Your videos are some of the only ones that get me excited to learn in Unreal. It's the way you teach and explain how things work rather than just showing the steps to get from point A) to point B). Your background in coding really makes you one of the best fits in teach all of these concepts in blueprints for people not so code savvy. I really appreciate all of your content and hope to see a ton more from you in the future as well. Great stuff!
@AliElZoheiry5 ай бұрын
Thank you so much Megan for your kind words and continued support! I'm happy to hear that you find my teaching style engaging and effective. I truly appreciate your support and encouragement. Stay tuned for more content coming your way in the future! 🙏
@stuartfrohna74706 ай бұрын
You are by far the most talented developer on youtube with the quality of both the content and tutorial aspects, and the way you explain things is amazing, you deserve far more subs, keep on going!
@AliElZoheiry6 ай бұрын
Thank you so much for your support Stuart 🙏 I really appreciate you
@lautarorojas5302Ай бұрын
Finished this awesome series, thanks Ali! Just a quick note on the player’s aiming input: I added a reset for aiming and camera FOV when canceling the right-click. Without this, repeatedly clicking the right mouse button can cause a bug where the player stays in aim mode even without pressing the button. Also, I noticed that sometimes, for a reason I can’t quite fix yet, the arrow stays in the player’s hand after the bow draw ends.
@AliElZoheiryАй бұрын
Hey! Thanks for finishing the series and for the insightful notes! Aiming reset sounds like a great idea to prevent that bug. As for the arrow issue, I noticed that as well. I think it happens when I try to spawn an arrow before the other one is destroyed, so I think a simple check if there already is an arrow before spawning a new one, with an additional check to destroy all arrows when aiming is over should work. Or, alternatively, a simple cooldown to prevent aiming from being spammed can also fix it
@KharmaGuess6 ай бұрын
OMG! This is what I actually waiting from you! Thank you SO MUCH for this wonderful Bow & Arrow course!
@AliElZoheiry6 ай бұрын
You're very welcome! I'm so glad to hear that you're excited about the new course. Thank you for your support and enjoy the content! 🏹
@JesusChrist-holyghost6 ай бұрын
got this guys patreon he just straight up gives you these projects and you can tweak it to your liking . best $10 ever it would be like $200 if it was in the marketplace.
@AliElZoheiry6 ай бұрын
Hey there, happy to hear you see the value in it! Thank you so much for your support 😊🙏
@JabrobLamez6 ай бұрын
Hey , love how advanced you make this tutorials, I'll be glad to see advanced crafting system or inventory system like in the survival genre
@mswwill6 ай бұрын
❤❤❤
@AliElZoheiry6 ай бұрын
Thank you! Glad you enjoyed it 🙏 I'm definitely considering an inventory system tutorial
@Sag_475 ай бұрын
I just finished adding a bow and arrow to my project, and this explanation was wonderful and useful, thanks
@AliElZoheiry5 ай бұрын
Glad to hear that the explanation was helpful for adding the bow and arrow to your project! Happy developing!
@FolkvangStudiosАй бұрын
I came directly to this series from your AI lessons. So from the start I challenged myself to just stick to that project and incorporate this directly in. I'm not sure if i did this part optimally or not, but I basically turned on "Overlap Events" for pretty much everything. Then I gave everything an Actor tag (not component tag) depending on material. Like Wood, Metal, Flesh... The arrow impacts then reflect this in the particle used. If there's a better way I'd love to know though. I'm at the 26 minute mark, so maybe you did cover that.
@AliElZoheiryАй бұрын
Hey! That's a great approach to incorporating everything into your project. Using actor tags for different materials is a smart way to handle impacts. I might have some additional tips later in the series, so definitely keep watching! If you have more questions or need help, feel free to ask 🙏
@LeateqOfficial5 ай бұрын
Awesome ! Thank you
@AliElZoheiry5 ай бұрын
You're very welcome 🙏 glad you enjoyed it and thank you for watching!
@LeateqOfficial5 ай бұрын
@@AliElZoheiry no problem ! really love your tutorials, and would be cool to see some on parkour systems ^^
@revan99034 ай бұрын
Really nice tutorial series. I totally enjoyed watching it and was learning a lot by it. The knowledge I gained will help me with my bachelor's thesis. Thanks a lot man. ☺
@AliElZoheiry4 ай бұрын
I'm glad you found the tutorial series helpful! It's great to hear that it will be beneficial for your bachelor's thesis. Best of luck with your thesis and thanks for your support! 😊
@unsolvedbc6 ай бұрын
Another amazing one!! The best , most clear and well explained tutorials out there! Good work!
@AliElZoheiry5 ай бұрын
Thank you so much for your kind words! I'm glad you are finding the tutorials helpful. Your support means a lot to me 🙏
@KevenNewbieDev3 ай бұрын
I'm not usually one to comment on videos, but your tutorials are on a divine level. I've done all of them and made a point of supporting your content creation on Patreon. Is there a chance you could make a similar tutorial to the archer one, but this time with a mage?
@AliElZoheiry3 ай бұрын
Hey! Thank you so much for your kind words and support on Patreon, I really appreciate it 🙏 That's a great suggestion! Not sure if you've seen my mage enemy tutorials which are part of the "Smart enemy AI" series, but indeed it is not a dedicated mage series
@LeleDev216 ай бұрын
thanks Ali, your videos are amazing and I learned a lot from them
@AliElZoheiry6 ай бұрын
You're very welcome! I'm glad you found my videos helpful. Thank you for watching and commenting 🙏
@kellowattentertainment6 ай бұрын
Simply amazing stuff. Thank you!
@AliElZoheiry6 ай бұрын
You're very welcome! Thank you for watching and commenting, as always 😊🙏
@taariqmartin77433 ай бұрын
This series has help me with making so much actors bazooka projectile bullet that is made the same as my line trace one and best of all sticky bombs are now also back on the to do list and I've learned what that cach things are in the animation blueprint is the one save cach... I think you know what I'm talking about
@AliElZoheiry3 ай бұрын
Hey! I'm glad to hear the series has been helpful for you! It’s great that you’re working on those sticky bombs too; they can add a lot of fun to your project.
@Hissatsui5 ай бұрын
if you are this amazing with just blueprints I can't wait to see what you would do with Unreal's Gameplay Ability System much love and respect!!
@AliElZoheiry5 ай бұрын
Thank you so much for your kind words and support! I truly appreciate it 🙏 I'll definitely consider exploring the Gameplay Ability System in the future. Stay tuned for more exciting content! Much love and respect to you too!
@ZimMabu_GameDev.6 ай бұрын
King Ali Other level his tutorials! Thanks again and congratulations to ya 26.600 abos!! few months ago it was under 10000 KEEEEEEP IT GOING SKY IS THE LIMIT!!!
@AliElZoheiry6 ай бұрын
Hey, thank you so much for the support and kind words 🙏🙏 I'm glad you're enjoying the content
@alex595__74 ай бұрын
Thanks for your tutorials, they're great! I'm still missing one thing, can you make a video showing how to equip and unequip the bow?
@AliElZoheiry4 ай бұрын
You're welcome! I'm glad you found the tutorials helpful. Thanks for the suggestion, I'll definitely consider making a video on equipping and unequipping the bow 🏹
@stratoshadjioannou214723 күн бұрын
I recently started my own project and I have now completed this series. What an incredible resource, you are an inspiration to the industry and especially aspiring solo devs like myself :) I'd like your opinion on a change to my kill cam approach. In an effort to decouple the projectile class from the player, I implemented the following: 1. Bow mechanics have a delegate OnCamSwitch. 2. The bow mechanics fire this event when triggered (e.g., on crit, kill hit, or button press). 3. The player listens for this event to switch the camera back and forth. What are your thoughts on this approach? Again keep up the excellent work man!
@AliElZoheiry18 күн бұрын
Hey! Thank you for your kind words, I really appreciate it 🙏 Your approach to decoupling the projectile class sounds solid! Using delegates like that is a great way to maintain flexibility in your systems. It helps keep things organized and makes it easier to manage interactions between different classes. Keep up the great work with your project, and I'm excited to hear more about it! 👏
@stratoshadjioannou214717 күн бұрын
@@AliElZoheiry thank you for your response :)
@HikariganTV3 ай бұрын
Giving these projects on patreon only for 10$ is crazy! Thanks for this amazing content. Im asking this question for smart enemy ai, not for bow & arrow but could be great if you consider doing both. For someone like me who doesnt really understand ai and beginner, not good with blueprints but got your smart enemy ai asset can you make a short, understandably explaind video where you show what nodes to change, what values or variables to change in order to make ai work however we want? Like setting patrolling locations, enemy vision size, when will they stop aggro etc. Would be perfect, man.
@AliElZoheiry3 ай бұрын
Hey! Thank you for your feedback and suggestion. I really appreciate it. A beginner-friendly video covering those AI adjustments could be a valuable addition. I'll definitely consider creating something like that in the future. Stay tuned! 🙏
@HikariganTV3 ай бұрын
@@AliElZoheiry thank you so much!
@insufferablescotsman5438Ай бұрын
Hi Ali, love the series! I did notice a bit of a problem, but maybe it was intended. At 25:40 you show the behavior tree and it shows 'Tokens needed 0' for BTT_BowAttack. Thinking that it was a goof, I made the default 1 token and I found that if I continued peppering this opponent with arrows, they would stop attacking. I suspect its because its reserving tokens but not returning them, and thats why eventually they will stop attacking. It doesn't seem to be an issue if the token cost is left at 0, so maybe it was intentional. Not sure!
@AliElZoheiryАй бұрын
Hey! Thanks for bringing that up. I indeed made it zero for testing purposes, but even if we give it a value like 1 or 2, it should still work. Because the reserved tokens are returned when we call "AttackEnd" and it is called in the bow enemies attack function. That said I haven't tested it myself, so there might be something else going on there, but I would expect a token count to work just fine
@brandonvanharen25526 ай бұрын
Great work Ali!
@AliElZoheiry6 ай бұрын
Hey, I'm glad you liked it! Thanks for watching and commenting 🙌
@qodeshgraphics2 ай бұрын
Amazing tutorial series - I've learned so much! I do have a question about the box collision on the arrow. I want my arrow to shoot out extremely fast (e.g. 7,000-10,000). But when I do that, the box collision is slower in detecting obstacles. The arrow sometimes stops only after going all the way through something. Is there a way to "dice" the timing to check for collision at faster rates?
@AliElZoheiry2 ай бұрын
Hey! I'm glad to hear you've learned a lot from the series 🙏 For your arrow, if you're increasing the speed significantly, you should keep in mind that collision is calculated per frame, so it is frame rate dependent. so if you want it to be reliable on fast speeds you should do what is called "redundant collision checks" meaning that per frame you do collision checks in front of the arrow and behind the arrow, that way if the arrow goes too fast, and misses a few frames, it won't be a problem because you recalculate the old position in the next frame. it's a common problem with collision checks on fast moving objects
@rutilatedquartz88396 ай бұрын
Great content as always!
@AliElZoheiry6 ай бұрын
Thank you! I'm glad you enjoyed it 🙏
@Transforit6 ай бұрын
Is there a way to be Holster the Bow? including an ammo system for the arrows?
@AliElZoheiry5 ай бұрын
Hey! These are great suggestions for future parts of this series. I'll definitely consider it!
@fnord_lander4 ай бұрын
Loving these tutorials So my pc is only recognizing 16 of my 32gigs of ram And I’m also putting my projects on a 4tb hard drive instead of an ssd (I save my ssd for vst plugins and games I play) Thinking about getting an external ssd for unreal projects, because even though my music projects and audio files recorded in my DAW have no issues being on a hard drive, games have a lot more going on How big of a performance bottleneck can the type of storage be?
@AliElZoheiry4 ай бұрын
Hey! I'm glad you're enjoying the tutorials 🙏 Regarding your question, using an SSD for Unreal projects can significantly improve load times and overall performance, especially for larger projects. Hard drives will work also, but will be slower when trying to open large asset files. An external SSD would be a good investment if you're working on bigger games. Hope this helps!
@fnord_lander4 ай бұрын
@@AliElZoheiry it does! I think I may have a type c SSD laying around somewhere… Now I just need to figure out why my computer is only getting 16 of my 32 gigs of ram! 😂
@ilyesbaba6 ай бұрын
Thanks king of dev ❤
@AliElZoheiry6 ай бұрын
You're very welcome! Thank you for your kind words, glad you enjoyed the content 👑🙏
@jean-mariefino3446Ай бұрын
Excelent !!!!
@AliElZoheiryАй бұрын
Thanks! I'm glad you liked it 🙏
@IRONthumbs16 ай бұрын
Great stuff as always. Does anyone else have the issue where the arrow snaps down to the hit actor's foot bone no matter where the shot lands?
@IRONthumbs16 ай бұрын
Answered my own question, but will leave the solution here for anyone else that has an issue. Make sure, in your arrow blueprint, that the arrow's collision box is scene root and you are not using the default scene root component.
@KharmaGuess6 ай бұрын
@@IRONthumbs1 Oh! Thanks! I solved it in other way - changed the location from trace location to actor location.. It's not perfect result.. i will try your solution. I have another issue - my throwable actor (I use instead of arrow) hits static meshes perfectly, but trace ignores pawns for no reason.. I should more dive into this.
@IRONthumbs16 ай бұрын
@KharmaGuess In your throwable actor, check the collision settings for your collision box/sphere. Change the collision preset to custom and make sure that pawn is set to overlap in the checkboxes beneath that. I suspect that world static is set to overlap/block but pawn is set to ignore?
@KharmaGuess6 ай бұрын
@@IRONthumbs1 No no - when my throwable actor hits the pawn - it stacks in it as needed.. the issue is in aiming. The trace is not hitting pawns
@KharmaGuess6 ай бұрын
@@IRONthumbs1 Answering to my issue - I have just set collision of my pawns to block visibility channel and trace is working now properly.
@TvCinemaCraft6 ай бұрын
fantastic video!
@AliElZoheiry6 ай бұрын
Glad you enjoyed it! Thank you for your support 🙏
@ixfit6 ай бұрын
are there any plans for making an inventory tutorial or series? im a big fan of how you create and structure your blueprints, would love to see this sometime
@AliElZoheiry5 ай бұрын
Hey there, thanks for the suggestion! The inventory tutorial is actually on my list of potential future videos, so stay tuned 😉
@ThaGuyWithCake6 ай бұрын
Hell yes new Video!
@AliElZoheiry6 ай бұрын
Hey, glad you're excited for the new video! Hope you find it helpful 🚀
@YoutubeAccountMan6 ай бұрын
God tier content
@AliElZoheiry5 ай бұрын
Thank you so much for your kind words! I'm really glad you found the content helpful. 🙌
@cubaf75 ай бұрын
do you have the discord server i could ask for help from u \
@AliElZoheiry5 ай бұрын
Hey, I have a Discord server indeed, link is in the description, I'm sure someone from the community can help out
@ekxnz25 ай бұрын
Can I copy your stuff for my game?
@AliElZoheiry5 ай бұрын
Hey, yeah of course, feel free to use anything in your game, just credit me for it ;)
@JoMarcos286 ай бұрын
Wow! 💯
@AliElZoheiry6 ай бұрын
Glad you liked it! Thanks for watching 🙏
@stalkershano6 ай бұрын
🎉
@AliElZoheiry6 ай бұрын
Thanks for the celebration! Glad you enjoyed the content 🙌