Alex Quevillon [En]
Alex Quevillon [En]
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UE5 C++ 57 - How To Display a Slow Task Progress Bar With C++? - Unreal Tutorial Editor Cancel Long
To create a progress bar while executing som long C++ code, you simply have to create an instance of FScopedSlowTask for the current scope. Then you'll also be able to display a Cancel button and ask questions to the user with the function YesNof.
Project Download: www.patreon.com/posts/unreal-5-2-how-c-103793911?Link&
include "Misc/ScopedSlowTask.h" // Core dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Core/Misc/FScopedSlowTask
include "Misc/FeedbackContext.h" // Core dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Core/Misc/FFeedbackContext
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Playlist ► czcams.com/play/PLBLmKCAjA25AzbbDhIVUdZeSc6o07pMfe.html
────────────────────────────────────────────────────
French Channel ► czcams.com/users/AlexQuevillonFr
English Channel ► czcams.com/users/AlexQuevillonEn
────────────────────────────────────────────────────
Discord ► discord.gg/X7hdkNag2b
Patreon (Project Files) ► www.patreon.com/alexquevillon
CZcams Members ► czcams.com/channels/wxDFJzF_T468-QmoyaGusA.htmljoin
────────────────────────────────────────────────────
Unreal Engine Version ► 5.2
────────────────────────────────────────────────────
0:00 Intro
0:33 Declare functions
1:35 Includes
2:10 Execute slow task with progress bar
12:25 Execute nested slow task with progress bar
18:56 Test
22:24 Patreon Wall!
#UnrealEngine #UE5 #UE5Tutorial #UE4 #UE4Tutorial
UE5 C++ 57 - How To Display a Slow Task Progress Bar With C++? - Unreal Engine Tutorial CPP Editor Cancel Question Yes No Long Process
zhlédnutí: 612

Video

UE5 C++ 56 - How To Save Assets With C++? - Unreal Engine Tutorial CPP Editor Dirty Package Modified
zhlédnutí 631Před 3 měsíci
To save assets with C , it's simple, you only have to ask UEditorLoadingAndSavingUtils to do it. You can also FEditorFileUtils to get the list of all the modified assets that should be saved by the user. Project Download: www.patreon.com/posts/unreal-5-2-how-c-102756828?Link& include "FileHelpers.h" // UnrealEd dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/UnrealEd/UEditorLoadi...
UE5 C++ 55 - How To Export Assets With C++? - Unreal Engine Tutorial CPP Function Editor FBX Import
zhlédnutí 305Před 4 měsíci
Exporting an asset with C is actually not hat difficult, but depending on your export type, you may want to set some settings using exporter options like UFbxExportOption or UGLTFExportOptions. Project Download: www.patreon.com/posts/unreal-5-2-how-c-102291277?Link& include "UObject/GCObjectScopeGuard.h" // CoreUObject dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/CoreUObject/...
UE5 BP 2 - How To Add Delay In Loops With Blueprint? - Unreal Engine Tutorial For Foreach While
zhlédnutí 897Před 4 měsíci
When we realize that we have access to the code of all the standards macros, it's easy to modify them to do whatever we want. And in this case, we want to add delays in between the iterations of our For, Foreach & While Loops. Oh and I also added a Break inside the While Loop, because why not? Project Download: www.patreon.com/posts/unreal-5-2-how-2-101875797?Link& ─────────────────────────────...
UE5 C++ 54 - How To For Loop With Delay Blueprint Node With C++? - Unreal Tutorial Function BP Delay
zhlédnutí 455Před 4 měsíci
Creating a For Loop with Delay with C instead of Blueprint is way more complicated than I thought, but hey, it works. Project Download: www.patreon.com/posts/unreal-5-2-how-c-101365217?Link& Video 52: czcams.com/video/h_CX0ZitGXg/video.html "Kismet/BlueprintFunctionLibrary.h" // Engine "LatentActions.h" // Engine docs.unrealengine.com/5.2/en-US/API/Runtime/Engine/FPendingLatentAction/ "Engine/W...
UE5 C++ 53 - How To Async Latent Action Blueprint Node With C++? - Unreal Tutorial CPP Function BP
zhlédnutí 1,3KPřed 4 měsíci
By creating a child of UBlueprintAsyncActionBase, you can create blueprint nodes that can execute your logic in parallel and continue the flow once completed. Project Download: www.patreon.com/posts/unreal-5-2-how-c-100913797?Link& "Delegates/DelegateCombinations.h" // Core docs.unrealengine.com/5.3/en-US/dynamic-delegates-in-unreal-engine/ "Kismet/BlueprintAsyncActionBase.h" // Engine docs.unr...
UE5 C++ 52 - How To Create Latent Action Blueprint Node With C++? - Unreal Tutorial CPP Delay Async
zhlédnutí 1,2KPřed 4 měsíci
By creating a child of FPendingLatentAction and registering to the FLatentActionManager, you can create blueprint nodes that can execute your logic in parallel and continue the flow once completed. Project Download: www.patreon.com/posts/unreal-5-2-how-c-100486046?Link& "Engine/LatentActionManager.h" // Engine docs.unrealengine.com/5.3/en-US/API/Runtime/Engine/Engine/FLatentActionManager/ "Late...
UE5 C++ 51 - How To Create Blueprint Node With Multiple Exec Pins With C++? - Unreal Tuto Function
zhlédnutí 6KPřed 6 měsíci
With the ExpandEnumAsExecs UFUNCTION meta, it's actually super easy to create Blueprint functions that have multiple input and output execution pins. Project Download: www.patreon.com/posts/unreal-5-2-how-c-98529852?Link& ──────────────────────────────────────────────────── Playlist ► czcams.com/play/PLBLmKCAjA25AzbbDhIVUdZeSc6o07pMfe.html ──────────────────────────────────────────────────── Fr...
UE5 C++ 50 - How To Create Folders In World Outliner With C++? - Unreal Engine Tutorial Folder Actor
zhlédnutí 641Před 6 měsíci
Using FActorFolders, it's pretty easy to create FFolders in the world outliner and move AActors inside them. The real tricky part is when you want to retrieve your AActors or delete a FFolder. Project Download: www.patreon.com/posts/unreal-5-2-how-c-98182892?Link& #include "EditorActorFolders.h" // UnrealEd docs.unrealengine.com/5.3/en-US/API/Editor/UnrealEd/FActorFolders/ #include "Editor/Edit...
UE5 C++ 49 - How To Create Folder In Content Browser With C++? - Unreal Engine Tutorial CPP Color
zhlédnutí 755Před 6 měsíci
Using IFileManager and AssetViewUtils, it's pretty easy to create and delete folders from the content browser. You can also set their color, which is just awesome! Project Download: www.patreon.com/posts/unreal-5-2-how-c-97411513?Link& #include "HAL/FileManager.h" // Core docs.unrealengine.com/5.3/en-US/API/Runtime/Core/HAL/IFileManager/ #include "AssetViewUtils.h" // AssetTools docs.unrealengi...
UE5 C++ 48 - How To Replace Possessable Actor In Level Sequence With C++? - Unreal Tutorial CPP
zhlédnutí 313Před 6 měsíci
To replace a FMovieScenePossessable in a ULevelSequence, you need to first create a new possessable and then ask the UMovieScene to use it to replace the old one. Project Download: www.patreon.com/posts/unreal-5-2-how-c-97234282?Link& Video 47: czcams.com/video/srIwV1ofvHs/video.html ULevelSequence: docs.unrealengine.com/5.3/en-US/API/Runtime/LevelSequence/ULevelSequence/ UMovieScene: docs.unre...
UE5 C++ 47 - How To Get Actor from Guid in Level Sequence With C++? - Unreal Engine Tutorial CPP
zhlédnutí 676Před 7 měsíci
To get an AActor from a FGuid in a ULevelSequence, you simply have to use the LocateBoundObjects function.... but the output is a bit weird. Project Download: www.patreon.com/posts/unreal-5-2-how-c-96768783?Link& UEditorEngine: docs.unrealengine.com/5.3/en-US/API/Editor/UnrealEd/Editor/UEditorEngine/ ULevelSequence: docs.unrealengine.com/5.3/en-US/API/Runtime/LevelSequence/ULevelSequence/ UMovi...
UE5 C++ 46 - How To Set Material Parameters With C++? - Unreal Tutorial CPP Instance Scalar Vector
zhlédnutí 773Před 7 měsíci
It's actually not that difficult to set the different properties of your UMaterial and UMaterialInstanceConstant assets (Scalar, Vector and Texture Parameters, Blend Mode, Two Sided, Etc.). But make sure to ask UMaterialEditingLibrary to update those assets so they're refreshed properly. Project Download: www.patreon.com/posts/unreal-5-2-how-c-96447572?Link& UMaterialInterface: docs.unrealengin...
UE5 C++ 45 - How To Redirect Output Log With C++? - Unreal Engine Tutorial CPP
zhlédnutí 571Před 7 měsíci
In Unreal, it's possible to intercept the output log and do anything you want with it. You just have to create an FOutputDevice object and register it to GLog. Project Download: www.patreon.com/posts/unreal-5-2-how-c-95213924?Link& Video 44: czcams.com/video/w2NNFQpY-DE/video.html FOutputDevice: docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FOutputDevice/ ───────────────────────────────...
UE5 C++ 44 - How To Create Event Dispatcher With C++? - Unreal Engine Tutorial CPP Delegate Callback
zhlédnutí 6KPřed 7 měsíci
To create an event dispatcher in C and make it accessible in Blueprint, you'll need to use the DECLARE_DYNAMIC_MULTICAST_DELEGATE macro and then add a BlueprintAssignable variable in your class. Project Download: www.patreon.com/posts/unreal-5-2-how-c-94530175?Link& Dynamic Delegates: docs.unrealengine.com/5.3/en-US/multicast-delegates-in-unreal-engine/ ─────────────────────────────────────────...
UE5 C++ 43 - How To Lock Actors And Levels With C++? - Unreal Engine Tutorial Editor CPP
zhlédnutí 251Před 8 měsíci
UE5 C 43 - How To Lock Actors And Levels With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 42 - How To Get All Actors Of Class With C++? - Unreal Engine Tutorial Editor CPP Object
zhlédnutí 1,3KPřed 8 měsíci
UE5 C 42 - How To Get All Actors Of Class With C ? - Unreal Engine Tutorial Editor CPP Object
UE5 C++ 41 - How To Open and Close Assets With C++? - Unreal Engine Tutorial Editor CPP
zhlédnutí 823Před 8 měsíci
UE5 C 41 - How To Open and Close Assets With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 40 - How To Print Debug String On Screen With C++? - Unreal Engine Tutorial Editor CPP
zhlédnutí 525Před 8 měsíci
UE5 C 40 - How To Print Debug String On Screen With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 39 - How To Generate Static Mesh Collisions With C++? - Unreal Engine Tutorial Editor CPP
zhlédnutí 849Před 9 měsíci
UE5 C 39 - How To Generate Static Mesh Collisions With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 38 - How To Merge Actors With C++? - Unreal Engine Tutorial Editor CPP
zhlédnutí 633Před 9 měsíci
UE5 C 38 - How To Merge Actors With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 37 - How To Import Alembic Geometry Cache With C++? - Unreal Engine Tutorial Editor CPP
zhlédnutí 492Před 9 měsíci
UE5 C 37 - How To Import Alembic Geometry Cache With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 0.2 - How To Create Debug Widgets? - Unreal Engine Tutorial Editor CPP
zhlédnutí 1,5KPřed 9 měsíci
UE5 C 0.2 - How To Create Debug Widgets? - Unreal Engine Tutorial Editor CPP
UE5 C++ 0.1 - How To Find Anything In Engine Source? - Unreal Engine Tutorial Editor CPP
zhlédnutí 3,3KPřed 10 měsíci
UE5 C 0.1 - How To Find Anything In Engine Source? - Unreal Engine Tutorial Editor CPP
UE5 C++ 36 - How To Start the Render of a Level Sequence with C++? - Unreal Engine Tutorial Editor
zhlédnutí 581Před 10 měsíci
UE5 C 36 - How To Start the Render of a Level Sequence with C ? - Unreal Engine Tutorial Editor
UE5 C++ 35 - How To Add BP Variables Keyframe In Level Sequence with C++? - Unreal Tutorial Editor
zhlédnutí 405Před 10 měsíci
UE5 C 35 - How To Add BP Variables Keyframe In Level Sequence with C ? - Unreal Tutorial Editor
UE5 C++ 34 - How To Add Material Parameter Collection Keyframe In Level Sequence with C++? Tuto MPC
zhlédnutí 388Před 10 měsíci
UE5 C 34 - How To Add Material Parameter Collection Keyframe In Level Sequence with C ? Tuto MPC
UE5 C++ 33 - How To Add Visibility Keyframe In Level Sequence with C++? - Unreal Tutorial Editor CPP
zhlédnutí 327Před 10 měsíci
UE5 C 33 - How To Add Visibility Keyframe In Level Sequence with C ? - Unreal Tutorial Editor CPP
UE5 C++ 32 - How To Modify Keyframe Interpolation In Level Sequence with C++? - Unreal Tutorial CPP
zhlédnutí 502Před 11 měsíci
UE5 C 32 - How To Modify Keyframe Interpolation In Level Sequence with C ? - Unreal Tutorial CPP
UE5 C++ 31 - How To Add Transform Keyframe In Level Sequence with C++? - Unreal Tutorial Editor CPP
zhlédnutí 941Před 11 měsíci
UE5 C 31 - How To Add Transform Keyframe In Level Sequence with C ? - Unreal Tutorial Editor CPP

Komentáře

  • @grit-mike
    @grit-mike Před 3 dny

    Alex, your teaching is top notch, great pacing, and clear explanations.

  • @shahmaarbaba
    @shahmaarbaba Před 3 dny

    how to make an async loading screen with progress bar

  • @gallopr
    @gallopr Před 5 dny

    Following the Tut using UE 5.4.3 and the Bug at 9:31 is still a thing! Thanks Alex for the fantastic tutorials! Very good pacing and great at explaining each phase.

    • @russischerzar
      @russischerzar Před 3 dny

      Ha, same. I wonder if someone has reported it already?

  • @ironjoebob7
    @ironjoebob7 Před 6 dny

    All this video did was break all of the grid code leading up to this for me. now the grid doesnt show up at all, and sometimes i can get just the bottom left tile to appear and nothing else. I honestly dont even know where to start. im stuck between spending hours trying to fix it, or spending hours trying to undo it...

  • @GoodguyGastly
    @GoodguyGastly Před 8 dny

    You are the best. This plugin is so easy to use and incredible.

  • @jorgevictorino3694
    @jorgevictorino3694 Před 8 dny

    Not Sure if I am doing anything wrong, but I followed the tutorial twice and at the end no grid appears when all the nodes are finally connected. I know this is an older video but if anyone knows how to fix this it would be very appreciated.

  • @Sendit77
    @Sendit77 Před 8 dny

    great video but you talk to fast bro. My brain cant keep up lol

  • @user-lw6fn1sx5h
    @user-lw6fn1sx5h Před 9 dny

    5:07. There is no 'add instance worldspace' in Unreal 5.2 EDIT. There is a checkbox on the add instance 'box' for 'worldspace' I've just checked it.

  • @russischerzar
    @russischerzar Před 9 dny

    UE 5.4.3 user here: I think I did everything as I was supposed to, but I have an issue (actually had two, but I fixed the other one myself). First, the issue that I still have: when I switch the grid shape on the actor in the scene, the whole grid disappears until I change one of the other variables (e.g. tile count, center location etc). Otherwise, the grid puts itself together as it should and things are working. I'm not sure what the potential consequences of this are later on, but I just wanted to see if someone else had this issue and has a potential solution. Second, I had the issue that there wasn't any debug output, but this was solved after I enabled "show stats (shift+L)" in the sandwhich menu of the viewport.

  • @meekareth5092
    @meekareth5092 Před 12 dny

    I got another problem, my shapes are changing in construcot, in blueprint but not in the ingame like you do? whats the problem

  • @meekareth5092
    @meekareth5092 Před 12 dny

    Hello, nice videos and thank you ! Im trying to connect GridShape, I called it ShapeVar but I do not have the option like you have to auto convert the needed format, how can I do that ? I tried to find keyword like Get or To but no success

  • @df1ned
    @df1ned Před 12 dny

    Cool, I won't have to make 1200 assets manually!

  • @DrunkDev
    @DrunkDev Před 16 dny

    Hello, I'm migrating some blueprints code to c++, I have an event in a UserWidget blueprint "OnAutoProgress" that I want to bind from c++ side. How can I do that? or I have to convert the widget blueprint to c++ to do this?

  • @philipooi94
    @philipooi94 Před 16 dny

    Hi Alex love the series, wondering if the "speed up" feature at the end is safe to implement as an actual game feature? Would i just need to create a UI element and call the console command? Or would calling console commands like that break the game in some way or not be "good practice"? In the same topic, if I had a "real time" game and wanted to "slow down time" to select actions, is it essentially done in the same way? Thanks again~

  • @marcapouli7805
    @marcapouli7805 Před 16 dny

    Je suppose que ça ne marche pas pour migrer des classes c++ d'un autre projet, en tous cas c'est tellement compliqué je pense que ça sera plus rapide de réécrire mon c++. Sinon il y a déjà un bouton "importer" dans unreal, quel est l'intérêt de passer par le c++?

  • @yetNot-f4x
    @yetNot-f4x Před 16 dny

    thanks a lot,it's very helpful

  • @user-lw6fn1sx5h
    @user-lw6fn1sx5h Před 16 dny

    world Spase does not output to UE5

  • @vitorsoares3481
    @vitorsoares3481 Před 18 dny

    Hi! I've been following along and this series is amazing. Congrats, Alex!! In this video I've stumbled upon not being able to delete the units after I check the "use environment" checkbox.And spent a while trying to understand why and fix it. For anyone also having this issue, Alex ends up fixing this behavior in video 32 at 15:00. So just keep going :)

  • @user-bl7wb7sx1r
    @user-bl7wb7sx1r Před 21 dnem

    would be great if you can have a tutorials on having progress bar at runtime!!

  • @陈靖凯
    @陈靖凯 Před 23 dny

    I don't know why when I run to Get Color From States, it's always just Length==0.

  • @armoredsagittarius6667

    18:30 May be useful for those who encountered the same visual error. Perhaps its just on UE 4.27 but if you have all spinboxes appears with same fract digits - you need to set value of spinbox (in event graph of SpinBox_WithName) after setting min and max fract digits (not before as on 11:47 in the video)

  • @johnsonchan9708
    @johnsonchan9708 Před 24 dny

    Expecting more tutrials!!Awesome tutorials!!

  • @fidwar4590
    @fidwar4590 Před 25 dny

    how to import fbx camera to level sequence

  • @DisintX
    @DisintX Před 25 dny

    Thank you, Alex. Great job. Amazing videos and teaching skills.

  • @user-qg3cq5ef6w
    @user-qg3cq5ef6w Před 26 dny

    您的教程做得真是太棒了!讲述过程也非常有趣!!非常感谢

  • @Schuetze1000
    @Schuetze1000 Před 26 dny

    You can get a massive performance boost and avoid lags between path regenerations (especially with the debug visualization) by giving GridMeshInst an UpdateInstance function that only updates the CustomDataValue per instance so you don't have to delete and re-add it every time you change the look of the tiles. Then simply use the previously created UpdateInstance in GridVisual-UpdateTileVisual. Tested in UE 5.4

  • @gallopr
    @gallopr Před 27 dny

    This Series is a Gem! Thank you for the explanations and also showing how you can do something, then show how you can do it even better!

  • @gallopr
    @gallopr Před 27 dny

    Thank you for introducing Functions at 19:33. I thought I was being clever by figuring this out ahead of time during the tut 😂

  • @korone609
    @korone609 Před 27 dny

    Just spent an hour troubleshooting the weirdest bug where the "Cast To BP_Pawn" node would not show up in the graph editor. For anybody else who runs into this issue, go open the pawn blueprint. Not sure why that had to be opened for me to cast to it, but hopefully this helps someone else.

    • @ZzMeinZ
      @ZzMeinZ Před 2 dny

      Thanks a lot! I had to recompile the BP_Pawn to find it

  • @agtechart
    @agtechart Před 28 dny

    Hi, and thanks for this great series! For some reasons, I'm not able to get actor from LocateBoundObjects function. I have a series of spawnable actors, and I'd like to fetch one of those using its Guid, but the array is always empty. Do you have any suggestions?

  • @noname_2108
    @noname_2108 Před měsícem

    your videos are not very comfortable to watch because of your accent, but the information is still useful, thank you

  • @pierreseaumaire6988
    @pierreseaumaire6988 Před měsícem

    Are you kiding me hahaha

  • @captain_jeknan2741
    @captain_jeknan2741 Před měsícem

    I know this vid is a bit older, but I felt like saying. That joke about how nice the broken tree looks was a good break from the grind. 😆

  • @N00BleSouP24
    @N00BleSouP24 Před měsícem

    I create a new level and the outliner for it is blank :|

  • @bryonurban3133
    @bryonurban3133 Před měsícem

    For anyone who is following along in UE5: - Connecting source control to your repo, you can go to Tools -> Connect to Revision Control.. -> change Provider to 'Git' -> Accept Settings. Btw, very glad you are working with Source Control for this tutorial!

  • @entelin
    @entelin Před měsícem

    31:51 There has to be a better way than either option you presented. It's *definitely* a bad idea to use a delay for this, that's just a race condition, even if it works every time, it's just wrong. I'm way too new at unreal to be able to suggest how though.

  • @lifeartstudios6207
    @lifeartstudios6207 Před měsícem

    FString VerbosityString = *UEnum::GetValueAsString(Verbosity);

  • @vosdraug4628
    @vosdraug4628 Před měsícem

    Dope. <3

  • @vi6ddarkking
    @vi6ddarkking Před měsícem

    Well this was quite the Marathon. I originally came here to look up the Grid side of things, but ended up watching the entire series and following along. And boy am I glad I did. I learned a lot of other tips tricks and best practices I already implemented in my current projects. Thanks for your work Alex.

  • @pierreseaumaire6988
    @pierreseaumaire6988 Před měsícem

    Tu es tres genereux je vais suivre ces tutos !

  • @casperto1258
    @casperto1258 Před měsícem

    You should have 100k subs! Keep it going!

  • @waltch5711
    @waltch5711 Před měsícem

    If anybody else is struggling with the BP_SpellAnimation not spawning you need to set it as a default value in S_SpellData under assets -> Animation

  • @Oxygen1004
    @Oxygen1004 Před měsícem

    At 4:13 I can't connect either select actions to the exacute actions with the message "BP Player Actions Object Reference is not compatible with BP Actions Object Reference." Edit: Same with trying to connect the "Spawn action" to "Set Selected Action Left Click" at 5:54

  • @cs7230
    @cs7230 Před měsícem

    Everytime i watch one of those videos i have a problem "Why does X not work i did it like in the video". Then i watch it again and see that i forgot to connect one random Node.

  • @AL3DStudio
    @AL3DStudio Před měsícem

    Great Plugin, I just got an email, saying there's an update. Where do I get that? Cheers

    • @AlexQuevillonEn
      @AlexQuevillonEn Před měsícem

      Heey! Thanks! You should be able to go back on the plugin page and download it from there ^^

  • @Ennjoying
    @Ennjoying Před měsícem

    Hello Alex, when im using your plugin all pivots of single objects get set to the pivot of the prefab. How can i avoid this and have the normal pivots of each object in Unreal?

    • @AlexQuevillonEn
      @AlexQuevillonEn Před měsícem

      Hello! I'm actually working on a solution for this! It's almost ready and it should be available over the weekend if everything goes as expected ^^

    • @Ennjoying
      @Ennjoying Před měsícem

      @@AlexQuevillonEn Thank you so much for your work!

    • @AlexQuevillonEn
      @AlexQuevillonEn Před měsícem

      Aaaand it's released! Let me know if it fixes your issue ^^

    • @Ennjoying
      @Ennjoying Před měsícem

      @@AlexQuevillonEn it definitely saved a lot of work, thank you once again.

  • @YoutubeAccountMan
    @YoutubeAccountMan Před měsícem

    Shouldn't all of this be in the gamemode? Having to drag a BP into your world to do combat seems like a waste

  • @juliena3379
    @juliena3379 Před měsícem

    For people who sometimes need to break loop immediately: add line from node "assign break true" to "execute" AND replace Delay with Retriggable Delay. That way, if you will call loop again, you can rewrite delay time

  • @waltch5711
    @waltch5711 Před měsícem

    For some reason after doing the calculate the tactical grid only when its visible the grid starts flickering with black and white and when I hover over a tile it turns the tiles black. I have only found out that UpdateTileVisualTactical goes in a loop causing the flickering and that when I hover over a tile with the IsTactical checked the IsTactical variable is set to true and if its not then its false - it updates with every tile I hover over.

  • @waltch5711
    @waltch5711 Před měsícem

    My Unreal just crashed and made my second monitor disconnect somehow. I dont even know how. Edit: My GPU doesnt show up in the Task Manager lmao