A lot of other channels already covered this topic, so I thought I'd offer a different perspective by showing more real world examples! Hope this will help you get used to the new system.
@learningdev1315 Жыл бұрын
Something I haven't seen covered anywhere is how to do user customizable controls with enhanced inputs in blueprints.
@VinoVenitas8 ай бұрын
Not only did you help me with the charging but you also made me realize that I can just add two different context maps ... great tutorial. You should have included this in your course.
@Roxidom Жыл бұрын
Oh thank u so much, you saved me, I was completly lost with this new feature
@JoshuaAngelo Жыл бұрын
Very well explained thank you for giving advanced examples!
@Gloromo Жыл бұрын
Love your stuff dude, you make it so clean and nice to listen to :)!
@thetimturnershow2883 Жыл бұрын
It’s great to see 2d games making a comeback, especially on the indie scene. I’d like to see you try and replicate the gameplay of Wario Land 4 in Unreal Engine, since the game Pizza Tower is picking up a lot of attention on KZbin. I’m sure many aspiring game devs would love the knowledge of those particular mechanics…myself included.
@patrikbaboumian Жыл бұрын
Thanks for this! Love your tutorials :)
@CobraCode Жыл бұрын
Thank you :D
@kookydot Жыл бұрын
Another amazing tutorial. Thanks a lot!
@mightyenigma1 Жыл бұрын
Your tutorials are the best. Is Input Mapping Context the right way to assign or select between different splitscreen players using a certain gamepad or a certain set of keyboard buttons? It has been a nightmare trying to make it so each of 4 players can choose between WASD, arrow keys, gamepad 1, gamepad 2, etc. And each be in use by a specific player simultaneously
@mightyenigma1 Жыл бұрын
Especially if I want player 3 to be able to use gamepad 1 and not let player 1 use it at the same time
@CobraCode Жыл бұрын
Thanks! Sorry but I haven't touched anything local multiplayer related in quite a while. I remember it was actually quite easy to set up, but heard from a friend whose making a beat em up that the system changed and it became quite hard. Will also have to look into that soon.
@jiltedgames Жыл бұрын
cool, will look into this
@thenameisnik Жыл бұрын
Very useful stuff, thanks!!!
@BlackG0lem Жыл бұрын
Another great tutorial! Thanks so much! Any chance you could show us how to implement local co-op? In a game like your side scrolling brawler would be perfect! Can't find much about this topic and I am sure many people would love to learn how to do that! Keep up the great work!
@skyquestatlas Жыл бұрын
so im try to use the new input mapping system for my 2d game but im confused as this seems to be more 3d oriented video but ima novice dev so im need clarification on how to do a simple left right jump run input system. please HELP
@midrhythm6694 Жыл бұрын
thank you for explaining how it works - seems cool. So Triggered pin is tied to the release of the button, Started is tied to the pressing of the button, Ongoing is an 'every tick' execution while the button is held?
@Suthriel Жыл бұрын
Started gets triggerd the moment, you press the button, but it gets only triggered one time, "Triggered" also gets triggeret the moment you press the button, however, it gets also triggeret every following frame/tick, as long, as you press this button. Triggered and OnGoing seem to be quite similar at first glance, however, the difference becomes more clear, if you use a combo attack. Because there, Triggered only triggers, if all the required buttons for the combo are pressed in the correct order and within the correct time. Ongoing however gets triggered for combo attacks if you start pressing a button from that combo and the timer is valid. So Ongoing can tell you, that you are in the middle of a combo attack, while triggered would fire the moment, you successfully finish the combo. At least thats the way i interpret the manual ^.^ and some quick tests seem to confirm this.
@midrhythm6694 Жыл бұрын
@@Suthriel thanks for the explanation :) I've been working on something with WASD controls both for movement and for menu navigation, so i guess something like this update will be useful for switching between those two control schemes instead of using branching nodes and an 'In menu?' boolean, or something like that
@Suthriel Жыл бұрын
@@midrhythm6694 Yeah, that would be the perfect usecase for different context mappings, one for your normal movements, and a different one for your menu controls. Another example would be same buttons, but different behaviours for different vehicles like cars, ships airplanes. Then you just swap them out via add or remove the moment you enter or leave the menu. , You can add plenty of input mapping contexts at the same time, it´s not limited to one, so you can build plenty of different mappings for all kinds of different cases and just switch them whenever you need a different behaviour for the same key :)
@f1amezof11 ай бұрын
Doesn't works for me. Input actions are simply not triggered. I have to use action mappings, until this new system be properly documented.
@CobraCode11 ай бұрын
Are you using UE 5.1 or higher? Otherwise please read the pinned comment about how you can manually turn this system on for older UE versions.
@OfGrain Жыл бұрын
How do you make this with enchanted inputs... Door opening doesnt work...
@Kein_Alias Жыл бұрын
Hey, nice one! & Keep it Up! :) Can You Check Combo & Chorded Action in 5.1.1? For some reason its not working for me.
@TheEightshot Жыл бұрын
Appreciate the tutorial, disappointing it was needed. This new "enhanced" system just adds a tone of un-needed complexity and mess for a very niché situation in development. It doesn't even allow modifiers on key presses (easily). You are the first Dev that i have heard speak about it in a positive way. Sorry, mini-Rant over.
@CobraCode Жыл бұрын
Yeah I see your point. I really hated it at first as well and especially when I make tutorials it just adds that extra thing I have to explain and mention every single time. Honestly though when making games by myself I've gotten used to it and quite enjoy the versatility it comes with. My favorite part is being able to disable and enable Input mapping contexts on the fly, so you can split up your controls for different states. For example if you make a GTA style game you can completely split the logic for your driving controls, on foot controls and menu controls and keep things clean, so I do think this is a welcome addition for more advanced projects.
@bluzenkk Жыл бұрын
Hi, I use Unity and wonder how do Unreal Engine dev do their version control.
@CobraCode Жыл бұрын
Version control is a bit tricky with UE since all assets will be converted to .uasset files. Blueprints will also handled as binary files, so it's very hard to see changes or collaborate. Generally only one team member can make changes to a blueprint at any given time and you need to talk to the other team members or use some sort of locking/checkout mechanism in your version control. You'll also need to use git LFS since the files will be quite large. I generally make 2 folders in the root. One called 'static' and one called 'dynamic'. Assets like models, textures and so on go into static and will be handled with LFS. Blueprints, materials and things that often change to into dynamic and will just be saved with regular git. I also don't use github but gitlab instead because you get free repos for up to 10GB instead of 1GB
@bluzenkk Жыл бұрын
@@CobraCode thx!
@bluzenkk Жыл бұрын
@@CobraCode cool. thanks for the reply. How about Unit Testing? how do Unreal 5 do unit test? Does it have a unit test package of some sort to do that?
@CobraCode Жыл бұрын
@@bluzenkk I actually never had to do unit tests, so I'm not quite sure. I remember though that there was a GDC talk about how they do testing in sea of thieves which was made with UE4. Might have some useful information: kzbin.info/www/bejne/jmeaZKeFnp2ji5o
@bluzenkk Жыл бұрын
@@CobraCode Thanks!!
@DarkKiller-so3jp Жыл бұрын
Hi, I was wondering if you know how to package a game from Unreal Engine with encryption so people can't steal your work.
@CobraCode Жыл бұрын
I don't think you can really prevent that. There might be some solutions that help you make it more safe, but in the people will still be able to steal your work one way or another. Especially since UE games are packaged in a similar way there are many tools to pull data out of them, so it will be especially hard to prevent this. Even if you were able to do it, in the end your models, textures and everything will be loaded into the graphics card and the data could be directly ripped from there. I wouldn't really worry about it and simply accept it something unavoidable or at least something not worth putting much time into.
@DarkKiller-so3jp Жыл бұрын
@@CobraCode Thanks for the reply! I was doing a bit of research and I found that many game studios has a encryption file along with their game files and trying to access the encryption file will require a password. I've did a bit of research around the indie dev community and found that some of them also have this encryption file and I was just wondering if you knew how to do it since those devs aren't willing to share. Anyways thanks for your input of the topic, I really appreciate it!
@CobraCode Жыл бұрын
@@DarkKiller-so3jp Glad you were able to find some more information. But like I said before I believe that there will always be a way for them to steal your stuff as long as it is processed on their client because of how graphics cards and RAM work. So I never though it was worth putting any research or effort into. Sorry, but you're probably better off asking somebody else!
@eert_wolliw Жыл бұрын
@ProsyMe Жыл бұрын
I have a question. Do you know of a way to update a character with equipment such as different armour or weapons? Having a bunch of animations for each combination seems like a bad idea. This is something that has been bothering me for ages.
@CobraCode Жыл бұрын
Using sockets on your skeletal mesh are the way to go in most cases. In case you have a modular character though and the armor is built into the body parts you'll need to sync the animation on all of those parts.
@ProsyMe Жыл бұрын
@@CobraCode thank you very much for the reply. You are the best hd-2d channel out there!