mathew tomatoes wadstein is the man. many heartfelt gratitudes for your videos. without them i may not have persevered with UE, but soon i am going to complete my first serious project, and i couldnt have done it without this resource. First class, well thought out, right to the point, professional and without youtube waffle and shameless self promotion.
Hey Man literally right now I am crying, I am so happy to find this channel , for the last 3 months i have been in this tutorial and documentation loop that i almost gave up on making my dream game. But now i am again in full shape will try my best to complete you channel
Mr. Wadstein, so many to the point, well done short and clear tutorials, teaching people the ins and outs and nuances of UE4 for years. You are a saint. I can't understand how your videos don't have more likes and views. I mean it's one of the top knowledge librarys when it comes to learning material for UE4. The concept of precisely planned, bite sized chunks for learning and grasping the complexities and specific uses of the enngine is just insanely helpful. Recently discovered you did some of the official material for Unreal Academy as well and I was really happy to hear you there. Because: I know that I'm about to understand something valuable in a very clear and enjoyable way. So much appreciated. You should really know that you are doing something amazing with your channel for lots of UE4 devs. Especially those that are also keen on learning blueprints more in depth. I salute you! Happy you exist and looking forward to watching your videos to learn more UE4 for years to come. (Jus placed my comment under this video because it is the most recent I found , but I could have placed it under any other...)
You're such an invaluable teacher, Mathew. I'd like to request a video explaining when and why to use hard/soft references in Blueprint. I find there's very little out there on this subject. Cheers and thanks so much.
Mathew, your videos have always been great for UE beginner like me. Hopefully you're doing good wherever you are and maybe we'll get to see you making videos again :)
Just wanted to say that you're providing a service that Epic 100% should be doing. If I have questions about blueprint nodes I always go to your page first. Thanks for all your work, it's definitely appreciated :)
I won't ask anything from you this time.I don't have questions. Just to say hi, and thanks a lot for every single video many years now. Huge fan and follower since making stuff in UE livestream videos 3 years ago. Thank you!!!
sensei, please let us know that you're ok, i'm really worried and miss you so much!!! please come back to us!!! 😥😭😭 i'm praying that you are ok my lord and master!!! PLEASE PLEASE PLEASE COME BACK, WE NEED YOU AND WE LOVE YOU!!!🙏🙏🙏💙💚💛💜
Matthew my man, you rocks! Thank you again for this brilliant piece of information. Epic Games should hire you to rewrite the blueprints/c++ documentation section!
Hi Mathew! Just wanted to tell you that I expanded the StoryTeller object you made in a previous video and turned it into a dialogue system. I've just uploaded a video where I ramble on about how I made it, thanks for putting these videos out. I wouldn't have been able to figure it out if it wasn't for you!
Sadly, this has changed in UE5 or at least UE5.1. It now requires a Package Name, which Im still trying to figure out as I'm using data assets for my RTS like game to manage buildings. -_-
For anyone else, I got around this by just making the PDA's in C++ (Pretty much just setting up Uproperties, Structs, Enums, that sort of thing). Then added it to the Asset Manager.
Thank you. As someone who actually uses a lot of C++, I am in a situation where I can not use it as I am trying to make an example project blueprints only (Because people prefer it) on how to use my new Dialogue/state machine node graph tool plugin.
I'm getting this Error during packaging whenever I have even a single BP Data Asset added to Project Settings with "Has Blueprint Classes" enabled: "Error: Registered PrimaryAssetId PDA_Test for asset /Game/AssetManager/Items/PDA_Test.PDA_Test_C does not match object's real id of ! This will not load properly at runtime" Any idea what might be causing this or how to fix it?
I have 2 projects opened. In one I see created DataAssets in another created, but they not visible - can select, set as variable. Only difference - one project is c++, another blueprint only - where I can't see created data assets as viariable. This is cause? It works only with c++ projects? I can't find another explanation.
how do I open a ue4 game I built from another desktop app I created with C++, I want it in such a way that the desktop app will have menus which will contain links to the ue4 projects, so that clicking on the menus will open the ue4 projects.
Hi, i need a help, because i was just making a main menu but when i start the game, theres a joystick controller on the screen. I tried removing it and goes back everytime i start the game again. I want to remove it permanently.
Hello Matt, I am wondering if you could help me figure out a rear facing camera like Minecraft in Unreal engine, I currently have it so I can switch between first and third person, and even to the rear facing camera, but the rear camera is at a fixed angle and when you snap back to the front camera it jerks to whatever position that ended up in while you were using the rear camera
I have a question for you. I want to make the mouse pointer behave in game like it does in the blueprints editor, where right click and drag slides the screen around, and left click and drag will move game pieces and such. I can't seem to figure out where the code for this needs to go, because GetLastScreenSpacePosition requires a pointer event but I can't seem to put one of those in the level blueprint.
Hi mathew big fan of the work! i had a question about the new android rules. On UE4.25.3 they have the aab bundling option and google play doesn't except anything other than that. Now i built an app and the problem is the aab is too large. I dont use c++ scripting and build the game on blueprints only. Please make a video with how to upload to google play 2020.
Mine wasn't loading because I was creating new Assets by going to New -> Blueprint -> All Classes -> Pick my DataAsset. But instead you need to go to New -> Misc -> Data Asset. (as the Tomato guy shows) The data asset created the correct way will have a red icon instead of a blue icon in the content browser. In case it's not loading for you, that might be it. Then when I would ask the registry to look for assets by class of the type "MyDataAsset", it would never find anything, because the assets I created was considered to be the type "Blueprint" /facepalm Then I watched these both tomato videos and "OOHH"