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Best Practices for Creating and Managing Widgets | UI | Widgets | HUD | Unreal Engine 5 Tutorial 

Kekdot
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5 окт 2024

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Комментарии : 149   
@Kekdot
@Kekdot 10 месяцев назад
Hey guys, 👨‍🏫 My Patreon link: www.patreon.com/kekdot Download Project Files | Premium Tutorials | Courses 💦 Get our Game on Steam | Kekdot Center: store.steampowered.com/app/1487180/Kekdot_Center/
@lolaswift111
@lolaswift111 8 месяцев назад
Tutorials teaching best practices and actually used in real game are rare. For that, I thank you very very much. Want to learn more from you
@TheFlyingEpergne
@TheFlyingEpergne Год назад
this has got to be one of the greatest ue5 tutorials of all time
@ImeCoulter
@ImeCoulter 3 дня назад
I wouldn't worry about video length when making tutorials like this... I'd rather watch this for an hour than go through 10+ other, 10 minute long, half assed tutorials. Thank you!
@kylemason01
@kylemason01 Год назад
Just to say one tip. The UE guys in the Common UI tutorial on their channel said using canvas panels for all your widgets will be a CPU bottleneck. You should not try and use canvases if possible or if you do very little.
@Fractal2D
@Fractal2D Год назад
the reference - ru-vid.comTTB5y-03SnE?feature=share&t=2880
@maxwellprince5742
@maxwellprince5742 Год назад
How can we use less Canvas Panels? I seem to have seen multiple times that for example, a Text Widget needs a Canvas Panel to act as the root
@смуксмук
@смуксмук Год назад
@@maxwellprince5742 I used SizeBox UPD: Inside SizeBox placed Overlay where can be many children
@kylemason01
@kylemason01 Год назад
@@maxwellprince5742 You just use other things like Overlays. It means altering how you construct your widgets but you deffo dont need canvas panels. I only use one in my whole project for my HUD and thats it
@nfrancisj2122
@nfrancisj2122 Год назад
@@maxwellprince5742 Think of a canvas panel as a glass window over your game. It's transparent, but it's still calculating. Then you add more canvas over that, making a multi layer transparent shader. It can get pretty expensive and will drop your frame rate. The BEST is to use a material shader to build ur UI, but if that's not possible, then standalone modal widgets are the way to go. It's best to profile and then see if you can budget canvas into your game.
@hugolandreville853
@hugolandreville853 Год назад
Thank you so much for making video that explains how to do thing "correctly" in a real development situation and not just the basic way. That is really useful.
@WubbsBubbs
@WubbsBubbs Год назад
I've been looking for a tutorial like this for half a year now because I was floundering with how to handle my UI systems. I've seriously been doing everything inside of the individual widgets' blueprints and it got so incredibly messy. A nice framework like this was the jumping-off point I needed to get everything working the way it should. You're saints man, hats off.
@stephenmurya
@stephenmurya 7 месяцев назад
Thank you for this. Finding tutorials that teach best practices are rare. Most tutorials just teach game jam level implementations. This right here is a gem of a video. Thank you ❤
@Smile1oasis
@Smile1oasis Год назад
I can watch your videos WHOLE DAY!! They are so useful and informative. I've learned a lot from each of them 👏👏👏 you are a great tutor.
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
How did you make a health progressbar in this way?
@joeanrachelmiller6529
@joeanrachelmiller6529 Год назад
This is the organization that I was looking for. This made enough sense that I can now stream line all the tutorials I've watched.
@Fizziepop
@Fizziepop Месяц назад
When the info is this good, it doesn't matter how long it takes! (Completed the video, it all worked for me. Thank you much!)
@davideblonda6159
@davideblonda6159 Год назад
Thanks for this videos, i have seen many people making unreal tutorial channels and than give up half way, so is kinda difficult to find a channel that push until the end of i project, i hope this is not the case, i have learned a ton today, thanks a lot.
@kuro2ck
@kuro2ck Год назад
Best widget video on youtube!
@Flowerpot2905
@Flowerpot2905 7 месяцев назад
Awesome - I couldn't find my macro because I was using your player controller that you built in previous videos. My parent class was "character". But I was delighted to figure that out! I've learned more in this tutorial than in any other.
@noname_2108
@noname_2108 5 месяцев назад
That's amazing. I really love that you show the principles behind your decisions first, because when you understand principles you can begin coding! Thanks! HUD Class + Player Controller is super setup)
@HiddenWorldsLLC
@HiddenWorldsLLC Год назад
I am glad you clarified to set the widget as collapsed, I was about to comment saying "Dont set the widget as hidden." xD
@xaxao649
@xaxao649 Год назад
I love this kinds of tutorial! Makes me feel more ready to persue the industry by follow best practices, please make more, (perhaps about organization of assets, or packaging?). Thanks!
@shannenmr
@shannenmr Год назад
If you are making a game to release and others to play you should probably look at using the "Common UI" plugin provided by EPIC since late UE4 which is also used in Lyra as it allows for theming, handling different / swapping inputs and alot of the "core" / "common" logic most people end up always doing in UI development.
@Kekdot
@Kekdot Год назад
Unfortunatly it’s highly limited in blueprints. I recommend it more for C++ projects. It’s rather complicated and undocumented last time I checked. For me it saved more time not to use it.
@GoodguyGastly
@GoodguyGastly Год назад
​@@Kekdotis it still like this? Ui is so annoying in UE. This video was a great help though. Thanks a ton!
@Kekdot
@Kekdot Год назад
Still like it unfortunatly
@shannenmr
@shannenmr Год назад
@@GoodguyGastly In 5.2 they have updated Common UI to work with Enhanced Input and have fleshed out the documentation more but its still lacking. Some YT'ers have recently released some videos on the topic + there was a recent'ish EPIC released video too.
@dreambadger
@dreambadger 9 месяцев назад
CommonUI is still garbage unfornately. Even the CommonUI demo map in Content Examples project is broken. For example if you press your close/back button twice on a game pad when a pop up widget is inside its animation fade, it completely breaks focus.
@Gup11654
@Gup11654 Год назад
Love the vid. Learned a lot watching this. Enjoy how you explain the WHY you are doing what you’re doing. Keep it up!
@danielexceed6882
@danielexceed6882 Год назад
Wow extremly good code man! I did / used some of the concepts in the video but some are very new to me. Keep it up!
@pavellysenko8278
@pavellysenko8278 10 месяцев назад
Thank you for a cool middle-level tutorial! It is very hard to find such staff covering proper organisation (split logic between PlayerController and HUD class, and so on...)
@speedwaylabsdev
@speedwaylabsdev Год назад
24:00 mind blown! :D Thank you for sharing this. Loved the long form content!
@AidenIlkhani
@AidenIlkhani Год назад
Thank you for this. There is a lack of information around this topic.
@AngelspeedForLife
@AngelspeedForLife 3 месяца назад
Really insightfull tutorial UI management is a topic I haven't seen much about especially when it comes to multiplayer and its nuances. Keep up the awesome!
@shadowryugamer7349
@shadowryugamer7349 Год назад
By far this is the best widget tutorial i have seen thanks for this video brother
@4tee2
@4tee2 Год назад
Better than a beautiful example, it is an excellent example! Man, thank you, I am so much clearer now on this use of widgets.
@sahinerdem5496
@sahinerdem5496 23 часа назад
Thank you very much, I am just yet diving into widgets, As you know it's not about writing code, it's about writing performance friendly code. I'll watch this several repeats to understand a few, It's just the beginingg of the way and short for me... Maybe other friends do know everything, They may see it boring but it's not boring for beginners like me who just got there after accmoplishing previous in game making, Thank you very very much, Regards....
@FrozenAssassine
@FrozenAssassine 11 месяцев назад
Love the tutorial, thanks for sharing. Where can I find the next video, because currently I am lost at how to update my UI from my Player?
@MarekZeman91
@MarekZeman91 Год назад
Sooo that is where the HUD goes, not in the controller, game instance or game mode like everybody else is showing 🤔 Watching your vids for a while now and it's always a pleasure when something new shows up.
@Kekdot
@Kekdot Год назад
That is indeed where your UI is truly supposed to be managed. Just as seen in the UE docs. More videos coming this week. One for each day of the week
@junschannel4911
@junschannel4911 Год назад
Great, this is the best multiplayer game tutorial in the world, we need more tutorials of this level, the idea is very clear, looking forward to more videos about managing multiplayer games, subscribed and liked!:)
@stef2528
@stef2528 2 месяца назад
Awesome Tutorial. Much appreciated, thank you!
@Unyverses
@Unyverses Год назад
outstanding Video. Definitely am using this process going forward for our UI
@jdia.
@jdia. 9 месяцев назад
You can use the arrow on the add to view port to open it, and use the border to arrange certain widgets in custom zorder
@Porikor
@Porikor Год назад
Thanks for the tutorial, I understood only a half of it yet. But I was able to include a pause game state with an Enhanced Input Action instead of a keyboard event. I wished the menu had a close button or an x, just to learn the right alternative way to exit the menu from a widget blueprint with the solution from this tutorial.
@baziztsahy3927
@baziztsahy3927 7 месяцев назад
Thank you for a wonderful tutorial. It is amazing how much new stuff I've learned
@CosmicComputer
@CosmicComputer Год назад
Very cool and very helpful thank you so much!
@dmytrogladkyi
@dmytrogladkyi 9 месяцев назад
Crisp and clear. Love your videos on this topic!
@amadeuszittel8910
@amadeuszittel8910 Год назад
I enjoyed the video very much! Could you explain to my why you don't have to check if the HUD class is valid before the initialization has completed?
@jonathanmadeira
@jonathanmadeira Год назад
I had the same question. I was wondering what would guarantee the HUD class being valid? What if the counter expires and we never get the valid class? Not checking if it is valid again would error out. Edit: I may have spoken too soon. At 37:15 he does check if it is valid again, so it shouldn't error out
@ezphantom
@ezphantom Год назад
Thanks for showing how it could be done better. Cheers
@GiulianoVenturo
@GiulianoVenturo Год назад
So well explain. I love the tutorial!! I hope you continue the Multiplayer series
@brunskiy
@brunskiy 6 месяцев назад
Thank you for the work you've done. Great solution.
@shriwastavshoryas
@shriwastavshoryas Год назад
Really amazing, I personally miss this level on in-depth tutorial. Love you guys. I hope to see similar in-depth techniques in future. Any one reading this comment First Subscribe!!!
@phantomabid
@phantomabid 4 месяца назад
17:40 - Bro's laughing very proudly... 19:08 - 💀 22:10 - Somehow, it's giving me motion sickness ;-) 23:53 - Big 🧠 Just found out your RU-vid channel. You're underrated af. Enjoyed every moment of these videos. Keep it up, dude! You deserve millions of subs!
@trollgasm
@trollgasm 8 месяцев назад
Revisiting this video. The Hood Class joke is actually pretty funny. Cheeky. Glad you have all these videos. They have really made me re-think how I approach setting up my projects.
@luiscarlosealo
@luiscarlosealo 7 месяцев назад
Great tutorial! though, its amazing how UE make such a simple functionality a long and tedious task! this will take less than 5 minutes to implement in Unity :). Keep the great work man!
@prudentibus
@prudentibus 6 месяцев назад
Actually very nice tutorial
@sym9266
@sym9266 Год назад
Fantastic Tutorial, subscribed!
@javisartdesign
@javisartdesign Год назад
thanks! very well explained. Really like this kind of Best Practices videos
@saeedzamani1503
@saeedzamani1503 5 месяцев назад
I like it! thanks a lot! It would be better to do it in two parts.😊
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
Maybe you can make a Video for this series how to create Health and Stamina Bars.
@tentmantv2203
@tentmantv2203 Год назад
really phenomenal tutorial
@blackivy011
@blackivy011 Год назад
Have you used the CommonUI classes? I feel like pushing on and off the widget stack is a more built-in way of doing this. You should check it out!
@lululu6102
@lululu6102 Год назад
wow should have know you earlier, great work you are doing.
@sizzonnz
@sizzonnz Год назад
Hey great video! I have question about managing, how would you setup UI that have alot of depth, for example menu button opens class widget that can open many class widgets, and those widget can open another multiple widgets. Thanks for any suggestion, once again i want to say amazing videos!
@fghijk-x3k
@fghijk-x3k Год назад
Around 25:00 you are using inputs directly in the graph - isn't it more appropriate to use an InputDataTable and mapping, so that there are not direct coupling between the menu classes and the input map? Then the user could ostensibly remap input as well as having abstract interface for gamepads, etc. I'm a noob, trying to learn, but it seems that Enhanced Input allows for this type of paradigm in-editor, and then you could GetEnhancedInput action from the graph, instead of the explicit key.
@stevenhoffmann5457
@stevenhoffmann5457 Год назад
I think He doesnt use 5.1.1 In 5.0 there isnt the enhanced Input
@Kekdot
@Kekdot Год назад
True
@stepylee
@stepylee Год назад
@@Kekdot as i followed your steps when i changed the player controler class to BP_PC_BaseSetup in BP_GM_BaseSetup i lost my movement in game. Using 5.1.1 version. its this the case discussed above ? any idea how i could fix it pls ? i started 2 days ago so noob explanetion would be nice. thank you. Also do you have any tips what to do if i dont want when i toogle a widget like mounts to the inventory widget been close ?
@DeeOdzta
@DeeOdzta Год назад
Thanks for the talk and chalk.
@gouravkd8545
@gouravkd8545 Год назад
INCREADIBLE!!🤯
@zackakai5173
@zackakai5173 Год назад
Concerning best practices, you should only use canvas panels when you really need to. In most cases you should favor overlays and use child widgets to arrange things. Like so many other things in Unreal, the easy/nooby way of doing things isn't really going to affect performance in a small tutorial project, but at production scale can start causing problems. Best to get in the habit of setting things up to scale early on (within reason of course, but in this case it's not a lot of extra work).
@314121282192
@314121282192 4 месяца назад
42:33 It really is a nice tutorial :D
@steveCCan
@steveCCan Год назад
Love it! any ETA for sequel?
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
Very good explained Video. But since i do all exactly like this all my progressbars only works on server and nomore on client side😢
@adamkareem
@adamkareem Год назад
Excellent excellent tutorial :)
@punchline1729
@punchline1729 Год назад
Awsome tutorial
@djrj9367
@djrj9367 Год назад
very good Tutorial , keep up the good coding , you deserve more likes ! Liked 126
@SpaceWorks_Studio
@SpaceWorks_Studio Год назад
Thank you so MUCH!!!
@tommyfournier3138
@tommyfournier3138 5 месяцев назад
I am unable to find an answer to this question, How can you control the visibility of only one component inside a widget/canvas. My example has a text that I need to appear when I get close and a progress bar underneath it to only appear as I press E, I first had them separated into two different widgets which worked great until I zoom in game and the distance between the two changes depending on proximity. I added the progress bar into the same widget to have it distanced properly and I am unable to control or even get access to the progress bar object from a blueprint to toggle visibility seperately. Any help is appreciated.
@whitefish-id
@whitefish-id 6 месяцев назад
At 30:18 you are showing bad thing. HUD already has Owned Player Controller and it will be instantiated after local player controller, so it is okay to subscrube on player controller events from HUD class intead of dirty hacks. @Kekdot, what do you think about that?
@mythicaldata6297
@mythicaldata6297 7 месяцев назад
Just because the menu is not in the viewport, and not ticking, this doesn't mean it isn't using resources. It it's loaded it's load Plenty of widgets don't even use tick
@zigglyDev
@zigglyDev Год назад
Great Tutorial. I have one doubt. What about options, selection menu where game needs to switch from one Widget to another. How will i control that, Macro you create is not callable in Widget Graph. how will I switch between widgets from widget?
@alejandrodoradom
@alejandrodoradom 7 месяцев назад
Using a delay node to cast a variable seems like a really bad practice. What happens if your defined timeout works now but one year into development is not enough time and the cast begin to fail? Do you just manually increase it over time? In this particular case, wouldn't it be better to wait until the player has initialized completely and then cache all these variables? You have the OnPostLogin event in the GameMode that is triggered only after the player has received a player controller and that event returns the player controller, it could then call a "PostInit" custome function in the player controller, for example. There must be other ways to do this caching using events and delegates. I really like your tutorials, some of them have some great points well thought and presented but other tutorials are inconsistent and sometimes even go against previous ones were a particular subject was better explained and closer to what the right solution or approach must be. Keep up the good work and thanks for sharing your knowledge!
@polysiens
@polysiens 6 месяцев назад
Yea, sometimes getting an error is a good thing, especially for critical classes like player controller. Making a fail safe with a delay that can timeout sounds like something you never want to do. If I have a class that if it fails, bunch of the things in my project would not work, do I ever want to have timeout and just let it be?
@hardwire666too
@hardwire666too 2 дня назад
I see "hood class" in the time lien. I'm like Oooooo. What's that? Never heard of that before then as soon as you say the word I just wish I could slap YT.
@protophase
@protophase Месяц назад
I followed the tutorial but I instead wanted to switch between the playerUI, PauseScreen and Deathscreen. I made a FlipFlop to alternate between my Pausemenu and PlayerUI (I'm just trying to swap between the active widgets). I can open the menu but why can't I close it?
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
Very good explained Video. But since i do all exactly like this all my progressbars only works on server and nomore on client side😢 Please give me an answer to that. I'm on your Discord but nobody's answering me there either! I just can not manage it. Either the progress bar only works on the server side or only on the client side. No matter how I turn it. I'm really getting desperate and giving up! That really takes the fun out of programming.
@gendalfgray7889
@gendalfgray7889 7 месяцев назад
What better: One HUD class that contains main menu and game widgets Two HUD classes, one for main menu, another for game?
@baziztsahy3927
@baziztsahy3927 7 месяцев назад
Newbie here: Why does the Macro for creating the widget are a Player Contoller Macro and not a HUD macro?
@simes007us
@simes007us Месяц назад
Where can i find the next video for mention at the end of this video where the stats are hooked up?
@aleksandrstukalov
@aleksandrstukalov Год назад
Hey, I could't figure out what's the point of trying to cast to our custom HUD class several times in a row. Like, is there such a great difference in time between the creation of Player controller and our HUD class? If there's not, then it's us who didn't set the proper HUD class, and hence nothing will change in runtime, hence it's pointless to check. So why are we doing this? 🙃
@sebabuce
@sebabuce 8 месяцев назад
Hi, what should i do in case if i have multiple pawns and each one of them can dispaly information using same widget. Should I create one widget per pawn and add to array, or should I create one widget and then regarding which pawn I click populate widget with data of given pawn?
@exenihilo
@exenihilo Год назад
How would this sort of thing handle some sort of UI that should be seen on every client, like a ping in the world space, or overhead healthbars? Since the HUD class is always run on the client, would those things become impossible without an additional class?
@Kekdot
@Kekdot Год назад
The HUD class as the name intends is only intended for the Heads up Display of the player. So basically only the 2D UI that an individual player sees. In case you wish to use world UI then basically spawn an actor that has a UI component attached to it set to either screen or world space. Checkout my player name above character head tutorial.
@bjmgraphics617
@bjmgraphics617 4 месяца назад
How easy it is to import a custom made UI from Photoshop into UE5?
@arthurspears8477
@arthurspears8477 Год назад
Should I be trying to use the same HUD for the main menu, lobby, and game? Or should I use a different HUD for each, setting it in the gamemode?
@Kekdot
@Kekdot Год назад
Different child class for each
@arthurspears8477
@arthurspears8477 Год назад
@@Kekdot My main menu wasn't appearing until I set a custom event to create all the widgets, then called the custom event from the main menu level on beginplay. Begin play wasn't hitting in the HUD class.
@aethylwulfeiii6502
@aethylwulfeiii6502 9 месяцев назад
Why does nothing ever work in UE5? When I re spawn the character the health is reloaded but the user interface displays zero health?
@alexpoc
@alexpoc Год назад
is there any way to use the visibility way for a widget that must be created on mouse location for example an item details panel ?
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
Health Variable replicates right from Char BP but in WPB i only get it from Server, so healthbar don´t work for clients. What can i do?
@MadaraBleepface
@MadaraBleepface Год назад
As a ue noob but expeirenced programmer, I can say that calling things like "Get Owning Player Controller" separately every time you need it must be a bad practice. As even if it get's a local variable, it must still be a more heavy function to run than to just run it once and save it as a local variable.
@ethanwasme4307
@ethanwasme4307 11 месяцев назад
it's always got a reference to a controller hence always in memory
@bobbyr
@bobbyr Год назад
Good tutorial, showing good and bad examples.
@user-ccgames
@user-ccgames 7 месяцев назад
Hey Kekdot, I implemented your BP Macro Library in Unreal 5.3 and I'm getting this error: "Delay generated from expanding Get BP Game Mode 01 contains a latent call, which cannot exist outside of the event graph". Did something change in the newest version of Unreal? When I change the Delay node to something else I no longer get the error but I cannot find a suitable replacement for delay. Set Timer by Event or Set Timer by Function don't seem to work very well in macros.
@y0t4
@y0t4 Год назад
can we get an updated version for 5.2. it seems the way you set up the toggle widgets is different in 5.2
@ilollipop1009
@ilollipop1009 Год назад
i did all step by step in 5.2 and i had no problems
@y0t4
@y0t4 Год назад
@@ilollipop1009 in that case I'll have to give it another go, thanks!
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
@ilollipop1009 how do you get a working healthbar with this system? No matter how I do it, I only get the progress bar to run on the server side. But the hud for the progress bar is also shown to me in the clients. They just don't work.
@morelloreanode
@morelloreanode Год назад
You are powerful
@zeon3d755
@zeon3d755 4 месяца назад
@23:19 where can I get that texture
@h3rnaldo
@h3rnaldo Год назад
Hi there Kekdot. I'm desperate. For some reason my widgets are not being activated when packaging the game in shipping configurarion. There's just little information about this Idk who else could help me.
@benellis3909
@benellis3909 2 месяца назад
only issue iv run into is that the do n times no longer exists and iv had to use a for loop but i havent got a reset option
@Kekdot
@Kekdot 2 месяца назад
it does still exist. If you look under the utlity category you'll find it. It indeed wont find if you type: Do N. But it does exist, open the blueprint functions and look carefully
@benellis3909
@benellis3909 2 месяца назад
@@Kekdot ur quite right sir, bit silly that a search for this doens bring it up. thanks for the reply, appriciate it
@rockygingerstudio
@rockygingerstudio Год назад
Hi I have a question, the system is really great, but my concern is that I want to create a main menu but it does not work. Because for the main menu I have to create another level than the base level game, and I think it messes with everything. So what would you do ? Sorry if I did not explain well I am very confused as well :)
@Kekdot
@Kekdot Год назад
The main menu is an exception that has its own game mode and simple HUD logic. This tutorial is intended for handling in-game UI
@rockygingerstudio
@rockygingerstudio Год назад
@@Kekdot Thank you very much
@RebusMoebius
@RebusMoebius Год назад
(*Supporting your channel with any messages))))
@RMC_
@RMC_ Год назад
Is player controller the same as a player blueprint like BP_FirstPersonCharacter? because I don't have the "get HUD" option at 27:14
@Kekdot
@Kekdot Год назад
No a player controller and a character class are two different actors
@RMC_
@RMC_ Год назад
@@Kekdot ok thanks. I will have a look at it. Great video, but might be too advanced for me just yet :)
@NicolasGagne
@NicolasGagne Год назад
You better implement common ui
@Kekdot
@Kekdot Год назад
You used it?
@NicolasGagne
@NicolasGagne Год назад
@@Kekdot Yes, I'm using it in a production that has just started. There are a few subtleties that I don't fully understand yet, but it's really well done for focusing on the right widgets at the right time, and controller support is very well implemented.
@Kekdot
@Kekdot Год назад
Thats good to hear. I myself have found it to be more bottlenecking and lacking of options and hence created my own setups that serve my needs well. Good to hear that you do find it handy to works with. Do you work with blueprints or cpp? In blueprints I experienced quite a bit of difficulties working with the plugin.
@NicolasGagne
@NicolasGagne Год назад
@@Kekdot I'm currently implementing the core systems in C++, and 80% of the game remains in Blueprint to iterate more quickly. There will likely be a pass at the end to optimize and convert the performance-heavy Blueprints to C++ if necessary.
@Darkcoder414
@Darkcoder414 4 месяца назад
very nice video dude if could put like 10 likes I will have done it🙂. the first time I watch a long tutorial video on RU-vid without getting bored. thank you
@scottmaxwell1927
@scottmaxwell1927 Год назад
The vowel for HUD is not correct. Even your timestamp reads "hood". Lovely descriptive video otherwise.
@GerardoGeovia
@GerardoGeovia Месяц назад
Thanks!
@Mr.K.Johnson.
@Mr.K.Johnson. Год назад
@ilollipop1009 how do you get a working healthbar with this system? No matter how I do it, I only get the progress bar to run on the server side. But the hud for the progress bar is also shown to me in the clients. They just don't work.
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