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Alex Quevillon [En] (Unreal Engine Tutorials)
Alex Quevillon [En] (Unreal Engine Tutorials)
Alex Quevillon [En] (Unreal Engine Tutorials)
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Unreal Engine Videos
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French Channel ► ru-vid.com
English Channel ► ru-vid.com
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Discord ► discord.gg/X7hdkNag2b
Patreon (Project Files) ► www.patreon.com/alexquevillon
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Комментарии
@DisintX
@DisintX 35 секунд назад
Thank you, Alex. Great job. Amazing videos and teaching skills.
@user-qg3cq5ef6w
@user-qg3cq5ef6w 15 часов назад
您的教程做得真是太棒了!讲述过程也非常有趣!!非常感谢
@Schuetze1000
@Schuetze1000 18 часов назад
You can get a massive performance boost and avoid lags between path regenerations (especially with the debug visualization) by giving GridMeshInst an UpdateInstance function that only updates the CustomDataValue per instance so you don't have to delete and re-add it every time you change the look of the tiles. Then simply use the previously created UpdateInstance in GridVisual-UpdateTileVisual. Tested in UE 5.4
@gallopr
@gallopr День назад
This Series is a Gem! Thank you for the explanations and also showing how you can do something, then show how you can do it even better!
@gallopr
@gallopr День назад
Thank you for introducing Functions at 19:33. I thought I was being clever by figuring this out ahead of time during the tut 😂
@korone609
@korone609 День назад
Just spent an hour troubleshooting the weirdest bug where the "Cast To BP_Pawn" node would not show up in the graph editor. For anybody else who runs into this issue, go open the pawn blueprint. Not sure why that had to be opened for me to cast to it, but hopefully this helps someone else.
@agtechart
@agtechart 2 дня назад
Hi, and thanks for this great series! For some reasons, I'm not able to get actor from LocateBoundObjects function. I have a series of spawnable actors, and I'd like to fetch one of those using its Guid, but the array is always empty. Do you have any suggestions?
@noname_2108
@noname_2108 4 дня назад
your videos are not very comfortable to watch because of your accent, but the information is still useful, thank you
@pierreseaumaire6988
@pierreseaumaire6988 8 дней назад
Are you kiding me hahaha
@captain_jeknan2741
@captain_jeknan2741 9 дней назад
I know this vid is a bit older, but I felt like saying. That joke about how nice the broken tree looks was a good break from the grind. 😆
@N00BleSouP24
@N00BleSouP24 11 дней назад
I create a new level and the outliner for it is blank :|
@bryonurban3133
@bryonurban3133 12 дней назад
For anyone who is following along in UE5: - Connecting source control to your repo, you can go to Tools -> Connect to Revision Control.. -> change Provider to 'Git' -> Accept Settings. Btw, very glad you are working with Source Control for this tutorial!
@entelin
@entelin 14 дней назад
31:51 There has to be a better way than either option you presented. It's *definitely* a bad idea to use a delay for this, that's just a race condition, even if it works every time, it's just wrong. I'm way too new at unreal to be able to suggest how though.
@lifeartstudios6207
@lifeartstudios6207 15 дней назад
FString VerbosityString = *UEnum::GetValueAsString(Verbosity);
@vosdraug4628
@vosdraug4628 15 дней назад
Dope. <3
@vi6ddarkking
@vi6ddarkking 16 дней назад
Well this was quite the Marathon. I originally came here to look up the Grid side of things, but ended up watching the entire series and following along. And boy am I glad I did. I learned a lot of other tips tricks and best practices I already implemented in my current projects. Thanks for your work Alex.
@pierreseaumaire6988
@pierreseaumaire6988 17 дней назад
Tu es tres genereux je vais suivre ces tutos !
@casperto1258
@casperto1258 18 дней назад
You should have 100k subs! Keep it going!
@waltch5711
@waltch5711 18 дней назад
If anybody else is struggling with the BP_SpellAnimation not spawning you need to set it as a default value in S_SpellData under assets -> Animation
@Oxygen1004
@Oxygen1004 19 дней назад
At 4:13 I can't connect either select actions to the exacute actions with the message "BP Player Actions Object Reference is not compatible with BP Actions Object Reference." Edit: Same with trying to connect the "Spawn action" to "Set Selected Action Left Click" at 5:54
@cs7230
@cs7230 19 дней назад
Everytime i watch one of those videos i have a problem "Why does X not work i did it like in the video". Then i watch it again and see that i forgot to connect one random Node.
@AL3DStudio
@AL3DStudio 20 дней назад
Great Plugin, I just got an email, saying there's an update. Where do I get that? Cheers
@AlexQuevillonEn
@AlexQuevillonEn 19 дней назад
Heey! Thanks! You should be able to go back on the plugin page and download it from there ^^
@Ennjoying
@Ennjoying 22 дня назад
Hello Alex, when im using your plugin all pivots of single objects get set to the pivot of the prefab. How can i avoid this and have the normal pivots of each object in Unreal?
@AlexQuevillonEn
@AlexQuevillonEn 22 дня назад
Hello! I'm actually working on a solution for this! It's almost ready and it should be available over the weekend if everything goes as expected ^^
@Ennjoying
@Ennjoying 22 дня назад
@@AlexQuevillonEn Thank you so much for your work!
@AlexQuevillonEn
@AlexQuevillonEn 20 дней назад
Aaaand it's released! Let me know if it fixes your issue ^^
@Ennjoying
@Ennjoying 18 дней назад
@@AlexQuevillonEn it definitely saved a lot of work, thank you once again.
@YoutubeAccountMan
@YoutubeAccountMan 24 дня назад
Shouldn't all of this be in the gamemode? Having to drag a BP into your world to do combat seems like a waste
@juliena3379
@juliena3379 24 дня назад
For people who sometimes need to break loop immediately: add line from node "assign break true" to "execute" AND replace Delay with Retriggable Delay. That way, if you will call loop again, you can rewrite delay time
@waltch5711
@waltch5711 24 дня назад
For some reason after doing the calculate the tactical grid only when its visible the grid starts flickering with black and white and when I hover over a tile it turns the tiles black. I have only found out that UpdateTileVisualTactical goes in a loop causing the flickering and that when I hover over a tile with the IsTactical checked the IsTactical variable is set to true and if its not then its false - it updates with every tile I hover over.
@waltch5711
@waltch5711 26 дней назад
My Unreal just crashed and made my second monitor disconnect somehow. I dont even know how. Edit: My GPU doesnt show up in the Task Manager lmao
@waltch5711
@waltch5711 27 дней назад
I have an issue with the make array at around 16:00. It just doesn't cycle through the different states which makes it only display one color and makes things like hover invisible. It is always on the one with index 0. Edit: Solution: Do not connect a return node to the false pin of the branch with the contains node.
@CiscoStu
@CiscoStu 28 дней назад
If anyone is struggling with the Enum at 16:59 in UE5.4 there's a new node called Enum to String, that gives you the row name, hope this helps!
@waltch5711
@waltch5711 28 дней назад
For anyone having issue with snapping to the grid - after he created the C variable - you have to replace the GetCenterLocation variable node with C variable node at the end of the function and at the point where you are substracting that variable right before connecting it to the return node
@pubblicazioniacaso9357
@pubblicazioniacaso9357 Месяц назад
I don't know what is happening; at min @11.49 if I select my unit the spell bar does not update, I've reproduced every step of the series since video 01, If I try to Create a unit and then move it the function works correctly, but if I try on the spell tab it appears only the spell, ignoring the selected unit
@whitewerebear
@whitewerebear Месяц назад
Oh men, thank you very much again. But I am tired and I think I made a mistake because Generate Path is in infinite loop....
@waltch5711
@waltch5711 25 дней назад
Have you resolved this issue yet?
@whitewerebear
@whitewerebear 25 дней назад
​@@waltch5711 yes, I did! first I put a condition on loop to not explode (just to be sure) and it helped me to debug. It was, in my case, some elements on Discover Tile function that it was not well-connected. AND I had to modify the Pull Cheapest Tile. I did SEVERAL modifications on it after seeing this bug, because I realized that the loop was not taking the nearest tile to the target, because I made a Grid with different spawn instance than the video. So, I created a function Get Nearest Tile from Target on Grid. It take me some hours! TL;DR: Put a limit on the WHILE loop to help debug. Check Pull Cheapest Tile to be CERTAIN that the cheapest tile is the CLOSEST to the target. Check all nodes if is all well connected. If you wanna help ask me again.
@waltch5711
@waltch5711 25 дней назад
@@whitewerebear Ive just rewatched the DiscoverNextNeighbour section in the video and I have completely missed that I was supposed to put the Curent Discovered Tile variable into the previous index instead of the Current Neighbour.
@whitewerebear
@whitewerebear 25 дней назад
@@waltch5711 I am happy that I could help!!! Yaaay!
@LorenzoCaselli-zb8ec
@LorenzoCaselli-zb8ec Месяц назад
The part at 13.00 isn't working for me it gives out an error about playeractions not being correctly set when trying to bind the event. I fixed it by adding a delay until next tick at the start of the begin play in CBT move so I think it might have been a race condition going on with Player actions being set after the action cbt move is created and not soon enough. Unreal version 5.4.2 if needed FIXED: I had changed how some things were spawned due to unreal disconnecting pins for creator functions blocks, which was causing the playeractions to not be set on spawn but right after, changed it back hoping unreal doesn't begin detatching those again
@jang4765
@jang4765 Месяц назад
튜토리얼 지렸다! 잘보겠습니다.
@vi6ddarkking
@vi6ddarkking Месяц назад
21:25 UE 5.4, Still there. I wonder if at this point it's more of a Feature rather than a Bug
@timeflier350
@timeflier350 Месяц назад
Good tutorials are not getting enough views =(. Thank you for this
@mocao3205
@mocao3205 Месяц назад
Hello, I love your videos! The problem with SetScalarParameterValue/SetVectorParameterValue is that they are EditorOnly and I can't package the project to any platform. Is there a way around this? Thanks in advance!
@Oxygen1004
@Oxygen1004 Месяц назад
Whenever I changed it from a vector 2d to an int point, the grid size now massively effects where it is in the world and the bounding box is now way off
@Oxygen1004
@Oxygen1004 Месяц назад
When I try to get the load level function for 14:02 It doesn't show up. Same with the Level Loaded string in it. Thankfully I only plan on using Hexagon so it isn't a must fix right now but it could easily become an issue later :p
@DingRoyal
@DingRoyal Месяц назад
嗨,兄弟,谢谢你的视频
@Oxygen1004
@Oxygen1004 Месяц назад
I'm having an issue with the grid (Newest version of UE5) The grid will follow the opposite of where I move the base of it, like when I move the base up, the tiles move down. FIXED: Once I compiled the code at 39:30 for whatever reason
@TheWaveHD
@TheWaveHD Месяц назад
so everything works aside from the last part for me. i cant get my button to be highlighted on game start.anyone got any ideas? version is 4.27
@blisstweeting
@blisstweeting Месяц назад
Thank you so much Alex! Your tutorial is a miracle.
@lovekibainuzuka
@lovekibainuzuka Месяц назад
Can I start this tutorial with 0 experience on coding? Really appreciate your work!
@waltch5711
@waltch5711 18 дней назад
yes, just read the comments because there's a lot of problems that were solved there
@blisstweeting
@blisstweeting Месяц назад
I have a suspicion that the debug tile coloring for pathfinding hits the same infinite loop bug now. Not sure how to fix it, but also don't want to get stuck investigating that.
@actimist2649
@actimist2649 Месяц назад
I made it to the end! What a journey. It was really nice to see a project put together so robustly. I decided to stray off the path and implement my own features as I followed, so sometimes I was struggling a lot to implement my own functionality without you holding my hand, but here we are. It blows my mind that you offer this type of education for free, but I can assure you everyone who made it this far is mighty impressed with you. You may not have seen us, but we have grown as developers.. maybe as much as we've watched your hair grow over the series :D Now that I have the infrastructure in place, it's time to work out some bugs of my own. I really thought the AI would fix my units not moving on the nav mesh but alas.. no cigar. This is really just the beginning of my project, I have to code all my spells and abilities, create my own characters (gulp) and animate them. Can't wait to get started. Proud to have got through this monster series. Keep up the good work!
@actimist2649
@actimist2649 Месяц назад
This nav mesh is driving me crazy. I can see the nav mesh, I can draw debug lines on the navigation, my character goes into walk mode and points in the direction he wants to go.. but he does not move! I suspect there is a collision preventing it from moving but I cant for the life of me find it...
@_Tyler.Oliver_
@_Tyler.Oliver_ Месяц назад
Hey! I am following along but using my own hexagon meshes, that are pure hexagons instead of slightly squished as you provided. I've got all the math working for getting the grid made correctly, however I cannot get it centered properly, or aligned with my grid material from before! Any ideas? I've tried a tonne of different values in the 'center and bottom left corner' function.
@PolyBugs
@PolyBugs Месяц назад
Hi! it export UI too?
@AlexQuevillonEn
@AlexQuevillonEn Месяц назад
Hello! No, UI are not supported
@gridtac2911
@gridtac2911 Месяц назад
It would really help to preface the video with why you would want to even follow this method, what benefits it provides, and what are the disadvantages if any. What instances would you use this method and why?