at the content browser, click on the settings button on the top right of that particular window. If you clicked on the top right of the Engine window, you've gone too far. 2. Navigate to the category of "Content" in the toolbar, and click on the checkbox named "Show Engine Content" and make sure it is toggled on, signified with a check-mark. 3. Back in your Widget Designer for WBP_CraftingInfowWindow, click on the "Text Box (Multi-Line) that we named "ItemLongDescription" at 33:52 of this video, and in the "Details" panel, search for "Font Family", and click on the expand down button, and choose "Roboto". 4. (Optional) Repeat steps 1 and 2, but toggle it off if you don't want to have any engine files exposed. Another way, if you're already familiar with how to download and use fonts (make sure you're at least mildly familiar with the concepts of "Don't steal something and claim it as your own creation" and "Make sure that if you're making money on this project that you verify the license agreement on each font before using them"), then you can import your own chosen fonts via their *.ttf file, and set whichever ones you want as the selection.
how do u resrtart ur server when its down. I keep on getting permission error when using p4d commend path to the root, log, and journal folders that are created
@@ShortBusTrip thanks for your answer, can you specify an example? here is what I tried to run: p4d -r /usr/local/p4root -J /var/log/journal -L /var/log/p4err -p tcp64:[::]:1818 all the path are set to the correct path, and port as well, but i get permission denied becuase the owner of the folders are all perforce admin
Hey man I know this video is a year old by this point but is this all relevant with the new Advanced in put input action system the only way I have been able to get it to work is by switching visible to false in the (Show Player Inv) function and checking the bool true on the (Close menu) function is that going to cause any issues down the line? Also Wanted to know if there is any way to allow movement if your holding the w key and close the inv as it makes you re press the key to start movement again?
Code stays relevant for pretty much always. My 8 year old series is still relevant today as it was then. If you have to make a change in your code from my code then you have something else wrong. Everything I do in the videos functions properly as is. Review what you’ve done because you have something else backwards causing you to reverse your bool
@@ShortBusTrip My bad I forgot to make the bool for (OpenPlayerInvontory) set to true "Facepalm" ty your videos are amazing keep up the hard work your a god send
Heads up for future devs: My slots were not showing at all, and through a steady amount of testing out what could have been the issue for about a half hour, 26:24 that I stopped and realized I'd jumped the gun and selected the "Update Inventory HUD" from the "Event Update Inventory HUD"....which I think is an attempt at literally calling itself. Once I switched it to "Update Inventory" after that script was set up, everything populated normally and beautifully. Side note: I'm stoked to be back and learning from you Jesse. Thanks for all that you do.
This was really helpful because every other Enum for UE tutorial demonstrates adding enums to existing classes. This tutorial shows you how to have an Enum (or Struct) that is standalone and also shows you the steps required to get the Enum in your project to start with. Coming into C++ for Unreal Engine is a challenge because what I've discovered is that it seems like you cannot just declare .h and .cpp files in your IDE, you must add them from the Editor. My guess is that adding from the Editor is handling a variety of behind the scene tasks.
Thank you for the feedback, I'm glad these are helpful for you. You can create your .cpp and .h files from scratch, doing it from the editor just gives your the base template layout which helps save some time (and potential mistakes.) I'm not sure about other IDE's but in Rider I can add a template class similar to unreal and all the template code is in place but I think that's a benefit of Rider which is why I haven't shown it in my videos.
@@ShortBusTrip Ah thats fair, I've generally just run into problems when creating files manually, for instance (and this is more for the sake of any newbies such as myself), creating classes from the editor will automatically handle module dependencies which arent handled otherwise. E.g using an AIController or anything with BehaviorTrees or Blackboards will not compile unless you know to add the "AIModule" to AdditionalDependencies in the .uproject. I'll have to check out Rider though! I've heard a few mentions. In any case it's all just 1 long learning curve. Thanks
@@damian8051 yeah exactly, it is always best to create from editor to be safe. And rider is the way to go but it’s fairly expensive unless you are a student or staff at an educational facility.
the variables in my WBP_InventorySlot are with the eye closed, they aren't public, only the ones that i created. i dont know if it will cause problems to me in the future. Its something about it being a child of a parent called "User Widget" therefore i cannot edit it. i would have to allow it in the parent, the problem is that i cannot find the parent.
User Widget is a C++ class and can’t be edited in blueprints. Really, unless there are extra circumstances, you should never need to edit the User Widget class. If you are allowed to access a private variable from a parent unreal class then there will be a getter function for it. If there is no getter function the unreal doesn’t want you to have access to that variable. I’m not sure what you’re trying to accomplish
This still works in 5.4 although, i made a small landscape, made sure i was blocking landscape channel, also for the LineTrace, i had better luck by connecting world location into end, and world direction in the start from (Convert mouse location to world space). Lower your gridsize for smoother movement on buildings.
well i have just covered the camera tutorial's in 5.4, all working. i just wanted to check how far these tutorials go, i do say it was a big shame you ended this, skipping through some videos you seem to be showing something no other channels at the moment really do for RTS. I hope you come back to doing these tutorials, you would get your subs if you did.
This Intro alone shows so clearly that you are a very good teacher. Just the "What to expect" and "What you need to already know" segments are something most of the other tutorials are sorely missing.
In episode 23 there is a bug, if you drop items from inventory while inside crafting menu while its open, you can drop out everything and then craft, since it doesn't update on each drop you can craft without using any items. (Just pick them up afterwards) I resolved it (most likely not the best way performance wise), Every time I drop items into the world I run Update Craftable Items and Update Craftable (On player character get primary hud ref and from there grab crafting windows ref and crafting info window ref so you can call their respective functions)
Thanks for bringing this to my attention! I hadn't considered this scenario so I'll have to test it out. What you did to fix it is a reasonable solution. Other options would be to disable dropping when the crafting window is open (this probably isn't best because it's always open unless looking in a storage item), the way you did it which yeah may not be the best performance but gives an immediate feedback in the crafting window which visually and gameplay wise may be the best option or the other option would be to check for craftable items when clicking the craft button. This might be a little more performant but doesn't have immediate player feedback. Without looking at the code and testing myself, I'm thinking your option is probably the best of these options.
@@ShortBusTrip No problem, glad I could be of use, if I notice something else I will leave a comment so if others stumble across it have a fix waiting for them.
Everything works in this video but im getting a error when trying to connect UE5 to revision control it gives me this error" Failed client connect, server using SSL. Client must add SSL protocol prefix to P4PORT." If anyone knows id appreciate the help!
Like I did when installing the server and setting the P4PORT I added the ssl:<address> there as well. You may be able to do something like ‘p4 set P4PORT ssl:<your address>:<your port>’ and it may work for you but I had to set it up during install. You’ll have to do it from command line on the server, doing so on the client won’t work
@ShortBusTrip adding the SSL to the sever in perforce seemed to fix that issue. Now I have one saying connection fail check $P4PORT No such host is know SOLVED: I feel so dumb, after hours I changed in the perforce connection from SSL to ssl... i guess its case sensitive
I skimmed trough the tutorials, is there a "save game" for inventory? I believe I could do it myself if not (thought I'm not much of a programmer), but for your system, from what function would you trigger game saving?
There is no save game yet. As far as where to trigger is just make a menu option or something but I’d want to loop over the entire project looking for what needs to be saved then save that information. TBH I haven’t built a save game system before but that’s most likely the process I’d take
@@ShortBusTrip Hmm I see, I made a simpler inventory system a while back and was saving every time something was updated inside of it, but for the current project it save button would suffice, thanks!
This series still appears to be the best on the subject, Ive been following along 8 years later, knowing that it will end with no intention to be finished is a little annoying but failure to find other options of this calibre and quality, hopefully I will be able to pick up enough that I can continue with my own direction before the end of the series, With this video however, I find that this appears more to just check for a height difference rather than a slope, If I level out land at a higher Z reference even tho it is flat I am still unable to build on it even on the flat part, I will need to do some research and go over this to see if that is just my error somewhere along the way or if there is a way to check for slope within a certain area around the model so I can still build on flat parts of land higher than Z0
Thank you for that. I share in your frustration, I wish I had the time to restart this series. For the slope check, you are correct it’s not really checking a slope, it’s checking a height difference between the shorter of the traces with the longer of the traces and ensures the difference isn’t too great. However, it should work on any terrain height