For the sample project - what other movement abilities would you like to see implemented? Let me know!
@m1ster1nd1go2 жыл бұрын
Would love to see some of those Bonus Content ideas turned into tutorial videos. Things like Widgets, the UE Game Framework, and Splines all sound exciting to me!
@CoquiGames2 жыл бұрын
Thank you! I'll definitely consider it after finishing the core videos :)
@NathanAkins2 жыл бұрын
Coming from 3D art to learning programing. Your blueprint Lessons are truly educational and very well structured compared to most of the other channels I've visited and tried to learn from. I'm glad you decided to work on these tutorials despite your doubts. I walked away with a better understanding and confidence to dive into programing with Blueprints. So, thank you! keep up the good work man! 👍
@CoquiGames2 жыл бұрын
Glad to hear it Nate!
@aaronbarber80362 жыл бұрын
One feature that would be interesting along with what you showed at the end is to see how you would handle walking on different angles. Like how in the Sonic games he’ll run around in loops or run up 90 degree slopes. And maybe if you’re not going at a high enough speed you lose momentum the further you go.
@CoquiGames2 жыл бұрын
Good idea! I'll see what I can do :)
@chilubakapolowe55852 жыл бұрын
I'm very grateful for your Tutorials. I think continue with debugging and optimization then the Bonus content. After that maybe a 3D platform using all that we've learnt (Putting It All Together🤔).
@musicdudem66732 жыл бұрын
Question...why would Procedural City Generator need multiplayer support? Isnt it just 'landscape' essentially like rock, trees, stationary buildings? What needs to be adjusted to make it multiplayer? I always thought of multiplayer more for replicated players and pawns and actions taken, like movement, attacking, etc
@CoquiGames2 жыл бұрын
Yeah, the generation part is static, so no need for replication. The multiplayer support comes for the other BPs in the level, like spawning interiors for buildings, the cars / airplanes, etc.
@musicdudem66732 жыл бұрын
@@CoquiGames ah ok, and the only reason building interiors aren't static is because they can be randomized at runtime?
@jamesonvparker2 жыл бұрын
Amazing work!
@CoquiGames Жыл бұрын
Thank you Jameson!
@labmasterx55992 жыл бұрын
I have a question related to unreal engine's new nanite, I haven't been able to find which is more efficient between nanite meshes and instanced static meshes to make standard non-movable walls and platforms
@CoquiGames2 жыл бұрын
Its not always a clear answer and it depends on several things. Nanite has a fixed cost in the scene, so if you are just placing a few Nanite meshes in the level, it might be cheaper to just not use Nanite at all (unless those few meshes are very dense!). If your meshes have lots of material IDs, that will increase the draw call per static mesh in the level. However, Nanite does 1 draw call per material for the entire scene (as opposed to 1 draw call per material per mesh). So if your materials are more complex, Nanite will be better. I'm sure there are other use cases, but I think a good rule of thumb is...if you can use Nanite, you should! :D