I don't know about everyone, but for me this is a great tutorial. It's actually going at the right pace for me. The only thing I would suggest is not to go slowly, but instead of doing all the logic in the BP and then showing the result. It would be to show why you add the logic in the play mode. On several occasions, you say, we need to reference to this or that because it will cause problems there. It would be good to actually show what problem it would cause and then improve the logic. This would make the algorithms less heavy as we really understand the reason behind each node.
For anyone on 5.4 struggling with the ploppable asset following the mouse on screen! I struggled with the object following the mouse for hours and re-watched multiple times until I finally figured it out!! Unreal 5.4 comes with a default landscape that contains several different instances. Approximately 64 proxy's. I for the life of me could not figure out why, even with everything matching and everything else working, the ploppable asset would not follow my cursor. I even made sure the main landscape object had collisions set correctly. Each proxy needed to have the settings adjusted! Click the first proxy, "LandscapeStreamingProxy_0_0_0" hold shift and click the last on ending in "_7_7_0" and set the collision settings to the same in the video, save and it worked!! Hopefully this finds others that were facing the same problem and helps them!
Quick tip for the Branches, if often what you're doing is the same thing just to a different asset based on the boolean, you can feed it through a 'Select' node and save yourself half the blueprint space.
Commenting for your Question at 17:05 -> Your pace is absolute on point, the amount of informations I gather with your help is amazing and you actually answered more questions than I initially had. Therefor I subscribed and I'm gonna watch the rest of your videos now! Thanks for your time :)
For the poeople who have their placeable jitter when playing, check if the line trace at 22:10 has the correct channel, it should be the landscapes channel you created.
If you cant see your asset on your cursor when Playing, make sure the ladnscape mesh or block or w/e it is for the ground is properly set to the right Collision in the world, you can see it in the first few minutes, I spent an hour trying to figure out what went wrong. ALSO: Those in UE5 when using the mulitply 21:50 You can rightclick and convert the Mulitply to a Float.
@@royalpinkgames2515 waaaaa i miss that part xD after 2 years ive tryied to make that and i didnt saw my asset xD but thx to your point here... Thx it helps alot
Před 3 lety+4
For those following along it does not feel slow at all... to answer your question at 17:05
This is an amazing tutorial! Thanks a lot! I agree the pace is on point. However, I think a video should not be longer than this one. I was pretty surprised it actually worked at the end. Maybe wrapping logical units into BP-comments and giving a short summary would be great. Anyways thanks and keep on doing the great work. :)
I rewatched this video 8 times or more... I followed your instructions exactly. Or so I thought. I spent the last 2 and a half hours trying to figure out why my building wasn't spawning... I was a single 0 off on my float (1000 instead of 10000). There has to be an overlap between programmers and alcoholics because of shit like this. Thank you for the tutorial, it was very good and clear, I'm getting a drink now.
If anyone is having an issue that I had (21:19) where the mouse raycast wouldn't line up correctly in UE 5.1 i changed the ConvertMouseLocationToWorldSpace to Get Hit Result Under Mouse Cursor By Channel. Change the channel to landscape and split the out and just use the Blocking Hit and Hit Location from there instead of the trace channel
Hopefully this saves someone the troubleshooting headache I just had. Got to the end, all looked good, but when I ran it, there was no placeable building in sight. Turns out when building my starting environment in UE5, I had just put down a primitive cube for the floor, when I actually needed it to be an actor in order for the collision detection to run properly.
Saw your title and decided to implement building placement without watching the video first. Mine is so much different then yours (I didn't really plan it, just decided to do it of the top of my head for fun, it's terrible but works). Since I didn't want to bother with PlayerController, components or anything else, I placed everything in Pawn (movement, rotation, mouse click). Was to lazy to do it proper. 1) I kind of overcomplicated things with LandPlatform_BP (where buildings are placed) since I wanted it to be scalable, and movable, and have square cells on the grid. The cell is fixed (50) and it calculates number of cells by doing width % cell_size and height % cell_size to see if there is a remainder and if there is starting cell position is moved depending on the remainder. Most of this is done on begin play. I will say, blueprints suck when math is involved, way to slow and laggy (but my methods where really bad, didn't even try to optimize them). 2) My cells are array of arrays (had to create array of structs, where structs represent rows, and inside each struct there is array of 2d points, which represent cols). There is also string cell_name, bool is_placable, actor (if there are objects that are placed on begin play...can be randomized object or directly placed by left mouse button). Blueprints not supporting array of arrays is so bad, didn't know until I wanted to create it. 3) Building placement is done by simply getting mouse world coordinates and passing them on line trace by channel (literally like yours). Every time I click left mouse button line trace is shoot and it checks if hit object is my LandPlatform and if there is anything placed on the cell_struct [i] [y]. If both checks pass, place building, if either fails, don't place anything. Type of buildings can be controlled by enum (???). 4) On mouse click, mouse placement in the world is looked at and compared to the center of each cell to look for closest center of the cell, on that grid, to place an object. This method is terrible, didn't want to check mouse placement on every tick since there might be 1600+ cells and it would suck to do every tick (there might be a way to limit the number of cells that are looked at, but was lazy to think of that solution). You did it so much different, that's what made it really fun. Didn't know you could setup custom collision options as macros, that was really cool to learn. Will definitely see how you do the whole process, since the next project I want to do is small X-Com style game (although, using c++ and bp's), for my portfolio. So this is giving me some nice ideas. Thanks for the guide! Best of luck! :)
Ah very nice! It's programming so there's no one correct answer :) Even though we've done it very differently I'm glad it was still useful to you! Thanks so much for the feedback and support!
Info for UE5 Users (because on blank example project you always have a landscape-landscape): On this point you have to add a cube > go to collisions > block them all. Its looks like the trace dont regnoize the landscape itself. BUT you can imagine, this is the way how you define "building areas" if you put the cube/floor under the real landscape. (turn off render ingame =) )
22:16 For those who's stupid like me, you should right click on the coordionate numbers of this block and you'll see another manu 'Pin Convertation' and choose 'to float'. If you click on another area of the block, this pannel won't appear. Click on coordionates! I use UE 5.2
Love your work mate. I'm not gonna pretend to know what most of all this means but I like it. Having a good time following along. Been doing a bunch of tutorials for blueprints and feel like i've made the most progress with your channel so far(not that i've made any progress really haha). I plan to, at some point, try and convert all this into a Tower Defense game. Looking forward to the videos to come. Thanks man.
At 10:15 when trying to connect "For Each Loop" to "SetMaterial" I get an error saying it's not compatible. The only way I was able to do it is by using "Cast To PrimitiveComponent" connect "For Each Loop" to the object and then the cast to "SetMaterial" No idea how bad it will turn but why do I have to make it this way?
Hey, you need to first set up Static Mesh Component class in the Get Components by Class, then you take the outpin and make a For Each Loop. In this order the for loop will make an array of static mesh. If you first link Get Components by Class the For Loop will take an Actor Components Array and will never change with your Component Classe Selection.
Hi Game Dev, thank you very much for doing this tutorial series! I'm new to UE Blueprints and developing my own game. I've been trying to find a good tutorial showing how to place and minipulate objects in a game by the player and this was so insightful. I figured I'd ask this question and it's pretty much probably common sense you're teaching, but I was wondering if I could use some of your blueprints created in this video in my own commerical game? Again, most likely since you're sharing this knowledge you figured it would be used for that, but wanted to just ask. :)
i know it is pretty late for asking Questions, but i got an issue, where my Mouse/Buildings Snaps to the far bottom Grid if i place my mouse around the center of my Screen. Everything else works fine, it only snaps werid if my mouse is in the Center of the screen. Any ideas on how to fix that? thank you alot!
I've watched the next videos about the grid placement and I began wondering something from that. Doesn't it make more sense if you bind a begin mouse hover event to the grid cell spawned by the grid manager and pass its center location to the controller so that you don't have to tick where to place the building? I'm probably missing something, maybe some part of the code wouldn't work, but I'm curious because I'm self conscious about optimization.
I am having a issue where the "building" is going thru the floor when the floor is correctly set as landscape, the building just follows the mouse while inside the floor
Hi and thanks so much. I'm wondering where would you add the sound like when MouseHover and MouseClicked/ for example? Is that in the BP_actor you made or in the Component it self? I'm not sure in which direction I should inplement this.
Love your vids man, gonna comment here aswell since deadline for my project is coming up, Would your Grid/placement code here work for a Hex-grid? if not, could it be made to work or do i need to re-do it?
Trying to apply this great tutorial to a current project I have. I got some trigger boxes that just give an identification to my HUD for the building my pawn is in. They are actually causing the building object to not be ploppable. In the world. When I remove them from the scene, the building objects can be placed just fine. How would you recommend ignoring these trigger boxes?
So I can plop all my buildings but the building does not follow my mouse all over the map. It wont go past a certain point left or right. How can I fix this?
Love the tutorial, but need to make an adjustment for it if you are using UE5. I don't know if it's the particulkar engine but when you place the branch to spawn actor you need to place it from thge false of the branch not true otherwise you get no placements. Thank you a lot for these tutorials i do learn a lot from it!
My actor appears but it doesnt spawn. Also materials dont change. I checked and did everything as listed. The only thing i didnt do is the new collissionpreset setup at the beggining (i did the landscape). What am i doing wrong?
To anyone who may have the same issues I did, in the newest version of unreal at least, the "is valid" checks simply don't work. I tried running print strings from both the true and false nodes and nothing happens, but removing the is valid checks from the equation fixes everything. Hope this helps.
Being a little late to the party, but I've been trying to filter for more than one class during the IsPlacementValid check within the UpdateState funcion/Ploppable Component. Neither an OR boolean, nor an array as variable for the class filter seem to work. Anyone got any ideas?
I am hoping people still read and respond to these comments as I'm experiencing an issue with this and would like some help - The building does follow my mouse around, however doesn't change colour when hovered over another building and wont let me click to place it down either - I've watched this video about 4 times, spent about 2.5 hrs trying to resolve this error I have made but cant see where I went wrong
I have the same issue, But i am not sure wat it is, But i am certaint it has to do something with collission. I have to changed allot to get the cube tracing my mouse. And Landscape does not work for me i had to trace my camera in order to work, But it can also be an update cycle. I am not sure yet. I hope i can find it out and maybe some one else. Did you ?
I have found the problem for the collour not working!!! Many people would have seen this over. Go back to CB_PloppableComponent, Go to the section Lenght -- is == to 0, That == go's to ( Isplacement valid) AND (Branch) if not connected to both the collour update for the "Not allowed to build" Will not work! Make sure the Lenght -> == 0 Go's to Is placement valid &&&&& The Branch.
followed the tutorial. not sure what I did wrong. "Accessed None trying to read property PlaceableActor". Would've been great if there was a once over, showing the finished blueprint files.
In "Update Placement" and "Spawn Building" functions I have added "Is Valid" checking for each variable "Placeable Actor" call. This put an end to the errors, but the object still does not appear. I continue to experiment
21:31 At this time stamp, I had to change it to Camera instead of Landscape for it to work. (I did this because of a comment below) I am using UE5 5.1.1 @thegamedevchannel3063 - Can you explain why this alteration may have happened? I am glad it works, but I do not understand why. - Thank you in advance if you reply to this.
Hi! I have problem with actor "Placeable Actor". So i have error "Accesed none trying to read property PlaceableActor. ". It is caused in Spawn Buildings - Is Valid - Branch. Someone can help?
Okay I did it. My solution : I clicked the floor and i saw collision presets like this : preset is custom and the block column is ✓ for each one. So i decided to remove the landscape "block" to "ignore" and then i ✓ the "block" again and its fixed LMAO.
If anyone else is also having trouble with no cube at the cursor location make sure not to miss @17:21 when you attach the Object to the Ploppable Script
Couple of Questions: 1. In CB_PloppableComponent the Update state, I need to cast the Array Element First to a StaticMeshComponent before using it. Although I have in "GetComponentsByClass" the Static Mesh Component, am I doing something wrong? 2. Also in CB_PloppableComponent we "Get Overlapping Actors" with Class Filter "Actor". Isn't the ground also an actor? At least in your version it looked like one with a static mesh actor and not geometry. I solved it for now by changing the Class Filter to "CB_BuildingAsset".
1. No that's as expected, it will always return as a base Component class I think so the cast is necessary 2. Yes the ground is also an actor. I think this might be because my buildings are completely above 0 in the Z direction so will never overlap. If your building is centred on the middle of the box then it will spawn half in the ground and be overlapping Hope that helps!
I'm having an issue where when I press play, I get the cube and I am able to move it around with my mouse button, but I am not able to place it on the floor. Any idea what I'm doing wrong? Additionally, thank you so much game dev for this amazing series! It is so extremely helpful!!
Hey, i know its been a while, but i have a small problem:< im working on ue5. My problem is: I can spawn building, it appears under my cursor and everything is ok... except that it cant read collisions for other buildings, like i can place them wherever i want, even inside other building :< idk what to change.
my buildng doesnt turn red when overlapping, and the green building is being able to plop on top of another. does anyone know how this could have happened? im on my third rewatch.
@@elizabethlaplume2267 I happen to have the same issue as the OG comment. Set the materials and did some troubleshooting/basic debugging. It appears the overlap simply doesn't register. On CB_PloppableComponent the signal after the Get Overlapping Actors remains 0 even when it overlaps with another building.
Had the same issue, here is what caused it: The building I was spawning did not have a Collision Box. I went back and added that to the Actor and now it works.
@@prinzlaser Heya I'm having a bit of trouble on this part but could you explain on adding a collision box to the actor? Because I feel I did that correctly but I'm still having issues with getting the building to turn red when overlapping.
@@CelestialWolf7 I know its been a couple months but I had the same issue and got it to work. For anyone else scrolling through the comments looking for a solution: In the Viewport for the object you need to add a collision box to, click "Add" in top left corner and search "Box Collision. Just scale it to the approximate size of the object and Compile and Save. Should fix that issue.
For those that may be trying to do this on a landscape. Check your MIP levels and ensure that Generate Overlap Events under collision settings is checked. Otherwise it wont work...
One comment more for those doing this on landscape. When you run the "Update Status" function in the tutorial, you will need to change the length check from 0 to 1 as you will always collide with the landscape and you can't turn that off.
If you are unable place your building check 3:14 this is very import! wasted 3 hours for figuring out this. get actor cube instead of primitive cube for floor and keep landscape collusion block then only it will work no matter if you have followed step by step.
@@DivaNove I fixed it, 1, I needed a hitbox on the object, 2, I added a delay till next tick in the update logic, one between the overlapstatuschanged and update state, the other between bind event to on actor overlap end and update state.
This was too long of a video to do all in one section. You need to 'test' more often so that someone following along knows if there is a problem or not.
Running into some sort of issue anyone else encounter this issue: czcams.com/video/Z6LCFmF-2Lg/video.html I think the object placeable object is colliding with itself even thought it shouldn't. Any advice is welcome :)
Found the issue In the Update Placement Function, I forgot to set the Trace Channel to Landscape so the the trace was detecting itself and causing the bug shown! I hope my learning can help others out there. I might recommend that you make a discord channel so people can post question and we can have more dialogue with you.
I don't know about everyone, but for me this is a great tutorial. It's actually going at the right pace for me. The only thing I would suggest is not to go slowly, but instead of doing all the logic in the BP and then showing the result. It would be to show why you add the logic in the play mode. On several occasions, you say, we need to reference to this or that because it will cause problems there. It would be good to actually show what problem it would cause and then improve the logic.
This would make the algorithms less heavy as we really understand the reason behind each node.
For anyone on 5.4 struggling with the ploppable asset following the mouse on screen!
I struggled with the object following the mouse for hours and re-watched multiple times until I finally figured it out!! Unreal 5.4 comes with a default landscape that contains several different instances. Approximately 64 proxy's. I for the life of me could not figure out why, even with everything matching and everything else working, the ploppable asset would not follow my cursor. I even made sure the main landscape object had collisions set correctly.
Each proxy needed to have the settings adjusted! Click the first proxy, "LandscapeStreamingProxy_0_0_0" hold shift and click the last on ending in "_7_7_0" and set the collision settings to the same in the video, save and it worked!!
Hopefully this finds others that were facing the same problem and helps them!
I did your solution but i cant fix that. I set every landscape collision. But something is wrong bro. I spend hours for this :(
Quick tip for the Branches, if often what you're doing is the same thing just to a different asset based on the boolean, you can feed it through a 'Select' node and save yourself half the blueprint space.
Commenting for your Question at 17:05 -> Your pace is absolute on point, the amount of informations I gather with your help is amazing and you actually answered more questions than I initially had. Therefor I subscribed and I'm gonna watch the rest of your videos now! Thanks for your time :)
For the poeople who have their placeable jitter when playing, check if the line trace at 22:10 has the correct channel, it should be the landscapes channel you created.
If you cant see your asset on your cursor when Playing, make sure the ladnscape mesh or block or w/e it is for the ground is properly set to the right Collision in the world, you can see it in the first few minutes, I spent an hour trying to figure out what went wrong.
ALSO: Those in UE5 when using the mulitply 21:50 You can rightclick and convert the Mulitply to a Float.
Hey, how can I fix it? I didn't see asset on cursor...I don't know how to set right Collision in the world :/
@@angelikap8775 this is at @3:00 in the video where it fix that.
not help(
Thx, i tried to fix spawning but this was causing the error instead
@@royalpinkgames2515 waaaaa i miss that part xD after 2 years ive tryied to make that and i didnt saw my asset xD but thx to your point here...
Thx it helps alot
For those following along it does not feel slow at all... to answer your question at 17:05
Thanks for the input! It's tough to get the right balance (And thanks for sticking with the video for that long haha)
Finally I found this tutorial, and it is the onlyone tutotrial for RTS place building.😀
This is an amazing tutorial! Thanks a lot! I agree the pace is on point. However, I think a video should not be longer than this one. I was pretty surprised it actually worked at the end. Maybe wrapping logical units into BP-comments and giving a short summary would be great. Anyways thanks and keep on doing the great work. :)
Excellent tutorial and thank you again, I watched it 3 times to really understand but it's because I'm a beginner :)
I rewatched this video 8 times or more... I followed your instructions exactly.
Or so I thought. I spent the last 2 and a half hours trying to figure out why my building wasn't spawning... I was a single 0 off on my float (1000 instead of 10000).
There has to be an overlap between programmers and alcoholics because of shit like this. Thank you for the tutorial, it was very good and clear, I'm getting a drink now.
If anyone is having an issue that I had (21:19) where the mouse raycast wouldn't line up correctly in UE 5.1 i changed the ConvertMouseLocationToWorldSpace to Get Hit Result Under Mouse Cursor By Channel. Change the channel to landscape and split the out and just use the Blocking Hit and Hit Location from there instead of the trace channel
life saver
Joseph thanks for the info!
The GOAT!
@The Game Dev Channel Great tutorials, please never stop doing tutorials !
Hopefully this saves someone the troubleshooting headache I just had. Got to the end, all looked good, but when I ran it, there was no placeable building in sight. Turns out when building my starting environment in UE5, I had just put down a primitive cube for the floor, when I actually needed it to be an actor in order for the collision detection to run properly.
Saw your title and decided to implement building placement without watching the video first. Mine is so much different then yours (I didn't really plan it, just decided to do it of the top of my head for fun, it's terrible but works). Since I didn't want to bother with PlayerController, components or anything else, I placed everything in Pawn (movement, rotation, mouse click). Was to lazy to do it proper.
1) I kind of overcomplicated things with LandPlatform_BP (where buildings are placed) since I wanted it to be scalable, and movable, and have square cells on the grid. The cell is fixed (50) and it calculates number of cells by doing width % cell_size and height % cell_size to see if there is a remainder and if there is starting cell position is moved depending on the remainder. Most of this is done on begin play. I will say, blueprints suck when math is involved, way to slow and laggy (but my methods where really bad, didn't even try to optimize them).
2) My cells are array of arrays (had to create array of structs, where structs represent rows, and inside each struct there is array of 2d points, which represent cols). There is also string cell_name, bool is_placable, actor (if there are objects that are placed on begin play...can be randomized object or directly placed by left mouse button). Blueprints not supporting array of arrays is so bad, didn't know until I wanted to create it.
3) Building placement is done by simply getting mouse world coordinates and passing them on line trace by channel (literally like yours). Every time I click left mouse button line trace is shoot and it checks if hit object is my LandPlatform and if there is anything placed on the cell_struct [i] [y]. If both checks pass, place building, if either fails, don't place anything. Type of buildings can be controlled by enum (???).
4) On mouse click, mouse placement in the world is looked at and compared to the center of each cell to look for closest center of the cell, on that grid, to place an object. This method is terrible, didn't want to check mouse placement on every tick since there might be 1600+ cells and it would suck to do every tick (there might be a way to limit the number of cells that are looked at, but was lazy to think of that solution).
You did it so much different, that's what made it really fun. Didn't know you could setup custom collision options as macros, that was really cool to learn. Will definitely see how you do the whole process, since the next project I want to do is small X-Com style game (although, using c++ and bp's), for my portfolio. So this is giving me some nice ideas. Thanks for the guide! Best of luck! :)
Ah very nice! It's programming so there's no one correct answer :) Even though we've done it very differently I'm glad it was still useful to you! Thanks so much for the feedback and support!
Info for UE5 Users (because on blank example project you always have a landscape-landscape): On this point you have to add a cube > go to collisions > block them all. Its looks like the trace dont regnoize the landscape itself. BUT you can imagine, this is the way how you define "building areas" if you put the cube/floor under the real landscape. (turn off render ingame =) )
22:16 For those who's stupid like me, you should right click on the coordionate numbers of this block and you'll see another manu 'Pin Convertation' and choose 'to float'.
If you click on another area of the block, this pannel won't appear. Click on coordionates!
I use UE 5.2
Comment about your pace 17:05 I think it is perfect pace. Thanks for all your effort
Awesome Videos, can't wait for more in the series!
The tempo is great, the tutorial is awesome thank you very much!!!
At first it wasnt working then while reviewing the bluprints i checked a little box just to try and now it works perfectly thaksssss
Love your work mate. I'm not gonna pretend to know what most of all this means but I like it. Having a good time following along. Been doing a bunch of tutorials for blueprints and feel like i've made the most progress with your channel so far(not that i've made any progress really haha). I plan to, at some point, try and convert all this into a Tower Defense game. Looking forward to the videos to come. Thanks man.
Thank you so much for the feedback and support! If you would like me to cover anything in particular that would help with that let me know!
@@thegamedevchannel3063 would really like if you have a Discord channel and make a lot more tutorials, you are very good to explain !
At 10:15 when trying to connect "For Each Loop" to "SetMaterial" I get an error saying it's not compatible. The only way I was able to do it is by using "Cast To PrimitiveComponent" connect "For Each Loop" to the object and then the cast to "SetMaterial"
No idea how bad it will turn but why do I have to make it this way?
Hey, you need to first set up Static Mesh Component class in the Get Components by Class, then you take the outpin and make a For Each Loop. In this order the for loop will make an array of static mesh.
If you first link Get Components by Class the For Loop will take an Actor Components Array and will never change with your Component Classe Selection.
@@nathanobsidian Thank you
Hi Game Dev, thank you very much for doing this tutorial series! I'm new to UE Blueprints and developing my own game. I've been trying to find a good tutorial showing how to place and minipulate objects in a game by the player and this was so insightful. I figured I'd ask this question and it's pretty much probably common sense you're teaching, but I was wondering if I could use some of your blueprints created in this video in my own commerical game? Again, most likely since you're sharing this knowledge you figured it would be used for that, but wanted to just ask. :)
this tutorial answered a lot of my questions
This tutorial helped a lot thank you very much
i know it is pretty late for asking Questions, but i got an issue, where my Mouse/Buildings Snaps to the far bottom Grid if i place my mouse around the center of my Screen. Everything else works fine, it only snaps werid if my mouse is in the Center of the screen. Any ideas on how to fix that?
thank you alot!
fantastic sir, thank you for the video.
great tutorial!! keep up the good work
I've watched the next videos about the grid placement and I began wondering something from that. Doesn't it make more sense if you bind a begin mouse hover event to the grid cell spawned by the grid manager and pass its center location to the controller so that you don't have to tick where to place the building? I'm probably missing something, maybe some part of the code wouldn't work, but I'm curious because I'm self conscious about optimization.
I am having a issue where the "building" is going thru the floor when the floor is correctly set as landscape, the building just follows the mouse while inside the floor
Very nice serie, I leard a lot of things
Really glad I could help!
Hi and thanks so much. I'm wondering where would you add the sound like when MouseHover and MouseClicked/ for example? Is that in the BP_actor you made or in the Component it self? I'm not sure in which direction I should inplement this.
Love your vids man, gonna comment here aswell since deadline for my project is coming up, Would your Grid/placement code here work for a Hex-grid? if not, could it be made to work or do i need to re-do it?
for some reason i cant get the ConvertMouseLocationToWorldSpace 20:50
Trying to apply this great tutorial to a current project I have. I got some trigger boxes that just give an identification to my HUD for the building my pawn is in. They are actually causing the building object to not be ploppable. In the world. When I remove them from the scene, the building objects can be placed just fine. How would you recommend ignoring these trigger boxes?
This will be to do with the collision masks you have on your trigger boxes, you could set the trigger boxes to ignore buildings and it should work!
So I can plop all my buildings but the building does not follow my mouse all over the map. It wont go past a certain point left or right. How can I fix this?
Hey dude, which version of unreal did you use in this tutorial series?
Love the tutorial, but need to make an adjustment for it if you are using UE5. I don't know if it's the particulkar engine but when you place the branch to spawn actor you need to place it from thge false of the branch not true otherwise you get no placements. Thank you a lot for these tutorials i do learn a lot from it!
My actor appears but it doesnt spawn. Also materials dont change. I checked and did everything as listed. The only thing i didnt do is the new collissionpreset setup at the beggining (i did the landscape). What am i doing wrong?
hi..Is it possible to do in game building such as Simcity but in 3d when we can enter the building like GTA?
Thx for answer
To anyone who may have the same issues I did, in the newest version of unreal at least, the "is valid" checks simply don't work. I tried running print strings from both the true and false nodes and nothing happens, but removing the is valid checks from the equation fixes everything. Hope this helps.
Hi i have a problem even though i copied this tutorial and still checked it , for some reason it won't switch my materials or switch the mode to off
Being a little late to the party, but I've been trying to filter for more than one class during the IsPlacementValid check within the UpdateState funcion/Ploppable Component. Neither an OR boolean, nor an array as variable for the class filter seem to work. Anyone got any ideas?
I am hoping people still read and respond to these comments as I'm experiencing an issue with this and would like some help - The building does follow my mouse around, however doesn't change colour when hovered over another building and wont let me click to place it down either - I've watched this video about 4 times, spent about 2.5 hrs trying to resolve this error I have made but cant see where I went wrong
I have the same issue, But i am not sure wat it is, But i am certaint it has to do something with collission. I have to changed allot to get the cube tracing my mouse. And Landscape does not work for me i had to trace my camera in order to work, But it can also be an update cycle. I am not sure yet. I hope i can find it out and maybe some one else.
Did you ?
I have found the problem for the collour not working!!!
Many people would have seen this over.
Go back to CB_PloppableComponent, Go to the section Lenght -- is == to 0, That == go's to ( Isplacement valid) AND (Branch) if not connected to both the collour update for the "Not allowed to build" Will not work! Make sure the Lenght -> == 0 Go's to Is placement valid &&&&& The Branch.
followed the tutorial. not sure what I did wrong. "Accessed None trying to read property PlaceableActor". Would've been great if there was a once over, showing the finished blueprint files.
bump
In "Update Placement" and "Spawn Building" functions I have added "Is Valid" checking for each variable "Placeable Actor" call. This put an end to the errors, but the object still does not appear. I continue to experiment
at 26:13 uncheck True from calling "Set Placement Mode Enabled" and you will be happy
How do I make this snap to a grid?
21:31 At this time stamp, I had to change it to Camera instead of Landscape for it to work. (I did this because of a comment below) I am using UE5 5.1.1
@thegamedevchannel3063 - Can you explain why this alteration may have happened? I am glad it works, but I do not understand why. - Thank you in advance if you reply to this.
thank you bro, if it weren’t for your comment, I would have gone crazy, because I couldn’t understand what was going on for two hours
If you have some errors - just vatch video again) Works for me
which issues did you have?
@@DivaNove something about is valid check every tick
@@poplopop interesting, im having trouble with material change upon overlap
Hi! I have problem with actor "Placeable Actor". So i have error "Accesed none trying to read property PlaceableActor. ". It is caused in Spawn Buildings - Is Valid - Branch. Someone can help?
I got this error from checking the boolean instead of calling the function on Begin Play. It remove the error but the item do not show like its empty.
@@anhemsedevil2 you need to set your landscape to blocking from landscape. It's because he is using a polygon and we are all using a landscape :)
anybody found a solution on this problem? where does the information for the actor come from?
Same here :(
I watched it twice and when i press play and hover my mouse over the landscape i can't see the cube can someone help me?
Okay I did it. My solution : I clicked the floor and i saw collision presets like this : preset is custom and the block column is ✓ for each one. So i decided to remove the landscape "block" to "ignore" and then i ✓ the "block" again and its fixed LMAO.
This worked for me! How the heck did you figure that one out? Surely this a bug in Unreal Editor? I'm using version 5.2.1
@@dejanpopovic7903 I really don't remember it was two years ago but always try to change some setting so you might end up with a correct one 😅
wow it is cool for me
If anyone else is also having trouble with no cube at the cursor location make sure not to miss @17:21 when you attach the Object to the Ploppable Script
Couple of Questions:
1. In CB_PloppableComponent the Update state, I need to cast the Array Element First to a StaticMeshComponent before using it. Although I have in "GetComponentsByClass" the Static Mesh Component, am I doing something wrong?
2. Also in CB_PloppableComponent we "Get Overlapping Actors" with Class Filter "Actor". Isn't the ground also an actor? At least in your version it looked like one with a static mesh actor and not geometry. I solved it for now by changing the Class Filter to "CB_BuildingAsset".
1. No that's as expected, it will always return as a base Component class I think so the cast is necessary
2. Yes the ground is also an actor. I think this might be because my buildings are completely above 0 in the Z direction so will never overlap. If your building is centred on the middle of the box then it will spawn half in the ground and be overlapping
Hope that helps!
'Set actor location' causes an error, by the while, Idk why
I'm having an issue where when I press play, I get the cube and I am able to move it around with my mouse button, but I am not able to place it on the floor. Any idea what I'm doing wrong? Additionally, thank you so much game dev for this amazing series! It is so extremely helpful!!
I have the same problem
Hey! I have the same problem, do you remember the solution? if you ever found one ^^
I followed all the tutorials so far but when I run it it’s red and I can’t place it for some reason. Any tips?
Is there already an object where you're trying to place yours?
why not work Spawn??
hey i have a question when i play start i cant do anything im floating down can you help me
use player start :)
Hey, i know its been a while, but i have a small problem:< im working on ue5. My problem is: I can spawn building, it appears under my cursor and everything is ok... except that it cant read collisions for other buildings, like i can place them wherever i want, even inside other building :< idk what to change.
Ok nvm, got it... If some1 (after these years) got the same problem... just add Collision box to your blueprint actor with mesh
@@whispi-chan894 hi i am still not able to make the building visible, when i run it does not show anything at my cursor
@@masskhan9087 but you have block under the cursor right?
@@whispi-chan894 no nothing is appearing
i am using unreal 5.2
my buildng doesnt turn red when overlapping, and the green building is being able to plop on top of another. does anyone know how this could have happened? im on my third rewatch.
In clickable components, do you have two set material with one set to red and one set to green?
@@elizabethlaplume2267 I happen to have the same issue as the OG comment.
Set the materials and did some troubleshooting/basic debugging.
It appears the overlap simply doesn't register. On CB_PloppableComponent the signal after the Get Overlapping Actors remains 0 even when it overlaps with another building.
Had the same issue, here is what caused it: The building I was spawning did not have a Collision Box. I went back and added that to the Actor and now it works.
@@prinzlaser Heya I'm having a bit of trouble on this part but could you explain on adding a collision box to the actor? Because I feel I did that correctly but I'm still having issues with getting the building to turn red when overlapping.
@@CelestialWolf7 I know its been a couple months but I had the same issue and got it to work. For anyone else scrolling through the comments looking for a solution:
In the Viewport for the object you need to add a collision box to, click "Add" in top left corner and search "Box Collision. Just scale it to the approximate size of the object and Compile and Save. Should fix that issue.
For those that may be trying to do this on a landscape. Check your MIP levels and ensure that Generate Overlap Events under collision settings is checked. Otherwise it wont work...
One comment more for those doing this on landscape. When you run the "Update Status" function in the tutorial, you will need to change the length check from 0 to 1 as you will always collide with the landscape and you can't turn that off.
Something is wrong with the is valid nodes in unreal engine 5. Bypassed them and then it works
how do you bypass them ?
It would be nice if there's a mobile version of this. I'm struggling translating ot for mobile. I am not a programmer. Hehe
Hmm it doesnt look like my floor or any other staticMeshs for that reason have the Collision presets dropdown. Anyways, great vids.
Ohhh never mind, I was clicking on the INSTANCE not the StaticMeshComponent under the details panel. Woops!
If you are unable place your building check 3:14 this is very import! wasted 3 hours for figuring out this. get actor cube instead of primitive cube for floor and keep landscape collusion block then only it will work no matter if you have followed step by step.
this guy isnt turning red !!! no idea where i went wrong. still ploppable while overlapping and not turning red when overlapping. help lol
did you get it figured out?
@@Faolon nope. Ill try again soon
@@DivaNove I fixed it, 1, I needed a hitbox on the object, 2, I added a delay till next tick in the update logic, one between the overlapstatuschanged and update state, the other between bind event to on actor overlap end and update state.
@@Faolon ill see if it works. But i restarted a new project. Ill see when i get to that point
i hop if u add gui drag and drop in place building (with building delete feature)
That will be on a future episode :)
@@thegamedevchannel3063 thank u so much
@@thegamedevchannel3063 please teach me overlapping delete features
This was too long of a video to do all in one section. You need to 'test' more often so that someone following along knows if there is a problem or not.
can you do a series for beginners who new to unreal :D
What kind of series? Just running over some basics?
@@thegamedevchannel3063 yes.. If you can.. Like basic to advance 🙂
I'll definitely think about it!
@Gordon Smith Thank you! Really appreciate it :)
Running into some sort of issue anyone else encounter this issue: czcams.com/video/Z6LCFmF-2Lg/video.html
I think the object placeable object is colliding with itself even thought it shouldn't. Any advice is welcome :)
Found the issue In the Update Placement Function, I forgot to set the Trace Channel to Landscape so the the trace was detecting itself and causing the bug shown! I hope my learning can help others out there. I might recommend that you make a discord channel so people can post question and we can have more dialogue with you.
@@BrandonDolinski Ive Done that but still getting thet issue
@@Hydra_360 I had to set the line trace to camera for it to work (using UE5)
@@therealbugzi5670 This comment just fixed it for me, thank you!
I can see the "object preview" following my cursor but i cant place it when i click the mouse button :/