Dude u really need to do such a series explaining difficult nodes. From BP nodes to Texture or audio ones too if possible ? Damn u really a great teacher!!!!! 🔥 Awesome vid.
I love the meticulous LOD you go into using real world comparisons as to not just how, but why these are used. Great teaching style. Wish you all the best for your channel. Liked and subbed :D
Awesome video, thanks for not doing what most guides do and actually showing a use case and explaining it in detail. Immediately by the end of the video, I could find uses in my current projects not only to save on costs but to simplify and make it easier to build on!
I love your video format. You're the only youtuber who adequately explains the tutorial without making everything sound ridiculously complicated. Would love an expansion of your dialogue system for managing multiple dialogue trees for one NPC and to handle changing dialogue trees by completing in game actions. e.g. character dialogue switches if you talk to them again after having already spoken or if you bring them an item.
Hey thanks :) Keeping track of how many times you talk to someone can simply be done by incrementing an int inside of the dialog component each time you start a conversation
Great video. I already had a decent understanding, but you opened my eyes to new possibilities. I use Event Dispatchers (and Interfaces) a lot to remove necessity for casting from my projects. I would love to see a similar video on Interfaces.
Thank you very much, i've been searching about this from long time but the info i found is confusing to me, thank you very much to explain this in simple words.
Nice video. Thanks. I found it helpful for updating my health and other bars. I didn't realise that if you use "create binding" on your progress bars it is a tick for every frame. Using event dispatcher calls it once when it's needed.
I wasn't looking for this but I glad you made this because I have been using custom events and I usually run into problems like you said. Majority of my games are going to be coop or multiplayer. THANKS AGAIN! I was going to subscribe but I already did in the past lol.
Not related to the video, just wanted to say that I came across your channel very recently and am very glad I did. All of your tutorials are extremely well done and I hope you will always have time to make more.
Please tell me if I am wrong. But as much as I know the biggest advantage of using event dispatcher is that while making connection and calling a function we need to have a reference of other actors to call their functions which can be hard for spawned actor whose reference we don't have from beginning since we didn't spawn them. But using event dispatcher they can have our reference to themselves and then listens to us when we call them. If I have to think its like with other communication, we tell them and they act but with event dispatcher we tell them to listen to us and act when we say.
Great tutorial! Do you think you could explain the differences between Event Dispatchers and Custom Events? It seems like they serve the same purpose; you can call a Custom Event without needing to define an Event Dispatcher.
Event Dispatchers... finally, I think it was exactly what I was waiting for :) back to the video... few minutes in... fk not it... but at least indebt explaination of the feature.
@@ReidsChannel Don't mind me, it might exactly be that just once stumbled upon a video where there were sort of states... Calling in like Pause game... and game proceeds to be in certain state or in menu etc. but I think it was more like override thing... vaguely remember it. God so annoyed about every menu tutorial is like disable controls... I'm like no... why not disable movement... :/ and then later enable movement, create that state that you're talking... certain things are enabled and disabled and when you stop talking goes back to normal. Sorry just venting... whilist not doing anything about it... some tutorials don't address obvious bugs.
@@elsnowman123 I guess, but in terms of gameplay. Guess what pops up when I use a word state to find something... animations :/ Need/want a tutorial on Pause mode, dialogue mode, in menu mode etc. Well I gave up on gamedev again :) hopefully for good this time. I presume it's simple as making the eswitch "gamemodes". Went to menu, set var gamemode "menu" etc.
I think you could put a Udemy course together for common use cases of BPs or something like that. The inventory tutorial is almost alone enough for a mini course. This only got 11k views. It was probably not worth your time. Also, I would have named it Unreal Engine 5, tons of videos for EU4 but everybody always wants the latest. You would get more view. I think. Thank you!
Thanks :) Yeah that's probably fine. The good thing about notify states is that they're guaranteed to have their begin and end called, even if they're interrupted, so I think they're a pretty safe thing to use.
Hey! I had commented in a previous video asking if you’d be interested in making more horror themed videos. You asked what I had in mind and I finally thought of an interesting idea. Can you show us how to make your level completely dark unless a light source like a flashlight or something shines on it? I can never figure out how to make my level completely black
How do I bind Events to Nodes without a Return value? E.g. Simple Move to Location Node (for Player moving). I hate that node (Simple Move) because it is too basic, without Outpins. Yet it's the only one that I know of that can Move the player (actual walking). Thus I need a time/bind to know when the Player finished moving, to then call the next Event. (The forums show old answers with using Tick node. But they dont show how to integrate the Tick node with a set of 5 events in my code.)
Hey, I am having an issue where, if I call the event dispatcher for the second time when the first call is still executing, the first one doesn't finish. Rather, the second execution happens from the beginning!! This is really crucial for my dream project! Please help me!
As a programmer (and not an artist) it isn't much different for me. It's not as stable as UE4 but it works well enough for being in early-access. If you're worried about it, I'd wait till its officially released.
Dude u really need to do such a series explaining difficult nodes. From BP nodes to Texture or audio ones too if possible ? Damn u really a great teacher!!!!! 🔥 Awesome vid.
Thanks!
I love the meticulous LOD you go into using real world comparisons as to not just how, but why these are used. Great teaching style. Wish you all the best for your channel. Liked and subbed :D
Thanks! Appreciate it :)
Awesome video, thanks for not doing what most guides do and actually showing a use case and explaining it in detail. Immediately by the end of the video, I could find uses in my current projects not only to save on costs but to simplify and make it easier to build on!
Thanks! Glad you found it helpful
Great job! I really appreciate this new format of explaining the stuff, wish to see more of it😊
Glad you liked it!
I love your video format. You're the only youtuber who adequately explains the tutorial without making everything sound ridiculously complicated. Would love an expansion of your dialogue system for managing multiple dialogue trees for one NPC and to handle changing dialogue trees by completing in game actions. e.g. character dialogue switches if you talk to them again after having already spoken or if you bring them an item.
Hey thanks :) Keeping track of how many times you talk to someone can simply be done by incrementing an int inside of the dialog component each time you start a conversation
This video was a lifesaver!! Thank you!!
Perfectly worded explanation, and perfectly demonstrated... You have my gratitude sir!
Might be the best description of Event Dispatchers I've seen. Subbed.
Great video. I already had a decent understanding, but you opened my eyes to new possibilities. I use Event Dispatchers (and Interfaces) a lot to remove necessity for casting from my projects. I would love to see a similar video on Interfaces.
Thanks :) I think im actually going to do a video on casting/interfaces next
Thank you very much, i've been searching about this from long time but the info i found is confusing to me, thank you very much to explain this in simple words.
Nice video. Thanks. I found it helpful for updating my health and other bars. I didn't realise that if you use "create binding" on your progress bars it is a tick for every frame. Using event dispatcher calls it once when it's needed.
I wasn't looking for this but I glad you made this because I have been using custom events and I usually run into problems like you said. Majority of my games are going to be coop or multiplayer. THANKS AGAIN! I was going to subscribe but I already did in the past lol.
Glad to hear it!
Not related to the video, just wanted to say that I came across your channel very recently and am very glad I did. All of your tutorials are extremely well done and I hope you will always have time to make more.
Thanks I learned how to set private and how to bond events to non persistent actors.
Clearest explanation on that topic so far. Thx 👍
Best explanation yet. Thank you!
Really good explanation. Video on casting & interfaces good too!
Man this was exactly what I needed to learn. Thank you for such an excellent video!
great tutorial, never even noticed them, i ll check the rest of you channel out and maybe even subscribe :D anyways great tutorial!
I watched this vid by accident due to auto play ... SUBBED! :D
This was pretty cool. I'll even share my Nachos with you. (You'll know when they're done). ;P
I kinda still like do once node in scenario like this
Thanks
Amazing tutorial ❤
very informative👍
fantastic tutorial dude!
thank you for the great tutorial
Please tell me if I am wrong. But as much as I know the biggest advantage of using event dispatcher is that while making connection and calling a function we need to have a reference of other actors to call their functions which can be hard for spawned actor whose reference we don't have from beginning since we didn't spawn them. But using event dispatcher they can have our reference to themselves and then listens to us when we call them. If I have to think its like with other communication, we tell them and they act but with event dispatcher we tell them to listen to us and act when we say.
another awesome tutorial o/
Great tutorial! Do you think you could explain the differences between Event Dispatchers and Custom Events? It seems like they serve the same purpose; you can call a Custom Event without needing to define an Event Dispatcher.
Event Dispatchers... finally, I think it was exactly what I was waiting for :)
back to the video...
few minutes in... fk not it... but at least indebt explaination of the feature.
Lol what were you waiting for?
@@ReidsChannel Don't mind me, it might exactly be that just once stumbled upon a video where there were sort of states... Calling in like Pause game... and game proceeds to be in certain state or in menu etc. but I think it was more like override thing... vaguely remember it.
God so annoyed about every menu tutorial is like disable controls... I'm like no... why not disable movement... :/ and then later enable movement, create that state that you're talking... certain things are enabled and disabled and when you stop talking goes back to normal. Sorry just venting... whilist not doing anything about it... some tutorials don't address obvious bugs.
@@gamerdweebentertainment1616 I think you're just talking about the state machine design pattern
@@elsnowman123 I guess, but in terms of gameplay. Guess what pops up when I use a word state to find something... animations :/
Need/want a tutorial on Pause mode, dialogue mode, in menu mode etc.
Well I gave up on gamedev again :) hopefully for good this time.
I presume it's simple as making the eswitch "gamemodes".
Went to menu, set var gamemode "menu" etc.
I think you could put a Udemy course together for common use cases of BPs or something like that. The inventory tutorial is almost alone enough for a mini course. This only got 11k views. It was probably not worth your time. Also, I would have named it Unreal Engine 5, tons of videos for EU4 but everybody always wants the latest. You would get more view. I think. Thank you!
god bless you o/
Damn good explanation! I really needed that.
A little off topic but is using notify states to disable input in a montage an ok thing to do or not?
Thanks :) Yeah that's probably fine. The good thing about notify states is that they're guaranteed to have their begin and end called, even if they're interrupted, so I think they're a pretty safe thing to use.
amazing tutorial
Hey! I had commented in a previous video asking if you’d be interested in making more horror themed videos. You asked what I had in mind and I finally thought of an interesting idea. Can you show us how to make your level completely dark unless a light source like a flashlight or something shines on it? I can never figure out how to make my level completely black
Hey if you delete all the lights and the sky it will be completely black once u rebuild the lighting
@@ReidsChannel alright I figured it out thanks!
How do I bind Events to Nodes without a Return value? E.g. Simple Move to Location Node (for Player moving).
I hate that node (Simple Move) because it is too basic, without Outpins. Yet it's the only one that I know of that can Move the player (actual walking).
Thus I need a time/bind to know when the Player finished moving, to then call the next Event. (The forums show old answers with using Tick node. But they dont show how to integrate the Tick node with a set of 5 events in my code.)
good
Hey, I am having an issue where, if I call the event dispatcher for the second time when the first call is still executing, the first one doesn't finish. Rather, the second execution happens from the beginning!!
This is really crucial for my dream project! Please help me!
I don't have a Velocity pin on my Spawn Actor node. Can you help?
10:16 have you reported this bug yet?
What´s your take on UE5 so far?
As a programmer (and not an artist) it isn't much different for me. It's not as stable as UE4 but it works well enough for being in early-access. If you're worried about it, I'd wait till its officially released.
first
A true fan!
These type of videos are my favorites 🙏