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Unreal Engine 5 Tutorial - Action RPG Part 14: RPG Stats 

Ryan Laley
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26 сен 2024

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Комментарии : 4   
@dethlyaura3262
@dethlyaura3262 Месяц назад
Thank you for such wonderful content bud, you are truly a blessing for my learning journey 😁
@BurakSaruhan
@BurakSaruhan Месяц назад
Keep up the great work 👍
@mikelkram
@mikelkram Месяц назад
It is very important to repeat all calculations for better understanding. Thanks
@variann6488
@variann6488 Месяц назад
I haven't watched the series, this just popped up in my recommended and decided to take a peek. There's a few things wrong just from the get-go, do feel free to correct me if I am misunderstanding something here: 1. Why are you doing debuffs as ACTORS?! Just use objects, they are like 10 times cheaper to spawn, take up less memory and are easier to garbage collect. If it's just for the sole purpose of attaching VFX to debuffs, then this is a insane overkill solution and you should have a separate VFX actor. If it's for replication, you can easily make a replicated object with like 30 lines of simple to follow C++ code 2. Stop using strings for things that don't need to be strings, either use Names or gameplay tags. Tags should be the standard because it removes any chances if typos and it allows for global renaming and associating the stat with other external systems. It also helps team members keep track of what stats exist in the game. Using things like strings means that it's almost impossible to resolve how many stats the game actually has once it is far into development. 3. You're 14 episodes into a system that could easily be replaced by GAS, which is going to be more powerful than this and is also becoming an industry standard. If you teach people GAS, that's something they can put on a resume. This is NOT something I'd put on a resume because it would show a lack of research into what the industry uses as a standard. You could easily implement GAS in less than 14 episodes. 4. Don't use the default damage system, such as "Event AnyDamage" because it lacks important information and can't be expanded without modifying the engine. What if you need the hit result or want to add more data to the event? Replacing this system with your own is extremely simple.
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