#unrealengine #gamedesign #ue5 #unrealengine5 #ue4 lmk if yall got any questions follow me on all socials @joeychimney
Пікірлер: 21
@Sedated33 ай бұрын
I love the straight to the point edit! fun fact: you only need to implement the interface on the receiving blueprint
@ColorsCult2 ай бұрын
Smashing video dude. Thanks!
@schroga40772 ай бұрын
Thank you for the tutorial! Helped a lot.
@cowardkotagi5 ай бұрын
🔥🔥🔥🔥🔥🔥🔥🔥🔥
@AmoniacojpАй бұрын
so great thanks man! straight to the point
@joeychimneyАй бұрын
No prob! Thanks for watching!!! 💯💯
@mufasa.alakhras5 ай бұрын
Nice video! would've liked a longer version on interfaces though!
@joeychimney5 ай бұрын
Glad u liked it! If you have any questions about anything specific lmk!
@user-cy9su1uz9x4 ай бұрын
Dame it, your tutorial works for me from the first shot, why all other tutorials tell us to do "for each loop" and "does implement interface" things? it's just works with your tutorial. I hope you answer me.
@joeychimney4 ай бұрын
there are specific things like that you can do in order to make your game run a little more optimized, or stuff you can do if you are trying to pick out a specific actor that is using the interface to do something in particular on that actor. Its all situational though, and not strictly necessary for all instances. Glad my tutorial was able to work for you!!
@tim.martin2 ай бұрын
You can make a function named 'Boost' in a blueprint, and call it from any other blueprint (without using interfaces) ... So I think more information is required here to highlight the true benefits of interfaces.
@shad0wniy13 күн бұрын
really how so i always have to cast to the blueprint before being able to get the function
@THIZZ0IN0PEACE4 ай бұрын
Huge! Crawling through the BPI hole right now and this was a really nice and quick explanation.
@joeychimney4 ай бұрын
Glad it was useful🔥🔥🔥
@ZimMabu_GameDev.10 күн бұрын
thx
@korypeters2059Ай бұрын
Ty ty ty
@joeychimneyАй бұрын
No prob mang
@fabulamcafee4 ай бұрын
i miss you
@fabulamcafee5 ай бұрын
teach me how to assign the first controller to the second player in a local multiplayer . . .
@joeychimney5 ай бұрын
so this is kind of a complicated topic, but in short you can basically put in the scene all of your player start positions, and assign a tag to each one (1,2,3 etc.) then instead of having your primary pawn as your default pawn in project settings, you basically assign an actor that detects inputs, and waits for your controller to press a button, which will then prompt you to choose which player you want to select (using the tags you assigned to each player start). Then based on which option you select, it will spawn in that character, and then you use the possess node to give the player control of that character with the controller they are using. there is a decent amount of stuff that goes into this, including blueprint interfaces. You would probably use the blueprint interface in the actor that detects inputs, and it would interface to the game mode in order to spawn the player that you want to play as.
@fabulamcafee5 ай бұрын
@@joeychimney what a unbelievable answer. i was researching for so long and asked on every platform. my approach today were originally a subclass of UGameViewportClient that overrides InputKey(...) and InputAxis(...) to redirect certain inputs, but now im going to throw myself into your description and try to figure it out | sadly im not familar with both of them - wish me luck