Thanks, this is an easy way but there is a better way of doing it using a Dispatcher Event. You can take a look at my other video for more details. Both works great, however, this video take more resources on your PC than the Dispatcher method.
@Unreal By Yourself I'm having trouble with the emitter animation, I chose the "sparks" emitter animation and it doesn't stop. Do I need to add another event to stop the emitter animation?
realy nice ...good beginers explaining :D ...i did it ...will be nice to implement on this (as a continue tutorial ) ....like when casting the spell for example the character to play a certain animation (starter pack have few free animations) if you want make a tutorial ...much apreciated :X ty for sharing this too
This helped a lot, and works with everything else I have, though when I'm not moving and I hold shift I still use stamina, if there's a fix for this, please let me know
for those who have an issue with mana regen after the condition is true, its stuck at true so you have to end it by a delay of 0.1 sec then connect it to regen mana
This was a great tutorial, thank you. One thing I'm struggling with is adding a delay to the regen. If I cast a spell, or run and stop, or jump, the regen persists. If I add a delay to the regen, it seems to only take effect the first time, then every so often after that but it isn't consistent.
Without seeing the code, it hard to find the error or what does or does not trigger. You could use the do once node to fix the draining when your action is completed. Example; when jumping, the "drain event" get called but does not stop after you landed. By using the do once node, you could tell the "drain event" to perform the action only once each time.
I used timers so that whenever i would use mana or stamina there would be a 3 sec initial start delay before the regen custom event kicked in@@UnrealByYourself
showing this one i am getting confued planar reflection requres flobal clip plame project setting enanbled to work properly and event begain play is not open and if i try to do by duplicated it showing like custom event
also ataching a gun and shoot and take damage from AI(a short ai that shoots at you) and eventualy die :)) (with the proper animations ofc for shoot (holding the gun) ....(starter pack is free and have them all) ...if you want make a tutorial for us :D thx (another tutorial :D)
I love this video! It's very easy to follow, especially for me just discovering UE5! I've always wanted to build my own game(s).
Thanks, this is an easy way but there is a better way of doing it using a Dispatcher Event. You can take a look at my other video for more details. Both works great, however, this video take more resources on your PC than the Dispatcher method.
@Unreal By Yourself I'm having trouble with the emitter animation, I chose the "sparks" emitter animation and it doesn't stop. Do I need to add another event to stop the emitter animation?
Thanks a lot man!
Your welcome
realy nice ...good beginers explaining :D ...i did it ...will be nice to implement on this (as a continue tutorial ) ....like when casting the spell for example the character to play a certain animation (starter pack have few free animations) if you want make a tutorial ...much apreciated :X ty for sharing this too
Yes, this is something I'm thinking to do.
This helped a lot, and works with everything else I have, though when I'm not moving and I hold shift I still use stamina, if there's a fix for this, please let me know
for those who have an issue with mana regen after the condition is true, its stuck at true so you have to end it by a delay of 0.1 sec then connect it to regen mana
You great
Thanks! :)
This was a great tutorial, thank you. One thing I'm struggling with is adding a delay to the regen. If I cast a spell, or run and stop, or jump, the regen persists. If I add a delay to the regen, it seems to only take effect the first time, then every so often after that but it isn't consistent.
Without seeing the code, it hard to find the error or what does or does not trigger. You could use the do once node to fix the draining when your action is completed.
Example; when jumping, the "drain event" get called but does not stop after you landed. By using the do once node, you could tell the "drain event" to perform the action only once each time.
@@UnrealByYourself it was exactly as you had in the video, but I ended up fixing it! Thank you 😊
@@gabrielpereyra6759 great to hear. What is your solution?
I used timers so that whenever i would use mana or stamina there would be a 3 sec initial start delay before the regen custom event kicked in@@UnrealByYourself
showing this one
i am getting confued
planar reflection requres flobal clip plame project setting enanbled to work properly
and event begain play is not open and if i try to do by duplicated it showing like custom event
also ataching a gun and shoot and take damage from AI(a short ai that shoots at you) and eventualy die :)) (with the proper animations ofc for shoot (holding the gun) ....(starter pack is free and have them all) ...if you want make a tutorial for us :D thx (another tutorial :D)
Ill see what I can do on this topic.
The mana regen does NOT work. If you wait for 100 mana and then use spells and hit 0 mana, it stops regenerating.