So when i used the reset ball function something within this made it where the ball didn't drop afterwards. Basically the ball is stuck in the air and wondered where i went wrong
After getting through this entire video it wasnt working for me, so I ended up debugging everything and following the code step by step for 30 mins until I realized I had forgotten to connect a single execution pin lol =) I actually am very glad this happened because if it all worked immediately I wouldn't have been forced to truly understand how its working!
@ReidsChannel Good morning, I have a problem and I can't identify where? Do I need your help? When I expand the quest that has "OrdenRequered" marked as true, the list keeps opening and closing only when I go to the first destination. very wonderful tutorial tanks
Only just came across this tutorial, for anyone that may be following it currently, it's probably worth looking into object pooling as creating and destroying actors is relatively expensive due to memory allocation and garbage collection. Object pooling avoids the cost by keeping a pool of inactive objects that can be reused. Instead of destroying and recreating, you simply deactivate items and reactivate them when you need them, making it much more efficient overall. Hopefully, someone finds this useful :)
Amazing video as always, I've heard casting is slow(?), then what to do and if casting is not that bad if not done in tick. Can you summarize this broad topic xD?
What i like about tutorials is that, even though i can be following along and doing exactly the same stuff, at any given time I can put my own twist to it. Like this tutorial, id put a interaction to pick up said weapons vs just walking over them, unless it was a certain game mode. I appreciate you for making taking your time out your day to create this. 3 years ago I would have never though i'd need something like this. I'd like to know how you'd come about figuring all this out on your own or did you do research to? Reason I ask is because i think I need a little help with figuring stuff out on my own without tutorials.
Hey, thanks. I've just been doing it for a while; these things come with experience but its mostly just trial and error and breaking down each problem into a bunch of small problems
I am having an issue that I can't find the cause of, my items keep automatically going back into the first available slots no matter where I move them, and with the red/green drawdroplocation the grid for that is not aligned with the actual grid in my inventory. It is also completely red unless I try to drop at the very top tiles of the grid, which then drops them into the very bottom tiles of the grid instead. As far as I can tell, as I've gone back and rewatched all 4 videos in this series, everything I've done up to this video (and including this video) is 100% correct down to the private/public, pure & const, etc. for everything. If anyone has any ideas that would be greatly appreciated. Only thing I can think of is something being different in UE5.4.3
I encountered a problem that when I pick up multiple items, and they seems to take extra tile to right and bottom of the icons. I found where I made the mistake. In the InventoryComponent > ForEachIndex. When Reid added the minus node, the value was default to 1 but mine was default to 0. Maybe it's a UE5 thing, or maybe it's Reid's setting. I'm using UE5.4.3, so minus node is under Operation and called "Subtract", where Reid was using UE4 and his integer - integer node is under "Integer" This happened at 24:04 Reid did explicitly says that we want to add that the dimension minus one. Got to listen and watch more carefully 😅 I finished pt3 and found this problem, spent 2 days trying to solve this.
i'd pay you if you publish this on the marketplace for 5.4 i already did a look but i didn't find it? for me privately i would pay 100$? worth on marketplace probably less. please consider. thank you
In UE5.3 girds appear in viewport only when its selected that's also the case for editor. The grids disappear in game mode and in editor girds appear only when BP_Grid is selected. Any suggestion why this happens, I also checked visibility
In UE5.3 girds appear in viewport only when its selected that's also the case for editor. The grids disappear in game mode and in editor girds appear only when BP_Grid is selected. Any suggestion why this happens, I also checked visibility. Can somebody help me with this problem.
I really loved these tutorials :) I've been using a very similar technique to render 3D holograms inside a CaptureVolume, by camera-projecting the render target onto a 3D sphere mesh ProjectionVolumeand it works super well :) The only downside, and I noticed you had the issue with UE too, is that the SceneCapture camera seems to lag behind the player camera for like a frame or so. Did you ever find a good fix for this? I've looked into the PrerequisiteActor node, Tick Groups, etc but it doesn't seem to solve the issue when working with setting an actor's transforms. :/ Thankfully I am working on pre-rendered cinematic content so the issue goes away at render time (as far as I know at least), but it would be great to get rid of the lag in the editor too so that the camera transform mappings are always 1:1. :)
Thanks dude, I will be uploading a video with the added wall running ability that you taught me. Thank you so much. This completes ALL the abilities that I need for my Titanfall style game.
I can't find Float * ,or Int * Float for InventoryGrid_widget., I double checked everything up to 26:56 point and still can find it., is there a difference in UE5? Edit: Never mind I found it if anyone else is having this same problem just type " Multiply " this float is the right one., then right click the bottom pin and make Pin Conversion to " Float (Single Precision) "
Is there a way to add in a stackable system?, for example the grenades stack twice before adding another to the next tile Slot. Thank you for all your hard work, time and effort. I find all your videos to be very helpful as a new Dev. Edit: Also I figure it would be added in around the 26:43 point in the video but I could be wrong.
yeah there are definitely ways to do it. you'd wanna start with adding a stack size variable to the item object to keep track of the current stack size. then when you're checking if the inventory has room when adding a new item you'd wanna first look through the inventory for any items that can be stacked onto and prioritize stacking to them before adding to empty slots. its a bit more complicated this way but certainly doable
@@ReidsChannel Awesome! I'll have to figure out what you fully mean. lol , but I'm sure I'll figure it out., I am very new to coding in general, so this is all Very fun and a bit stressful at the same time. thank you Very much for the quick response.
Thanks super helpful and not as hacky as other tutorials! ps if you want the outlines to be antialiased set the BlendableLocation to Scene Color Before DOF in the material details. this way doesn't look pixelated at super far distances!
Great tutorial! Very little was needed to build this for UE5.4, which is nice. I also appreciate you doing everything with private and public access, the code is clean and it works well!
Well I guess this has reached it ability to work in the newest version of unreal. Unreal version 5.4.3 does not work with this. And that is sad. I got pretty far into this till i got a bunch of errors for what is private and what can be used for private and will not be used for private. I set everything to public and no errors but the text color does not change and then nothing is activated. I followed this tut perfectly so I know it is not me. It is sad as there are no other new tuts out there. I will say I did learn how to bind everything now lol. I am now a binding expert .
Hey man, just letting you know, your vid is def still helping out in 2024! lol. I've got it up and running and tweaked it a little to suit my needs. the only issue I'm running into is how to implement the system into multiple inventories. I'd like to have the "same" inventory on the left to show "world" items (Items on the floor) as you get close to them and when you open a loot box the loot box inventory is displayed on the left also and is switchable between boxes/ world inventory so you can drag from those to your own, think dayz or pubg. I'm pretty sure i know how to make the switching happens as i built my own before watching this video that was nowhere near as complicated, but I'm not sure how to implement this to make more inventories. any help or tips would be appreciated! thanks!
The inventory is just a component so you can make one for the world and one for the ur actual inventory. Then just add and remove items from the world once based on some overlap sphere on the player or something
Implemented on UE5.3 - a Timeless tutorial at this rate. Thanks so much. Would be great and almost crucial to see how stacking would be added. Dragging over a similar item would add a little number to the corner etc
I am frustrated. You really should not call functions "Refresh" in both objects, "Refresh Item" "Refresh Grid". Now I am lost. I know what the problem is, but I can't figure out where it goes. My Refresh in the Item widget is not being called. but it's hard to follow in the video which refresh is where and doing what....
I'm probably shooting in the dark for asking this now, but I'll give it a shot. How do I turn the jump into a variable jump? Tried adding a timeline node to the code (placed it before the launch character node), and when I hold the button, it launches me forward like a rocket. Is there a way to fix that?
So i've been having a problem where, everytime i add a new item it would most of the time delete the others, and they wouldn't adapt to each other. It took me some time but, since it is so logical, i just had to think, what function is directly related, and the moment i did that it took me a minute to TS. So for anyone having troubles, start analyzing what we've done, logic is everywhere here. And now for the one experiencing the same : BP_Inventory_Component > Function > TryAddItem > Is Room Available > Result wasn't connected to the branch condition.
Damn when you think you're done with Function an other one arrive 🤣. More seriously again very easy to follow, and you're explaining well, even if it's still a bit foggy for me as a beginner i know that i'll revisit those videos later to understand more properly what we've been doing. Thanks a lot once again !