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Unreal Engine - Creating Wordle Tutorial (1/4)
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zhlédnutí: 4 215

Video

Unreal Engine - Creating Wordle Tutorial (2/4)
zhlédnutí 988Před rokem
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Unreal Engine - Creating Wordle Tutorial (3/4)
zhlédnutí 783Před rokem
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Unreal Engine - Creating Wordle Tutorial (4/4)
zhlédnutí 1,2KPřed rokem
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Making a Halloween Themed Game Using Free Assets!
zhlédnutí 2,3KPřed rokem
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Unreal Engine - Making Cubefield!
zhlédnutí 2,7KPřed rokem
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Unreal Engine - Player Outlines Tutorial (1/2)
zhlédnutí 15KPřed 2 lety
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Unreal Engine - Player Outlines Tutorial (2/2)
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Unreal Engine - Turn Based Game Fundamentals (1/3)
zhlédnutí 63KPřed 2 lety
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Unreal Engine - Turn Based Game Fundamentals (2/3)
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Unreal Engine - Turn Based Game Fundamentals (3/3)
zhlédnutí 16KPřed 2 lety
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Unreal Engine - Realistic Portal Tutorial (1/4)
zhlédnutí 19KPřed 2 lety
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Unreal Engine - Realistic Portal Tutorial (2/4)
zhlédnutí 6KPřed 2 lety
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Unreal Engine - Realistic Portal Tutorial (3/4)
zhlédnutí 6KPřed 2 lety
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Unreal Engine - Realistic Portal Tutorial (4/4)
zhlédnutí 6KPřed 2 lety
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Unreal Engine - Casting and Interfaces Explained
zhlédnutí 32KPřed 3 lety
Unreal Engine - Casting and Interfaces Explained
Unreal Engine - Event Dispatchers Explained!
zhlédnutí 20KPřed 3 lety
Unreal Engine - Event Dispatchers Explained!
Unreal Engine - Dynamic Grapple Hook Tutorial (1/2)
zhlédnutí 29KPřed 3 lety
Unreal Engine - Dynamic Grapple Hook Tutorial (1/2)
Unreal Engine - Dynamic Grapple Hook Tutorial (2/2)
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Unreal Engine - Dynamic Grapple Hook Tutorial (2/2)
Unreal Engine - Wall Hug Tutorial (1/3)
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Unreal Engine - Wall Hug Tutorial (1/3)
Unreal Engine - Wall Hug Tutorial (2/3)
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Unreal Engine - Wall Hug Tutorial (2/3)
Unreal Engine - Wall Hug Tutorial (3/3)
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Unreal Engine - Wall Hug Tutorial (3/3)
Unreal Engine - Replication Basics (1/3)
zhlédnutí 36KPřed 3 lety
Unreal Engine - Replication Basics (1/3)
Unreal Engine - Replication Basics (2/3)
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Unreal Engine - Replication Basics (2/3)
Unreal Engine - Replication Basics (3/3)
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Unreal Engine - Replication Basics (3/3)
Samurai Zero - Playtest Launch Gameplay Trailer
zhlédnutí 4,8KPřed 3 lety
Samurai Zero - Playtest Launch Gameplay Trailer
Unreal Engine - Damage Numbers Tutorial (1/4)
zhlédnutí 11KPřed 3 lety
Unreal Engine - Damage Numbers Tutorial (1/4)
Unreal Engine - Damage Numbers Tutorial (2/4)
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Unreal Engine - Damage Numbers Tutorial (2/4)
Unreal Engine - Damage Numbers Tutorial (3/4)
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Unreal Engine - Damage Numbers Tutorial (3/4)
Unreal Engine - Damage Numbers Tutorial (4/4)
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Unreal Engine - Damage Numbers Tutorial (4/4)

Komentáře

  • @TheOneThreeSeven
    @TheOneThreeSeven Před 2 hodinami

    Rotation angle being -0.25 means rotate backwards by 1/4 of 360 degrees. Great tutorial!

  • @yokoshi1
    @yokoshi1 Před 10 hodinami

    Oh, I do have a question, do you plan on showing how to equip items from this inventory?

  • @Xsabino1
    @Xsabino1 Před 3 dny

    @ReidsChannel Good morning, I have a problem and I can't identify where? Do I need your help? When I expand the quest that has "OrdenRequered" marked as true, the list keeps opening and closing only when I go to the first destination. very wonderful tutorial tanks

  • @Rob-N
    @Rob-N Před 3 dny

    Only just came across this tutorial, for anyone that may be following it currently, it's probably worth looking into object pooling as creating and destroying actors is relatively expensive due to memory allocation and garbage collection. Object pooling avoids the cost by keeping a pool of inactive objects that can be reused. Instead of destroying and recreating, you simply deactivate items and reactivate them when you need them, making it much more efficient overall. Hopefully, someone finds this useful :)

  • @MysteriousPotatoe
    @MysteriousPotatoe Před 4 dny

    2 totorials?

  • @yokoshi1
    @yokoshi1 Před 6 dny

    Funny, I couldn't divide by a 2 integer so i had to instead do another "make int" and just put 2 in the x and y spot and it worked just fine lol

  • @fahimjaowad8717
    @fahimjaowad8717 Před 6 dny

    Amazing video as always, I've heard casting is slow(?), then what to do and if casting is not that bad if not done in tick. Can you summarize this broad topic xD?

    • @ReidsChannel
      @ReidsChannel Před 6 dny

      Thanks. I wouldnt say casting is slow. It's used all the time. czcams.com/video/qLpjGxyfZLg/video.html

    • @fahimjaowad8717
      @fahimjaowad8717 Před 5 dny

      @@ReidsChannel

  • @bakedwafflesss
    @bakedwafflesss Před 7 dny

    at 5:21 it wont let me use the contains node thing

  • @yokoshi1
    @yokoshi1 Před 10 dny

    What i like about tutorials is that, even though i can be following along and doing exactly the same stuff, at any given time I can put my own twist to it. Like this tutorial, id put a interaction to pick up said weapons vs just walking over them, unless it was a certain game mode. I appreciate you for making taking your time out your day to create this. 3 years ago I would have never though i'd need something like this. I'd like to know how you'd come about figuring all this out on your own or did you do research to? Reason I ask is because i think I need a little help with figuring stuff out on my own without tutorials.

    • @ReidsChannel
      @ReidsChannel Před 10 dny

      Hey, thanks. I've just been doing it for a while; these things come with experience but its mostly just trial and error and breaking down each problem into a bunch of small problems

    • @yokoshi1
      @yokoshi1 Před 10 dny

      @@ReidsChannel Oh I see, that's a very interesting take. I'd keep that in mind as i continue my path to becoming a decent developer

  • @hesamsadat4288
    @hesamsadat4288 Před 10 dny

    PERFECT THNX❤❤

  • @shadedomo1730
    @shadedomo1730 Před 10 dny

    I am having an issue that I can't find the cause of, my items keep automatically going back into the first available slots no matter where I move them, and with the red/green drawdroplocation the grid for that is not aligned with the actual grid in my inventory. It is also completely red unless I try to drop at the very top tiles of the grid, which then drops them into the very bottom tiles of the grid instead. As far as I can tell, as I've gone back and rewatched all 4 videos in this series, everything I've done up to this video (and including this video) is 100% correct down to the private/public, pure & const, etc. for everything. If anyone has any ideas that would be greatly appreciated. Only thing I can think of is something being different in UE5.4.3

  • @PaulKu90
    @PaulKu90 Před 12 dny

    I encountered a problem that when I pick up multiple items, and they seems to take extra tile to right and bottom of the icons. I found where I made the mistake. In the InventoryComponent > ForEachIndex. When Reid added the minus node, the value was default to 1 but mine was default to 0. Maybe it's a UE5 thing, or maybe it's Reid's setting. I'm using UE5.4.3, so minus node is under Operation and called "Subtract", where Reid was using UE4 and his integer - integer node is under "Integer" This happened at 24:04 Reid did explicitly says that we want to add that the dimension minus one. Got to listen and watch more carefully 😅 I finished pt3 and found this problem, spent 2 days trying to solve this.

  • @emi-uc2qx
    @emi-uc2qx Před 12 dny

    nice, clear tutorial, thank you

  • @BuddyRyanHobbs
    @BuddyRyanHobbs Před 12 dny

    i'd pay you if you publish this on the marketplace for 5.4 i already did a look but i didn't find it? for me privately i would pay 100$? worth on marketplace probably less. please consider. thank you

  • @buenitodia1061
    @buenitodia1061 Před 13 dny

    Hi..nice video... can i ask for a tutorial? How to make a Nail gun from f.e.a.r. shoot and the enemies get stuck with arrow

  • @biraj047
    @biraj047 Před 14 dny

    In UE5.3 girds appear in viewport only when its selected that's also the case for editor. The grids disappear in game mode and in editor girds appear only when BP_Grid is selected. Any suggestion why this happens, I also checked visibility

    • @biraj047
      @biraj047 Před 8 dny

      Instead of using up vector 0,0,1; I used down vector 0,0, -1 in Cross Product. Then it works for people who were not seeing the grid.

  • @biraj047
    @biraj047 Před 14 dny

    In UE5.3 girds appear in viewport only when its selected that's also the case for editor. The grids disappear in game mode and in editor girds appear only when BP_Grid is selected. Any suggestion why this happens, I also checked visibility. Can somebody help me with this problem.

  • @biraj047
    @biraj047 Před 15 dny

    No checks and En-passant, rest are fine also works in UE 5. Great Project.

  • @MysteriousPotatoe
    @MysteriousPotatoe Před 15 dny

    I need coaching can you help me?

  • @MysteriousPotatoe
    @MysteriousPotatoe Před 15 dny

    Do I need to add crouching before I do this tutorial

  • @druout1944
    @druout1944 Před 18 dny

    wall running in a FPS is idiotic and kills pacing. I don't want LESS shooting time in my FPS games.

  • @Somordorp
    @Somordorp Před 18 dny

    thank you for the tutorial!

  • @michaelb1099
    @michaelb1099 Před 20 dny

    can this same system be used for audio interaction?

  • @FrostbiteCinematics
    @FrostbiteCinematics Před 22 dny

    I really loved these tutorials :) I've been using a very similar technique to render 3D holograms inside a CaptureVolume, by camera-projecting the render target onto a 3D sphere mesh ProjectionVolumeand it works super well :) The only downside, and I noticed you had the issue with UE too, is that the SceneCapture camera seems to lag behind the player camera for like a frame or so. Did you ever find a good fix for this? I've looked into the PrerequisiteActor node, Tick Groups, etc but it doesn't seem to solve the issue when working with setting an actor's transforms. :/ Thankfully I am working on pre-rendered cinematic content so the issue goes away at render time (as far as I know at least), but it would be great to get rid of the lag in the editor too so that the camera transform mappings are always 1:1. :)

  • @lonedew
    @lonedew Před 22 dny

    This is the only tuutorial that i understand what the casting and interfaces are. Thank you

  • @yomamagaming6736
    @yomamagaming6736 Před 24 dny

    Thanks dude, I will be uploading a video with the added wall running ability that you taught me. Thank you so much. This completes ALL the abilities that I need for my Titanfall style game.

  • @Ventu_Mortis
    @Ventu_Mortis Před 25 dny

    I can't find Float * ,or Int * Float for InventoryGrid_widget., I double checked everything up to 26:56 point and still can find it., is there a difference in UE5? Edit: Never mind I found it if anyone else is having this same problem just type " Multiply " this float is the right one., then right click the bottom pin and make Pin Conversion to " Float (Single Precision) "

  • @Ventu_Mortis
    @Ventu_Mortis Před 25 dny

    Is there a way to add in a stackable system?, for example the grenades stack twice before adding another to the next tile Slot. Thank you for all your hard work, time and effort. I find all your videos to be very helpful as a new Dev. Edit: Also I figure it would be added in around the 26:43 point in the video but I could be wrong.

    • @ReidsChannel
      @ReidsChannel Před 25 dny

      yeah there are definitely ways to do it. you'd wanna start with adding a stack size variable to the item object to keep track of the current stack size. then when you're checking if the inventory has room when adding a new item you'd wanna first look through the inventory for any items that can be stacked onto and prioritize stacking to them before adding to empty slots. its a bit more complicated this way but certainly doable

    • @Ventu_Mortis
      @Ventu_Mortis Před 25 dny

      @@ReidsChannel Awesome! I'll have to figure out what you fully mean. lol , but I'm sure I'll figure it out., I am very new to coding in general, so this is all Very fun and a bit stressful at the same time. thank you Very much for the quick response.

  • @delgoodie
    @delgoodie Před 25 dny

    Thanks super helpful and not as hacky as other tutorials! ps if you want the outlines to be antialiased set the BlendableLocation to Scene Color Before DOF in the material details. this way doesn't look pixelated at super far distances!

  • @andreww4751
    @andreww4751 Před 26 dny

    I did the whole thing in 2 days and it works perfectly. Thank you so much, now I will try to learn stacking from somewhere.

  • @Tiogar60
    @Tiogar60 Před 27 dny

    I'm making a 4x game on a huge map and this is just what i needed

  • @NewJourney-lz8km
    @NewJourney-lz8km Před 28 dny

    i want to play an animation

  • @CarisTheGypsy
    @CarisTheGypsy Před měsícem

    Great tutorial! Very little was needed to build this for UE5.4, which is nice. I also appreciate you doing everything with private and public access, the code is clean and it works well!

  • @GameCreatorOfGod
    @GameCreatorOfGod Před měsícem

    Well I guess this has reached it ability to work in the newest version of unreal. Unreal version 5.4.3 does not work with this. And that is sad. I got pretty far into this till i got a bunch of errors for what is private and what can be used for private and will not be used for private. I set everything to public and no errors but the text color does not change and then nothing is activated. I followed this tut perfectly so I know it is not me. It is sad as there are no other new tuts out there. I will say I did learn how to bind everything now lol. I am now a binding expert .

  • @ANUBIS_game_dev
    @ANUBIS_game_dev Před měsícem

    kindly can you make 4 player ?

  • @TheDave-jr5mw
    @TheDave-jr5mw Před měsícem

    Hey man, just letting you know, your vid is def still helping out in 2024! lol. I've got it up and running and tweaked it a little to suit my needs. the only issue I'm running into is how to implement the system into multiple inventories. I'd like to have the "same" inventory on the left to show "world" items (Items on the floor) as you get close to them and when you open a loot box the loot box inventory is displayed on the left also and is switchable between boxes/ world inventory so you can drag from those to your own, think dayz or pubg. I'm pretty sure i know how to make the switching happens as i built my own before watching this video that was nowhere near as complicated, but I'm not sure how to implement this to make more inventories. any help or tips would be appreciated! thanks!

    • @ReidsChannel
      @ReidsChannel Před měsícem

      The inventory is just a component so you can make one for the world and one for the ur actual inventory. Then just add and remove items from the world once based on some overlap sphere on the player or something

    • @TheDave-jr5mw
      @TheDave-jr5mw Před měsícem

      @@ReidsChannel Awesome, Makes sense, thank you for the quick reply!

  • @lowpolyambitions5853
    @lowpolyambitions5853 Před měsícem

    Implemented on UE5.3 - a Timeless tutorial at this rate. Thanks so much. Would be great and almost crucial to see how stacking would be added. Dragging over a similar item would add a little number to the corner etc

    • @andreww4751
      @andreww4751 Před 22 dny

      that's exactly what I'm working on right now, almost got it done.

  • @thenetimp
    @thenetimp Před měsícem

    I am frustrated. You really should not call functions "Refresh" in both objects, "Refresh Item" "Refresh Grid". Now I am lost. I know what the problem is, but I can't figure out where it goes. My Refresh in the Item widget is not being called. but it's hard to follow in the video which refresh is where and doing what....

    • @thenetimp
      @thenetimp Před měsícem

      For some reason my OnInventoryChange isn't being called even though it's wired up...

  • @Take22952
    @Take22952 Před měsícem

    I'm probably shooting in the dark for asking this now, but I'll give it a shot. How do I turn the jump into a variable jump? Tried adding a timeline node to the code (placed it before the launch character node), and when I hold the button, it launches me forward like a rocket. Is there a way to fix that?

  • @maisythegamingpug8802
    @maisythegamingpug8802 Před měsícem

    Could you please update this tutorial for unreal engine 5?

  • @UER69TPS
    @UER69TPS Před měsícem

    Amazing Tutorial That goes from A to Z, you have a complete inventory system at the end wich is awesome. Thanks so much men.

  • @UER69TPS
    @UER69TPS Před měsícem

    So i've been having a problem where, everytime i add a new item it would most of the time delete the others, and they wouldn't adapt to each other. It took me some time but, since it is so logical, i just had to think, what function is directly related, and the moment i did that it took me a minute to TS. So for anyone having troubles, start analyzing what we've done, logic is everywhere here. And now for the one experiencing the same : BP_Inventory_Component > Function > TryAddItem > Is Room Available > Result wasn't connected to the branch condition.

  • @UER69TPS
    @UER69TPS Před měsícem

    Damn when you think you're done with Function an other one arrive 🤣. More seriously again very easy to follow, and you're explaining well, even if it's still a bit foggy for me as a beginner i know that i'll revisit those videos later to understand more properly what we've been doing. Thanks a lot once again !

  • @UER69TPS
    @UER69TPS Před měsícem

    Perfect ! Exactly what i was looking for. I just guess i'll have to implemant my own pick up system. But really thanks a lot for this awesome content !

  • @happy-dz5pl
    @happy-dz5pl Před měsícem

    Thanks man your tutorial was so good keep going Bro Your the best❤

  • @hammerhead914
    @hammerhead914 Před měsícem

    For anyone on 5.4 doing a pure C++ implementation you can use UKismetRenderingLibrary::ResizeRenderTarget2D(SceneCapture->TextureTarget,PortalQuality * ViewportSize.X, PortalQuality * ViewportSize.Y);

  • @Derpwigglies
    @Derpwigglies Před měsícem

    Can you use a validated get instead of branch when you check if the item is valid or not?

  • @darrexz
    @darrexz Před měsícem

    Hello, I don't know if this comment will be answered, I have a problem. When I click on the button in my main menu, I load my sub-level using level streaming, but you know that my two sections have different game modes, when I don't choose my character as a pawn, my game is broken, but when I choose, my game is not broken, but this time it stays on my player hud screen, can anyone explain about this problem?briefly; when I load my sub-level with level streaming, that is, load stream level, my section opens, but it cannot get my character reference (score, streak and lives do not work because of this and gives an error level1 section)

  • @billybobdiamond4145
    @billybobdiamond4145 Před měsícem

    Thanks for making this! I'm making a hardcore dungeoncrawler and a grid inventory is a MUST! Working out some kinks on my own, thanks for the tutorial! I'm new to Unreal, much less game development, and instinctually I want to learn things myself and not resort to a tutorial, but in cases like this where I'm totally unfamiliar, it's a must. You have to trace cursive before you can write it and make your own signature later. Thanks!

  • @fahimjaowad8717
    @fahimjaowad8717 Před měsícem

    Super cool tut, I heard on paint is like event tick and it executes each frame. Is there a workaround for that?

    • @ReidsChannel
      @ReidsChannel Před měsícem

      not sure if there is more effecient way but I wouldnt worry about it, drawing lines is pretty cheap