A master class and still working with UE5 Thank you so much
@moviefreak30728Ай бұрын
Congratulations! You just created a model for interdimensional Travel. All beings from other dimensions travel that way. They can even travel through a star without harm. A lot of beings think it's a wormhole but it's not. All the dimensions share the same positive and negative atoms. To make it simple it's like several energy streams. They consist of positive, negative and neutral streams. One must learn to jump from one positive to the other without interruption of one's own positive stream by crossing over one stream to the other without harm of your own stream. I've said too much, maybe you'll figure it out. Good luck.
@UnrealSolver28 күн бұрын
I am unsure whether this was serious, meant to be a joke or was written by a fancy bot but anyway - it's hilarious, you've got me with this one :D
@sirgoofy5612Ай бұрын
when i do it i cant drag it anytime i click and hold it just teleports
@UnrealSolver28 күн бұрын
Make sure you have the right Anchors and math operations is doing the right calculations If you wish we can troubleshoot it on my Discord ;) discord.gg/ebWeqJv68B
@Mw1ng0l3Ай бұрын
Nice vídeo, How can I adapt it to 2D game?
@UnrealSolver28 күн бұрын
In a 2D Game you just remove 1 Axis (depth) assuming it's fully flat, if your game is 2D but you can move a bit sideways you would need to keep the actual depth value when swinging to avoid moving the Character in a weird manner but rather on a 2D Plane Mostly it's just a matter of Axis and setting up Constraints - if you use XYZ in 3D, in 2D you just use XY, XZ, YZ, depending on the Project's setup dev.epicgames.com/documentation/en-us/unreal-engine/paper-2d-physics-in-unreal-engine?application_version=5.4
@victorkarlsson99552 ай бұрын
I had to watch in 0,75 speed, totally worth it. Why even bother with DragDrop shit when you can do this? Amazing my man!
@realBlackClouds2 ай бұрын
could you make a video, where your third person character which is using for seeing for other players in multiplayer, will not get clipping into the wall, when in prone state, because the capsule component is way smaller, so for example half part of the body stucks into the wall and is hide.
@UnrealSolver28 күн бұрын
You can use IK to prevent body parts from moving through walls/floors :)
@realBlackClouds28 күн бұрын
@@UnrealSolver can you make a video about that? I think you will need blender for that right
@deeppixelstudio2 ай бұрын
is it possible to drag one of these windows on to (lets say you had 2 monitors) your other screen. So the game on your right and the floating window on your left? i.e. is it possible to make it exit the game space if you wanted
@UnrealSolver28 күн бұрын
You would need some C++ to create a totally new Window as the Widget (and the whole game) exists only on the Client Window, so if you "exit" the borders it just disappears, but it would be totally possible to make a new Window and smash the Widget there to exist as separate instance ;)
@rpsolostudios78802 ай бұрын
Does this work on skeletal meshes too?!
@UnrealSolver28 күн бұрын
Yes, you could add a Function that would check if it's a Static or a Skeletal Mesh, return it and then make a duplicate of it with this highlighting Material :)
@pushthebutton46022 ай бұрын
Hi This is very good thing with the path recording. How do you delete R "Remove" all the location position from the recording Play all at once! I used Remove button - Remove Child-Target Scroll Boxpath and Selected location ? Multi selection? Thank in advance!
@thedarkparallax18873 ай бұрын
didnt work! It doesnt move the widget at all. When I use mouse pos minus canvas pos it will move but only once per click, does not update position every frame while mouse is held down. when I use mouse pos minus click location diff it doesnt not move the panel at all.
@UnrealSolver28 күн бұрын
Are you sure you've selected "Looping" on the Timer? Also if you had - if the time is 0 it will tick only once
@nickharding70783 ай бұрын
THANK YOU for this! Was able to convert it to c++ for my project, really appreciate quality tutorials!
@UnrealSolver28 күн бұрын
Happy to hear that! Keep up the awesome work! 💪
@warszawscy3 ай бұрын
Thanks bro! You are amazing, subbed and liked. Love u
@UnrealSolver28 күн бұрын
Thanks man, happy to hear that! 💪 Pozdrówka i dziękówka :D
@darkknightleon98434 ай бұрын
It's the simplest solution I found. Thanks
@UnrealSolver4 ай бұрын
Awesome, thank you for Feedback and I am glad it was helpful!
@pushthebutton46024 ай бұрын
thank you for this info! 5 star *****
@AdamBielecki0066 ай бұрын
Any idea why cylinder might not follow camera?
@UnrealSolver6 ай бұрын
Possibly wrong attachment in the components hierarchy, maybe you attached it to the pawn or something else but not camera 🤔
@tylerprice53686 ай бұрын
this video should't be as hard to find as it was, super useful thank you
@S0KL0_6 ай бұрын
How do you only have 929 subscribers. You deserve much more, this video helped me a ton, i couldn't get this idea to work. Thanks a lot!
@PrinceBrosnan7 ай бұрын
jatogorotebalnahy-
@UnrealSolver7 ай бұрын
Ummm, whatever that means 😅
@PrinceBrosnan7 ай бұрын
@@UnrealSolver would you take a look at my gun?👉🏻👈🏻
@PrinceBrosnan7 ай бұрын
@@UnrealSolver Please
@boldizsarszabo7 ай бұрын
Thank you so much for this! By the way, is there a reason why you aren't using the built in UDragDropOperation for this? I'm just curious, since every other tutorial uses it
@UnrealSolver7 ай бұрын
Thank you, glad you find it useful ❤️🔥 Theres not much reasoning besides its simplicity of the setup and its math and showing the diversity of setups that can give you pretty same functionality, also the “get slot as canvas” is not that known yet useful in UI ✌️
@EvoSkyEntertainment7 ай бұрын
Just a tip that I'm using for my project, if you want to slowly open the door with multiple triggers (each trigger opens the door a bit) use add actor local rotation opposed to set rotation and set the custom open-door event to the "play from start" pin on the timeline node opposed to the "play". Might be a good idea to set the rotation value to a small number so multiple triggers must be hit to open the door wide enough to go through. IF this is what you're going for might also be good to get rid of the close-door parts of the blueprint and make sure all trigger ID's match. Awesome tutorial!
@UnrealSolver7 ай бұрын
Thank you! ❤️🔥 I find this idea very cool for some sort of puzzle, you can additionally divide the max rotation (like 90 degrees) by amount of existing triggers (which don’t have to be pressure plates and all of them can be different) to get the exact same value on each trigger Or add some and final Trigger opens it fully. Possibilities are endless 😉
@yuanzeng9027 ай бұрын
thank you
@yuanzeng9027 ай бұрын
thankyou
@dclipca7 ай бұрын
Really nice, helped me a lot. Though, I do think a better implementation is making a bIsWindowHeaderHeld and setting the position of slot if bIsWindowHeaderHeld is true, from the Tick node.
@slackamacgaming67218 ай бұрын
I just used the texture...the rest is hard to follow and is way over complicated for something so simple...just add 2nd static mesh to your BP component list (same mesh as the first)...put the outline material on it...uncheck visible...use a sphere collision on overlap to set it's visibility...end overlap just set it not visible again...K.I.S.S
@leetness139 ай бұрын
good tutorial thanks a lot ! only thing to say is that if you need to do something on tick, do it on tick, its there for a purpose. those half assed 0.01s looping timers are not any better
@UnrealSolver9 ай бұрын
That’s totally true :) Tick exists to be used and this wouldn’t be so much to run a short function checking if we’re trying to move the window under the cursor, thanks for the insight and your kind words 🍻
@Helgrind4410 ай бұрын
Thanks, I followed the drag and drop Unreal tutorial but there was a lot of weird annoying behaviour. This is much better.
@EdH11 ай бұрын
Thanks :)
@MaxStudioCG2023 Жыл бұрын
...So i been trying to make this bar working and i still have issues with the red bar (canot get it to work :))) )
@UnrealSolver Жыл бұрын
Hi, I saw your other comment which got a bit more explanation. As it's hard to explain just in single comment I made a Project just for you that contains following functionality: - HUD Updates 2nd Bar for Enemies when they are in range (if not it kinda greys out) incl. their name - Automatically selects 'closest' enemy (not really since it makes one iteration only so it doesn't end up with closest one mostly) - Enemies have names and you can see target's name having sharp brackets like >NAME< as indication of being your actual target - Two types of damage (randomly, you just spam left mouse button to attack): = Normal Attack = Status Attack - 3 statuses with damage over time, different status and critical have different colors of the damage text - A little bit of damage calculation which is very basic but includes Attack and Defence power etc. - Uses BPI, if you don't know it yet - better learn about it asap as it's useful and cool :) - Has very simple but working AI that attacks you And some more stuff :D If you realize what is what in the Project you can modify things and see the results, you can base on my Project or copy-paste snippets or whatever you just like, hope it's gonna help you out ;) Made in Unreal Engine 4.27 drive.google.com/file/d/1bSLwB2dRWj0hAyUjuikAW_HAL_LxXvG1/view?usp=drive_link
@MaxStudioCG2023 Жыл бұрын
@@UnrealSolver wow man ...did you just bother make this ,incredible :D but thank you verry much lol ....on the bar from this video i managed to put it on my project on enemy and on player but only updating the green ones on damage ...didnt figure out how to update the red bad unreneeth the green one :D ....wow thanks for the tweeks and i hope il figure out im interested on the bar this type like tekken style :))) ...wich was my favourite game back in the days sience tekken 3 :)) ...thank you il get intoo that project to see what can i learn from it ..:X you the best thank you!
@MaxStudioCG2023 Жыл бұрын
@@UnrealSolver Reedit: you shouldnt have it done it so complicated haha ...i never saw this damage style before (im used to event any damage and apply damage wich are more comons haha ,,, now you have me confused more :)))) il just try to implement that health bar teken style on both enemy and player see if i get it to work :D ...thank you anyways ,you dowing great work (your code seems so advanced) :D but i like the random damage feels more flexible to have more options with it than the normal 'random float in range' ! or mabe im too begginer haha
@UnrealSolver Жыл бұрын
for the Red Bar you need to do two things: 1. Start the P2 HP Update Timer which is in the HUD Widget which is referenced in the Pawn so if you access Pawn you can access HUD Widget and run the Event :D 2. Set "Timer ON" Boolean to True (or you can do it as in the Project I shared - it's in the Timer so there's no need to do it separately) Green bar goes instant, Red Bar is on Timer, it checks if Actual HP is greater than Last Known HP and if not - make it shorter to finally fit the green bar size
@UnrealSolver Жыл бұрын
Haha, yeah, maybe it's a bit much for the first sight but it's a pretty full example of usage of such System the Damage System is basically a BPI, as well there's a 2nd BPI for providing some values from Enemy to the HUD The convenience of BPI is that you can try to call it on any Actor and if he doesn't have it implemented (or the Function you try to call) he's not gonna do anything and no errors would happen, but if Actor implements this BPI it will run this Function(Message) and do the appropriate code To visualize it - imagine having a horde of people, some have bows, some have swords If you scream "Attack" - archers and knights would reply differently If you scream "Shoot your bow" - only archers will reply, knight would not have this Function implemented and so he will not respond even if you shout to everyone I hope that makes sense and this is what's happening with the Damage :P It simply informs that "hey, if you have the Damage BPI implemented then do the Default Damage or (randomly) Status Damage now!" without the need to Cast anywhere You will also see the "Does implement interface?" node within the code So basically if you follow my video and instead of Casting to MyEnemy - you can create and implement BPI and call any Function you created there on the enemy you're facing and affect only his own HP Also check the Function for "checking for enemies around" - there's the enemy reference variable being saved (variable type is Actor) and the Attack Custom Event :P
@spared8236 Жыл бұрын
Hey, Great tutorial there! How do I update my current health variable to previous health variable while receiving damage?
@UnrealSolver Жыл бұрын
Thank you :) As per video - there's a Variable called "last known HP" but it's being changed when the timer starts for the red Progress Bar so you may need an additional Variable, call it for example "Previous HP", when a Player gets a hit - Set Previous HP to Actual HP, then change Actual HP to the calculation after damage and so you have your previous HP stored and unaffected until you get another hit, and so you can use this Variable to update your health to this value :) Hope that makes sense :D
@MaxStudioCG2023 Жыл бұрын
thanks ,realy great :D
@UnrealSolver Жыл бұрын
Thank you! Glad to hear it was something for you ^_^
@MaxStudioCG2023 Жыл бұрын
@@UnrealSolver yes something (not realy what searching but for sure wil help start with ..i wanted a dyanmic bar with decreasing by dots (like 000000 many small circles ) splitted and when decreasing to start dissapearing 1 or 3 or 5 depending on the amount of damage but smoodly not 3 at once kinda like this bar smoodly decrease) but yea something will help starting i supose i need only the bar design and figure out how to decrease those separate dots :))))
@UnrealSolver Жыл бұрын
For a Circular Progress Bar check out this tutorial from one of my favourite Channels: kzbin.info/www/bejne/b3_XhJmGpp5onLM The delayed vanishing will be very similar to what I show on this video - you will still need 2 Progress Bars where one will make the vanish effect (blinking, changing color or whatever you like) and the main one will decrease instantly :)
@MaxStudioCG2023 Жыл бұрын
@@UnrealSolver ohh not circular :D ....the bar to be in a straight line just like yours but inside the bar line to be little dots and when decreasing to dissapear smoothly 1by 1 (depending on damage percentage)
@UnrealSolver Жыл бұрын
Oh, I see, then following: You need 2 textures - one is your bar design, the other is the mask (black/white only) - white will be the visible part, black is what will be covered - that way you can make as many dots as you want but just make sure to calculate them to make it convenient with your damage calculation so you always will have the HP clearly visible ;) Edit: then you make a Material out of it, make sure to make it "UI" Material (in the material itself select the default node with all parameters and in the Details you can select the texture type) then apply to your Progress Bar
@mahersabit9265 Жыл бұрын
quick question, how could i use this on a character, for some reason its not working on my enemy character, my guess is because i havent casted it to the enemy but only static mesh actors
@UnrealSolver Жыл бұрын
For a non-player character you will need a different approach since Player uses camera + LineTrace, a NPC is unaware and doesn’t look around to find something on their own. You can check my video about Highlighting Objects and use that approach - create a sphere around, find all actors (at best with tag or branch that checks if mesh is simulating physics), select an actor from the Array (can be randomly selected, or closest etc, it’s up to you) and then apply the logic for pulling towards NPC, then when object is close enough to the NPC - use the push function towards player instead of camera direction Hope that helps :)
@UnrealSolver Жыл бұрын
Also you can make a short research for a “physics handle” and use that so the object can be grabbed, placed nearby the NPC while still simulating physics in air and then give some random timer or let the NPC look at player and throw it ;)
@mahersabit9265 Жыл бұрын
woah, thank you for all this info, ill definitely try it out, definitely subbing after this!@@UnrealSolver
@UnrealSolver Жыл бұрын
@@mahersabit9265 thank you ❤️🔥 glad to hear it’s been helpful, if you need anything more at best let me know via Discord :)
@mahersabit9265 Жыл бұрын
thank you, just joined XD@@UnrealSolver
@LandmineSoldier Жыл бұрын
This tutorial is cool and very easy to understanding. Thank you for upload this video
@TheKirBoi Жыл бұрын
Absolute saint
@katiekaliber Жыл бұрын
Hi, i really liked the video but sadly i can't figure out why this won't work for me. Everything seems to be working fine, but the mouse click doesn't seem to be getting registered for as long as i hold it down because the window will move a millimeter towards where i drag it. I've gone over the the video so many times now, everything seems to be linked up right. Any idea how this could happen? Maybe some kind of setting somewhere? I'm really lost and would love to watch the next video about this but there is no point if i can't get this to work.
@UnrealSolver Жыл бұрын
Hi, glad to hear you like it ;) It sounds like there’s something with the timer - did you select “looping” on the timer so it runs until you stop it manually? There may be other things too but check this out, also if possible - share a screenshot of your BP Setup on my discord (link in About of my channel)
@katiekaliber Жыл бұрын
@@UnrealSolver Such a quick response thank you. I managed to make it work, but honestly i just restarted unreal, duplicated the widget and replugged the pins, and it worked so maybe my project was being strange xD I was wondering if you'd by any chance would know how to make these calculations on a 3d widget? The code is definitely firing and the window is trying to drag but it doesn't seem to find it's place. I'll hop in the discord anyway because you seem to have some interesting stuff on your channel, but i was wondering if this was even an option in this set up.
@UnrealSolver Жыл бұрын
@@katiekaliber you’re the 2nd person asking for such functionality on a 3D widget. Although I don’t know the answer for it right now I will take a look on it and make a proper tutorial :)
@damian8051 Жыл бұрын
This is really helpful thank you. What I'm going to try and work out is how to store all player refs on begin play and them add their mesh locations in a foreach
@UnrealSolver Жыл бұрын
Thank you for your words, glad to hear it was something useful! ❤️🔥 Easiest method (for your question) would be to use GetAllActorsOfClass where the class is the Player Blueprint, pull out from the blue pin and type “location” to find GetActorWorldLocation (or sth similar) and Add to Array (you can create an array of vectors beforehand or create this Add macro node, connect the vector and then right click on the Yellow Squarish Array Reference and select “promote to variable”) Then you will be able to iterate through them later using ForEachLoop ;) To find the middle point of multiple actors a good method will be to make a double ForEachLoop to compare distances between all actors, additionally you will need a Float variable (can be a local variable in a Function that will calculate it) to store the found length and compare if it’s longer than the previous ones found Remember that you have a node called “Distance(vector)” so you can check distances easily as a float, the loops will simply compare if ActualDistance > Float Variable distance and if TRUE = save the float to that value and both vectors (so you can still refer to them, you can use a Local Variables again to make no mess in main BP) You want to save vectors because at the end of the both loops you need their locations, get the middle point as on my video and that’s gonna be the camera placement Hope that helps… and doesn’t confuse much 😆✌️
@damian8051 Жыл бұрын
@@UnrealSolver Thats perfect!, thank you for taking the time to write that out, thats very kind
@salimf6041 Жыл бұрын
god bless you , thanks💐
@UnrealSolver Жыл бұрын
Glad to hear it was something just for you ❤️🔥
@brumble Жыл бұрын
I can't get this to work in 5.2 I changed Overlay Material option on the actor and the mesh is constantly highlighted... On the end of component begin overlap i used set overlay material node but nope, nothing is highlighting at all...
@UnrealSolver Жыл бұрын
Hi, I do not use UE5 as for now, please check comment from Mr. @AlignmentsProg :)
@brumble Жыл бұрын
@@UnrealSolver I got it to work from his comment thank god haha. Thanks very much for the tutorial
@allalongthewatchtwer Жыл бұрын
YES! YES! LOVE IT
@UnrealSolver Жыл бұрын
I am happy to hear that! <3 Thank you for your words ^_^
@Starblendet Жыл бұрын
You say "Wonderful" just like Zoidberg and I love it! excellent tutorial by the way, subbed!
@UnrealSolver Жыл бұрын
That’s wholesome! ❤️🔥 Thank you 🙏🍻
@李佳奇-w9z Жыл бұрын
If I don't create the controller base and HUD? Can I do that? I appear this error "PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SlotAsCanvasSlot_ReturnValue". Node: Set Position Graph: EventGraph Function: Execute Ubergraph WPT Popup Blueprint: WPT_Popup"
@UnrealSolver Жыл бұрын
Of course you can skip the controller and hud creation and have it working Accessed none error = you try to use something that is not valid (doesn’t exist, is being destroyed, is empty, etc.) so this is your coding issue and has nothing to do with having or having not the HUD and Controller
@李佳奇-w9z Жыл бұрын
@@UnrealSolver But I don't know why my widget can not move. I already followed follow your step. The blueprint of he movable user interface as same as 4:18.
@李佳奇-w9z Жыл бұрын
I just have one main_ui and one_ui(like your some window). And then, the blueprint of one_ui is same as 4:18. And the level blueprint as same as 4:19.
@李佳奇-w9z Жыл бұрын
oh, I solved my problem. I need to notice which container including my wanted movable widget. Thanks!!! I also still looking forward to your mini-video player tutorial video. :)
@UnrealSolver Жыл бұрын
@@李佳奇-w9z at best share some screenshots on my Discord, I cannot imagine what is your issue exactly (link in About of my channel)
@MegaSuperCritic Жыл бұрын
Yikes, why all the editing? Can you not just narrate what you do in real time? Appreciate the tutorial, but you cut out so much it makes it very difficult if not impossible for a beginner to follow along.
@UnrealSolver Жыл бұрын
Yeah, when I watch some of my videos later than just after editing I know what you mean. Although possible to follow for newcomers it may be hard. Still learning as a Video Tutorials Creator, hope to get better over time Appreciate your feedback and will see what can be done to have even better experience! <3
@thewhiteghostproject6722 Жыл бұрын
Awesome tutorial, very informative. Anyone else notice MJF's AEW theme song playing in the background? XD
@UnrealSolver Жыл бұрын
Thank you mate! ❤️🔥 It’s rather rare that someone recognises names of songs, nice one 🤌
@Mineceater Жыл бұрын
Very helpful. Good and fast pacing, everything Explained and Shown. Maybe use the timestamp to get more experienced programmers to the part they need. Keep it on!👍
@UnrealSolver Жыл бұрын
Thank you so much and as well thanks for the suggestion, that totally makes sense! 🤌❤️🔥
Жыл бұрын
I'm wondering what it would be like to resize just the top as the bottom..
@UnrealSolver Жыл бұрын
Good question that will be hard to explain in a single comment 😅 But as for the concept you will probably need to move the widget + rescale at the same time That’s because you will change the top left corner position when scaling from there and with that - the Widget Location has to change accordingly to your mouse movement and scale it down so the bottom and/or right side remain in place ;)
@Kaselmeyk_Ilya Жыл бұрын
I liked that it was short and simple. I was only looking for a piece of code. Music is superfluous.
@UnrealSolver Жыл бұрын
Thank you! 😍 glad to hear you love it! ❤️🔥
@LegendOfCalvas Жыл бұрын
Hey so.. I've got a door opener with a value, and doors with values. If door opener value = door value it opens the door. however if i have 2 door openers and 2 doors. it no longer works. regardless of what i set the values??
@UnrealSolver Жыл бұрын
If you created separate blueprints - the Casts and Get Actors of Class will no longer work so you need to rework that part to make sure you point to the right thing
@LegendOfCalvas Жыл бұрын
@@UnrealSolver I just copy/pasted the already placed door opener/door and then changed values on the copies that are in the scene
@UnrealSolver Жыл бұрын
@@LegendOfCalvas by door, as well door opener make sure to remove the actual cast on the overlap and place a new one with your Pawn
@gr4j0m3r Жыл бұрын
How can I add animation while I'm holding it and while throwing it? Like in the game "Control"
@UnrealSolver Жыл бұрын
Well, it’s not an animation My system uses a “hard coded” path, where in the Control game it seems that If Object is not in desired place - move towards it (not sure how exactly the code looks like for that but isn’t that hard to replicate), something like the further away the object the more speed it will have, once closer to desired spot - the less speed until it finally settles in the desired point The object will rotate by itself due to mass, gravity, movement and anchor point when attached to the PhysicsHandle so it’s not an animation that moves it ;)
@gr4j0m3r Жыл бұрын
@@UnrealSolver I mean the animation of the character.
@UnrealSolver Жыл бұрын
@@gr4j0m3r you can take a look on the “stand, crouch, prone system” video to get the concept about how to connect variables of player to the animation and how to use them in the Animation State For sure it will differ from the system but you need the concept - you just need a Boolean that will state that you are in “control mode” or you do some specific part of this action - transition to selected animation accordingly to that Boolean statement Hope that will help :)