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@InsightfulStudio
@InsightfulStudio 40 минут бұрын
bro you are legend
@uquantum
@uquantum Сағат бұрын
Fantastic, useful. Thanks!
@LuanMMello
@LuanMMello 7 сағат бұрын
Great tutorial, thank you very much! Only one thing I've noticed is that, when the enemy dies, an invisible block stays and prevent you to walk through. Maybe is the collision of the capsule component. Really enjoying the Smart Enemy Series!
@GameDevAraz
@GameDevAraz 10 сағат бұрын
honestly, i hate the cinematic camera angles, every game and their mother is usiing it and they do the same cinematic cutscene everytime you kill an enemy the same way, it is SO boring and repeptive, feels so cheap and broken i cant even imagine a triple a company, coming to this conclusion as an improvement its a dam insult, adding fx, but giving player control is VITAL in a game, srry, just had to say it. also the effets should be practical, not just visual, i hate just visual fx, life isnt just visual fx, its real, why should games be just visual fx, we are trying to mimick real life situations here, 2ndly, add a ton of realism and variaty to attacks, you really dont want 2-3 attack at same speed or angel, a lot of variaty makes it way more real, some advice.
@anssikoponen8898
@anssikoponen8898 12 сағат бұрын
Hi and thank you for the tutorials. I’ve recently started to learn and try UE5 and visualscripting without any prior coming experience. It’s not the easiest route but i enjoy it so much! I have one question about interacting with linetrace and the way you set it up as overlapping. Is it viable to do interact with linetrace? And can you do different ways to interact with different materials? For example door is interacting with linetrace and lootable items with overlapping? I’ve been enjoying my first steps to learn and for me the feeling to get something done with tutorials and then figuring out a way to implement new things on there is so much fun.
@Dread_Devil_0_0
@Dread_Devil_0_0 13 сағат бұрын
can you make a tutorial for environment specially stylized please
@GreenGnoblin
@GreenGnoblin 15 сағат бұрын
I have a question about a mechanic that it seems you do not implement in this youtube series. If I have enemy A that is close to enemy B and C, how can I make that when enemy A sees the player it starts chasing it, enemy B and C "are notified" of the player was detected and also start running towards it. I want to communicate between AI that are nearby that if one them changes states, the other ones follow.
@tonyrozatto4669
@tonyrozatto4669 Күн бұрын
I tried implementing your door rotation method in Unreal Engine 5, but I ran into an issue. The doors were rotating relative to the world instead of themselves, which caused unexpected behavior when placing them at different angles. After some troubleshooting, I realized the problem was that I was setting the rotation directly. Instead, I used a Timeline with Lerp(InitialYaw, TargetYaw, Timeline_Value), where InitialYaw is the door's starting rotation, and TargetYaw is InitialYaw + 90. Then, I applied it using SetRelativeRotation, and it worked perfectly! Thanks for your content-it helped a lot! Just wanted to share my experience in case others run into the same issue.
@BrianHamil
@BrianHamil Күн бұрын
You should resize the array one time for the cubes and then set the indices. Calling add creates a new array every time. Big cost if you end up with a lot of objects.
@BrianHamil
@BrianHamil Күн бұрын
There's a built in function, Does Save Game Exist that you can use, rather than checking an arbitrary variable value.
@yukseltekbas4991
@yukseltekbas4991 Күн бұрын
hello ı bought this serious şn patreon but my BP_Player havent got sword and shield how can ı fix it
@kaihull8538
@kaihull8538 Күн бұрын
How would you go about updating the health bar without a binding, as using a print string in the binding shows you that its updating every tick (so less performance). Could you implement the same BP_Interface in the event graph, so that it only updates when needed?
@BrianHamil
@BrianHamil Күн бұрын
You should make custom structs in C++, they're easier to alter without breaking things in the editor.
@CharlieGadson
@CharlieGadson Күн бұрын
Hello! I noticed this tutorial does not actually Destroy the Actors during the OnDeath function. I have set up both components the way you did here, however the AOE Attack keeps throwing a Runtime error when an Actor is destroyed. It is saying it accessed None when trying to read the breakhit result on the actor (since it has been destroyed). Is there a way to clear the hit results after each successful hit? Or is there a better workaround so the AOE attack function doesn't keep trying to access a hit that is no longer there?
@Aquilasdev
@Aquilasdev Күн бұрын
These tuts are just soooo good. You’re the only KZbinr I’ve found so far that actually cares about building the whole project instead of ignoring best practices. And you also say WHY something is used or how it works and I don’t know why more people don’t do that.
@crgfamily8818
@crgfamily8818 Күн бұрын
Hello I watched this video a couple of times and it has worked wonders, I'm currently wondering how to implement different max healths based on which actor it's connected to for instance I want a target to have a max health of ten and the player a max health of 100. Do you know a way I could implement this?
@crgfamily8818
@crgfamily8818 Күн бұрын
Ok I spent like a total of 5 hours just to realize that Bpc is saved on a per actor bases so just click Bpc set the values there and it won't effect the original vode
@TvCinemaCraft
@TvCinemaCraft Күн бұрын
Hi, has anyone figured out how to prevent all characters from rushing to attack one single character? This is the most important part of a team battle, and I still haven't been able to figure out how to do it...
@marcinpagorek3578
@marcinpagorek3578 Күн бұрын
After 1 minute of watching, I already see this is probably a much better tutorial than all the other 5-10 minutes ones I've watched which don't even explain why they do things the way they do and definitely don't teach you in a way that will be easily scalable and applicable in other scenarios. Edit after watching the whole video: I can only confirm that this is a top quality video. Good work!
@lloydekins
@lloydekins Күн бұрын
I got the blend state for strafing from your patreon but I still cant figure out how to turn om the Boolean 'is focusing enemy' to actually make them strafe with the blend space. Please help me understand this!
@MaxV1.0
@MaxV1.0 Күн бұрын
Ali you are simply the best. Thank you brother.
@ВалерійБалушка
@ВалерійБалушка Күн бұрын
Wonderful video, Ali! I have question, why we make dispatcher "On Interaction Press Ongoing", and not just some custom event, what is difference making this way?
@sauravbhagat4150
@sauravbhagat4150 Күн бұрын
I just have one thing to say. You are amazing!! I wish I would have gotten to know your tuts early in development. It would have been easier to make My Project much more scalable and optimized. Thank you so much!
@abdulakhkurbanov7960
@abdulakhkurbanov7960 2 күн бұрын
Can't wait for you to finish this series so I can start :D
@Reaper_Death0707
@Reaper_Death0707 2 күн бұрын
if you don't want a enemy with a weapon just don't have the spawn actor, i got so lost trying to get the montage to work without the weapon
@WeredDev
@WeredDev 2 күн бұрын
7:44 wouldn't it be easier to call "enum to string" function? With this function you wouldnt have to worry about this fragment of code if you would expand the interaction type
@larsh.1154
@larsh.1154 Күн бұрын
That would work, but it would have the big disadvantage that it would not be localizable. with text you have the small flag symbol next to the variable with which you can localize it, if your game is supposed to support multiple languages this is very helpful.
@WeredDev
@WeredDev Күн бұрын
@@larsh.1154 Oh right, I forgot about mutiple languages, that ineed would be better to stay with current solution.
@EHLarson
@EHLarson 2 күн бұрын
In my particular project, I'm not getting a key mapping. I wonder if mine has diverged that far from the 3rd Person template version of things already. The error is ""Attempted to access index 0 from array CallFunc_QueryKeysMappedToAction_ReturnValue of length 0!"". Looking at my input mapping context, I have IA_Interact mapped to E, so that's what I would expect to be there.
@BooneyianLogic
@BooneyianLogic 2 күн бұрын
It really is the fact that you take the time to explain what not to do and why. The and why is so incredibly impactful when you are trying to learn or experiment on your own. That is what sets your channel above all else. Almost no one explains why you wouldn't use a method or approach.
@BooneyianLogic
@BooneyianLogic 2 күн бұрын
Thank you so much! you are by far the person I look forward to seeing new videos in my feed from...sorry if that made little sense.
@gosti_fr6106
@gosti_fr6106 2 күн бұрын
Great video and tutorial! I always love the explanations, details and tips that you don't see on other videos. It's great! Question pls: I understood that the PlayerController is an excellent place to create the Widget when it comes to this type of Widget (interaction, menu...), and then it seems more interesting to leave the Widget in the Viewport but use only the "Set Visibility" in order to avoid performance issues when creating/destroying the widget. What do you think?
@JoMarcos28
@JoMarcos28 2 күн бұрын
Nice Ali 👍
@georgearida4144
@georgearida4144 2 күн бұрын
Hello and thank you so much , for deleting the save game file via blueprint, i used delete game in slot and get the slot name , but it is not working, as soon as the game launch it will always the player transform saved position
@georgearida4144
@georgearida4144 2 күн бұрын
Ok found it , in event begin play in character blueprint i made a check Does save game exist before get game data and set use player data
@jayscott4970
@jayscott4970 2 күн бұрын
Great job again Ali. You are a natural teacher. Please keep em coming!
@FrancescoPiroddi
@FrancescoPiroddi 2 күн бұрын
Head up to see this!
@VRDivision
@VRDivision 2 күн бұрын
Ali you're a legendary teacher. keep up the good work!
@darklord5691
@darklord5691 2 күн бұрын
The ending was fire!!
@someone_who_looks_like_me
@someone_who_looks_like_me 2 күн бұрын
Greetings! you have a great tutorial on creating AI for npcs, but please tell me, can you try to create a tutorial on how to make it possible for npcs to move between different levels and their background simulation?
@alexCompany
@alexCompany 2 күн бұрын
thank you
@Vesperele
@Vesperele 2 күн бұрын
Just wanted to pause for a sec and say thank you so much for this, as a learning VFX artist it's so helpful being able to prototype my work and what you're providing here is nothing short of magic. The above was the point of my comment but a cheeky wishlist I'd love to know how you'd tackle making a projectile that behaves like the projectiles shown at 30 seconds in this Path of Exile 2 vid! kzbin.info/www/bejne/bWSziGiNrLp_npY the way they curve through the air in a loop but not all identically and land beautifully on the ground at random points but always reach the distance of their target has confounded me for at least a month, and I'm planning to use your video as a gateway to figuring it out if you have tips!
@ImSim_Cook
@ImSim_Cook 2 күн бұрын
Wooooooooo!
@joshnevel1504
@joshnevel1504 2 күн бұрын
Thank you
@jenaaryaman
@jenaaryaman 2 күн бұрын
Hey please help me as my enemyAI is not forgetting my player character it just keeps on chasing me even after doing everything you did in the video please help me.I am taking about the sight sense
@mohammadhosseinbabamoradi5972
@mohammadhosseinbabamoradi5972 2 күн бұрын
Very nice mate. Can't wait to watch next part... And I wanted to suggest an interactable cutscene tutorial series when a cinematic starts and player should press different button in given time to pass and complete cinematic. I think it's super useful. And with your way of teaching it would be awesome.
@jenaaryaman
@jenaaryaman 2 күн бұрын
Please help my enemy keeps on chasing me even after losing sight of it please help. Even after going out of pose sight radius somehow it's chasing me help
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
@@jenaaryaman hey there, this functionality is implemented in Part 9 of this series, just keep going through it and everything will make sense, I promise 😉
@jenaaryaman
@jenaaryaman Күн бұрын
@@AliElZoheiry Got it sir thanks.
@stefanpaius7833
@stefanpaius7833 2 күн бұрын
Any plans to do this using the game animation sample?
@TrueLazyboy
@TrueLazyboy 2 күн бұрын
three easy step, step one complete the game making process, step two go to three, step three complete step one
@Imtrisant5
@Imtrisant5 2 күн бұрын
idk why but im using diffrent mesh of arrow and when i implement all of thies things my arrow is not fireing perfect like you what is the cause of this ?
@RetroPlusGames
@RetroPlusGames 3 күн бұрын
Wonderful video, Ali! The Unreal community is lucky to have you!
@DevColtC
@DevColtC 3 күн бұрын
How do I code for unreal #Ali_ai
@z_ali_ai
@z_ali_ai 3 күн бұрын
Automated Response from Ali AI: To code in Unreal Engine, you'll primarily use Blueprints, which is a visual scripting language, or C++ for more advanced functionality. For beginners, starting with Blueprints is recommended as it allows you to get familiar with the game development process without deep programming knowledge. In Part 5 of the Interaction System Tutorial, Ali likely covers specific interaction types, which can help you understand how to implement different functionalities in your project. If you're interested in C++, you can create classes and override functions to define gameplay logic. You may want to look for introductory videos on C++ in Unreal Engine or follow the official documentation for a more in-depth understanding. If you have specific coding questions, feel free to ask!
@kuoyulu6714
@kuoyulu6714 3 күн бұрын
Whaaaaaaaaat ?
@Kedryn
@Kedryn 3 күн бұрын
#ali_ai what would be a good way of using this save system for saving and using the level name on a main menu map where the character is not loaded?
@z_ali_ai
@z_ali_ai 3 күн бұрын
Automated Response from Ali AI: Great question! To save and use the level name in a main menu map where the character isn't loaded, you can utilize the same save system explained in the video. First, when saving the game, you can get the current level name using the "Get current level name" function and save it as a string in your save game structure. This way, you can store the level name without needing to have the player character loaded. Then, when you load the game from the main menu, you would retrieve this saved string and use the "Open level by name" function to load the appropriate level. This approach allows you to seamlessly transition from the menu to the desired game level based on the saved data. For more details, you might find it helpful to refer to a similar question answered in the comment thread by @qasimimtiaz697 where Ali El Zoheiry explains how to save the level name using the "Get current level name" function. Check out this comment [here](kzbin.info/www/bejne/fmfVon2YrM-Ff80&lc=Ugx2EU4xV2lEqSTnAAl4AaABAg).
@Kedryn
@Kedryn 3 күн бұрын
@@z_ali_ai I'm saving the string when I save the player, but for some reason the variables don't get passed into my main menu level/game mode. Any time I try to print the string to test if it works, the variables do not print
@Kedryn
@Kedryn 3 күн бұрын
I figured this out as well! To anyone who is running into the issue of not being able to properly call the variable into a menu in another map: After checking if the save file exists, I had to get the game instance and then pull off of that to Get Game Data, then I took the Save Game Data and got the player stats/player info from there and plugged the level name from that into my "Open level by name" node. The reason it wouldn't work before was because I kept trying to cast to the player, the save game, or the game instance, and was trying to pull the Level name from the casted player stats, which were always set blank and would not print. The fix was so much simpler than having to do all that casting. I was only able to figure it out because of how In-depth you talk about most of these concepts in your tutorials, so thank you so much for the knowledge you provide for us all! You are a blessing.