Is there a reason you don’t just split the struct pin on the return value instead of adding an additional node?
@flameandchipАй бұрын
sick video bud very helpful, appreciate you
@pigeonsoldier4539Ай бұрын
the gravity doesn't seem to stop when I exit the box
@hugolammens51342 ай бұрын
Hi, i create a project using the car basic project, but i have nothing in my event graph for my car, but the car is still working well, i can move, turn , etc, but nothing in the event, am i looking at the wrong file ? (beginner)
@cvcwebsolutions2 ай бұрын
maybe add the link!
@toolexport4 ай бұрын
Exelent....I want to see more ..thanks
@dominikprincz41514 ай бұрын
"Blueprint Runtime Error: "Accessed None trying to read property..." Any ideas why?
@eternalstellargames4 ай бұрын
Sorry to hear you ran into this error. Can you provide more details about it? A quick way to make sure the property is actually set during runtime as well is to check the blueprint debugger for the blueprint and check the variable. Also, sometimes if it looks like it's being set in the debugger, you might want to add a delay before grabbing the variable after immediately setting it in the gameinstance.
@dominikprincz41514 ай бұрын
@@eternalstellargames Thanks for the reply and the tipp but since then i solved my problem by using level streaming instead.
@bigpaps76964 ай бұрын
I like how every tutorial i lookup to do a seemingly simple thing ends up not working 99% of the time. Like oh yippee its working for them so easy but when I copy it, it goes ehhhh get screwed loser.
@eternalstellargames4 ай бұрын
I hope my tutorial worked for you! If it didn't, what part did you get stuck on?
@bigpaps76964 ай бұрын
@@eternalstellargames I figured it out, it had something to do with setting up the input mapping correctly. Thanks for the help tho.
@jericosantianez1795 ай бұрын
thanks man its exactly what I need
@eternalstellargames4 ай бұрын
Glad it could help!
@claudiosaavedra75225 ай бұрын
de casualidad sabes como hacer que funcione en red con cloundflare para trabajr usuarios en distintas redes ?
@mohammadumar87846 ай бұрын
how to use turnrate game pad
@ConnorF3647 ай бұрын
I like the engineer class and the whole build system it got, I wish there was more maps that used it. Also Really good video!
@eternalstellargames7 ай бұрын
The engineer class was the goat. Thank you so much!
@devGirl67889 ай бұрын
What about sending objects? I am struggling with that, not sure why I cannot send an array, should be the same logic?
@eternalstellargames9 ай бұрын
As long as you create an object in the game instance, you should be able to set it in a level. Let me look into that and get back to you on it!
@devGirl67889 ай бұрын
@@eternalstellargames I just solved it, not sure if that was the best option, long story short I had to make all my objects Blueprints actors, get them and in a second level and spawn them depending on its class. It worked as I wanted to :) if you have a better option please let me know
@eternalstellargames9 ай бұрын
I'm glad you were able to find a solution! What class are your objects? You will need to create a variable/reference of the same object type within the game instance in order to properly store it.
@devGirl67889 ай бұрын
@@eternalstellargames Well I actually had two, because I needed two types of SM; I “stored” them using “get all actors” from overlapping or something like that, getting theirs class and spawn them in a second level, I was confused at first but then everything made sense, I cannot “send” same objects from one level to other, I had to create them again. Anyways, great video, I based my project on this one :)
@madn149 ай бұрын
i dont have rifle reference and can you do one for 5.2
@eternalstellargames9 ай бұрын
It should be pretty similar in 5.2 but I'm happy to make an updated video!
@madn149 ай бұрын
@@eternalstellargames please because I found a way but if you spam left click theirs no delay and it could be faster than the full auto that i did if you click fast enough
@eternalstellargames9 ай бұрын
So, are you wanting it so that if you spam click there is a forced delay between when the weapon is actually allowed to shoot? Similar to semi-auto rifles in popular shooters like battlefield?
@madn149 ай бұрын
@@eternalstellargames yeah but still be able to hold the shoot button
@devppatabox11 ай бұрын
hey thank you for uploaded like this video i preparing team project with only 4 people this is can be use free? i don't know how to start
@eternalstellargames4 ай бұрын
Yes, perforce is free.
@devppatabox4 ай бұрын
@@eternalstellargames thank you~
@JesserDaddy11 ай бұрын
Battlefront 2 is how old? Battlepasses have also been around for a long time. Most also give you your money back AND THEN SOME. You actually get rewarded for completing the battlepass with more in game currency than you originally spent. You can literally get consistent free items for the life of the service and battlepass abd every so often pick something out from the general store for free. Sure i get the games that you spend $70 dollars on but theyre only doing it because its the new model created 6 or 7 years ago by fortnite. They also include a campaign. My guess is soon CoD will be free to play online and campaign sold separately or no campaign at all. Were literally like 5 or 6 years into battle passes bro 😂 and as long as people pay $20 for a single in-game item, it will continue. Stop buying the shit and the prices will drop
@quantum_dongle11 ай бұрын
I think youre making the incorrect base assumption that games should 'cost' 60 dollars for the consumer. A games true 'cost' is determined by how many units of the game the developer thinks it will sell, divided by the cost of producing the game + marketing. Then, add on some percentage for the profit the developer wants to take in on top (usually between 20% and 100%). This is the cost of the game. When we complain about games costing 60 dollars and having lots of microtx or paid dlc, we miss the fact that 60 dollars is NOT enough money for the developer to hit their target revenue. Lets reframe the question. Instead of saying "I like this game at 60 dollars, but the dlc is too much", we really need to be saying " the developer is releasing the gamer for 60 dollars plus 30 or 50 dollars per year in dlc/ battlepass/ microtx. Is this game worth the 150 dollars i will eventually spend on it?". My point is that publishers are scared to death to charge more than 60 dollars for a game, so they are making their money in other ways. There is no scenario where most AAA games are going to hit that price point and not charge extra money. The cost of making games has risen too much.
@HazeBre311 ай бұрын
I'm a little confused. You're complaining that BF4 doesn't let one play on the DLC maps with people who do own the DLC maps without owning said DLC maps? Isn't that how every game does it? I mean, I don't own the DLC maps for Battlefield 1 so I can't play on those maps and that makes sense to me.
@inkblot10111 ай бұрын
And yeah...buy the game then pay for shit in the game...savage pricks
@inkblot10111 ай бұрын
Ok so I just want literally any fps without eomm right now.
@geoffreyporter756711 ай бұрын
Don’t get me wrong, the launch state of most modern AAA games is completely inexcusable… buuuuuut, I do think that it’s worth noting that, technically speaking, your average modern AAA release is nearly exponentially more complicated under the hood than games released back before the post-launch patch era. Even with the best possible QA, there’s no way that most games could launch with the same level of day-1 quality that most releases of that era saw. With complex open worlds that have hundreds of individual gameplay systems all interacting with one another in totally unpredictable ways, and multiplayer offerings with literally millions of concurrent players, there is just no way to fully and effectively test software this complex in a development environment. The issue here is 100% still that these publishers are cutting corners for profit… there’s no excuse for releasing an unplayable broken game… but we should keep in mind that, even if pre-release QA is handled with 100% of the time, care, and resources that it needs, we’ll never really get back to the level of day-1 quality that we saw in the “waterfall” development days.
@freelancerthe256111 ай бұрын
Compounding the issue is that people blow through games faster then ever, and turn around and complain simultaneously about how it takes too long to get to "end game" and thats there not enough "end game" to keep them busy indefinitely. The shift to extrinsic motivators makes it hard for even a good game play loop to sustain itself. Which in turn lead to almost half of the "complexity" seen in modern games, in the form of progression trees, collections, achievements, ever growing stat blocks, crafting systems, secondary and tertiary economies, personal spaces, cosmetics for social spaces, base building, character customization, etc.
@THEFOBK11 ай бұрын
The destiny one scandal should have been even bigger news in my opinion, just because it was also found that the disc was partitioned into three parts and you could glitch into all of the maps in all three parts. So the vault of glass and crotas and and everything that was like DLC was there like day one physically and the disc. The amount of data on it was something like 50 to 60 GB of data but the install went double checked and verified. Only used maybe 14 gigabytes max. So that means on a disc. There's 60 GB and only 14 GB to install your game. No that stuff was borderline finished. There's no other explanation for that and having the disc partitioned into three sections preparing for the DLC before the disc giving comes out
@THEFOBK11 ай бұрын
It was far worse than just having DLC on the desk the people and every single area was traversible and sometimes buildings would spawn in. So for it to be that far into development it must have been like 80 to 90% complete minimum and get it wasn't released for another year and a half some of it
@marshallpanora317111 ай бұрын
I personally believe the golden age of triple a games especially shooters was from 2007 to 2012 think about it back in those days with how high standards were becoming you had to really make something truly special to stand out from the competition.
@NympoGaming11 ай бұрын
for me is 2004-2011. The late 90s' were also pretty strong.
@cykeok3525 Жыл бұрын
All these sad truths!
@alexandriaford423 Жыл бұрын
Love your videos!
@eternalstellargames Жыл бұрын
Glad you like them! Thank you!
@AnCoolUsername Жыл бұрын
Warframe is another live service game that actually does live service well. I actually went back to Warframe once Destiny 2 started removing story content but I paid for from the game.
@derekmoon7215 Жыл бұрын
I still find it insane battlebit is the only fun battlefield type shooter, now. The old games are fucked with cheaters and War thunder players while the newer games like 5 and 2042 are filled with micro transactions and shitty battle pass systems that are directly anti player.
@gatrow581 Жыл бұрын
You should work on your videos , there’s nothing in here that hasn’t been said 1000 times. I feel like I’m just watching a video of a dude saying how we’ve all felt for nearly 10 years now. Be thought provoking or introduce new ideas, of if you do make purely opinion videos like this one you should give specific examples.
@eternalstellargames Жыл бұрын
Thank you for your feedback, it is much appreciated!
@DomInARK Жыл бұрын
I still play titanfall 2, it is still one of the best games I’ve ever played
@eternalstellargames Жыл бұрын
I absolutely love that game, still one of my favorites!
@LSChimera Жыл бұрын
Lmao, crowd-sourcing unpaid beta testers 😂 I mean, that's what Titanfall and Brink were basically. Brink developed the free movement mapping that most games use now. It was a Battle Royale sort of PvP, pretty limited in features. You ran, you shot, you died, repeat. They followed up with Titanfall and the same thing. Purely PvP matchmaking, and developing groundbreaking coding, but functionally using the gamers themselves as beta testers as they patched and fixed the coding issues. I stopped getting excited about their games after that. Fable's expansion was a copy of the original game with the expanded section tacked onto it. It came with bug fixes for the og game. Fun times, that expansion took forfuckingever. I get your point on the maps and. Its always been that when you dont have an expansion, the group you play with wont be dropped into a lobby with the expansion maps. I think the answer is just not having dlc break the bank, and not having a "code for commission" model of a game. That's just dumb. Studios proved with MW2 that they wouldn't honor their promises to their fan bases. They have a long way to go before that trust returns, and it sounds like it isn't happening any time soon
@eternalstellargames Жыл бұрын
Exactly, trust for these studios will take time to return. I think until then, the hope for better games lies within indie and AA studios. Thanks for the comment!
@SolidKore Жыл бұрын
0.49 Shows 343's Halo 5 Req packs which were just as detrimental then as ESG is stating modern MTX are now....Even Bungie, (Remember Reach and their customizations or Halo 3 that actually fucking had Elites as a customizable player models!?) The decline BEGAN with 343, Cod fallowed, and many others....making the games boring so we sought other means, aka PUBG. And now every AAA title has tried and failed to implement BR, in Halo's case Last Spartan Standing...SUCKED SO MUCH they immediately removed it...Games were great when they were GAMES and not another full time job to exploit play times of games that were actually good. (AKA: 300 hour games) LIKE halo.
@eternalstellargames Жыл бұрын
You know, I think it was actually COD that kicked off the microtransaction trend, and then 343 kinda jumped on the bandwagon with Halo 5's REQ packs. I really miss those Halo 3 and Reach days, especially customizing Elites. The whole battle royale craze is huge now, though Halo's Last Spartan Standing didn't quite nail it, I reckon. I'm with you in hoping games shift back to just being fun, instead of feeling like a second job. Here's hoping for a return to those simpler times in gaming!
@SolidKore Жыл бұрын
Lets be real it all started with $10 Horse armor. lol@@eternalstellargames
@mahadahmed1393 Жыл бұрын
nice video
@eternalstellargames Жыл бұрын
Thank you so much!
@juniormercier8412 Жыл бұрын
Grate vid (not a bot ). lol but in all honesty grate job keep it going brother
@eternalstellargames Жыл бұрын
Thank you so much, I really appreciate it! I'll keep it up!
@mahkhardy8588 Жыл бұрын
Video idea, common tab list in a main menu. (Working just like the content example but in a context we would actually use for a main menu)
@eternalstellargames Жыл бұрын
I'll look into it. Thank you for the recommendation!
@WHAT-bz6hp Жыл бұрын
Is there a plugin that has all that stuff already set up to plug in a ps4 controller?
@eternalstellargames Жыл бұрын
I would look into the "Windows RawInput" plugin. The issue with ps4 controllers is they aren't natively supported by windows so it will take some configuring with windows and with unreal engine to get it working. However, it is most definitely possible to get working! I just don't have experience with it yet as I target my games for PC and Xbox.
@WHAT-bz6hp Жыл бұрын
@@eternalstellargames Ok maybe I should just acquire an xbox controller? I find mouse and keyboard limited for tested level design. Thanks
@eternalstellargames Жыл бұрын
@@WHAT-bz6hp That is what I would recommend. Most people who play games on PC that use a controller will be using an Xbox controller or something similar. I use an Xbox controller for my testing and design. Furthermore, if you wanted to ever port your game to PlayStation, setting it up for a PlayStation controller wouldn't be super difficult. Hope that helps!
@SjinsAdviser Жыл бұрын
I followed everything to the T so far except I went for a trigger sphere over box since that's what I need. (havnt done the event mapping yet tho) For some reason when i open my blueprint child of the c++ file there is no gravity tab to modify. Would you happen to know why? I've never really learned c++ so this is kind of new to me.
@eternalstellargames Жыл бұрын
Make sure that directly above the variable in c++ you have the following. "UPROPERTY(EditAnywhere, BlueprintReadWrite)" If you don't, you won't be able to see it in the blueprint child. Let me know if that worked!
@revraitah Жыл бұрын
So useful! Thanks for the tip
@eternalstellargames Жыл бұрын
Glad it was helpful!
@TheIanWigle2 Жыл бұрын
Hey man good and easy tutorial. The only way I got around the problem of the loss of modifiers and triggers was through the c++. In code it is possible to grab a mapping's modifiers and triggers. So rather than using the "unmap action" or "unmap key" calls, I actually manually changed the key first, then re-added the modifiers and triggers. After manually changing it I then called in code "RequestRebuildControlMappingsUsingContext()" which is called in the code whenever you call the bind functions like you do in blueprints. It not only fixes the problem of losing modifiers and triggers, but it also stops the mess of actions going out of order in your context if you care enough about the order of things. Although I did not test it in blueprint spaghetti, all the main functions to call to do this are visible in blueprints.
@eternalstellargames Жыл бұрын
Thank you for the kind words! Hmm I hadn't really thought about what the backend C++ code might look like for it. I'm going to look into this and see if I can replicate what you did. I greatly appreciate the feedback and idea. If I get success with it, I'll make another video over it and test it. Take Care!
@TheIanWigle2 Жыл бұрын
@@eternalstellargames My method is a bit different than yours as I am dynamically adding the widgets into my keybind menu for every registered action and key in the contexts I provide it. However, the main code action is the same in terms of the events called. This code is what's in my OnKeySelected() event when the user chooses which key to select. Note that "widget->mappingIndex" is my way of knowing which dynamic widget I used. Since you have a static menu you can replace that with whatever index you want to get your mapping. TArray<TObjectPtr<UInputModifier>> modifiers = selectedMappingContext->GetMapping(widget->mappingIndex).Modifiers; TArray<TObjectPtr<UInputTrigger>> triggers = selectedMappingContext->GetMapping(widget->mappingIndex).Triggers; selectedMappingContext->GetMapping(widget->mappingIndex).Key = NewKey.Key; selectedMappingContext->GetMapping(widget->mappingIndex).Modifiers = modifiers; selectedMappingContext->GetMapping(widget->mappingIndex).Triggers = triggers; UEnhancedInputLibrary::RequestRebuildControlMappingsUsingContext(selectedMappingContext.Get(), true); All the function calls that you see here are visible in blueprints as I noted. In blueprints the saved triggers and modifiers would be local variables.
@yeeyee8928 Жыл бұрын
Good work man, keep it up👍👍
@eternalstellargames Жыл бұрын
Thanks homie, I really appreciate it!
@Retro-Future-Land Жыл бұрын
They fcked up the 'Enum equals' node as well. Not sure what the equivalent is in 5.2
@eternalstellargames Жыл бұрын
Correct me if I'm wrong, but in UE5 I believe they changed the individual equals node into a universal equals node that can have almost any variable type plugged into it for comparison besides like structures. Hope that helps!
@96ubme Жыл бұрын
Nice job explaining stuff. Can I ask, how would you get a vehicle mapped w a xbox controller. I was trying to follow along but cant seem to get it working. I setup the input mapping context I just dont know how to setup the BP part of it. Steering ( left and right, forward and back ), Throttle ( speed up / slow down ) and Break. Appreciate the help if you have the time.
@eternalstellargames Жыл бұрын
Thanks Alex, I appreciate it! So, when it comes to vehicle inputs, how you go about it depends on if it's a wheeled vehicle or like a sci-fi vehicle. Assuming you are doing a wheeled vehicle, it's pretty complicated. But you'll set up the input mapping context like normal and the event callers as normal. Making the vehicle turn and everything is where it gets complex. There is a plugin built by Epic games called ChoasVehiclesPlugin that has a lot of helper functions and set up for wheeled vehicles. I would recommend installing that plugin and using it. I'll probably make a video covering it in the future! For now, here is the link to the basic UE5 documentation covering it: "docs.unrealengine.com/5.0/en-US/how-to-set-up-vehicles-in-unreal-engine/". Let me know if you have any more questions, happy to help!