The only man on yt who goes for the logic behind UE5! Thank you 1000 times!!
@Fewkulele2 жыл бұрын
By far the most helpful video on learning Unreal after Unity
@takealready Жыл бұрын
OMG THANK YOU FOR YOUR VIDEO. After 9 years of developing on Unity I started learning Unreal Engine and that's the first thing I noticed. It doesn't like having a "King Bucket."
@ivellios32872 жыл бұрын
I'm very good on unity and i'm trying Unreal... I don't understand ANYTHING. Thanks for your videos, it makes things clearer, very useful!
@GameDevyn2 жыл бұрын
I feel like it was just YESTERDAY that I asked for this. King, slay.
@HumanGamer2 жыл бұрын
When you started talking about buckets, the first thing that came to mind is the Everything is a Bucket ending from Stanley Parable Ultra Deluxe xD
@CraigPerko2 жыл бұрын
Do you feel safer and more fulfilled with my bucket tutorial? I think everyone should have a bucket tutorial.
@HumanGamer2 жыл бұрын
@@CraigPerko XD
@ThisDoctorKnows Жыл бұрын
Very helpful. Please do more. Thank you!
@juleswombat5309 Жыл бұрын
Nifty. I have been experimenting with Unreal, after many years in Unity. And I do not really understand how to achieve a hierarchical composition of objects in Unreal. So this is very helpful.
@daslolo11 ай бұрын
The one and only King Bucket! Subscribeed!
@IrtezaMasud2 жыл бұрын
Dude! What have u done is just so brain soothing. The reason people can't adapt unreal from unity because the first mistake they do is "Every actor is like gameobject" and then they expect actor to be work like gameobject. After someday, they say unreal sucks. funny.
@Vayevn2 жыл бұрын
Thanks for the explanation. I try to convert to Unreal but I find it very difficult. The thing that is bothering me is that the editor of the actors is a pain to use. I have a situation where I have a ship with hundred of elements. The placement of all those things is really tedious, where in Unity, creating and "world building" my objects is the same between a scene a a prefab editor. In Unreal, it's not at all the same thing. Let's say I want to create a fence generator for my ship, i can use it in a level, but i cannot use it in the actor editor. Mean I have to place and snap hundreds of fence instances by hand one by one (or I just didn't found how in a non-destructive way). As it's a personal project for visual purposes only, I went by merging all my objets and instances into a single giga mesh in Blender (and doing my ship world building and construciton in Blender). But I would like to know how am I supposed to do for a real game. As using the actor editor is just painfull work from my understanding of it.
@CraigPerko2 жыл бұрын
If you can't get along with the actor editor, I don't know if you want to use Unreal. It's pretty core to the experience.
@zao7035 Жыл бұрын
UE want you to construct your assets in a third party software. You could add sockets, bones, and custom collisions in Blender and import them into UE. If you really really want to edit your mesh in UE editor or at runtime, you could try procedural mesh or dynamic mesh (might require you to enable a plugin). If that fence of yours is not procedurally generated at runtime, I would just merge them into one object in blender and give it custom collisions and maybe also give the ship mesh a socket so I could attach it accurately.
@teenyman97892 жыл бұрын
Are blueprints just a visual representation of a script or are they fundamentally different things?
@CraigPerko2 жыл бұрын
They're just visual representations of a script.
@Pulciu2 жыл бұрын
Great video, very helpful!
@guardiansunite5013 Жыл бұрын
This was incredibly helpful, thank you
@pantopie2 жыл бұрын
Thank you for the explanation, no one is talking about fundamentals like this! Now the question is: How to do like unity but the correct way in unreal ? How do you construct actor with other actor interacting with each others ? Simple example; I got a "door" actor (with 2 mesh & a physics constrain) and I want an alternative version with a lock on it that you can break. Naively, I would create the "lock" as an actor (which you can break) and then try to create a new actor "Locked door" with both door actor & lock as children. Obviously it is not working. What's the correct way of doing this ? It's a pretty fundamental example, but I can't get my head around it.
@CraigPerko2 жыл бұрын
Normally you'd create a "door" actor, then descend from it for a "locked door", and just add the locking code in the new blueprint. ... I mean, assuming you don't want every door to be at least theoretically lockable, in which case you can skip the "door" actor step.
@ViktorartSnowtracked Жыл бұрын
I'm a long time Unreal user and this was still very informative
@ToadieBog Жыл бұрын
I feel like this is an area that Unity does much better than Unreal. In Unity, for the most part you can just attach things to things and they work. Have a space ship hull? Attach an engine. Need rockets in the engine, that are fully functional things (code, meshes, etc)? Just attach them to the engine. Need lights /flame thingies attached to the rockets? Just do it. Unreal could definitely use simplification and optimization here.
@CraigPerko Жыл бұрын
That part's the same.
@andreww47513 ай бұрын
You literally do the same thing in Unreal.
@mrpinkdev2 жыл бұрын
No more deadly premonition?
@CraigPerko2 жыл бұрын
I might go back to it, I had a very rough week and fell off.
@TomShannon3D2 жыл бұрын
Great explanation and spot on!
@CraigPerko2 жыл бұрын
Thanks!
@ace100hyper33 ай бұрын
Yes, exactly!
@ahmadjames1512 жыл бұрын
Why you choose Unreal instead Unity ?
@CraigPerko2 жыл бұрын
Unity is on the way down. Unreal isn't.
@54bonesgames852 жыл бұрын
Unity GO can be nothing, or you can build an entire game inside a GO, it is a dynamic bucket with infinite nesting of dynamic buckets. Video tells me they is no equivalent to a GO, but doesn't explain what was put in it's place. UE components have limitations that need scoping for me to mentally build a hierarchy of usage. For example: UE has a scene, and a scene has two types possible of objects in it: Actors, and Scene Components. Actors are used if _____________ and SceneComponents are used if __________________. Because after your video, I don't know if a static tree is one or the other (Im guessing its a SC with nested SC leaves). I also don't know if an edible tree now has to be an actor ( Can a SC contain actors ( leaves) which can be eaten, requiring a BP)? What is a UI button? What is terrain? Can actors and scene components both be object pooled, reusable prefabs or must those be an actors? So many questions still, what a journey this will be, lol.
@CraigPerko2 жыл бұрын
It's fine to not know where the borders are: the point is to establish it as something to be aware of. Some folks find using extensively nested Actors works for them.
@mana202 жыл бұрын
I like to think of actors as things that live in the world and a way to aggregate the functionality of components attached. Actor components are akin to Monobehaviours in Unity. It's not a direct comparison.
@CraigPerko2 жыл бұрын
Yeah, pretty much.
@Sluggernaut7 ай бұрын
Did you get past this? There is a pretty fundamental misunderstanding here with what an Actor is, adding multiple meshes to an actor and more. Hope you're doing better getting used to Unreal Engine
@AlcideRouge2 жыл бұрын
This is sooooo helpfull thanks !
@indietyv22282 жыл бұрын
Very helpful, thanks man
@randyriverolarevalo22632 жыл бұрын
pls more content like this
@nfrancisj21222 жыл бұрын
It really depends on what you want your item to do inside the object/bucket. Say you're making a kerbal space program like rocket, you'd want your pieces to be actors as you can assign behavior to them. If you're just looking to build a prefab/group, then mesh component inside a bp is what you need. Functionally it's all the same, it just depends how you'd like to categorize ur pieces. Everything is a actor in Unreal. They just have different fancy subnames. I love ur writing series! thanks for sharing.