This has got to be the most clear and concise tutorial I have seen on this often confusing topic! Thank you!
@KillerBearsaw3 жыл бұрын
So many tutorials show the wrong way of doing something and never show the best practice method. Or they only show you the correct way without explaining why it's the best practice. You did all that in like 4 minutes. All your videos have been so clear and concise, it's a shame you're not making them anymore. Hope you're doing wonderful things!
@TeslaUE48 жыл бұрын
Back doing tutorials/tutoring now! Some thing's didn't pan out as planned this year, but I'm back doing what I love. I'm back working on Galaxy Heist too and we've got some big changes coming to it! So make sure to check it out! Stay tuned for lots of new and updated tutorials! =D This one is kind of a theory tutorial, looking at different ways we can setup interaction.
@adriannica15668 жыл бұрын
Thx for the tutorial , I really like how you make them short and straight to the point.
@nyxi66898 жыл бұрын
glad you're back!
@cybersamurai996 жыл бұрын
Yay:)
@SamHammoudeh3 жыл бұрын
Hey brother. I know you're working and probably don't check these comments, but I just wanted to let you know that this tutorial has help me overcome a major hurdle in my game that was taking weeks to figure out. Appreciate it.
@emilasplund44624 жыл бұрын
Wow. I have watched like 10 different tutorials on BPI and I couldn't really understand when and why I should implement them. You just hit the nail on the head there. Perfect. Great job!
@user-nt5et9jb4h5 жыл бұрын
Woah ! I'm still spaghetti blueprint level after 3 years of ue4 (as I do environments and visualizations), and you just told me how i'm gonna work from now on. This is the type of tutorial where you understand something first try and at a pretty fast pace as well.
@tampajoeyz2305 жыл бұрын
Great tutorial Tesla. Obviously it is possible to use a collision event instead of the line trace method shown in the video. So, the interactive interface is utilized by a collision event instead of the F input requirement.
@BeeGameDev8 жыл бұрын
Welcome Back! You are such a great learning resource for the unreal community, thank you for your amazing contribution to this great community!
@bat40195 жыл бұрын
Interfaces are just another way to interact between blueprints without having to cast them to each other, benefits are fewer changes to the code when changing one blueprint with another also good if you want to create components
@gboodhoo5 жыл бұрын
Fantastic one. Has changed the way I'm using Unreal. Thanks!
@schumirc28 жыл бұрын
Our new tutorials , man you helped me a lot when I started to develop games, thank you, and continue with the good work !
@MuhammedSagrl4 жыл бұрын
Our languages are not the same but you helped me understand the subject very well. Thank you (;
@scottbez68728 жыл бұрын
Good to see you back. Your tutorials are very good
@novaria3 жыл бұрын
Here are my notes for myself and anyone else to read on: Let's say I want my character to interact with actors. One way of doing this is via Blueprint Interfaces. For that I can do the following: 1. Create custom events inside my actors. Let's take a door for example and implement a custom event Open/Close 2. Create a Blueprint Interface. Let's call it Interact_BPI 3. Create one function inside the Interface without any input nor output pins. 4. Make our Door Blueprint implement the Interact_BPI Interface 5. Connect the Interact event from the Interface to our Open/Close custom event 6. Inside our character call the Interact event via the Blueprint Interface Message (note that the player does not need to implement the interface to do this. It suffices to just have the Interface "lay around". There is no need to check whether the other actor implements the given Interface or not. The Interface Message will just fail if that's not the case, leading to much less spaghetti overall. great tutorial! One thing though: What's the point in using tags if your actors implement an interface? Wouldn't it be more useful to call the ActorImplementsInterface node instead of using tags? This just feels like an extra step with no additional benefits to me. Again, just nitpicking here.
@KIKUSIKO4 жыл бұрын
My question is how do you get it to work with the Level blueprint... The raycasting / line casting works fine with other blueprints but with the level blueprint? Big fat NO... How do I fix it ? :D Thanks in advance
@theJellerShow3 жыл бұрын
Great video, thank you. But how could I make the interact work with a radius around my character instead of using the linetrace? What node would you recommend as a replacement?
@edcatmull92533 жыл бұрын
This is a great video. Is the tag necessary? Would it work without?
@Theawesomeking44443 жыл бұрын
nice thanks for tutorial now i dont need to cast 30 times
@blendtecrocks086 жыл бұрын
Just looking at the major engines like Unity, GMS 2, and UE there are some similarities in the way we interact with the interface. UE and Unity seem to be more hands on also they are built for 3-d worlds. And the building process for both UE and GMS 2 share similarities. Seems like UE has the best of both worlds. Seems like GMS 2 uses more of a Python/Java code style where as UE is more Java/C++
@ShojikiGaming6 жыл бұрын
Thanks for this video Tesla. It explained interfaces very nice and simply. One question i have is how would i implement this so that when i hover my crosshair over an object, the object's name would display over the item? I'm assuming it would be a constant linetrace either with EventTick or a timer, however i'm unsure how to then retrieve the info i need to display it on my "Item Info" widget..
@Matthew.19945 жыл бұрын
how can i have an outline of a object that has the interact tag when looking at it and when i look away the outline disappears?
@Trastaroots5 жыл бұрын
kzbin.info/www/bejne/fJSbqaaLZ56fi68
@FF-FAN99996 жыл бұрын
great tutorial! but it seems like the problem is it doesnt work if the object doesnt have dynamic collision(which is a problem if i want to make some objects not collide with the player. Any ways around this?
@pencilgun49345 жыл бұрын
Hi Tesla thanks for the tutorial. What is faster in terms of engine overhead Casting or Interfaces? :-)
@Thunder_Owl6 жыл бұрын
Hello. Sadly, that project download link is dead. Will it be maybe up again? Thank you.
@derocktyler98825 жыл бұрын
This was explained so well. Thank you
@nyxi66898 жыл бұрын
If I want to make readable notes, what is the best way because I am aiming to have a large set of notes and making a BP for each and casting to it does not seem as the best solution.
@MetehanYengil3 жыл бұрын
Great tutorial! Thanks man
@TheDarkDima8 жыл бұрын
Amazing it will be so useful to delete all 30 of my cast :D thanks again
@jirikaminsky98517 жыл бұрын
hello , break hit results are not available under context sensitive menu, after i found it in non context sensitive menu , i am still unable to connect out hits to break hit result. Any help please. Unreal 4.18
@anon45887 жыл бұрын
Lol, had the same problem. Just saw that i used the MultiLine not Line. Check it :D
@MikeHazeJr6 жыл бұрын
you also can right-click on the Out Hit pin and click 'split struct'
@gameboy25575 жыл бұрын
can you make it so it can only work at a certain distance
@Nanopan8 жыл бұрын
Thanks! It was really helpful! How can I trace a line using Top Down Template?
@Nanopan8 жыл бұрын
Don't worry! I figured it out! :D
@alvarobernabeu374 жыл бұрын
@@Nanopan I know its like 3 years late, but how did you do it? I'm having the same problem!
@Nanopan4 жыл бұрын
@@alvarobernabeu37 Alvaro hablas español? Creo recordar algo sobre el tema, pero debería mirarlo con más detenimiento.
@alvarobernabeu374 жыл бұрын
@@Nanopan Si, finalmente lo arreglé! Contesto en inglés por si a alguien más le pasa. So i discovered how to do it. Basically, get actor location -> to start LineTraceByChannel. Then GetHitResultUnderCursorByChannel's hit location -> to end LineTraceByChannel. Here's an image! imgur.com/a/slGZd56
@Thunder_Owl7 жыл бұрын
I think file link is dead...
@felipesalazar21394 жыл бұрын
unfortunately the project file is no longer available :( but the tutorial is still amazing!