Unreal Engine 5 - How to create a Health, Mana and Stamina bars

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Komentáře • 21

  • @SirAcidFate
    @SirAcidFate Před rokem +2

    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).

    • @UnrealByYourself
      @UnrealByYourself  Před rokem +1

      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.

    • @SirAcidFate
      @SirAcidFate Před rokem

      @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?

  • @loqie1349
    @loqie1349 Před rokem +1

    Thanks a lot man!

  • @MaxStudioCG2023
    @MaxStudioCG2023 Před 2 lety +1

    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

  • @MidnightTheFolf
    @MidnightTheFolf Před rokem +3

    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

  • @ChronoSphinx
    @ChronoSphinx Před 6 měsíci

    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

  • @mmmmm1438
    @mmmmm1438 Před 2 lety +1

    You great

  • @gabrielpereyra6759
    @gabrielpereyra6759 Před 9 měsíci +1

    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.

    • @UnrealByYourself
      @UnrealByYourself  Před 9 měsíci +1

      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.

    • @gabrielpereyra6759
      @gabrielpereyra6759 Před 9 měsíci

      @@UnrealByYourself it was exactly as you had in the video, but I ended up fixing it! Thank you 😊

    • @UnrealByYourself
      @UnrealByYourself  Před 9 měsíci +1

      @@gabrielpereyra6759 great to hear. What is your solution?

    • @gabrielpereyra6759
      @gabrielpereyra6759 Před 9 měsíci

      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

  • @ByKakashi
    @ByKakashi Před 7 měsíci

    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

  • @MaxStudioCG2023
    @MaxStudioCG2023 Před 2 lety +1

    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)

  • @ithilien8103
    @ithilien8103 Před rokem

    The mana regen does NOT work. If you wait for 100 mana and then use spells and hit 0 mana, it stops regenerating.