this is totally wrong, use bool vars as much as u need
@DeepFriedOreoOffline23 сағат бұрын
The video is not meant to disparage people from using boolean variables entirely. Like in most cases, the word "Never" really means "unless you know for sure it is your best option." The example I used is overly simplistic, but the idea of the video is to show newer developers that, when dealing with systems which do not require enums, they have options which may be better suited to some scenarios. Especially when trying to string together functionality form multiple systems that were created by following KZbin tutorials from different creators, it can be a headache to try and go back through the systems and add additional booleans and update them accordingly to keep track of additional "state" information. It's much easier to just get the information you need with a small function that returns a boolean.
@As_Ss22 сағат бұрын
@@DeepFriedOreoOffline then STOP using terrible click bait titles that has nothing to do with the content, the title is "NEVER Use Boolean Variables In Unreal Engine 5!!" so its WRONG, simple as that i dont care about your excuses for FALSE titles, then write a title that accurately describes the intent of the video content
@DeepFriedOreoOffline18 сағат бұрын
@ The video was made quickly in response to someone from the comment section of one of my other videos. I am not making excuses, I have no reason to make excuses to you, you are one person who happened to watch my video. I am just telling you how it is. If you want to be angry about nothing, there is not much else I can do. Many people seem to understand what I was going for. This might be a you problem.
@As_Ss17 сағат бұрын
@ its you who named the video, u are the problem, stop acting like false and wrong click bait video titles are OK, they are not, so i dont care about your excuses
@DeepFriedOreoOffline15 сағат бұрын
@ You are not even reading what I am saying. But that is okay 😁 thank you for your feedback.
@LowTech_0014 күн бұрын
Thank you for this, as a new dev to UE5 this was super helpful in multiple ways :) I got rid of my casting to ThirdPersonCharacters and many issues I was running into when trying to migrate things.
@DeepFriedOreoOffline4 күн бұрын
Glad to help you solve migrating issues! One thing to keep in mind that I cut out of the video, which I have been getting feedback on for project specific systems, is that casting to the ThirdPersonCharacter and other always loaded classes (and their parent classes) is not necessarily an issue. Since the hard reference will be to a class that is already loaded 😁 and UObject casting is even more efficient than c++ native casting.
@SlayerDUDE19934 күн бұрын
"NEVER", what a(just yet another) "smartass"
@mx-gamesdev82875 күн бұрын
many ways of doing things could of used Enums or bools just the way you feel more comfortable your clickbait NEVER Use Boolean Variables In Unreal Engine 5!! is worded wrongly stop trying to tell people it is wrong to use bools.Pfffffff
@DeepFriedOreoOffline5 күн бұрын
It is definitely not wrong to use boolean variables. Like in most cases, the word "never" really means "unless you know for sure it's your best solution". The example in my video is much more simplistic than it's intended use case, but the idea is to show newer developers that they have options outside of meticulously updating boolean variables when dealing with situations where an enum is not necessary. It can be much easier, and when working with multiple systems more accurate, to get the information directly from the objects you are working with instead of creating more work for yourself.
@VitaliyTalyh6 күн бұрын
kzbin.info/www/bejne/iWPSnYiZbt-WeJosi=Yxqzm9BvU-bF74gD&t=1552 The myth has been busted
@DeepFriedOreoOffline6 күн бұрын
I am aware that casting is not slow. U_Object casts are more efficient in every way than c++ native casts. The reason to avoid casts, and what I present in this video, is the hard references it creates. The video you link confirms this. Of course, my example is quite small, and as pointed out in the video you linked casting to a parent class of an object which is already loaded is not a problem. Especially when that class is the player character, which will always be loaded. But the idea is to get new developers thinking about the hard references they are creating. As another person so elegantly put it, once you know the rules, you will know when it's okay to break them.
@roberttaylor46966 күн бұрын
Really? Again with the never? Seriously dude and with the ONE CLASS that can ALWAYS be cast in 3rd person RPGs as it's always loaded anyways....just stop
@DeepFriedOreoOffline6 күн бұрын
You are right, the player character is always loaded so having a hard reference to it is not a problem. The intention of the video is to introduce the reference viewer to new developers and get them thinking about the references they are creating. This is just a small example, having a hard reference to anything in the project I used would not actually cause a serious issue. You may be happy to know though that my next video will not be this same format :)
@Survival1212jjjj11 күн бұрын
Bro what is this
@DeepFriedOreoOffline11 күн бұрын
It's every node needed to make an actor component based targeting system (minus the logic in the actor component for the targeted object) which you are free to copy if you pause the video when needed 😁ideally though, it's a quick rundown of what such a system (albeit simply implemented) entails and some of the more important nodes like the logic for finding the closest object to the center of the screen using vector dot products.
@Survival1212jjjj11 күн бұрын
@@DeepFriedOreoOffline no I meant to say there is a lot of stuff missing lol
@Survival1212jjjj11 күн бұрын
@@DeepFriedOreoOffline you got discord
@DeepFriedOreoOffline11 күн бұрын
@ With the targeting explanation? Which part feels incomplete?
@Survival1212jjjj11 күн бұрын
@@DeepFriedOreoOfflineL potential variable and some stuf in the beginning
@UnrealNexus11 күн бұрын
Great video! How did you make the blueprint wires different from the standard curved ones?!
@DeepFriedOreoOffline11 күн бұрын
Thanks! The wires on my node graph are because I had a plugin enabled called Electronic Nodes.
@BattleHVT12 күн бұрын
I get it, but it's not always bad when the cast actor is already loaded all the time like game Instance, player controller, character, and the hud
@DeepFriedOreoOffline12 күн бұрын
@BattleHVT You're 100% correct! I had it in the recording that in this particular case the player character should be loaded anyway, but ended up cutting it out. The idea though is to show new developers that the reference viewer exists and how to manage hard references and system coupling 😁
@BattleHVT12 күн бұрын
@DeepFriedOreoOffline ya new dev should avoid using casting cuz it make things easier and then they are not able become better at understanding blueprint communication and as for this casting they will eventually get it that sometimes little cheating is fine 😅
@SAMAR_17813 күн бұрын
why can you provide the link to that plugin electronic nodes
@DeepFriedOreoOffline12 күн бұрын
I could provide the link, it is very easy to find on fab though 😁 www.fab.com/listings/d6148766-27b1-47db-a730-832c53b7a895
@rshad4ever13 күн бұрын
2025 is wild, cancel culture is targetting Boolean 😥
@bryarroland393614 күн бұрын
I'm learning more from your replys in the comment section then the actual video lol.
@DeepFriedOreoOffline13 күн бұрын
@bryarroland3936 Yea, I made this quickly for a specific purpose, and apparently, it took off. Glad you found something helpful 😁
@TechGladiator14 күн бұрын
Excellent video, you've earned a subscriber!
@paluxyl.868214 күн бұрын
What should I do if I want to make long slender character similar like the blue aliens from the Avatar movies ? Do I need a brandnew skeleton or can I use quinn ?
@DeepFriedOreoOffline14 күн бұрын
The length of your bones should not matter as long as the character is setup so it has the same amount of bones in each chain group to use for the IK retarget. There may be some weirdness if you need to account for, say, an extra bone in the leg because it's curved and things like that. If the number of bones are the same, and it is the same type of humanoid, it should be fine :)
@paluxyl.868214 күн бұрын
@@DeepFriedOreoOffline Thanks, I'm still a beginner (started just 2 weks ago) and I need to learn so much. :)
@DeepFriedOreoOffline14 күн бұрын
That's awesome! There really is a lot to learn with Unreal Engine, especially if you are making your own characters and art too. You will get there 😄good luck with your character!
@RayGatsu8514 күн бұрын
oh really!!! You have no idea, stop teaching if you don't know!!! It makes me angry that people like you make tutorials, misinforming people who are learning, I am a video game developer and what you are doing is garbage, also not counting the crazy amount of "Cast to" that you are using... I would have you what a shame!!!
@DeepFriedOreoOffline11 күн бұрын
I think you may have missed the point, which I totally understand as my fault. I made this video quickly to show someone I was talking to how to go about using pure functions to accurately check for object state instead of using many booleans when working with multiple systems made by following tutorials from different creators. If you want to know how I feel about "Cast to", check out my more recent video going over the reference viewer 😁
@RayGatsu8511 күн бұрын
@@DeepFriedOreoOffline I'm even less interested in what you think about the Cast to after watching this video that I do. You are using it in a very bad way, increasing the consumption of the game by a large percentage just with that error and as a teacher of Unreal Engine 5 that I am, I cannot allow people who want to learn to be misinformed in this way
@DeepFriedOreoOffline11 күн бұрын
@ Not that I think using casts are a good idea outside of prototype code (which this small example is), they have little to no overhead. The main reason not to use them is to avoid unnecessarily loading objects. Otherwise, they are more efficient than c++ native casts. The cast in this video is done in an animation blueprint. The same animation blueprint that the character is using. So the animation blueprint will not be unnecessarily loading the character, it will already be loaded... The fact you are so upset about something that is not only a non-issue, but is not the focus of the video, is extremely funny. I highly encourage you to watch my video about never using casts to properly understand how they work 😁
@MalaCebulka14 күн бұрын
This title is misleading, false and stupid. dislike
@DeepFriedOreoOffline14 күн бұрын
Like in most situations, the word "never" really means "not unless you know for sure it's your best option". The idea is to provide an alternative for new developers to avoid the hassle of constantly updating boolean variables when prototyping systems, or trying to couple systems from different tutorials. I am sorry that you were so upset by the lack of detailed explanation.
@MalaCebulka14 күн бұрын
@@DeepFriedOreoOffline I completely disagree with the premise. There is nothing wrong with using booleans. They are a fundamental part of programming and often the simplest and most clear solution to many problems. Discouraging inexperienced developers from using them only creates unnecessary confusion and complexity.
@DeepFriedOreoOffline14 күн бұрын
@@MalaCebulka You are allowed to disagree. I also dont think there is anything fundamentally wrong with boolean logic. However, I feel like the problem here is not that my alternative is unnecessary or overly complex, but my demonstration is overly simplistic and lacks the ability to show why this alternative is useful. Say someone has a weapon system, and an inventory system, and those systems were created by following separate tutorials. This leaves the coupling of taking an item from the inventory system and having it equip a weapon to the character to the user who might not fundamentally understand either system. In this situation, it might seem like the easiest solution is to throw more boolean variables at the problem and eventually you are juggling 10s of boolean variables, when you could just as easily create a pure function that returns some needed information from either system to get what you need without additional booleans. It can also be helpful in the event you have a class which you intend to inherit from. At the base level you could create a pure function that returns a boolean, something like "CanTrigger". Then you can change the output of the pure function on a case-by-case basis in each new child instead of needing to create additional booleans.
@stevenm705714 күн бұрын
How do you get your node wires to make right angle turns? I hate how they are be default it makes blueprints so messy.
@DeepFriedOreoOffline14 күн бұрын
I had a plugin enabled called electronic nodes. It changes the wires to look like a motherboard. It is much nicer than the default!
@stevenm705714 күн бұрын
@DeepFriedOreoOffline thank you!
@MaxStudioCG202314 күн бұрын
for this kind of stuff Enums are best > get the shit, set the shit ,enum it, done :))
@DeepFriedOreoOffline14 күн бұрын
You are right, enums are the king for state management! This is meant to be an alternative for prototyping to avoid having to deal with the hassle of constantly updating boolean variables, or if the system is not robust enough to need an enum.
@iamagenius264614 күн бұрын
Actors are not spawned immediately for some frick reason. Add a 3 s delay and then it work 100%. I believe you try to use other actor that may not exist at that time. I can reproduce this 10/10 with pc and state
@iamagenius264614 күн бұрын
New devs, listen! This is just anotherway to do logic in your code. Code can be written in multiple ways. All ways are bad, so just write one. PS: use booleans.
@DeepFriedOreoOffline14 күн бұрын
You are right, boolean variables have their place and this is an alternative approach. The intention here is to help avoid the headaches that come from over using booleans and then needing to remember to change them constantly. If the system is so robust that this causes efficiency issues, either than can be tackled during a refactor, or an enum might be ideal instead of multiple boolean checks.
@Shestirukiy15 күн бұрын
Hey, great video! I really like how the lines in your Event Graph are showing up with sharp corners instead of smooth curves. Could you please explain how to enable that in Unreal Engine? I've been trying to figure it out but couldn't find the setting. Thanks in advance!
@DeepFriedOreoOffline15 күн бұрын
@Shestirukiy Thanks! The appearance of the lines on my node graph are from a plug-in called electronic nodes.
@VastavPansuriya15 күн бұрын
how is your flow line is different then mine
@DeepFriedOreoOffline14 күн бұрын
@VastavPansuriya I am not sure, what part isn't working for you?
@VastavPansuriya14 күн бұрын
@@DeepFriedOreoOffline Brother, I'm talking about those lines from one node to another
@DeepFriedOreoOffline14 күн бұрын
@@VastavPansuriya Oh, sorry! I had a plug-in enabled called electronic nodes.
@VastavPansuriya14 күн бұрын
@@DeepFriedOreoOffline thanks brother
@attentivenettle15 күн бұрын
Never use delay Never use branch Never use bool Never use tags Never use player components Then what the fuck am i supposed to use. I'll just uninstall unreal and use unity instead
@ghstproject15 күн бұрын
There are 50.000.000 different ways to do things! There is no doing it right or wrong. However there is doing it efficiently or not doing it efficiently. Rule of thumb is: Do whatever to make it work. If it works bad. Try to make it work more efficiently.
@KenlieroGames15 күн бұрын
Just use gameplay tags(in gameplay tag container) if you plan bigger project, but also create a function that does enumeration for them, "on tag change", with tag input. This way you can always simply change tags and the function automatically turns other states off(enumeration). The reason is that not all tags require enumeration. You dont want to end up with some enumeration and some booleans. Those that can have just one of the states, it is good to have function to turn others off. It requires some extra work in the beginning, but it works great if you do it like that, and later you dont have to worry about it. In large scope gameplay tags are good and simple mechanism to use, when it is automated. In very small and simple game, enumeration is better option.
@attentivenettle15 күн бұрын
@@ghstproject yeah my code seems to work fine. optimizations shall come later when the code works. rule of thumb: if it works. don't fuck with it
@attentivenettle15 күн бұрын
@@KenlieroGames so tags are connected to enums?
@DeepFriedOreoOffline15 күн бұрын
@attentivenettle7643 Branches, tags, and actor components are great! I personally recommend always using actor components. You could even replace delays with an actor components which is a self contained timer with dispatchers. Not sure who told you all that.
@ThyTrueNightmare15 күн бұрын
I was watching more out of interest rather than learning. Personally i hate people using switch statemts like this, would much rather you use gameplay tags because they can be used everywhere and creation of them is quite easy. They also work like bitmasks so whilst they are boolean based they are actively cleaner to read.
@DeepFriedOreoOffline14 күн бұрын
@ThyTrueNightmare That is a great suggestion! Gameplay tags are definitely more efficient. The goal of the video is to provide the path of least resistance for a new developer to help prototype code quickly without the headaches of having to think about setting arbitrary variables along side object-based logic in the same class that could otherwise be directly checked. I also personally enjoy the visual feedback of having many execution lines for different purposes. I have a few other videos planned, one is on refactoring. I will look at including gameplay tags in that video!
@ThyTrueNightmare14 күн бұрын
@@DeepFriedOreoOffline Well the main reason I hate switch statements like this is because it makes it hard to expand, if you add something to the switch card, I don't remember if you used an enum or not but lets say you update an enum within a switch. Now you need to edit every single switch taht uses that enum to make sure it does what you want. Just muliple reasons I don't like this method
@DeepFriedOreoOffline14 күн бұрын
@ThyTrueNightmare I do not use an enum in this example, no. I agree with you, switches can be annoying to maintain in situations where an enum makes more sense. The reason I recommend a switch in this case is because it's the exact opposite. This will be the only switch of its kind, in a dedicated function which, changing that one instance updates every situation the function is used. It also more easily allows adding new bone names as opposed to updating an enum structure.
@DeformedStudios23515 күн бұрын
why are you clickbaiting on a game dev video dude
@DeepFriedOreoOffline14 күн бұрын
@DeformedStudios235 No clickbait intended. Admittedly, I was not as descriptive in the video as I wanted to be. The idea was to provide an alternative for new developers to prototype code without the headaches of juggling tons of booleans. While recording, I went off on a tangent about how the animations work, and how the child actor components works for maintaining the weapon, instead of better explaining the actual concept. Most of which had to be cut out.
@DeformedStudios23514 күн бұрын
@@DeepFriedOreoOffline You have never in all caps saying NEVER use booleans!!!!! obviously that's ridiculous and dont mean that, you cant make a game without them, you should just title it what the video is actually about because there is some good information here you might even get better views off that. It seems other people agree the title is misleading.
@DeepFriedOreoOffline14 күн бұрын
You and one other person have commented on the title. I am not really sure what a better name for the video would be. I do not say "NEVER use booleans", I say "NEVER use boolean variables". There is a soft distinction there which is the whole point of the video. Boolean logic is good. Cornering yourself into needing to juggle tons of arbitrary boolean variables can lead to frustrating development when you can easily create simple functions that return exactly what you need without constantly having to update boolean variables as well. I understand the video does not properly represent the struggle given the simplicity of the example.
@vguiraldelli15 күн бұрын
Nice, thanks!
@user-vv6uq3tu2l15 күн бұрын
The title of the video "Never Use Boolean Variables in Unreal" is misleading because you end up returning a bool from a pure function. Saying not to use boolean is like telling someone never to drink water they're fundamental building blocks of programming. Bools, floats, ints, strings, etc., are all essential, and it's unrealistic to avoid them. Instead of saying "never use booleans" a more accurate message would be about managing your code for better readability, especially in large-scale projects, where an excessive number of bools can become overwhelming.
@DeepFriedOreoOffline15 күн бұрын
I understand what you mean about the title. I tried to make the title and thumbnail go together, you read the title that says never use boolean variables, then you see the thumbnail that shows a boolean variable node. I also included the "look into the future" at the beginning of the video in hopes of making it clear using boolean logic is still the goal. Like you say, boolean logic itself is extremely valuable. You are also correct about the videos intentions. The idea is to provide an alternative solution to over using boolean variables in systems which don't require enumerations by directly checking the state of the objects instead of needing to think about changing a variable continuously during development. Like in most cases, a word like "never" really means "not unless you know for sure it is your best option".
@Tork78915 күн бұрын
So, why exactly I shouldn't use boolean?
@John-cz7fo15 күн бұрын
This would be useful in situations in which the weapon is equipped or unequipped without the player's input such as cinematics or actions that require the character to use their hands. Technically you are always using a boolean but in this example you don't have to directly set the boolean since it is checking for the slot name.
@DeepFriedOreoOffline15 күн бұрын
The intention of the video is to help new developers who may run into situations where they might be over using booleans as state checks for systems which are not complex enough to need an enumerations. This can lead to potential headaches when prototyping code and needing to remember to change the boolean every time you change the things which the boolean defines. Most prototype spaghetti code is not neatly bundled into simple events. If you are a more seasoned developer and you want to see through the most efficient solution, booleans may be your friend. In most cases, doing things this way is fine since the pure function should never need to access anything outside the class. Of course, pure functions should not be over used either. They have their own problems, such as being executed fully every time the output pin is accessed, even within the same tick. Not a problem if you only need it once or twice, but if you are returning 3+ variables and you use them 2 or 3 times a tick, you might want a regular old function.
@roberttaylor469614 күн бұрын
@DeepFriedOreoOffline if that's the case then why is the word "never" in the title? Shouldn't it say "Stop overusing"
@DeepFriedOreoOffline14 күн бұрын
If I am being honest, the main reason it says "Never" is because I didn't want "Stop" to be in both the title and thumbnail. I was originally going to call it "Stop Using". Once I thought to use Never, it seemed like a better idea to me for the added reason that it seems so hyperbolic that it would be intuitively understood that it should be taken with a grain of salt. Obviously a skilled developer is going to know when they want a boolean, when they want an enum, when they want to use a function. The goal is to help new developers understand they have options.
@liamburke44069 күн бұрын
The thing is, whenever you say "never do X", you instantly lose all credibility. Never means Never, and no context will ever change that. Even experienced devs still like to learn, so they will come here to check what's the fuzz all about. I suggest you rename the video to something like "When to use bools in UE5". You will be much more helpful, and seasoned devs will stop hating.
@michielcx15 күн бұрын
I just started learning Unreal Engine and your videos are helping me write much cleaner game code. Thank you !
@DeepFriedOreoOffline15 күн бұрын
Happy to help 😁 Hope you enjoy your time in Unreal!
@JP-do5tc15 күн бұрын
Doesn’t casting, even when using a pure cast, require loading the referenced actor into memory? Is so, that’s bad practice relative to a Boolean.
@Sworn97315 күн бұрын
Well, the video itsel is a very bad example, in this particular scenario you don't need the boolean var. But there is no actual argument to not use boolean, is a perfect fine thing to do like any other variable. Don't go that drastically on "never cast". Cast is also a perfect fine operation, you get the important part, you don't want to cast to unloaded things, like having a event on the third player character that cast to see if the enemy is the last boss of the game, casting it to the last boss BP with hard class reference (purple), that would be a very bad idea, because it would load the last boss bp and all its dependency always. But casting to player controller, game session, maybe some widget that are just collapsed, it is a perfect fine thing to do, casting to a projectile that you will be about to spaw anyways. Key thing is, you can cast to anything else basically that is just a c++, most base classes from unreal directly and stuff that will be always in memory anyways. And for the boss thing situation, would go interface/component, or use a soft class reference (pink), that doesn't load, but also require more manual handling when needed
@DeepFriedOreoOffline15 күн бұрын
Casting does load the referenced actor into memory, that's correct. The spot that I cast in this video is in the Animation Blueprint, which would happen whether or not you are using a boolean variable to track the logic in the player character. I don't think getting the socket name makes a cast, it reaches down into the scene component, I could be wrong though. @Sworn973 is right, this is a very bad example of why not to use boolean variables due to it's extreme simplicity. I wanted to make this video to hopefully help someone who I was responding to recently about using logical pure functions instead of boolean variables to avoid unforeseen headaches when coupling systems created by following different KZbin tutorials. They were working with a weapon system, so I threw this together. The idea, really, is that you should not over use booleans for every state check in systems that are not complex enough to need enumerations, especially when prototyping. It is easy to wind up in headache inducing situations when you are working quickly and you throw down a bunch of booleans in a system, then you wind up needing to manipulate the boolean in other places due to the potential spaghetti code. It is easier as the developer just to have a function that returns an exact logical condition for a state where possible. Of course you should not throw them out entirely. If you know you need the efficiency of a boolean variable, you can always refactor once you have the system flushed out. However, in most cases, using a pure function here and there to check the exact current conditional state of something is not that heavy. Unless you should be using an enum, in which case none of this matters. Just make sure not to include something like a "Select" node in a pure function if you can help it. A switch will only execute the intended execution line. A "Select" node will simultaneously execute every input pin to determine the correct one.
@manonthedollar16 күн бұрын
From other programming languages, I've always understood "pure functions" to be functions that will always return the same value for a given input. So like "x+2" would be a pure function because an input of 1 will always return 3, for example. But here, your function may return different things for the same input (an input of... nothing, I guess lol). In that case, Pure Functions must be a different thing in Unreal? And if so, what's the difference between a Pure Function and a normal function, besides not requiring an execution pin? Thanks so much!
@DeepFriedOreoOffline16 күн бұрын
You are correct about pure functions in other languages. That is actually also how they work in C++! However, when dealing with Blueprints, the Pure modifier simply means that the function will process and return the output when the output is called for from the calling function's input pin rather than through the execution process. When a function gets called through the execution, the value of the outputs are akin to local variables. For the rest of that tick, you can pull from the outputs of the function as many times as you want and the function is only called on that first execution. This is very efficient, but can have some drawbacks if your function is intended to have different outputs for different situations. The benefit of a pure function is that every time it gets asked for an output, it will be processed again, and does not store the value it returns. The down side of this, of course, is that if you are returning many values from a pure function which are all going to be used as inputs for functions in a single tick, you are calling the function once for every value you pull out of it. This means you need to be a little more intentional about when to use pure functions. In the case of this video, if you are going to be executing a validation check or other such process to determine the state of something without needed the over-efficient headaches that come with using boolean variables, then having the pure function trigger a few times is equivalent and is not that heavy either way 😁
@smcfadden199219 күн бұрын
i have an Idle/walk/run blendspace, and an idle/sneaking blendspace, you can crouch to sneak, but if your sprinting and crouch you roll into the sneaking animation, i promoted my character to a variable and it broke everything
@DeepFriedOreoOffline19 күн бұрын
That sounds ridiculous! I can understand wanting to get the smoothest animation fade possible, but you shouldn't need an idle/sneaking blendspace. If you go into the anim blueprint, and select a transition rule, you sbould see information about it appear in the details panel. Not only is this handy because you can do things like share a rule with other transitions, you can also change the duration and mode of the transition to better fit the animations you are fading through 😁As long as it is written into your character to handle slowing down when you crouch, all you need to do is transition from the idle/walk/run state to a sneaking state. Alternatively, if you have an idle state separate from your walk/run state, you can have an idle/sneaking blendspace, and then a walk/run/sneaking blenspace2D... A little more complicated though.
@smcfadden199219 күн бұрын
@DeepFriedOreoOffline The video I used as a tutorial that worked for me is years old, it went from blender to mixamo to unreal, so I already have alot of issues animations wise, I was able to fix most of it with weight painting but not the root bone missing. So if my character is sprinting and they crouch they roll into a crouched state, if they are sprinting and they prone they dive into the prone state, my prone state is a blend space between an idle prone and crawling prone, my crouch is the same way idle crouch, sneaking blendspace ive had some trouble getting it to recognize your falling versus your jumping but I got it to the point if you sneak off an edge you play the fall animation and land sneaking same for prone and just walking, I want to add stamina and health next
@smcfadden199219 күн бұрын
@@DeepFriedOreoOffline ive used this video to get my character into unreal kzbin.info/www/bejne/kGGpdJiOoKiKas0si=aqT19KKUlLRN2DOD
@DeepFriedOreoOffline19 күн бұрын
@@smcfadden1992 Oh, okay I think I understand a little better. When you said your character rolls into the sneak state, I thought you meant it was unintentionally rotating the character's skeleton. That video seems to be fine for importing using mixamo animations, unfortunately not having root motion has always been a problem with mixamo and unreal engine. There is a plugin you can buy that properly sets up a mixamo skeleton to be IK Rigged for the Unreal skeleton, which fixes the IK problems I believe it adds in the root bone, but the new version for Unreal 5 is quite expensive and I dont think it fixes the root motion issue since the root bone would not be defined in the animation. When I have done rolling and diving in the past I tend to disable movement for the character and temporarily add a constant forward movement in their current direction. You could Launch them as well, but going the movement input approach helps account for ramps and terrain changes.
@smcfadden199218 күн бұрын
@DeepFriedOreoOffline I managed to fix the roll into prone animation by adjusting individual bone movement in the animation itself it was a pain but it worked, I followed another video on how to add a dash mechanic, and just this week reused that to give the forward momentum you mentioned to fix some other animations I didn't think about disabling controls, I have no clue how to rig or auto rig or make animations lol. I did follow other tutorials on equipping weapons dropping weapons picking up weapons sheathing weapons and I had it all set up but something was off with the communications because I could sheath a weapon and it still thought I had something in my had so it broke picking things up.
@SolearGameMakingАй бұрын
Is there a 20m version? I didn't get about 60% of the words in this.
@DeepFriedOreoOfflineАй бұрын
I don't have a mid-length video for this at the moment, I am planning on putting something together but I have been rather busy and trying to learn Resolve and change my editing workflow. If it helps in the meantime, if you check my live streams, my most recent stream goes over making both this system, and a slightly more accurate system using traces that follow the path of the sword instead of tracing the blades position from by frame 😄
@papergod_74383 ай бұрын
You can try deleting the Saved, Intermediate and Binaries folders to fix weird issues like this one. Don't worry as deleting these folders does not compromise anything.
@DeepFriedOreoOffline3 ай бұрын
That would fix a problem like this? If I experience something like this again I will try that, thank you!
@henry76963 ай бұрын
hey could u add more distracting bullshit in the video please? there was a few moments which didnt have a meme or sound effect playing. thanks!
@DeepFriedOreoOffline3 ай бұрын
I am learning Resolve right now so I was going to tone my next video down a bit, but just for you, I will try and make it happen 😎
@Mcreator1214 ай бұрын
is there a longer version of this with more detailed description? It's way to fast and leaves out some stuff...
@DeepFriedOreoOffline4 ай бұрын
Sorry, I don't think I have this in any of my longer videos or stream recaps. I did a lot of planning toward a full tutorial series but I got quite busy and made a few short ones instead. I have been getting the urge to make some videos again, learning Davinci right now so I can drop Premiere. I can't say it will be soon but I can look at expanding this concept into a more educational video!
@Mcreator1214 ай бұрын
@DeepFriedOreoOffline that would be appreciated 🙏
@doubla8715 ай бұрын
This fixed the biggest issue I have faced in my game's development journey! You ROCK!!! But the character now seems to be inside of the floor . . . a much more manageable issue, but I was curious if you had any ideas about the particular variables I should modify? Once again I'm so F'n thankful that you made this tutorial!
@doubla8715 ай бұрын
And I pretty much immediately fixed the issue!!! THANK YOU!!!!
@DeepFriedOreoOffline5 ай бұрын
@doubla871 Glad it was helpful and that you got your character corrected too! Good luck with your game 😁
@Soppybobs6 ай бұрын
Hey man, appreciate the effort with the live stream. I would really appreciate a video where you just implement the line trace without the hiccups and back tracking. I am new to UE5 and would really love a concise and educational video showing how the line trace works with the third person template or first person template. Edit: Its hard to find in depth videos about this topic so thank you again.
@DeepFriedOreoOffline4 ай бұрын
Hey, I might be able to look into making something like that. I have been quite busy lately and learning how to edit with Resolve instead of Premiere so I have not had time to plan and make any tutorials. I will put this on my list for when I have some time to sit down and make something 🙂
@Soppybobs4 ай бұрын
@@DeepFriedOreoOffline i got it working on my end, which was good learning. I think if you could get a concise video out it would help alot of people struggling with this niche problem.
@zoravibes6 ай бұрын
There is a camera wobble if standing still while activating the targeting. You don't ever show the start of the targeting in the video so I'm not sure if you're experiencing it too in this video.
@DeepFriedOreoOffline6 ай бұрын
I was not experiencing any wobble, no. I am not sure what your camera settings are, but for the best results you should turn on rotation lag for your character's camera component. This example directly rotates the camera without any interpolation, so it is possible for it to overshoot slightly without rotation lag. Otherwise, you can add some "r interp to" nodes when setting the rotation values to smooth the rotation strength directly.
@zoravibes6 ай бұрын
@@DeepFriedOreoOffline The RInterp solved it! Thank you.
@2575_vansh7 ай бұрын
bro can you provide sword combat system
@DeepFriedOreoOffline7 ай бұрын
I have a 2 hour live stream recap going over creating a sword combat system if your interested 😁
@repingers97778 ай бұрын
Have a weird bug where the character moves more after an intial input while standing so i press left and it looks left then after it moves more ? im on 4.27 ue4 but it should be fine
@devonroyer25778 ай бұрын
20 seconds has never been this fast ;P
@jackpaynevc8 ай бұрын
I am actually very surprised how you can use UE5 this much longer without getting any crash. I'm still using 4. UE5 crashes with about anything. Create Material %50 chance of crash. Crate a new actor blueprint %40 chance of crash. Double clicking to an anim sequence "just to open it" has "literally" %60 chance of crash. Including myself and my friends who using UE, none of us can properly work with UE5. Every other computer has slightly different chances of getting crash... This sounds so ridiculous but yeah, we just admitted that like there is a bool and it has random chances to give crashes. In some machines UE5 works better and after some restarts we can use about 1 hour. Since this has became a humor, maybe we should also try to get a high score about "longest time without a crash with UE5". Still, I am very confused and curious how some people can use this program without getting those crashes... Very confused.
@DeepFriedOreoOffline8 ай бұрын
PIE does have a huge overhead in UE5 as it's constantly live-rendering lumen unless you turn that off for your project. It's possible your systems don't have enough RAM? I am running with 32GB on my work machine. It also might help to use the studio drivers if you have an nvidia GPU. Idk for sure, but I tend to keep them installed unless I am sitting down to record gameplay. That does sound like a fun minigame though, just don't play with shots... lol.
@aimixia9 ай бұрын
so helpful, thank you so much!
@DeepFriedOreoOffline9 ай бұрын
Glad it was helpful 😁
@vaanidel21179 ай бұрын
This is *really* nice. Can you give more details on setting the focus point? I'm trying to do like Breath of the Wild and Tears of the Kingdom do, and focus on the midpoint while allowing free rotation with the right thumbstick. For some reason I'm struggling hard lol
@DeepFriedOreoOffline9 ай бұрын
Essentially, the focus point is a point in space between the character and the target. So, let's say you want that point to be at 60% of the distance. What you would do is get the character's location, and use a distance node between the character and the target, and multiply that by .6 to get 60%. Then, find the look at rotation from the character to the target, get the forward axis of that rotator, and split the input pin on the forward axis node so you can just plug in the yaw. With that, you can take the character's position, add the forward vector multiplied by your 60% distance, and you will get a point 60% of the way between the character and target.
@vaanidel21179 ай бұрын
I'd then set the spring arm's target offset to the point, yeah? Just wanna make sure I understand properly lol really appreciate the help Edit: heh, I set the world location of the spring arm and it seems to work pretty well, no idea if that's the right solution lol
@DeepFriedOreoOffline9 ай бұрын
@@vaanidel2117 Setting the world location of the spring arm would center the camera on that point if that's what you're looking for, yea. In my test I left the spring arm where it was, and then set the control rotation of the player to look at the target point. Either way, you can also use the distance from the character to the target to control the target arm's length. In breath of the wild, for example, as you get farther from a target, the camera zooms out to exaggerate the battlefield.
@vaanidel21179 ай бұрын
Aye, that's a good idea too
@vaanidel21179 ай бұрын
I played a little bit of breath of the wild to see how finding a target works. It seems they check in front of Link, and in view of the camera. Enemies in combat with Link don't need to be in front of him specifically, just in view of the camera. But the old guy on the plateau, he needed to be in front of Link even if he was in view of the camera. Kinda wild how much work goes into this lol
@Nelenii9 ай бұрын
Hi DeepFriedOreo! For your information this issue comes from boundings which are too small for your character model. Your solution works but is destructive if you want to keep virtual shadows. Behind the scene, virtual shadow maps are page cached for performance considerations. A page is literally a square which surface depends of the considered clipmap. If you enable virtual shadow maps cached page visualization, you will see three different colors for pages. Green means the static and the dynamic part of the page are cached in memory (which is the most performant one because it doesn't need to process it again), red means that static and dynamic part of the page are not cached (not performant), and blue that the static part is cached but not the dynamic one. This last case is used when a dynamic object is passing along the page (it is refreshed only the time needed, once the object has moved it takes back the static cached part). In your case, with visualization enabled, you will probably see blue squares around your character location and green otherwise. The remaining artifact shadows on your character is there because your character is casting shadow on green pages (which are not updated!!!). The solution is to increase the boudings of your model, either by increasing the boudings scale or the boudings extents (positive boudings extent and negative boudings extent) in your mesh. But remember, the more you will increase the boudings the less performant it will become because more dynamic pages need to be recalculated at runtime. You can tweak it according to your "biggest volume" animation. Also your issue will be more visible with low directional lights which cast bigger shadows. I hope everything is clear (sorry for my bad english) and have a good day. :) Nelenii
@DeepFriedOreoOffline4 ай бұрын
I don't know why I never got a notification about this comment but this is all very helpful info, thank you! 😁
@hrhc12311 ай бұрын
You will for sure grow with this level of effort! Keep going^^
@DeepFriedOreoOffline11 ай бұрын
I hope so, lots more on the way. I appreciate the encouragement!
@zauza2511 ай бұрын
I dont even need it but video is cool
@DeepFriedOreoOffline11 ай бұрын
Thank you! This is a pretty well known topic now so I just wanted to have fun with it, glad you enjoyed it anyway.
@RexReality11 ай бұрын
The editing of this is amazing 😂
@DeepFriedOreoOffline11 ай бұрын
Thank you! I wasn't quite sure what editing keyframes like UI was going to look like, but it was really fun 🥲