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UE5 | Modular Interaction System - Tutorial - Pt3 

Michael Pattison
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Welcome to this tutorial on how to create an interaction system in Unreal Engine 5! In this video, we'll go over a different approach to making an interaction system using Unreal Engine's powerful Blueprint visual scripting language.
Whether you're a beginner to Unreal Engine or an experienced developer looking to add a modular interaction system your projects, this tutorial is a great place to start. So grab a cup of coffee, fire up Unreal Engine 5, and let's get started!
Outline Material by Cristian Barrio:
www.parallelcu...

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17 окт 2024

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Комментарии : 21   
@dobrx6199
@dobrx6199 9 месяцев назад
Thanks so much for these, I'm learning a ton!
@gatOlegat
@gatOlegat 7 месяцев назад
Hi Michal, i am trully impressed with the way you explain things in a such understandable manner, could you tell me if you have any courses somewhere i can purchase? If you don't, i would be great if you could record one. I am confident that your courses would be in demand! People are paying 50+ pounds for trash courses on Udemy, you could relese yours and outcompete everyone!
@novisient
@novisient 6 месяцев назад
Thank you for this tutorial, I am learning so much through your content. I'm currently having an issue where the ceil node and second OneMinus node is added. Once I connect it, it shows as black only and stops the entire thing from working. Could you please help me with this?
@mpattym
@mpattym 6 месяцев назад
It could be that the 'Range' value is set to 0. This isn't an issue as it should be fully black when 0 but during testing, it can be useful to set this to a higher number so you can see what's happening. I set the default to 45 so I can see a triangle shape. Hope this helps.
@novisient
@novisient 6 месяцев назад
@@mpattym Thank you for your fast response. I tried setting the range to a higher number when previewing the node, the same as when you do in the video, however it remained black regardless of the value placed in the range default. All steps were followed exactly as shown in the video. I am currently using version 5.3.2 if that could be a factor?
@mpattym
@mpattym 6 месяцев назад
@@novisient in that case it'll be hard to say what the issue is without seeing it. Feel free to jump on the discord to share a screenshot and I'll take a look when I have a few mins.
@novisient
@novisient 6 месяцев назад
@@mpattym Will do, thank you!
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Год назад
Hey when u say the actual thing that they need to have is interaction_base at 11:46, u talking about npc or item the player interact with right ? What those interacted item want to have from this actor component precisely, whats important about this actor component to be stored/Activated (i dont know how to call it) in those item ? Nice tutorial and feature btw
@mpattym
@mpattym Год назад
Yes that's right. When you layer your blueprints, (as you would in C++) you want your heavy assets (skeletal mesh, sounds etc.) to be in child blueprints that only handle the visual side of things. In most cases, other blueprints shouldn't ever need to know about these but would if all the logic was in one blueprint. Making it so they only need a reference to the parent class means it doesn't need to know about the other stuff. There's nothing stopping you from creating a parent class that only contains vars and functions other actors can get or change and then create child BPs that adds the functionality and makes use of the variables. Another example of how I've used this technique is for handling the UI. I created a base UI manager that has a variable for what UI should currently be displayed. I then create a child of the UI manager that checks if this var has changed and updates the UI accordingly. Anything that needs to change the UI only ever references the parent and updates the var meaning it never knows about the various widgets and textures used.
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Год назад
@@mpattym damn thx for the complete answer that open more question and objectif for me but im sure i will aquire it with more experience and practice with ur content and other creator. Im thinking about what variable and function should go between the hierarchy of parent class and child that u make in ur logic and what is used by what.
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Год назад
Another question then lol, u use the function stored in the BPI_Interact called Set Outline State and u setup it in the AC_Interaction with the function UpdateInteractState, so its mainly what make it work for the bp_npc but u also need all the variable of AC_Interaction_Base to check the outline state right ? i didnt follow the part 4 vid of ur tutorial if u do something else in it. I think i understand wtf
@mpattym
@mpattym Год назад
@@efsfsesegsgesg8775 if you create a variable in a child BP, you can right click and move to the parent if you later find it needs to be in the main class.
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Год назад
@@mpattym nice ok i feel like i should try to discover the basic of c++ to be more comfortable
@joeanrachelmiller6529
@joeanrachelmiller6529 11 месяцев назад
21:55 You should also change to no mipmaps since the UI doesnt scale by distance if properly made
@mpattym
@mpattym 11 месяцев назад
Setting the texture group to UI disabled mipmaps by default.
@JarivanBatista
@JarivanBatista 6 месяцев назад
I must have done something wrong because when I press and hold the interaction does not update the values of interctholdtimer or currentholdduration
@mpattym
@mpattym 6 месяцев назад
The UI side is handled inside one of the child components. Make sure You've added the correct one to the character. Additionally, make sure you've added the relevant actor component to the player controller. I hope this helps.
@JarivanBatista
@JarivanBatista 6 месяцев назад
@@mpattym I fixed! Thanks. the problem was in the input configuration
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