Ah, so Event Dispatchers are basically an implementation of the observer pattern. Good to know. Nice, that you brought up the table in the end to demonstrate when to use which method. 👍
@ArshamDev4 ай бұрын
Thank you, for all of your efforts in creating useful, clean, and comprehensible contents.
@Gatlen_Shado2 жыл бұрын
Thank you. I’ve been working with, and teaching Unreal for a few years now and these are very well put together.
@CoquiGames2 жыл бұрын
Thank you for the kind words Ian! Really glad to hear it :)
@labmasterx55992 жыл бұрын
3:38 very very smooth, I loved the way it was presented
@primummagus45082 жыл бұрын
best series of tutorials! concise, clear, organized and spoken with the right timings thank you very much i appreciated it very much
@CoquiGames2 жыл бұрын
You are very welcome :)
@TROYSOLLY11 ай бұрын
God bless you Coqui
@CoquiGames10 ай бұрын
Thank you!
@TaksharyaSinghJasrotia Жыл бұрын
I can't thank you enough for making this course!
@CoquiGames Жыл бұрын
Glad to hear it! :)
@universalsoldier279 ай бұрын
I noticed an issue for the third person character interaction interface from the last lesson to this one. If you block the InActivate event call behind the true branch on InUnlock event call then you cannot toggle the lights. I think to solve this we want to run the InUnlock event on the door and branch there. So we try the door and the game is thinking it is okay until the door says "I'm locked!" and that would be how we play a sound of jiggling the handle. Though in making this change I'm not sure why we would call the interface event as it is not broadcasting to anything. I suppose it could be a way to say a key is consumed before playing the rest of the event? An alternative solution to this is that all lights are unlocked by default but that seems like a bit of a weird requirement and we should probably solve the issue created with the object(s) it relates to.