UE5 - Modular Stat System: Full Guide

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MrButier

MrButier

Күн бұрын

Пікірлер: 37
@SlaySilentGames
@SlaySilentGames 11 күн бұрын
Just have to say .. 1. this video is amazing! and 2. THANK YOU for figuring out that math in section 3... I paused before you did the bonus calculations and tried to figure it out myself... and it was rough!
@BT7835
@BT7835 2 күн бұрын
I had one thing unconnected in the "Set Stat Member" function and it broke everything, took me many hours to find it but I can now happily report that I got the system working, thank you so much for this video.
@itamihanzo
@itamihanzo 3 ай бұрын
This is fantastic, so glad to see this channel and the discord community growing I'll be coming back soon, or maybe I'll wait to 5.5 but this is def gonne be my first stop when I do, Keep it up man, you're awsome!
@MrButiier
@MrButiier 3 ай бұрын
Appreciate it man. You’re definitely missed in the discord, looking forward to you coming back and seeing the Ui you end up creating 🔥
@jamaalsineke2405
@jamaalsineke2405 3 ай бұрын
Domo arigato Monsieur Butier...this is fire your efforts are highly appreciated
@MrButiier
@MrButiier 3 ай бұрын
Thank you! That means a lot, glad I can provide this to the community and excited to see how people will use it.
@RoeJogan
@RoeJogan 3 ай бұрын
Awesome! I love this channel. Content that matters
@MrButiier
@MrButiier 3 ай бұрын
Always appreciate the support you give in my vids man!
@MystMagie
@MystMagie Ай бұрын
Pretty solid base, thanks a lot for sharing! How would you approach it if one wanted to add the possibility for each attribute to have a level, and for each level the do requirement increases, and the bonus it provides to each of the inherited stats was different?
@MrButiier
@MrButiier 27 күн бұрын
Hmm right now that stats contain a scaling value which allows them to scale based upon a single float. If you're looking to change scaling based upon different attributes, you could setup another float within the attribute to work as an additional scaling value. You can also look up "Curve Data Tables" for the part of each level the requirement increases, they're a bit complicated to start off learning about but Curve DT are the best route to manage scaling with different values over time/levels.
@slay3r322
@slay3r322 Ай бұрын
can you make a system for health bar and death or maybe a class system where it can set for every class another stats for example for the warrior class to have 30 str for archer 25
@crs11becausecrs10wastaken
@crs11becausecrs10wastaken Ай бұрын
Everything is working for me except the upgrade attribute button. It constantly defaults to disabled. Quadruple checked conditions, and they're all correct. 😢 Never mind, I'm calling the main stat widget in my inventory main widget, I just needed to chuck the update UI at the end of the pre-construct. 👍
@MrButiier
@MrButiier 27 күн бұрын
Glad you got it working! Sorry i didn't see this until now.
@arturkozanowski1499
@arturkozanowski1499 3 ай бұрын
Very nice content
@bryanwiitala8854
@bryanwiitala8854 17 күн бұрын
How would you go about fixing this UI as a proof of concept with say 22 stats?
@KostasMachete
@KostasMachete 3 ай бұрын
I am experimenting on a combination of GAS and a custom component for stats, XP and leveling up. I’ll watch this when I get home cause it might help me
@MrButiier
@MrButiier 3 ай бұрын
Thanks for taking a look! While you may not need to structure/stats setup within this component, the functions and general concept should be insightful on how you could setup the Attributes within GAS. Although if you know c++, you could minimize the length of alot of these functions 😉
@Drachir08
@Drachir08 3 ай бұрын
​@MrButiier do you know GAS?
@MrButiier
@MrButiier 3 ай бұрын
@@Drachir08 I do, I wouldn't say I'm an expert but this is basically a simplified blueprint replacement. If you understand enough c++ to use GAS then I would still recommend GAS since its built from Epic however this video can still teach the "how" on setting up related stats/scaling etc. 😉
@Yggdrasil777
@Yggdrasil777 3 ай бұрын
I will be very interested in seeing how you have done your system. I have worked on this for numerous projects. I am partial to the GameplayTag approach.
@MrButiier
@MrButiier 3 ай бұрын
Ultimately, I built this for those without coding knowledge so they have an approach to handle stats easier. I personally would go with GAS and modify it to my needs since it has alot of the functionality built already. A friend of mine that im working on a project with has made some pretty nice custom nodes to make blueprints easier for us while using GAS so there's definitely alot out there people could do, but im not ready to share the code on this yet :)
@GrumpyGillsFishing
@GrumpyGillsFishing 3 ай бұрын
❤ found it! :)
@MrButiier
@MrButiier 3 ай бұрын
Luckily you didn't even have to wait a full 24 hours 🤩
@GrumpyGillsFishing
@GrumpyGillsFishing 3 ай бұрын
@@MrButiier I know it! lol I tried to modify the last one as I was building it to work a little different and I almost got it working right. This one seems like it will work almost exactly how I was trying to set up the other one.
@MrButiier
@MrButiier 3 ай бұрын
Haha! Exactly why I tried to push you to this one, hope you enjoy the video!
@GrumpyGillsFishing
@GrumpyGillsFishing 3 ай бұрын
@@MrButiierI certainly am. I’ve almost made it through it. I’m so glad you made it in chapters because it gave me a few good stopping points to get a few errands done
@MrButiier
@MrButiier 3 ай бұрын
@@GrumpyGillsFishing Honestly, really happy to hear that. I did my best to make this video very similar to how a "course" would set things up so people wouldn't have to sit and watch 3 hours straight and not know where to find things.
@MuhammadMansoor-i3u
@MuhammadMansoor-i3u Ай бұрын
i want to make health/stamina/mana bar with this system, can anyone help please
@dylananhorn1
@dylananhorn1 Ай бұрын
Set up a progress bar ui element. then in the health function add a event dispatch call and in the progress bar add the event bind. stamina is the same but you need a timer to refill it constantly and mana is similar but it depends on how to you want to handle the refill. this is a super basic rundown as i am assuming you have some knowledge of these system.
@MrButiier
@MrButiier 27 күн бұрын
Thanks for responding dylan!
@CccHhh-d7l
@CccHhh-d7l 2 ай бұрын
Great lesson, the best on the internet. Save stat does not work. Does anyone know how to fix this?
@MrButiier
@MrButiier 2 ай бұрын
Hm I haven’t received any issues regarding the save feature. It’d be best to check that it is properly being saved and loaded. The community would be happy to help debug if you join the discord!
@depralexcrimson
@depralexcrimson 3 ай бұрын
I can't believe it takes 3 hours in UE5 to do something like this,if you were to make your own engine it would just be a matter of attaching a struct to the player's entity object, like quite literally a minute.
@MrButiier
@MrButiier 3 ай бұрын
Within blueprints it’s quite the effort, however unreal engine has a plugin you can just turn on that does the same but requires c++ to set up so if you’re talented enough to make an engine then you know how to code enough to setup the plugin lol
@Yggdrasil777
@Yggdrasil777 3 ай бұрын
It doesn't really take 3 hours. It takes about an hour, maybe 90 minutes. Shorter if you know what you are doing. Need to remember that a lot of explanation went into the video, thus making it very long.
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