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Dan's Game Dev Channel
United Kingdom
Registrace 4. 01. 2021
Video Tutorials related to Game Development
Current coverage areas: Unreal Engine Development, Games Design and Computing Fundamentals. In time this will expand, but will never claim to cover all aspects of game development.
These videos have been created for teaching at Northumbria University in England, but are being made publicly available.
Many online tutorial videos focus on HOW to achieve something and are light on WHY. These videos blend principles and theory with practical work, for a true learning experience.
Current coverage areas: Unreal Engine Development, Games Design and Computing Fundamentals. In time this will expand, but will never claim to cover all aspects of game development.
These videos have been created for teaching at Northumbria University in England, but are being made publicly available.
Many online tutorial videos focus on HOW to achieve something and are light on WHY. These videos blend principles and theory with practical work, for a true learning experience.
Unreal 5 Tutor: Vectors 11: Cross Product
This is a video about the vector cross product, which is a way of combining two vectors, to give a resultant vector which is perpendicular to both of the input vectors. It shows this in practice in the Unreal engine.
It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aimed at newcomers to the Unreal engine.
This playlist is part of a suite of videos designed to give entry-level teaching for Unreal Engine V. There are many videos on CZcams about how to achieve specific things in Unreal, and the vast majority focus on a set of steps to achieve a specific aim, without really helping you understand what you are doing and why. My videos focus more on understanding what you are doing, so you can become a practitioner, not a copier. I have quite a few years experience of teaching Unreal in person with students, so think I have a good grasp on what needs explaining, and what can be confusing.
I am happy to try to answer questions in the comments, but won't go so far as to engage with your actual projects to help you debug. Sorry. That's a service I only provide to my students.
This channel contains videos on several subjects related to game development (some quite peripherally). These videos have been made for teaching at Northumbria University, but have been made publicly available. www.northumbria.ac.uk/
It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aimed at newcomers to the Unreal engine.
This playlist is part of a suite of videos designed to give entry-level teaching for Unreal Engine V. There are many videos on CZcams about how to achieve specific things in Unreal, and the vast majority focus on a set of steps to achieve a specific aim, without really helping you understand what you are doing and why. My videos focus more on understanding what you are doing, so you can become a practitioner, not a copier. I have quite a few years experience of teaching Unreal in person with students, so think I have a good grasp on what needs explaining, and what can be confusing.
I am happy to try to answer questions in the comments, but won't go so far as to engage with your actual projects to help you debug. Sorry. That's a service I only provide to my students.
This channel contains videos on several subjects related to game development (some quite peripherally). These videos have been made for teaching at Northumbria University, but have been made publicly available. www.northumbria.ac.uk/
zhlédnutí: 85
Video
Unreal 5 Tutor: Vectors 10: Dot Product
zhlédnutí 75Před měsícem
This is a video about the vector dot product, a mathematical construct that can be used to get the angle between two vectors. It is shown in use in the unreal engine to define a "cone of vision" of a rotating turret. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aime...
Unreal 5 Tutor: Vectors 07: Forces
zhlédnutí 58Před měsícem
This video talks about how vectors are used to represent forces, and demonstrates the use of forces and impulses in the Unreal Enging. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aimed at newcomers to the Unreal engine. This playlist is part of a suite of videos de...
Unreal 5 Tutor: Vectors 09: Normalized Vectors
zhlédnutí 64Před měsícem
This video is about the normalization of vectors - creating a vector with the same direction but of 1 unit length. This is a very useful process when you want to use the direction of a vector, but not the length. It shows this idea being used in unreal to create a guard object that constantly blocks the player from reaching something. It is part of a playlist on using vectors in Unreal projects...
Unreal 5 Tutor: Vectors 08: Normal Vectors
zhlédnutí 72Před měsícem
This vector talks about "normal" vectors - vectors that are perpendicular (sticking out) from a surface. It shows the use of a normal vector in the unreal engine to get a reflected vector. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aimed at newcomers to the Unreal...
Unreal 5 Tutor: Vectors 06: Velocity and Acceleration
zhlédnutí 117Před měsícem
This video explains the use of vectors to describe (and apply) velocity and acceleration. It aims to give an understanding of the vector concepts at an introductory level. It follows on from videos about position vectors, expanding the vector ideas into new applications. As well as the discussion it shows the use in the Unreal Engine, culminating in an example of space-ship like thruster contro...
Unreal 5 Tutor: Vectors 05: Relative Vectors
zhlédnutí 50Před měsícem
This video explores the concept of relative vectors, and uses the idea to show how vector addition and vector subtraction can be used usefully. It shows an example of using each in the Unreal Engine. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aimed at newcomers to...
Unreal 5 Tutor: Vectors 04: The Transform
zhlédnutí 50Před měsícem
The video explores the concept of Transforms in the Unreal Engine, showing how they are made up of location, rotation and scaling. It aims to give a fundamental understanding of the concept of a transform. It does not explore the maths of affine transformations, matrices, or any of the deeper theory behind this idea, but is focused on a working understanding to help developers. It is part of a ...
Unreal 5 Tutor: Vectors 03: Lengths of Vectors
zhlédnutí 56Před měsícem
This video shows how to get the length of a vector in the Unreal Engine, and shows an example explaining what that means. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in the Unreal Engine. It is aimed at newcomers to the Unreal engine. This playlist is part of a suite of videos designed to giv...
Unreal 5 Tutor: Vectors 02: Position Vectors
zhlédnutí 108Před měsícem
This video explores the use of position vectors in the Unreal Engine (called "Location Vectors"). It is an early video in the series, and shows the use of these simplest of vectors, for their own sake, and to lay the foundations for later videos. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the use of vectors, backed by examples realised in...
Unreal 5 Tutor: Vectors 01: Intro
zhlédnutí 123Před měsícem
This video spends some time explaining what vectors are, and how they are useful for Unreal developers. It does not assume any prior knowledge of vectors, and is suitable for people who are not confident in maths. Vectors are an amazing tool, and an essential concept for Unreal development. It is part of a playlist on using vectors in Unreal projects, and gives entry-level explanations of the u...
Unreal 5 Tutor: Refactoring the Template Controller
zhlédnutí 146Před měsícem
This video shows how to refactor the controller and character of the third person template, so that they better align with Epic's intended way of working. Although this is done with the third person template, it works very similarly with the first person template also. This is a video made in response to requests in comments elsewhere in the channel. This is part of a suite of videos designed t...
Unreal 5 Tutor: Asset Handling 06: Migrating assets between projects
zhlédnutí 30Před měsícem
This video shows you how to migrate assets from one project to another. It is part of a short playlist on using assets in Unreal projects, including sourcing assets from the Epic Unreal Marketplace and managing assets within an unreal project. It is aimed at newcomers to the Unreal engine. This playlist is part of a suite of videos designed to give entry-level teaching for Unreal Engine V. Ther...
Unreal 5 Tutor: Asset Handling 05: Emptying Out Unused Assets
zhlédnutí 140Před měsícem
This video shows a workflow for removing unused assets from an Unreal project. *Care must be taken* and you should *always* make a backup of your project before attempting this. I am not responsible if you lose work as a result of not doing so, It is part of a short playlist on using assets in Unreal projects, including sourcing assets from the Epic Unreal Marketplace and managing assets within...
Unreal 5 Tutor: Asset Handling 04 Why Moving Assets is Weird
zhlédnutí 184Před 2 měsíci
This video explores why there is often some unusual and unexpected behaviour in Unreal when you move assets around within a project. It is to do with things called "redirectors". The video clearly shows what is happening, why, and how to deal with it. It is part of a short playlist on using assets in Unreal projects, including sourcing assets from the Epic Unreal Marketplace and managing assets...
Unreal 5 Tutor: Asset Handling 03 Best Practice When Using Asset Packs
zhlédnutí 57Před 2 měsíci
Unreal 5 Tutor: Asset Handling 03 Best Practice When Using Asset Packs
Unreal 5 Tutor: Asset Handling 02: Importing from Marketplace
zhlédnutí 29Před 2 měsíci
Unreal 5 Tutor: Asset Handling 02: Importing from Marketplace
Unreal 5 Tutor: Asset Handling 01 Epic's Unreal Marketplace
zhlédnutí 44Před 2 měsíci
Unreal 5 Tutor: Asset Handling 01 Epic's Unreal Marketplace
Unreal 5 Tutor: Removing Unused Assets
zhlédnutí 9KPřed 11 měsíci
Unreal 5 Tutor: Removing Unused Assets
Unreal 5 Tutor: UI with Widgets: 06 Versatile HUD
zhlédnutí 503Před rokem
Unreal 5 Tutor: UI with Widgets: 06 Versatile HUD
Unreal 5 Tutor: UI with Widgets 07: In-Game Menu
zhlédnutí 335Před rokem
Unreal 5 Tutor: UI with Widgets 07: In-Game Menu
Unreal 5 Tutor: UI with Widgets 08: Main Menu
zhlédnutí 164Před rokem
Unreal 5 Tutor: UI with Widgets 08: Main Menu
Unreal 5 Tutor: UI with Widgets 05: Binding
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Unreal 5 Tutor: UI with Widgets 05: Binding
Unreal 5 Tutor: UI with Widgets 04: Events
zhlédnutí 495Před rokem
Unreal 5 Tutor: UI with Widgets 04: Events
Unreal 5 Tutor: UI with Widgets 03: Layout
zhlédnutí 760Před rokem
Unreal 5 Tutor: UI with Widgets 03: Layout
Unreal 5 Tutor: UI with Widgets 02: First Example
zhlédnutí 188Před rokem
Unreal 5 Tutor: UI with Widgets 02: First Example
Unreal 5 Tutor: UI with Widgets: 01 Editor Tour
zhlédnutí 316Před rokem
Unreal 5 Tutor: UI with Widgets: 01 Editor Tour
Unreal 5 Tutor: Inter-Script Communication 04: Level Blueprint
zhlédnutí 120Před rokem
Unreal 5 Tutor: Inter-Script Communication 04: Level Blueprint
Unreal 5 Tutor: Inter-Script Communication: 03 Essential Blueprints
zhlédnutí 122Před rokem
Unreal 5 Tutor: Inter-Script Communication: 03 Essential Blueprints
Unreal 5 Tutor: Inter-Script Communication: 02 All Actors of a Class
zhlédnutí 102Před rokem
Unreal 5 Tutor: Inter-Script Communication: 02 All Actors of a Class
could have been a 30 sec video, bythe way thanks
If somebody else had made it maybe. I'm a lecturer, and as such will never use 5 words when 127 is possible ;P Thanks.
Great vid, thanks!! though how do you toggle the sound?
Like for instance, when you walk over that plane, music plays. When you walk over it again, it stops playing.
Thank you for guiding us through this process. One tip I have for cleaner code is to cast once, and set a variable for the player, I call it playerRef, and using the playerRef one doesnt need to copy paste the cast node repeatedly.
Good call. I do this kind of thing a lot, although I don't have a consistent policy of when I do and don't. There is a small danger with this, which is that it can lead to null reference errors if either you forget to populate the variable, or if you put the population in BeginPlay, it is dependent on the order of things being created to populate correctly. Another alternative is to use a macro or function.
I've been watching several of your tutorials and all of them are so useful and well explained, thank you so much!
I'm glad you find them useful. My aim, always is to explain to the best of my understanding what is happening, rather than just give steps to an end result, and to keep them short(ish). I am a lecturer, so naturally I revel in the sound of my own voice, so short is always a challenge.
This is so cool! Thanks! <3
glad you approve :)
the audio is kinda broken on this one
Perfect, thank you! :)
I think you should treat yourself to a new microphone brother! 🙂
THANK YOU!!!!!!!
😀
Thanks - Makes sense!
Thank you so much, this is just what I needed!
I'm glad :)
I'm watching these again 4 months later... Understanding it much better. In this video I'm still unsure of what else should go in the player controller. How do you fix the "lazy" construction in the template? Thanks again Dan.
Been asked this a few times now so... czcams.com/video/FVmpg_TJ_o0/video.html
Cool n very informative what games you worked on and do you have your own studio wish you could share your knowledge to teach me the game dev craft I’m currently in game design
Thanks. I'm not a dev, I'm a Uni lecturer. I don't have a studio, or any published games... yet (working on it). I do teach other aspects of game dev, and design is one of my areas. Check out my light blue videos on my channel for game design topics.
@@dansgamedevchannel6297 Ok plus noticed the accent my UK bud
@@lavaughnblanding3968 Aye. Born and bred.
Thank you
:)
Thanks for this series. 👌
Welcome :)
Thank you so much!
Welcome. What kind of music tech do you do?
How would you get an object to always gravitate toward the center of a planet? So that whatever side you drop an object on, it falls toward the center and lands on the surface of the planet?
I'm afraid that this is actually almost two separate questions. You would have to do the gravity yourself, and you would need to find the vector between the object and the planet. I have some videos on vectors on the channel, and am currently updating them to 5.4 although nothing has actually changed. You then need to apply a force along that vector. The strength should be according to an inverse square of the distance. I'm the kind of geek that knows the formula : F = G(m1 x m2)/Rsquared: m1 and m2 are the masses of the two objects, Rsquared is the square of the distance between them, and G is the "universal gravitational constant" which is (6.6743 ± 0.00015) × 10−11 m3 kg−1 s−2. DON'T PANIC if that is scary, because what your really need to know is, as you get further away the pull needs to be less, and you tweak that until it "feels" right. Depending on your circumstances, a constant pull might work. This gives you gravity in the right direction. The other part of this is that gravity doesn't guarantee that something hits the planet. Thank goodness, or we would be constantly being bombarded my meteorites. If they start by not moving relative the planet, then yes they will hit it. Give it enough sideways motion and it will orbit instead, or spiral out, or spiral in, or... strange things.
@@dansgamedevchannel6297 thank you very much
I'm having an issue where a unused asset pack which is one of the Paragon character packs (nothing at all in the pack was used) is causing a build failure. Even when I remove the pack from the project the build still tries to look for the assets and fails. Any idea's on what the issue could be.
Hmm, there is a reasonable chance it is to do with things called "redirectors". Try this: In the content panel, right-click on the "content" folder and choose "fix up redirectors" (in 5.4 the name has changed, but it still has the word redirectors in, I forget what). This might take a while. After that, try again. I have an updated version of this video here: czcams.com/video/hWtMMjIxvG4/video.html Failing that, you may genuinely have something somewhere with is referring to one or more of the assets in the pack. There are more laborious ways of finding that by taking each asset in turn, right-clicking and finding references, and deleting when there are no references. You would start at the highest level of dependency - things like characters first, then meshes, then materials then textures, for example.
@@dansgamedevchannel6297 Thank you for taking the time to reply. Its a strange error which I have never came across before (and to be honest was driving me crazy). I gave your suggestion a go but was still encountering the same issue. In the end I had to create a new blank project then copy over (not migrate) the parts of the project I wanted to keep and all was well again. I am using 5.4 so maybe the issue could be an unresolved glitch, who knows. Its sure created a headache.
@@DJDCRYPTER Unfortunately I have had the same before, a project where something seems to be corrupted, and the only solution seems to be to start again. It may be that if I knew more I would be able to fix these things, but Unreal is huge, and it genuinely does seem to sometimes just fall over. Glad you were able to retrieve stuff.
amazing series, thank you uncle Dan!
Thanks :)
Marvellous video thankyou
superb tutorial on possessing different players
Thank you for this, not encountered the problem but the peek into the Engine's workflow was enlightening and thought provoking. In my self taught naivety this appears like a need for an absolute (static) reference to the object in the Engine so as a "workaround" using an obfuscated fixed pointer to the object's location in the event it is moved. I can imagine a number of reasons why a relative (dynamic) reference may be unworkable or impractically complex to implement but would assume the developers would be well aware of this should it be so. Given that you can manually force the Engine to update the absolute references in this case, why is this is not a part of the Move algorithm's behaviour? For example at some point in the move process check if the folder or any of its contents are marked as requiring an absolute reference, log any found, set a flag, Move(), use the log to update them then maybe delete too, I understand this is more complex due to the existing version control issues but perhaps the solution to that problem could then be appended into the Move algorithm's behaviour as well. I wondered if you might have any thoughts on this? I appreciate that even people involved in the development may not know the answer on such a vast piece of software but given your obvious understanding of low level systems, would be intrigued to hear your thoughts in this area, should you have the time. Again, great video, thank you.
Thanks. Any thoughts I have here are mere speculation, and I may, in the future get a chance to ask somebody at Epic about this. These redirectors don't seem to be talked about much, but they can cause some unexpected issues if you are not aware of them. My best guess is that it is to do with version control. I believe you can also get redirectors in play if you rename assets. 5.4 is the first time I have seen anything in the engine that gives you information when you resolve them, and it talks about version control. Other thoughts that I have are that it could improve speed of moving stuff about, may be more robust over networks, may protect against engine crashes in the middle of file movement, may better support "undo", and/or may have been a temporary fix for some issue that got left in and made more permanent.
the intro music genuinely hurt my ears XD
Sorry. Too shrill?
Much love, thank you for uploading this tutorial. It helped me out today!
I'm glad :) thanks for commenting
Hello, do you know if it's possible to see the path that the pawn is currently following ?
That's a fantastic explanation! Thanks Dan!
But how to manually make it assign two player controllers you make to device 0 and 1 for gamepad 1 and 2?
I'm sorry, I cannot tell you, because it is something I don't know. Never tried to do that.
@@dansgamedevchannel6297 Its ok, it seems no one knows. I am watching a tutorial right now for local 2 player multiplayer, maybe I can find a way to reverse engineer it to achieve this.
@@srawdawg6188 I don't know if this will help you: forums.unrealengine.com/t/multiple-controllers-one-game/59132/6
but how to trigger the fire sound at location with trigger box?
Watch from about 5:50 onwards I show exactly that
Finally someone explains concepts and designs instead of software and programming! Thank you a lot, sir!
You're welcome :)
thank you very much! so do you have any video about editing animation for two character in same edition window ? cuz i have to make close combat & etc but i dont know how to put them in same view to i can edit their both animation and make a realistic animation. i just need to know how and i really thankful .
I'm sorry, I don't have any videos about animation, it is an area of Unreal that I have never dealt with. Anybody else out there able to help?
@@dansgamedevchannel6297 its funny cuz they all try to hide this simple thig for idk what reason . i just need to put two characters in one window for editing animation so i can pos them frame by frame on each other clearly. maybe its a big companies secret .lol. btw thank you
@@julianneEVdmca it's not exactly what you're looking for, but when I need to edit the animation of two interacting characters I add them to a sequence on an empty level, bake the animation into the Control Rig and adjust it from there. Hope it helps!
How do there not have more views, you're an expert
I know it's sad, but at least you recognise my genius :)
thank you my goat
I've never been somebody's goat before, but I choose to think it must be good. <Bleat>
@@dansgamedevchannel6297 My Guru if you whant X) but thanks you for all this channel is a real gold mine
Hello. Quick question here. Is there a way for me to bound a widget to make it so it only appears if constructed while in a specific level ? i basicaly want two different death screen to be bound to their respectiv levels.
Almost certainly, depending on your specific circumstances. I usually create widgets at the start of a level using Event Begin Play in the level blueprint. You need to create the widget and then attach it to the viewport. You probably then want to set its visibility to hidden and only display it when your death happens. The tricky bit might be displaying it in response to the death. If you have a more complex system, and you want to use the same triggering mechanism to trigger the death screen in different levels... say for example you have a game manager class, or you are controlling this from a GameInstance, then you might find it helps to have a variable in that of type UserWidiget (which can be populated by any UserWidget). Let's call it DeathScreen - seems like a good name. I'll quickly walk through this is GameInstance. You can do the following in the EventBeginPlay of the level: 1. Create a Widget of the type you want 2. Attach it to the viewport 3. Set it to hidden 4. Use the GetGameInstance node to get the game instance 5. Cast it to your actual GameInstance class 6. Set the DeathScreen variable to be this particular Widget Then, when the player dies, however that happens, wherever that is known (in the PlayerCharacter maybe) do the GetGameInstance thing again, and get the DeathScreeen, and change its visibility to visible. The beauty of this kind of approach is that you specify which death screen you are going to use in the level blueprint. This makes it easily different in different levels. Hope that helped
@@dansgamedevchannel6297 It did help a lot!! Thank you very much for the super complet answer sir ! I hope you'll have a nice day ^^
Really easy to follow video!
Thanks :)
Thank you for the video
Welcome :)
Jesus christ trim your intro
This is so helpful! Thankyou
I have a question but its not related to this video at all. Its a bit complicated but... Do you know how to use a gyroscope of a ps5 controller into unreal ? in order to for example control an object.... I find no topic on this :(
Sorry, I have no clue about that.
thanks
So what if the blueprint i want to possess when xyz happens isnt in the Level yet ? How do you Spawn blueprint instances from code and then possess them?
This is just off the top of my head, rather than trying it, but "Spawn Actor at Location" should allow you spawn an instance of any actor blueprint, and if it's a pawn type you should then be able to possess it with the player controller.
That intro was so clean.
Thanks :)
I had an issue where I could not open the parts centre. I tried to click it, but it wont show up... How do i fix it? thannks!
The only thing I can think of is if you are running DigitalWorks from inside a zipped folder. You need to extract before it will run properly. If you already have, sorry, no other ideas.
would using two separate player controllers allow two players to get input at the same time? I'm trying to do a UE5 local multiplayer game with one player using WASD and the other using the arrow keys and they control separate actors
You shouldn't use the Event Tick. Timeline node or the Rotating Movement component would be a better approach.
Thanks for your thoughts. Can you explain why you say this? I understood Epic were trying to phase out timelines in favour of Level Sequences, and I have found Rotating Movement components somewhat inflexible.
I was beginning to suspect that those controls should not be in the player character blueprint. I came in here in search of some videos that would explain the essential blueprints as is seems no CZcams creator wants to discuss them. They would rather spread bad habit coding. Thanks for these videos!
You are welcome. Epic are huge, sometimes the right hand not only doesn't know what the left is doing, but is only vaguely aware of its existence. They are moving too fast to be able to keep up with themselves, and they are a bit like the keystone cops with people falling off and having to run to keep up. Otherwise, of course, Unreal is awesome.
Could you make a video describing Cast To, Blueprint Interface, and Event dispatcher and appropriate usage.
My advice is to avoid blueprints as much as possible. It totally breaks the usual programming paradigms and simple things like passing variables between objects is just total agony. You shouldn't need to be casting to 300 different types or firing events just to share the player's health with the thinger. Use blueprint and the Viewport etc. to set the basics up, but try to avoid after that.
Awesome series - I'll be checking out the others for sure. Thank you very much.
Very nice - thank you!
when you change the skeletal mesh to manny, NEVER forget to change the animation as well.
This is VERY useful information and it'll help me to make sure to either never or rarely have to be in this situation again. Thanks so much for such a thorough explanation about the deletion process!
Thank you. Very informative