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@LuinLuth
@LuinLuth 13 сағат бұрын
Ahahahah 😂 awesome dude.
@DryComdy
@DryComdy 18 сағат бұрын
amazing channel
@SwingPoynt
@SwingPoynt 22 сағат бұрын
Props for teaching people about the debugger!
@byucknahthered3914
@byucknahthered3914 Күн бұрын
I mean... Sure, visually, but the combat still looks stiff. You can make something look visually amazing but if it feels terrible to control is it actually any good for a game?
@wolfdezziignacg2592
@wolfdezziignacg2592 Күн бұрын
You're awesome! Thanks! Unlike Code Like Me, learning from you, I feel like I'm not just repeating, but I understand what I'm doing. No semi-knowledge, no ignorance. It's just a miracle!
@elefantspidsmus
@elefantspidsmus Күн бұрын
This series has been a genuine pleasure till now. I did have some problems with re-targeting characters and animations, which is not as straight forwards as you suggest in Part 1 due to the missing _root bone in Mixamo characters and animations. But I really love your relaxed yet strictly methodical style. I also love, that you allow your own mistakes to be a part of it. That teaches how to deal with them. You are really a great teacher, and I can say that with some 'authority', since I have been teaching related stuff for 25 years now. The sound effects add a lot to the feel of the game. Any cinematographer knows, how important sound is in film - as in computer games. I wonder though - and this is not an issue at all - whether you have ever shot a bow? The whoosh effect may be there, if you apply a sensitive microphone two meters in front of a bow very close to the trail. But an archer would never hear it, and neither would a listener several meters behind the character, where the camera is located. What an archer would hear though, is the sound of the bow string when it hits its straight state. You have a very loud sound of the string being pulled, and unless it is a huge medieval long bow with gut strings, this sound would be very discrete. But the release sound would definitely be there. On a short distance it would be a ka-tjang in a split second between release and impact. So an easy application would be to put the release sound in the beginning of the whoosh sound. You would then hear ka-whoosh ... tjang ;-) if you get the point. I think the whoosh is a cinematic effect, an AFX like the extreme smack sounds in westerns and karate movies.
@Gibon123_
@Gibon123_ Күн бұрын
ty for u make tutorial about how to know this mechanics and make this all really ty for this steps how to understand mechanics i think dash is just dash what else u tell this :)
@mjkl494
@mjkl494 Күн бұрын
my GetMaxHealth functions only return 0 for some reason any ideas???
@i.mahdihosseini
@i.mahdihosseini Күн бұрын
9 seconds in, already subscribed! keep it up man!
@Modellexer3DStudios
@Modellexer3DStudios Күн бұрын
Hey Bro, I Am Very Thankful To You For This Series, I Can Find Proper Tutorial For Enemy Advanced AI but Then I Found Your Channel Complete Series But Facing a Problem with The Wielding Sword Animation.I also Have a problem I Applied The Blueprint Without Knowing What IT Does , But You explained it really Well. Love From Pakistan ❣
@callumcrothall2858
@callumcrothall2858 Күн бұрын
Perfect amount if information and delivery style, I love how you show us the mechanics and how it works and leave the actual gameplay implementation for us to experiment and play around with, almost like a template to help us get started and inspired! Want to thank you so much for your work, actually the best educator I have come across!
@TheHeshDev
@TheHeshDev Күн бұрын
First off amazing series , have been blasting thru it (A year late), its great. Just curious, I changed my character model as i was watching this video, and now for some reason when I damage an enemy AI they shoot/attack towards where I spawned in and not where I am. Any Ideas as to whats going on?
@david-patton
@david-patton 2 күн бұрын
I wish I could afford a suit like that man. I did just buy the Sony mocap version which I got on eBay for like 200 and they usually go for 500 They are not that accurate at the moment although I haven't tried to see if I can calibrate or update yet it's supposed to be my Christmas present so I can't touch them lol
@miriamparache1489
@miriamparache1489 2 күн бұрын
Wohoo 🤘🏼 does the cat get a suit as well? 😇
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hahaha maybe that's how they made the game "Stray" 😹
@JoelLandberg
@JoelLandberg 2 күн бұрын
Awesome tutorial!
@gooddimmi
@gooddimmi 2 күн бұрын
It would be great to see a tutorial on creating a controller for mobile games in 5.5.1, a built-in preview feature (how the game will look on different devices of different phones) and creating a build for Android and iOS devices. There are almost no such tutorials on KZbin.
@hasankarakoc1576
@hasankarakoc1576 2 күн бұрын
Thanks for the tutorial. Your explanation was fluent and clean. I hope you make more tutorials for beginners.
@kranthivennu
@kranthivennu 2 күн бұрын
Awesome tutorial Ali ,No Words its tooo good. Thank you very much for Tutorial😊
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're very welcome! I'm glad you found it helpful. Thank you for the kind words and for watching! 😊🙏
@stealthgamesaremyjam145
@stealthgamesaremyjam145 2 күн бұрын
When creating and destroying the cubes, would this work with an array of actors like item pick ups?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Generally speaking, if you want to save information about a specific actor, you should find a way to uniquely identify that actor. In my example, no 2 cubes can have the same exact transform (because they can't occupy the same space), therefore, the transform of the cube is unique to that specific cube. But if I am storing a list of pickups on the floor, if they also have a unique transform value, then that can be used, but maybe they have an "ID" or a "Tag" that is unique to them, then you can also store that. Basically you just need to save the information that would allow you to recreate it again when the game loads
@stealthgamesaremyjam145
@stealthgamesaremyjam145 2 күн бұрын
@@AliElZoheiry I was able to find a video done by "Matt Aspland", "Save And Load If An Actor Is Destroyed - Unreal Engine 4 Tutorial", that I think covers exactly what you've said. I had to make a few changes to it, but it works perfectly. Most of the Casts and functions that he creates, I was able to use the existing BPI_SaveGame and "BP_GameInstance" that you created so I was able to use the interface to avoid casting. If you check out his video you'll see what I mean.
@cinemart_youtube
@cinemart_youtube 2 күн бұрын
Genius! Thank you so much for this!
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're very welcome! I'm glad you found it helpful 🙏
@mrkrbn
@mrkrbn 2 күн бұрын
Hello Ali, Great tutorial! I'm enjoying following through it. I've been stuck on Niagara effect for a few hours though. I used the StarterContent m_flare_01 instead of the smoke texture you had (shouldn't make a difference), otherwise I followed all your instructions. The issue I'm getting is that when an arrow hits something, the trail gets frozen, and doesn't go away. Niagara debug shows that the particles continue being generated even when nothing is moving. I'm using UE5.5. Any hints?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! I'm glad to hear you're enjoying the tutorial 😊 Honestly I don't have much experience with VFX, so I don't know what the issue could be.
@nasseh3587
@nasseh3587 2 күн бұрын
Dude, thanks so much for all you do. These tutorials are GOLD!
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're very welcome! I appreciate your kind words. Glad you find the tutorials helpful! 🙏
@Pierraow
@Pierraow 3 күн бұрын
For those who had their AI character not moving from its spot to hide, make sure to have visibility set to ignore in the collision settings of the BP_Enemy_Base. Thank you for this great tutorial Ali!
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Thank you for the tip! That’s really helpful for others who might encounter the same issue. Glad you enjoyed the tutorial! 🙏
@JoelLandberg
@JoelLandberg 2 күн бұрын
Thank you! You made my day:)
@JustAChannel11631
@JustAChannel11631 3 күн бұрын
Bookmarks are amazing
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're right! Bookmarks can be super helpful 🙏 Thanks for sharing your thoughts!
@U_Lambda
@U_Lambda 3 күн бұрын
Hey brother Im using a VRPawn (class character) in VR game mode. Neither get player character or get player pawn will trigger the AI to chase me. Any Ideas on what I might be missing?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! It sounds like your AI might not be referencing the correct actor. Make sure the AI’s perception system is set up correctly to detect the VRPawn. I haven't used VR before, so I don't know if it does detect it or not
@aleksatancos4111
@aleksatancos4111 3 күн бұрын
personally hitstop is not needed
@JaceDoyle
@JaceDoyle 3 күн бұрын
Great video! Need more videos like this that teach good practice instead of “Make COD in 6 hours”.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Thank you for your comment! I appreciate your feedback and I'm glad you found it useful. I'll definitely keep focusing on good practices in my future videos 🙏
@arc7498
@arc7498 3 күн бұрын
For some reason I get the error Blueprint (self) is no SkinnedMeshComponent, when calling the Spawn Afterimage event, therefore I cannot compile. I have literally the exact same nodes as you. What could be the problem?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! The error usually means that the reference you're using for the 'self' is not correctly set as a SkinnedMeshComponent. Which is probably a problem because I am not using SKinnedMeshComponent in my example, I am using a PosableMeshComponent, so I don't think you copied my exact nodes
@arc7498
@arc7498 2 күн бұрын
@@AliElZoheiry Thank you for your answear. The error came out of the construction script. I deleted the Node causing the error. Anyways, since I'm rather new to Unreal Engine, I'll first finish your other tutorials before I ask more questions. Don't wanna make unnecessary statements
@nanoxiii1512
@nanoxiii1512 4 күн бұрын
I really appreciate the tutorials! I am having an issue, though. No matter how long I hold the bow, I seem to always be shooting at max. I've checked everything and it all seems fine. I can't figure out what the problem is. Gone through the video several times and all my BPs match.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! I'm glad you're finding the tutorials helpful 🙏 For your issue, I suggest checking the event dispatcher that sends how long the bow has been held for. Make sure that the input to that event dispatcher is correct. Try printing it to see its value in realtime
@nanoxiii1512
@nanoxiii1512 2 күн бұрын
@@AliElZoheiry I appreciate the response! My event timer is working fine and I have a print sting on it, it's working as it should. It's like no matter how long I hold it, Gravity and power are always maxed. From testing with print strings, my Lerps for both speed and gravity are defaulting to B
@brandonturner6099
@brandonturner6099 4 күн бұрын
What is that stylized game at 0:26?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
It's called "Hi-Fi Rush" Amazing game! Highly recommend it
@AiAgeOfMagic
@AiAgeOfMagic 4 күн бұрын
This is Boss enemy 🎉🎉🎉🎉
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Thanks! Glad you think so! 🎉
@Titan_prod
@Titan_prod 4 күн бұрын
It's a shame that I'm confused because what I briefly moved on to in the previous chapter is the main focus. I even subscribed to the Patreon, downloaded it, and looked it up, and it's such a shame that the Equip/Unquip event is gone.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey, Sorry to hear you are confused, but I'm not sure what exactly are you confused about? and the Equip/Unequip event is not gone in the final product, it's still there. Maybe you are looking at something else?
@samuelmarin
@samuelmarin 4 күн бұрын
Thanks for the video! I’m wondering if it’s possible to automatically generate these nav links at runtime for certain buildings created by the player (for example to allow an enemy to jump onto these buildings).
@rohan_mayya
@rohan_mayya 3 күн бұрын
Epic released something for this in UE5.5, you should check it out! Edit: it's not done in runtime, but it auto generates the links for you in your level. Not sure if that fits your use case though
@samuelmarin
@samuelmarin 3 күн бұрын
@@rohan_mayya Thanks for the reply. Yes, it auto generates the links but I'm not sure you can do this at runtime.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! Thanks for your comment. Yes, it is possible to generate nav links at runtime, but you'd need to manage their creation based on the buildings' positions dynamically. Checkout this video, does a great job at explaining it kzbin.info/www/bejne/ZnK0q3erh9mNpK8
@samuelmarin
@samuelmarin 2 күн бұрын
@@AliElZoheiry Hello! Thank you for your response and for sharing the video. I had a look, and while the video is really interesting regarding nav modifiers, it seems to focus more on that aspect rather than on generating nav links dynamically based on buildings' positions. If you have any additional resources or insights specifically on dynamic nav link generation, I’d greatly appreciate it. Thanks again!
@rshad4ever
@rshad4ever 4 күн бұрын
did i tell you that you are my favorite youtuber ?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Thank you so much for your kind words! I'm really glad to hear that 🙏
@thealkemistlab1111
@thealkemistlab1111 5 күн бұрын
thanks Ive been using this template alot. I made a time crystal mechanic with the tab time dilation debug. Can you use the team numbers for a faction system like Fallout New Vegas.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're welcome! I'm glad to hear you're finding the template useful 🙏 You can definitely create factions based on team numbers, maybe you'll want to use names instead of numbers in that case (Or GamePlay tags would be even more robust)
@RAM-jf4ig
@RAM-jf4ig 5 күн бұрын
a good tutorial, but there is 1 problem. how do I check a character's turn during a block? if I stand with my back to the enemy and press the block, then the character moves to the block position, but the blow does not pass through the shield
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey, thank you for your comment! To make the block work even when facing away from the enemy, you might need to adjust the hit detection to allow for a more accurate check of the character's orientation relative to the attack. Consider implementing a method that checks the angle between the character and the incoming attack. (Hint: you can use a dot product vector to get the direction of an attack) Hope that helps! 🙏
@seng5181
@seng5181 5 күн бұрын
Hi your tutorial is the best so far, i wanna ask if i wan save my component such as those like Stats/Damage Calculation , how should i save it? Im not sure where i miss, when it load, all component data is become default 0.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! Thank you for your kind words! To save your component data like Stats or Damage Calculation, make sure you're serializing the data when saving it in your SaveGame class (Meaning you convert your game data in data that can be stored in a file). Ensure that you're loading it back correctly in your component's BeginPlay or initialization methods.
@giovannidambrosio4425
@giovannidambrosio4425 5 күн бұрын
There should be more videos like yours on KZbin. It’s so full of wrong information on unreal engine!
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Thank you for your kind words! I really appreciate the support and am glad you find my videos helpful 🙏
@TopsonNoble
@TopsonNoble 5 күн бұрын
Thank you so much for this awesome and amazing tutorial! I have one question though... I did exactly everything you did in this video and things are working perfectly! However, once the AI sights the player, it will keep chasing me forever even after I go out of sight... How do I make the AI go back into patrolling state when the player gets out of sight?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're very welcome! I'm glad to hear that everything's working perfectly so far. For the AI to return to patrolling after losing sight of the player, this requires extra functionality that will be added in Part #9 of this series
@sercanblackwell6160
@sercanblackwell6160 5 күн бұрын
When I add the Character Aim Animation, my character does do the animation but the bow does not move and stays where the hand was before aiming, not sure what to do.
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! It sounds like the bow's socket might not be set up correctly. Make sure the bow is attached to the correct socket on the character's hand during the aim animation. If it’s still not working, check if the animation blueprint is updating the bow's position accordingly. Let me know if that helps! 😊
@Vodkahans
@Vodkahans 6 күн бұрын
thanks a lot especialy with animation, such a help and the discovery of get component of class make me rethink a lot of my code since you don't need a cast or interface for having access to component like inventory and such
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
You're very welcome! I'm glad to hear that it helped you rethink your code. Thank you for sharing your thoughts 🙏
@puttinonthefritz3dvisualiz
@puttinonthefritz3dvisualiz 7 күн бұрын
Hey Ali, great tutorials, but you are doing yourself a disservice by having them listed as mature content when they do not really contain what KZbin considers mature content. I teach at a high school and some of my students found your video tutorial play list on Smart AIs, but they cannot watch most of the videos because they are most likely listed as containing mature content and our school network filter will not let them watch them. I've tried getting them allowed, but the school district won't make the effort to allow individual videos. Is there any way you would consider removing the contains mature content listing on your tuts?
@AliElZoheiry
@AliElZoheiry 7 күн бұрын
@@puttinonthefritz3dvisualiz I don't have any mature content option for my videos, are you sure this is what you're seeing?
@puttinonthefritz3dvisualiz
@puttinonthefritz3dvisualiz 7 күн бұрын
@@AliElZoheiry Wow, okay. That is odd then. If I go to my channel settings, I can turn on block mature content and 18 of the 23 videos get hidden in that play list and cannot be opened. If you didn't set it when you uploaded it, I wonder if KZbin is tagging them? I thought that was also an option to choose when you upload though as well, but I have to check.
@AliElZoheiry
@AliElZoheiry 7 күн бұрын
There is an option indeed to choose if the content is above 18 years old, but none of my videos have that set to "yes" ​@@puttinonthefritz3dvisualiz
@bdawe967
@bdawe967 7 күн бұрын
i followed this to a tee and for some reason the print string doesn't appear for "hit response" or dead
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! Must be something wrong with your configurations. Make sure you are calling the correct "TakeDamage" functions everywhere, because there are different ones (Interface functions and class functions) which do different things. Also make sure your default Health and MaxHealth values are not zero
@bdawe967
@bdawe967 Күн бұрын
@@AliElZoheiry i have followed this vid to the letter, only difference is I'm using 5.5
@AliElZoheiry
@AliElZoheiry Күн бұрын
@@bdawe967 I doubt it's the engine version, it is likely something minor and simple to miss, so you just need to narrow down the problem area. Checkout my video on fixing bugs to help you with the process kzbin.info/www/bejne/opfPopeXo8Scqdk
@gaigelarock3970
@gaigelarock3970 7 күн бұрын
Can you do a tutorial on a raptor. Dinosaur?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Thanks for the suggestion! Seems very specific 😅 but If I come across some interesting Dinosaur mechanics, I'll surely consider it
@AiAgeOfMagic
@AiAgeOfMagic 7 күн бұрын
What PC requirements for inreal engine please
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! You can check the official Unreal Engine website for the recommended PC requirements, but generally, a modern multi-core processor, 8GB of RAM (16GB or more is better), and a decent GPU should do the trick. Hope that helps! 🙏
@RahilOmar-m6x
@RahilOmar-m6x 7 күн бұрын
hey Ali, I have this issue where when my ranged enemy is strafing it isn't as smooth like yours. It keeps on looking like its teleporting(I don't know how to describe it) Any fixes to this?
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! If the functionality is correct, but the movement itself looks off, then check your CharacterMovement settings, and your animations. Not sure exactly what is the cause there, it could be a lot of things really
@hectorisaialvarezruiz2354
@hectorisaialvarezruiz2354 7 күн бұрын
Hi Ali, hey i have a question that is driving me crazy for the last months, i am not quite sure about what does "Should Damage Invincible" bool refers to. Are you referring that an attack should damage an invincible enemy? or it means that an attack will be invincible when a hit is confirmed? And one more thing, a boolean input is false by default or an input just does not have a value like a variable?. Thank you in advance!!!
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! Great questions! The "Should Damage Invincible" bool typically means that the attack can deal damage to an invincible enemy. Maybe the enemy has a shield spell that makes them invincible to all attacks, but the player has an ultimate ability that damages the enemy in any state, so this attack should have "Should Damage Invincible" set to true. Also, "invincible" is set to true on the player when the player does something like "Dodging", so you set invincible = true for a few frames, but maybe the enemy has attacks that can't be dodged, therefore those attacks should have "Should Damage Invincible = true"
@bdawe967
@bdawe967 7 күн бұрын
Followed this stwp by step and the print string for the event dispatchers don't do anything.....I can get the dead or the hit response to appear when testing not the sparticle to spawn
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! Sorry to hear that. It can be tricky sometimes to debug these things, but keep at it and I'm sure you'll figure it out!
@siepath
@siepath 7 күн бұрын
Hello, does this interface blueprint work for Multiplayer? Thanks in advance
@AliElZoheiry
@AliElZoheiry 2 күн бұрын
Hey! Interfaces are to organize code, they have no impact on networking and doesn't matter if it's singleplayer or multiplayer, they are just an architectural design pattern, not a game logic pattern