Excellent tutorials. Easy to follow. I'm doing it on Unreal Engine 5.2 and it is working fine. I would recommend them for anyone new to Unreal Engine or who wants to learn how to create building parts that snap together. I'm also learning a lot about the engine as I go through them. I'm up through video 13 in this series and plan to finish them all.
Me too, glad I just jumped ship from Unity (especially after their gigantic faux pas on Install pricing for released games - not allowed to say f*** *p on here I guess)!
13:52 If anyone is having an issue with this section where the integer * float no longer exist in UE5. But you can use the multiply function and right click and set to Integer. It will give you the same node during this part of the video.
hint, instead of dragging fx the build transform out and get and then connecting it, you can always just drag a variable out and connect it directly by dragging in in the spot. if you ctrl drag a variable out you automatically "get" it, and if you alt drag you "set" it
A true Maestro, very well made. Explain everything you do. The tutorials are not for beginners, as they go too fast and lack an explanation of how to create a node, but you don't give that impression either. As I said very well made.
If using UE5 add a "Sequence" node after EventBeginPlay and then from the sequence pins you can connect the "Set Camera" node and the "Cast to Player Conroller" node. ♥
(UE5) For anyone having trouble with the green and red translucent colors not showing and it just going back to the default UE material: nanite does not allow translucent materials. So get your static mesh, disable the 2 nanite options and reimport :)
Thanks for pointing this out, it will save me a bunch of head scratching later. I am thinking that a work around/through would be to have a nanite version and a normal version of each mesh. Using the normal version for previews but spawn the nanite mesh version when completing the build. Cheers.
@@RaneyDay Open your static mesh in the editor and search in the "details" (right side panel) for nanite; either use "disable nanite" or uncheck any nanite related thing
Man thank you so much. This is how tutorials should be, you give us a clean folder with a direct download links and its a great tutorial, you even made a youtube playlist! Awesome!
This series is super well done and has helped me build and understand unreal engine 5 and how to implement my own solutions, on top of the excellent walkthrough of this project.
easy to follow along to, hard to understand if you dont already know whats going on (this allowed me to fix a longstanding issue so huge thanks. but understanding all the different pieces of logic - the line of logic made up of its different parts in this video is difficult - probably because it is so elegant)
Great tutorial, easy to follow (after I went back a few times of course)... Maybe it would be a good idea to get the Camera Boom length from the camera used (although a bit more complicated) rather than hard coding a value of 350 as in latest Third Person project in UE it's 400 units (don't know if this is relevant but just pointing it out)! :o)
Hello, great tutorial as always, I could not get the option to set camera with building component as the target for ages, turns out i didnt compile and save and option was just stuck :)
Those tutorial are seriously under liked. 23k views but only 600 likes. I think a lots of people liked the video without clicking the Like button. Anyway! Good job, thanks for sharing your knowledge.
i get this error----> : Blueprint Runtime Error: "Accessed None trying to read property Camara". Node: Line Trace By Channel Graph: BuildCycle Function: Build Cycle Blueprint: BuildComponent
Really great series.Used this for something else but got far by using this methods, my question: my ghost mesh is going trough the ground but when placed, the actar is at the correct position,any help or suggestions?
OH GOD I'M DONE, i try for two days, and cannot understand why i get error "accessed none to reach property camera" node: linе trace by channel. In UE5.1.1 if you use third person preset, in BP_thirdPersonCharacter THERE IS ONLY ONE "Event begin play" node, so if i try to copy and paste existing "Event begin play" - it create a custom event THAT DIDNT WORK. I followed original "Event begin play" through the camera component (next up after the build component and follow camera) to original "cast to PlayerController". And everything starts perfectly work!
Hey! I followed all the tutorial twice and still I can’t see my foundation. When I press B nothing happens! Do you know if there’s a function or setting I must turn on? Great video thanks!
I was having a problem with he visibility of my static mesh components. I was referencing the controller instead of 'third person character' in the character ref that 'It'sMeBro' is using. Don't ask me why it doesn't work with the controller but referencing it to my camera pawn or a thirdperson character made the meshes visible. Hope it helps someone
hello dear nice tutorial , but i coldnt make ir run , im fowing all the steps twice as well , when i press b the tructure dont spaw ... do u have a discord chanel ?
Great tutorial, followed well. For some reason my mouse seems to be locked and cannot control camera (in 3rd person) anymore with mouse after adding this. Do you know a possible reason maybe?
No clue mate. Didn't change anything from the default stuff, only added new stuff. Should have worked fine. Could it be that you removed the default nodes or removed the default input mapping?
@@ItsMeBro From some google searches it seems to be a bug, can move mouse horizontaly when holding button down. Made a new project and migrated blueprints etc. Works like a charm. Thank you so much for you tutorials!
Hey Quick Update on mine. Durning my run through the video I moved my camera out from under the camera boom. Popped it back under and I am running :D Wahoo cool stuff!
Great video Learned a lot very easy to following along Have question I am using my own mesh works great but mine is only green on the top part of my fountain yours is green on top and the legs. I know there is a way to fix this but slips my mind on how to set it up any help please doc video etc and again great video.👍👍
For me the build cycle didn't work as well, I checked with prints at the end of the build cycle, I noticed my string went away pretty quick, then I noticed I didn't put the boolean of buildmode on = true just after the launchbuildmode event so it imediately called stop build mode... ez fix 😃
Im trying to follow your tutorial but First Person instead of Third Person. Im having trouble setting the FirstPersonCamera to the SetCamera Variable. Is there a work around for the camera or am I doing something wrong?
There should be no difference. You are still using a camera component and it should fit right in. In your variables, by default there should be a category "Components" and there you should have a camera variable. Click on it and look at the type in the details panel. It should match with the SetCamera variable.
anyone help me out with this? followed the video,.. :( Infinite loop detected. Blueprint: ThirdPersonCharacter Function: Launch Build Mode Call Stack: Show
@@ItsMeBro I think yes but no :). The reason that you put 0.01 delay is that you wanted to make it smoother. If you keep the delay 0.01 and framerate goes above 100, it's gonna be sluggish again and you have to reduce the delay further. I hope that makes sense.
Hi, any suggestions where I can learn blueprints? I am following your guide, but I would like to know what you are talking about to be able to do more on my own.
Thats a good question. I learned programming long before I ever started unreal. So I find it difficult on creating series for complete beginners. Could you be nice enough and maybe write down a list of questions you have. I would do my best to answer them. What confuses you and what you think you would want to know to get started? Also I have a beginners playlist on my channel where I explain what are functions, variables and basic ue4 layout stuff.
@@ItsMeBro I have started your beginners playlist. Learning a lot from there. Can't really ask questions on the spot, but if I struggle with something I will ask. Thanks man Do you perhaps have a discord channel? Don't see one in description, but would be nice to communicate there, perhaps with other complete beginners such as my self.
@@ItsMeBro If I change the DestroyComponent to primitive Component I have the same error as at 20:08 only then just at DestroyComponent which I also don't understand I have a target self and a component pin at DestroyComponent you have on 20:15 only one
Just getting into UE and working with UE5 now some. Have a little coding history but not too too much. Anywho, I got everything as is in this tutorial except when I run it I get errors "saying accessed none trying to read property BuildComponent. Get the errors on start up and whenever I hit B to access build mode. Not sure you've messed with UE5 but any ideas that might make it translate over would be appreciated. The internet has been no help other than telling me that the program is trying to access a null value. Thanks dude
If it's build component, then it sounds like you've forgot to add it to the character. Feel free to contact me on discord, send a screenshot from the location of the error (you should be able to find it from error message) and also the list of your character components.
@@ItsMeBro you know what, was messing with it last night and ended up just deleting and re adding ut and it worked! Got blocks placing now from the DB! Thabks for the videos, not gonna lie, watch them at 75% speed though when I'm following along!
What do you mean with adding the second phase? Im using UE5.1 and I press B but nothing shows up. Im checking the Building cycle function but can't see something strange or odd except I'm not able to do times interger but only times vector 3 for some reason.. But for the rest I can't find antything differently then on his screen
Found it! For me the build cycle didn't work as well, I checked with prints at the end of the build cycle, I noticed my string went away pretty quick, then I noticed I didn't put the boolean of buildmode on = true just after the launchbuildmode event so it imediately called stop build mode... ez fix 😃
So I followed step by step, while in UE5.03 and got the following error. I'm not sure what the Ubergraph is, but it's an uberproblem apparently. I'm not sure if this something to do with the nanite issue mentioned up top of this comment, but saw your comment and figured this a good troubleshooting spot for comments. :) Blueprint Runtime Error: "Accessed None trying to read property AC_BuildComponent". Node: Launch Build Mode Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter
@@ItsMeBro Nah I followed exactly the same. It's a problem with the EventBeginPlay because there is a new input mapping system included in the UE5 Third Person Character. You need to add a sequence node after EventBeginPlay and from the "Then" pins you do the Set Camera and Cast to PlayerController.
@@NINEx7x nop you didnt. Because, 1. It would work if you did. 2. Begin play has nothing to do with input system, because begin play is not an input. I've tested and used this in ue5 so many times...
Sry to say, the tutorial ended for me at 7:00 . There is no such thing "add Component by Class" . I looked, updated, downgraded, still nothing. Even in the documentation it is not present. If I am wrong, I would like a link to the documentation where it says so.
@@ItsMeBro sry, it is not something that pops up. I typed it, I looked for it, I tried the documentation to see if I can find whether it was removed renamed or discarded. nothing.
Like I said in the preview video, I suggest following these series in a blank project and then migrate it to any other project that has inventory. There will be a video of me migrating this to another project. But yes, I can work with any other project, this does not use any plugins or anything like that.
Ok I'm really trying to follow these videos as you are covering a great deal of what I want to include in my own game, in exactly the way I would like. However, I'm using the latest unreal engine 5.x and it failed. I have 0 experience with blueprints so followed without any knowledge of what was going on (which doesn't make for a great tutorial I'm afraid). It also means that problem solving issues isn't possible either as I have no state at which to debug. When run at runtime everything is fine until i hit the B key. Then debug shows many issues, and nothing shows up. The first line starts as thus Blueprint runtime error "Accessed None trying to read property PlayerRef". Node There are a bunch of these for both Build Ghost and PlayerRef. Is there anyway we can get the sample as a project so we can at least import and add as we go further into the tutorial as we Arnt actually learning at this stage what you're doing, just code copying into a new engine. What i would suggest is you slowing down with your speech, although clear, it's very fast, and explaining what we are adding at the time and why. This teaches us to fish so we can go and get our own fish, instead of providing a solution that often we are unaware of how and what that solution is. Honestly please don't see this as negative, I'm amazed and very impressed you've taken the time to do this for us and its very much appreciated. But a tutorial is just that, teaching WHY we are adding items to the blueprint in as much detail as possible. If anybody can provide a link to a project file that has all this working on unreal 5 I would very much appreciate it.