Unreal Engine 4 Tutorial - Player Stats Part 1 - Stat Functions

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Ryan Laley

Ryan Laley

Күн бұрын

Пікірлер: 23
@xXANIMANITEEXx
@xXANIMANITEEXx Жыл бұрын
If you are working on unreal engine 5 here are some things that are different: - At 6:51, when selecting the "my game instance", look up "game instance" in the search bar and select the second one (worked for me anyway). - At 9:06, " + float " has changed to just "+". Unreal engine 5 removed the need to specify if its a float. So just "right click"," +" and tap enter. Awesome tutorial. Thank you!
@hamzasayyid8152
@hamzasayyid8152 4 жыл бұрын
I love how you structure your tutorials. Thanks for all these amazing tutorials!!
@hush6305
@hush6305 Жыл бұрын
This won’t work for me in ue5 am i doing something wrong or is there a way i am supposed to translate this?
@zheyingchin4194
@zheyingchin4194 3 жыл бұрын
How do you save the stats
@dividerdemoriel6788
@dividerdemoriel6788 3 жыл бұрын
Hello, first off all thanks for an amazing tutorial. It works like a charm. I do have a question though. How can i save those values to be loaded ? I am using a save system from your tutorials, and it seems that Map variables cannot be set but only use the Add node, therefore when i try to load i can't actually set the Map values. Thanks in advance.
@Poopaduke112
@Poopaduke112 4 жыл бұрын
I was just looking for this! Thank you, keep it up man
@3dayDEV
@3dayDEV 2 жыл бұрын
You my friend have gained a new subscriber.👏👏👏
@kacperjan851
@kacperjan851 4 жыл бұрын
I don't know if am I right, but doesn't every time you jump it casts to game instance? Every read is another cast. I think it can be pain for tracking something like walked distance or shots fired. Can it be optimized in some way?
@RyanLaley
@RyanLaley 4 жыл бұрын
When you are tracking something more constant such as that. The best approach is to track it 'locally' on the character and then when you save the game, open the UI, or just periodically, you then send the stat data to the instance
@AndreaFromTokyo
@AndreaFromTokyo 4 жыл бұрын
Maybe you could get away with it by calling a GetInstance only once from the Character's Construction Script and saving it as a local variable (in the library) to recall each time you need it
@jamesgtmoore
@jamesgtmoore 4 жыл бұрын
The Jump event is in the FirstPersonCharacter blueprint, so the call to the AddStat or ReadStat functions are coming from that blueprint. Therefore within the FirstPersonCharacter blueprint you could store a reference to the MyGameInstance within a variable at BeginPlay (a one off event). Then when jumping and you call the AddStat or ReadStat function in the Function Library, you can pass into that function the reference to the MyGameInstance as a function parameter of data type "MyGameInstance". Could be cheaper that way since no Cast To MyGameInstance node would be required. But how much cheaper exactly I don't know. A little memory and a few cpu cycles I guess.
@That_Guy4545-n1z
@That_Guy4545-n1z 4 жыл бұрын
You know what.. You got a subscriber
@factzverge2684
@factzverge2684 4 жыл бұрын
When will come part two
@gamerdweebentertainment1616
@gamerdweebentertainment1616 3 жыл бұрын
It's all coming together... :)
@quize21
@quize21 4 жыл бұрын
Do you think you'll ever tackle a turn-based tutorial?
@RyanLaley
@RyanLaley 4 жыл бұрын
Yes :)
@darkblue9528
@darkblue9528 4 жыл бұрын
where is the online multyplayer series? is that over? i need that, and great video btw
@RyanLaley
@RyanLaley 4 жыл бұрын
Nope not over. There are a few more episodes on Patreon and I'm in middle of its next episode.
@darkblue9528
@darkblue9528 4 жыл бұрын
@@RyanLaley oh very nice
@DrSciencex
@DrSciencex 3 жыл бұрын
Blueprint Runtime Error: "Accessed None". Blueprint: StatTrackerLibrary Function: Add Stat Graph: AddStat Node: Add
@flatinumfox
@flatinumfox 2 жыл бұрын
Any 'access none' is likely from an undeclared object reference variable
@Сма_йлик
@Сма_йлик 4 жыл бұрын
👍👊🏻👊🏻👊🏻😊😊😊👊🏻👊🏻👊🏻👍
@xx_natatube3891
@xx_natatube3891 4 жыл бұрын
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