Blueprint Replay System Hack REDO | Unreal Engine Tutorial

  Рет қаралды 531

Ask A Dev

Ask A Dev

Күн бұрын

We are going to introduce the built in replay system and try to hack together a working version without using C++.
Dejavu? We are giving this another shot. Live again, for maximum "something goes fun" in the same day.
🎓 Replay System
🎓 Console Commands
🎓 Blueprints
🎓 UI
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#UnrealEngine #Blueprints #GameDevelopment #GameDesign #UnrealEngineTutorial #gamedev #virtualproduction #unrealengine5tutorial #animation #characteranimation
00:00:00 Stream Start
00:02:05 Intro
00:03:43 Lyra Replay Demo
00:06:23 Console Commands
00:10:53 Blueprint Keybindings
00:13:00 Spectator Pawn & Controller
00:18:30 Replay File Location & Crash
00:22:32 Replay UI
00:34:07 Replay List Item UI
00:49:33 Replay Scrubbing?
00:51:17 Q&A & Wrap Up

Пікірлер: 10
@Ch1llco
@Ch1llco 27 күн бұрын
This channel is so insanely good
@livinfreestyle6727
@livinfreestyle6727 27 күн бұрын
Always WIP, but glad you find it so far so good. Keep the feedback coming so we can make it better!. Thx for watching
@HazyBabyyy
@HazyBabyyy 9 күн бұрын
will you do a follow up video on scrub? and pausing?
@livinfreestyle6727
@livinfreestyle6727 9 күн бұрын
I could put that on the list. I'll think about how to best do that
@HazyBabyyy
@HazyBabyyy 9 күн бұрын
@@livinfreestyle6727 thanks for replying I also want to say that these does not record or replay stuff like animation, like a flip I'm trying to mod a game and your tutorial works flawlessly on running and jumping the problem is when doing a a flip or backflip the game i'm modding is rooftop & alleys
@livinfreestyle6727
@livinfreestyle6727 8 күн бұрын
@@HazyBabyyy It should record anything that is replicated but I have noticed that it is not a perfect solve in that it looks like there are some drop frames at times.
@PrismGamesStudios
@PrismGamesStudios 27 күн бұрын
Hello, thanks for the tutorial, one thing that i see, is that the player movements are recorded ok, but physics is not recorded well, if you see your replay, when you jump on the blue cube, the behaviour of the recorded cube and player jumping on it was different from what you do in realtime, and this is a problem because we don't have control over the physics, how we do know what is recorded and what is not? This is a feature that Epic has to implement better, probably in C++ there is more control, i don't know c++ so for me is not perfect at the moment, we need more control over it. I noted this lack also in the loading phase of a packaged game, no control over the preloading/loading phase by blueprints, no percetage, no object loading list, no possibility to put a loading bar, if not a fake bar that had to be loaded with the game to be displayed, features too rigid for now.
@livinfreestyle6727
@livinfreestyle6727 27 күн бұрын
definitely possible. I'm not sure if the cube was set to replicate properly, but even in the Lyra replays there are a few jitters if I recall correctly.
@ryanjdevlin87
@ryanjdevlin87 26 күн бұрын
Grab async loading screen off the market it's free and exposes all the loading stuff to BPs
@PrismGamesStudios
@PrismGamesStudios 25 күн бұрын
@@ryanjdevlin87 hi, thank you, i have it, but also i found that is also not flexible in "preload the game", i noted black screen pauses until the game fully loads, so the game need to be loaded to load also "async loading screen", i need more flexibility before, from the ".exe" start to the first splash screen and to the "main menu" of the game.
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