It is a good practice to keep the key more descriptive than the string/translation. A good rule is that, if the same text is used in different contexts, it should be separate keys. This is because, even though the text might be the same in your source language, it can be different in other languages. Example; if you have a string that represents the direction left, called "left" in English, then you also have information specifying how much is left over, also called "left", these must be separate keys/strings, because most langauges have these as different words.
I'm using this tutorial to help me resolve an issue I'm having. However, I do want to point out that you're making the mistake of translating the names of the languages. If someone speaks Spanish and not English, and the game is in English, they wouldn't look for a button that says "Spanish", it should say "español". This becomes more difficult if the game is in Chinese or Arabic. While this isn't the point of the tutorial, I still think it's a good practice to not include strings that shouldn't be translated. (There's also the misconception that names of languages should always be in their own language, this isn't true and the rule is that an option should be in the language that the UI will be in after picking that option. So the option to set the UI to Spanish should say "español", but if the UI is in English and you choose Spanish subtitles then it should say "Spanish" since this option doesn't change the language of the UI)
I never made the “MyPlayerController” because I was using enhanced input actions and didn’t care about setting up controller inputs lol. Now I’ve got to back track and fix that so I can get this to work.
Hey I'm getting arrays but I'm missing something ; I've turned a 2D array into a 1D array by way of ( x * y ) + x = stored value Now, how do I get x or y back out from the single stored value? Is there some formula that uses the grid size? Thanks!
5:40 - Is there way around the Character Blueprint using a capsule collision? Like for a Giant Mech/Robot etc? 7:00 - How can a cable attach between different particles from different emitters in Niagara? 23:30 - What are the best things to do to get a lot of AI on the screen at once (Dead Rising/Day's Gone)? 27:00 - Can you do a fusion system where the player can click an input and create fused versions of the player character and temporarily use it for a few seconds and then turn back to their normal form? 33:30 - Imagine having a grid made out of plane static meshes. How would you make something similar to grass type but for static meshes based on vertex colour? 35:15 - How would you implement a dismemberment system? I was thinking of having the base model then the individual parts hidden but following the base pose, then hiding the base and showing the remaining 36:20 - How can I change a texture depending on the distance of it from the camera? 39:40 - How do you get info on what bone was hit? 41:30 - Hi everyone, have you ever dealt with building zones? 45:45 - Does anyone know how to autogenerate material instances from batch of textures via utility widget? 47:13 - Which plugin would you use for a multiplayer racing game? chaos vehicle, advanced vehicle system or something different? 48:45 - How can I make a battle pass system? 50:00 - When building a multiplayer game, would you recommend using child actor components for weapons and other things that should be attached to the character via a socket? 54:30 - What's the best way to know replication? 59:50 - I read about additive animation recently, would that be a good way to grip your items without getting whole new animations? 1:00:15 - So for making an "upgrade" in a metroidvania game would a pawn for that character one way to make said "upgrades"? 1:01:27 - I used your buff and debuff tutorials How could you apply a debuff or buff to a character animation? 1:04:50 - What is the best practice to handle alot of character stats, which are changed alot. 1:05:50 - In a game like Space marines 2 , where enemies are numerous , it is a good practice to use CrowdDetourManagerComp or it will have a negative result on performance? 1:06:40 - Say I was creating an open world, using PCG to generate all foliage static meshes. If i wanted to be able to interact with the foliage (cut grass trees) what approach would you take? 1:12:25 - How would you manage having a huge amount of items that add effects to your player? I assume you wouldn't just use 1000 branches?
I'd take your videos over GorkaGames any day of the week, all of his are like unfinished / half a job kind of videos....but yours are so good and explained so well, and they actually work ahah, really appreciate what you do, 100% subbing
if anyone has a problem where the resource colour isnt showing it's probably because you have it not visible in W_resource graph under ResourceColor, just click the eye icon, compile and save, then it should be visible
It's so odd, so when it comes to adding the item to my inventory, it just doesn't work. Doesn't destroy the actor or put it in the inventory. I've rewatched the video, all my code is the same, I redid the code fresh on the interact event in the item data component to see if that made a difference. And nothing. But when I revert the code to how it was before the add to inventory function and its connected directly to destroy actor, it destroys the actor. There's something going on with either the Branch or Is Valid node but I don't know what it is. Everything is built the same so I'm not sure what's going wrong :s "Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_Player_Character". Node: Branch Graph: IsValid Function: Execute Ubergraph Item Data Component Blueprint: ItemDataComponent" Anyone got any ideas?
I thought the widget would get the lap count and compare it to what lap it knew it was on, and only change if the new value is higher, but only calling the dispatcher when the number is incremented makes way more sense. I love videos like this, because while I have no use for this as a whole, the individual bits are so useful
Hi. Thanks for the tutorial. I have a problem, I'd like to use the system in different levels, so I've created the array of render targets in a game instance but despite it works fine in a single level, when I switch levels, photos taken in other levels appear black. What can I do?
My Character dosen't stay in place when I'm enabling root motion. I've retargeted the ue4 animation to ue5 SK_Manny .. but nothing changes when I'm clicking Enable Root motion, does this have something to do with the root not being retargeted? Any help would be appriciated.
Hi there, I have followed this video word for word and one end of the bridge will not stay up and I am quite new to unreal so I don’t know what to look for in order to correct this.
No luck in getting the companion to go to the interaction box with F key at 11:14, I'm using UE 5.4 and did this tutorial from scratch 2x :( Anyone else had issues?
can someone help me out im using third person with free camera as in i can look around the character he doesnt move so when i hit the point if im backwards he flies backwards instead of facing the zip point also holding s as back key while hooked i can pull back as far as i want or until i hit a wall that blocks me ultimately looking for a way to disable input until reaching the point and always turn to zip point when flying forward ive been trying a few things but im messing something up somewhere and dont know what
Was having issues with detection after following another tutorial. Checking all three boxes in the AI Perception Component (enemies, neutrals, and friendlies) fixed the issue! Thanks!
A note for anyone getting UE crashes when changing the static mesh to the Paragon Greystone mesh. Go to the project directory, click into the Config folder and change this line: DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 to DefaultGraphicsRHI=DefaultGraphicsRHI_DX11 Apparently there's an issue with Nvidia 3000 series cards and DX12 so you need to change the default renderer to DX11.
Interestingly enough, on my end, I'm trying to do this but on a 2D scale. I know that the way things have been set up, my character is moving on Y instead of X. And the Forward Vector print SHOWS that I'm moving on Y, but for some reason, the final push is still happening on X.
Hey mate! I have a question! Is there a way to implement this logic into a Level Blueprint? I have a Tutorial level and the wave system starts into this level and returning some errors.. is that a way to do into a level BP to trigger the first wave when I pass a checkpoint or press a key? Cheers!
Beautiful. It works flawlessly. More so if you're already experienced with UE5 and can debug your own mistakes (I made a few). And when you learn to modify this to your own needs it's even more humbling of just how scalable he has made these series to be. Much love <3