Hi, thanks for your supportive comment and interest ! That's why the video is long, you can't explain these important things in 9mins Tutorial, that's why there are so many complaints in my other videos. Stay tuned, other great videos are coming with things that are almost never said in here. Cheers
@@yairmagnivow1361 Many people have learned Cast, but still they don't want to accept that Cast is bad for the game. I'm happy you have learned this way, and trust me, when you finish your game you will feel the difference ! :) I have a full Course on Udemy for Blueprints Optimization, check the link with a Coupon 33% OFF. Thanks and happy learning :)
Thank you for your kind words and for recognizing a true rare and hard work ! More Tutorials and more Courses are coming, so keep an eye on the Channel or join our Discord Server. Thanks again !
@@kartikmarandi12 Thanks, I'm happy it helped you :) For Multiplayer it will require a little bit of tweaking some stuff, but definitely this is the optimized approach.
Thanks for your kind comment ! You see the length of the video? Almost 30mins ! If this was a video with Casting it would've been 10mins long. Check the Channel regularily, I will post many other things that are not being taught on RU-vid or Udemy. Cheers!
@@connorjade5460 Using Blueprint Interface, Custom Events, Timers, Event Dispatchers. Just Avoid using these Blueprints I'm mentioning. I have a GAS Blueprints ready on Marketplace, check my Channel links.
Can you show the player fps without binding? I mean to show him in a different font and a custom place in the widget not the engine one. I think it is impossible to show fps without binding or event tick.
I'm sure it's possible. Binding in Widgets and Event Tick are the same, so this is very bad for performance of your game, especially these two running at the same time.
Great tutorial! Very clear and concise. So, If I'm looking to make multiple health bars for children of the BP_ThirdPersonCharacter, how would I be able to give "Set Percent" multiple targets? Do I have to turn the target into an array?
Thanks ! You can go with Array, just make sure you don't put a lot of Arrays, since Array can also slow down performance. For example don't put 10 - 15 Arrays. I could say it's safe to go up to 10, but also it depends how fast you want the Progress to update the Percent.
@@chankulovski Thanks a bunch, I'll remember to keep that in mind! It would probably be no more than 4 or 5 at a time. Also, when adding the max for the clamp, does it matter if it's set to 100 or should that also be a variable on it's own? Since some children may have a different max.
@@EMBakie If you want to make it even more modular, the best approach is to make a Blueprint Component, and all you have to do is to tweak the values there, without creating many arrays and additional programming. But that's Tutorial for another time.
@chankulovski Okay, I'll see if I can figure it out. Thank you for the push in the right direction. The more modular I can get it his system the better. I'm trying to make it so the player can switch between a list of people.
Hi. Can you please let me know how can I get a reference to my Character BP. I have several skeletal meshes in my Character BP. And I want to get their reference inside game instance blueprint. Earlier I simply casted the character BP and got the reference from it's target node. Please help....
@@chankulovski That would be great I'm struggling with it, go health to work at one point, now I just die in the pain causing volume and when I spawn I fall though the map by following different people's spawn, health, death videos. LOL