Men, why you are not posting any more? You have such a gift for teaching.
@WrathOfAl7 күн бұрын
Could not agree more. What a great video ! If I may embellish a little bit more on making this easier, you can make a parent Blueprint for the items that you want to interact with. This way you set 1 master blueprint with the BPI_Interface on it. then create child BP's from the parent and boom ! no need to keep adding repetitive code. So instead of making a BP_Light and BP_Platform seperately, you make 1 blueprint lets say called BP_ParentItem. Attach your BPI_Interactable to that parent. Then create children from the parent. :)
@stefevr9 күн бұрын
Honestly one of the clearest most useful tutorials out there, subbed!
@BenskiGameWorks10 күн бұрын
Great explanation! I was doing exactly what you pointed out with the many-to-one relationship and exactly with spotlights XD Cheers!
@MichaelBullo10 күн бұрын
This is fantastic. Thank you.
@kgw051311 күн бұрын
wow thx! very useful!
@zatlanibrahim543812 күн бұрын
I’m even more confused before I came to the video but you explain well, it’s just I got lost when you started using the on component being overlap because not all the time we need that, before I saw the video I use « get … parent class » of the object I’m casting to like actor , pawn, for widget I never understood what to do , I’m still newbie but I found get user widget object , notre sur this will work
@Molls.Snowdon26 күн бұрын
the first 10 seconds gave me a good laugh! Exactly why i wanted this video xD
@schmoborama26 күн бұрын
Thanks but you actually skipped over what to connect to the Object pin when casting to an Actor 🤦♂ Just creating an Actor variable doesn't work
@TylerSerino26 күн бұрын
Are you casting to the base actor class or a class you created that inherits from actor? You can’t just plug an empty actor variable in, you need a variable that stores a reference to whatever class you’re trying to cast to
@schmoborama25 күн бұрын
@@TylerSerino Hey thanks for responding! When you do that, it warns you that you don't need to cast anymore, since you already have a reference to that actor class... ?
@schmoborama17 күн бұрын
Ok I watched again and see you covered the warning "You don't need to cast to that actor". So if I'm not using Overlap, do I just make a box to reference to in an actor reference variable? Or a BP_box? I think I tried that and it didn't work - ? If it 'should' work, I'll keep trying it, I must have missed something. But it would be great if you could do some other examples aside from Overlap!
@TylerSerino17 күн бұрын
@@schmoborama It ultimately depends on what you're trying to do. You can use overlaps, line traces, you can create variables that you set as instance editable and set them in the details pannel in the editor if they aren't going to change. If you were trying to talk to your game mode, you'd use the "get game mode" node and cast using that. Ultimately what it comes down to is obtaining a reference to the object you're trying to talk to, and if its not a direct reference, cast. But how you do that depends on what you're doing
@harryh566629 күн бұрын
your end card is blocking the screen and I cant see what you're doing!!
@woetreiАй бұрын
The first 10 seconds hit right on the head!
@Legta45Ай бұрын
This video is immensely useful, thanks a lot
@ltraltier6009Ай бұрын
This implementation doesn't work because he doesn't include the cast to child component/whatever you named the damage interface in the interface. The interact interface works, but anything involving enemies is implemented differently.
@TylerSerinoАй бұрын
Im a little confused. I don't recall talking about damage in this video. Unreal has a built in health and damage system that works pretty well. But you could absolutely make one yourself using interfaces. You'd need a way to grab a reference to the enemy, which depending on your type of game could vary, but is usually straight forward. IE, you hit them with a sword, the sword trace is going to return an actor reference of the enemy. Same thing with a bullet.
@ventaidepcАй бұрын
Super good tuto, very pro very very good explain, you are big professor, very thanks🙏😇
@manuelrochon1550Ай бұрын
I just found the gem of UE tech vids you made about a year ago. You are an amazing in depth, straigth to the point tech communicator/teacher, keep up the good work, you will go far with those skills, the world needs more of that kind of teaching!
@OlmtekaАй бұрын
1000th 😎
@bars5762Ай бұрын
The best one so far on this topic, thanks!)
@ralfbierigАй бұрын
Thank you for what you said in 4:50 -- functions without output show up as events -- this confused me quite a bit and probably also those who come from a classic OOP language like Java or C#. In the context of UE it makes sense, but I think it needed some repeating (or needed to be said again) as I wondered why I can call an event in an interface when I have declared a function in that interface. I realised also that many tutorials assume that to be perfectly logical as they take UE probably more at face value without heavy context from other languages -- just a thought I wanted to share.
@AlexVladimir-c1sАй бұрын
6:46 "i´m gonna confuse you a little bit" *me already confused and overwhelmed
@rightcutterАй бұрын
its like a function/event teleporter or vehicle am i right ??
@LumberingTrollАй бұрын
Maybe better than a cast for the character, give the player a "Character" tag, and then have the button do a tag query, if the interacting actor has the has the "Character" tag, you are good to go, if not end.
@franco-russoАй бұрын
This didn't solve my problem. I just am more confused than when I started...What do I put in object?
@TylerSerinoАй бұрын
What are you trying to cast to and from where are you trying to cast
@franco-russoАй бұрын
@@TylerSerino Thank you for your response, but I have figured it out! Note to self, don't try to develop a game on hardly any sleep. Haha
@VRDivisionАй бұрын
Really good video sir, thank you!
@CjoudanАй бұрын
still clear as mud for my situation.
@TylerSerinoАй бұрын
What are you trying to cast to and from where?
@EverThusGames2 ай бұрын
Very informative stuff!
@nightwalkerj2 ай бұрын
How would this compare to a soft reference for efficiency and memory usage?
@sumising2 ай бұрын
your videos are so good. OVer weekend someone challanged me to write a game and i decided to pick up unreal and your videos are making whole journey fun and easy!
@paltipa2 ай бұрын
Thank you! Great video 👍
@TorQueMoD2 ай бұрын
Great video, but there's no need to store a reference to the trigger. That makes a dependency and means that the lights don't work properly without the trigger. Just do the same dispatching as before and tell the lights to listen for the trigger's dispatch events (one for On Begin overlap and one for End Overlap). Also, instead of casting to the Player, just use the has tag node and give the player a tag of Player.
@zeez77772 ай бұрын
Checking if an object implements an interface sounds alot like its casting internally tbh so im not really sure theres any performance benefit apart from the obvious modularity benefit you gain
@sparshsingh75432 ай бұрын
Hey Tyler, I found this video very helpful, Thanks a ton for uploading, however i have a little query... Suppose i have a switch and a button and both are to control a single light. The switch, let's say, switches the light on and off, while the button is supposed to change the color of the light with each press. For that purpose would i need a third blueprint interface to control the color of the light, considering the second one already controls the switch on and off function for the light, or is there a way to implement it in the second blueprint interface only, which had the on activate function firing from the switch to the light?
@TylerSerino2 ай бұрын
This sounds more like a job for dispatchers, basically doing things backwards. Have the light get a reference to the buttons, have the buttons call a dispatcher, bind to the dispatchers in the light, and then for the switches dispatcher turn the light on and off and the buttons change the color
@sparshsingh75432 ай бұрын
@@TylerSerino Thank you for the reply, i will definitely look forward into these topics.
@grendel3k1982 ай бұрын
I have also started using interfaces instead of collions. But I was always unsure whether the interface had to be in the char or not. Nice explanation of the interfaces in any case, thank you :) P.S. I like Brian xD
@Doubleaa5002 ай бұрын
So the dispatchers, even though the objects are you said, "waiting" for the trigger to happen, are they always loaded or active like they are in casting?
@justinhowlett53162 ай бұрын
i hate unreals cast to. way too fucking complicated to figure out. what a mess
@KDmadness182 ай бұрын
Help!!! At 8:46 - the ONLY reason this all works is because you're able to click on your third person character, and set the cube_guy reference. This doesn't work for me because I'm doing the casting from my gamemode. So how am I supposed to click on 'gamemode' and set my cast references???
@TylerSerino2 ай бұрын
What are you trying to cast to from your game mode? Like I said, how you get an object reference is all going to depend on what you're doing. You have to ask if casting from your game mode to the object your trying to communicate with is the best method, or if it should be the other way. A lot of the time, I cast to my game mode from anything else, because you can simply call the "Get Game Mode" node and use that as an object reference
@KDmadness182 ай бұрын
@@TylerSerino hmm perhaps I should flip it then? In my game mode I spawn different actors, and I was trying to cast to the actor in order to utilize a bool var that was in the actor. This is where I’m stuck because I’m not sure if while in my gamemode_BP, if casting to other objects is even possible.
@TylerSerino2 ай бұрын
@@KDmadness18 If you're spawning the actors in from the game mode, you shouldn't even need to cast, the blue pin coming out of the "spawn actor from class node" should give you a direct reference to the item you're spawning
@izairdgh2 ай бұрын
I would love to use this but im on linux UnU
@aryaakula46142 ай бұрын
This is one awesome tutorial. Really needed to brush up on inheritance and you were super thorough
@ALXLVV2 ай бұрын
Instead of Bind Event you can use Assign Event to automatically make Custom event with Call
@halfbakedproductions78872 ай бұрын
It's just such a horrible, clumsy system. I don't find Blueprint particularly intuitive either.
@tehf00n2 ай бұрын
When I first got into Unreal I was mystified at how to add a listener to a variable, or bind an event to a variable. Then I realised I learned that habit from Flash development and it was bad practice. Ever since I have followed Epic's best practice and it has never let me down. Some things aren't intuitive but the majority is. Events can be tricky. I came here looking for a way to store a delegate as a variable because I saw it once and never figured it out. But no joy here. Onwards.
@ddvictor2 ай бұрын
Amazing content! Thanks for sharing
@Builtit12 ай бұрын
IVE WATCHED THIS 3 TIMES 😭😭😭
@pikachufan252 ай бұрын
its also funny to break the Softwar by Pointing Stuff in the Wrong Dirreccion xD
@JK96CZ3 ай бұрын
I started in Unity and there I found about Interfaces being really useful. This 15 minutes video show me how to easily implement it in UE while being also sufficient for beginners to understand it if they did not knew them before. Well done
@UnlawfulVR3 ай бұрын
I watched 5 Matt Aspland videos and still didn't understand. You are good at breaking down information into your own words and explaining it
@PotatoHate3 ай бұрын
Can you use soft reference and load it when you enter the room for example, to minimize the hard references and memory/disk size each light would have?
@buster56613 ай бұрын
funny youd make a video about timelines and not include time stamps
@50shadesofskittles93 ай бұрын
Goodness me your short and simple are way more in depth than most other content creators. Loved your video and you have a new sub! ❤
@anikapt87283 ай бұрын
Total Game Changer
@kidpeanut3 ай бұрын
why are therer only like 6 coments oooooooooooooon suck a good video?