Create a Role playing game in Unreal Engine Part 3 - Stacking tags

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LeafBranchGames

LeafBranchGames

Күн бұрын

This is the series to watch if you want to create a role playing game in Unreal engine with rich, deep RPG systems and advanced functionality.
In this episode we will be creating functionality to allow stacking multiple gameplay tags to keep track.
Beginner tutorial series: • Beginners journey (Unr...
Creating game systems: • Let's create a game sy...
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Пікірлер: 57
@Cookie_has_youtube
@Cookie_has_youtube 5 ай бұрын
Great tutorial! Very concise and well explained.
@LeafBranchGames
@LeafBranchGames 5 ай бұрын
Thank you!
@hoverhorse1683
@hoverhorse1683 Жыл бұрын
Diligent and considerate of your audience. Well done.
@LeafBranchGames
@LeafBranchGames Жыл бұрын
Thank you. :)
@3DAntonio47
@3DAntonio47 2 жыл бұрын
Nice! Keep these coming at a steady pace! I appreciate the local variables also receive your attention for the naming convention! Great stuff! See you in the next episode! 👍
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Thank you. :)
@AvidDesigner
@AvidDesigner 2 жыл бұрын
This was super helpful. My tag stacking is working, and I feel like I understand a bit more about BPs in general.
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Glad to hear it! :)
@monles_yen
@monles_yen 2 жыл бұрын
I love all of your tutorials. Have been looking for these for awhile. Thank you and keep going 🎇
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Thank you for the kind words and support. :)
@jakejuan-ue4pg
@jakejuan-ue4pg Жыл бұрын
This is a great tutorial. what is boring is you should start on the locomotion system.I think you did the reverse
@LeafBranchGames
@LeafBranchGames Жыл бұрын
Thanks for the feedback. The locomotion is not really what is important about making a RPG framework. A RPG is in essence a bunch of flexible and intricate systems that you can build on to create varied and interesting game systems. Things like locomotion are really just movement, which can easily be plugged in either last or first, since it has very little to do with such systems.
@jakejuan-ue4pg
@jakejuan-ue4pg Жыл бұрын
@@LeafBranchGames yeah your right, but the thing is. we can not test anything as you do right now,, we just plug a node and your audience doesn't know what happens in the visual. Don't get me wrong, your great bro. I wonder why? you should have more than 30k subs now.
@LeafBranchGames
@LeafBranchGames Жыл бұрын
@@jakejuan-ue4pg We test on every episode to make sure the functionality works so that you don't end up in episode 10 and nothing works.But it is true, visually we don't get to see results for a while. That is sort of the way framework development works. You spend a lot of time early without much to show for it. But in the end you have so much great functionality built that you can easily add lots of new things. So slow start but you have flexibility and things are done fast later. Thank you. :) KZbins algorithm does not promote my videos very much, most of my growth comes from people spreading my videos and channel to others.
@BangBang-fd7de
@BangBang-fd7de 2 жыл бұрын
insane Teacher , great Tutorial good job i like this tutorial thx
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Thank you, glad to hear it. :)
@petermican
@petermican 2 жыл бұрын
Thank you very much ...
@SetYourHandle3
@SetYourHandle3 2 жыл бұрын
Very nice! Keep it up!
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Thank you. :)
@八层肚
@八层肚 2 жыл бұрын
Excellent!
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Thank you. :)
@joeanrachelmiller6529
@joeanrachelmiller6529 2 жыл бұрын
I was thinking that for the clamp in the AddStack and RemoveStack, it could be clamped with a function. fClampByName and inside use a switch by name, each with its own clamp value, then feed that into the return, and plop that clamp in place of the generic clamp.
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Sure, you could add such functionality.
@flatinumfox
@flatinumfox 2 жыл бұрын
Thank you for this tutorial series. One test case I noticed was seeing if there is a tag after you add and remove a tag, it says I have a tag. It did not say I have tag at start.
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Not sure what scenario you are describing. If you add a tag and remove it, then it should not show up as present. If you have a tag, then add another and remove one, then yes you still have a tag.
@flatinumfox
@flatinumfox 2 жыл бұрын
@@LeafBranchGames judging by my research, setting a GP tag to 0 does not remove the GP tag in at least ue5
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
@@flatinumfox It sounds like you missed some of the code related to the removal of the tag. I would recommend re-watching the video and making sure you get all the details the same as in the video. I converted the project to UE5 and it seems to work fine, just like in UE4.
@flatinumfox
@flatinumfox 2 жыл бұрын
@@LeafBranchGames no, i solved it. 'has tag' checks if a gameplay container contains a tag, not if the integer 'stack tags' contains the tag. i wrote a new function which is working well.
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
@@flatinumfox Yes, has tag checks if the container contains a tag, which it should not after all stacks of a tag is removed. It is of course up to you, but if your code does not work like that, you have missed something in the tutorial, and it might cause you compound issues down the road.
@mobildisko579
@mobildisko579 Жыл бұрын
Wouldn't we use stack and addtag together? I'm confused why we did it apart
@LeafBranchGames
@LeafBranchGames Жыл бұрын
What do you mean? Can you elaborate?
@mobildisko579
@mobildisko579 Жыл бұрын
@@LeafBranchGames so we can't handle both in one function body?
@LeafBranchGames
@LeafBranchGames Жыл бұрын
@@mobildisko579 You can have two function calls in one function body if that is what you are asking.
@mobildisko579
@mobildisko579 Жыл бұрын
@@LeafBranchGames yes, that's what I wanted to ask, but in our case, wouldn't we do both in the same function? logically only because both are related to each other.
@LeafBranchGames
@LeafBranchGames Жыл бұрын
@@mobildisko579If you want to restructure logic, feel free to do so. There are many pros and cons for most solutions, which ultimately depend on what features and limitations you need to place on the system for your project.
@subtotalhawk8212
@subtotalhawk8212 2 жыл бұрын
I am unable to find the int+int node for 3:57 all that is listed is an increment mode. I am on unreal 5 how do I fix it?
@subtotalhawk8212
@subtotalhawk8212 2 жыл бұрын
nvm im an idiot
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
:)
@ijerofei
@ijerofei Жыл бұрын
please tell me how to replicate this system to work in multiplayer?
@LeafBranchGames
@LeafBranchGames Жыл бұрын
This is of course too much to explain in a comment. But once you get a good understanding of how unreal engine works and you know how multiplayer works, making this work in multiplayer won/t take much effort.
@LuceOut
@LuceOut 2 жыл бұрын
These tutorials are incredible, should i study the vary blueprint madules specifics? Like you know the "FIND" action in add and remove stacks add the string and returns 0 if it can not find the target tag?
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Thank you. I am not entirely sure I understand the question.
@LuceOut
@LuceOut 2 жыл бұрын
@@LeafBranchGames I was referring to this specific moment 4:05 where you know what the "Find" will return in case the tag is not in the array :)
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
@@LuceOut Yes it is important to know how the nodes work.
@Oberon621
@Oberon621 2 жыл бұрын
How often should cpp be used?
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
There is no straight forward correct answer for that. Use it to the ability you can for the tasks where cpp is better than blueprints. You use both cpp and blueprints side by side according to your needs and abilities.
@nordicwillness
@nordicwillness 2 жыл бұрын
I followed the steps from 13:25 to 15:02 and even made sure to not place the "remove tag" function and select the stack function but I'm still not getting the stacks to add. I'm staying at Dead0 when pressing 2 then 1. If this is the case was there something I might need to fix in the "add stack" BP?
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
Sounds like you have missed some detail along the way. I would suggest you re watch the episode from the start, thankfully it is not very long, and make sure you do everything exactly like it shows and make sure all the properties on all the nodes are set identically as well.
@nordicwillness
@nordicwillness 2 жыл бұрын
@@LeafBranchGames lol stupid me. I followed your advice and rewatched and just matched my nodes. I somehow forgot to add the value during 4:55. everything is working now.
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
@@nordicwillness It is easy to miss a detail. Glad you sorted it out. :)
@drewwitt9287
@drewwitt9287 6 ай бұрын
Everything seems to work, but the Clamps in Add/Remove Tags (Of the BPC) Don't seem to so anything for me. I changed the max Value to the 3 instead of 999, But the number in the print string kept climbing. I tried setting Minimum to a negative number, and it stopped at 0 as well. Is there another spot I need to reflect that change as well to see it?
@LeafBranchGames
@LeafBranchGames 6 ай бұрын
If the episode tests give you different results than shown in the video, then you likely missed some detail. Make sure to follow all parts closely.
@drewwitt9287
@drewwitt9287 6 ай бұрын
@@LeafBranchGames I figured it out. I didn't change the 999 to 3 in both "add" AND "remove stack" functions!
@LeafBranchGames
@LeafBranchGames 6 ай бұрын
@@drewwitt9287 Glad to hear you sorted it out!
@MIKELENZTIPS
@MIKELENZTIPS 2 жыл бұрын
Hooked!
@LeafBranchGames
@LeafBranchGames 2 жыл бұрын
My plan is proceeding as I have foreseen!
@MIKELENZTIPS
@MIKELENZTIPS 2 жыл бұрын
@@LeafBranchGames seemingly so 🥳
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