Unreal Engine - Event Dispatchers Explained!

Sdílet
Vložit
  • čas přidán 22. 08. 2024

Komentáře • 60

  • @varunverma95
    @varunverma95 Před 3 lety +19

    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.

  • @FlyPimpDude
    @FlyPimpDude Před 2 lety +14

    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

  • @AurynGaming
    @AurynGaming Před 3 lety +16

    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!

  • @MightyEnot
    @MightyEnot Před 3 lety +12

    Great job! I really appreciate this new format of explaining the stuff, wish to see more of it😊

  • @mileshatcliff3412
    @mileshatcliff3412 Před 3 lety +6

    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.

    • @ReidsChannel
      @ReidsChannel  Před 3 lety +3

      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

  • @tuggysunshine444
    @tuggysunshine444 Před 11 měsíci +1

    This video was a lifesaver!! Thank you!!

  • @bullpuppy7455
    @bullpuppy7455 Před 3 lety +3

    Perfectly worded explanation, and perfectly demonstrated... You have my gratitude sir!

  • @demitriusjp
    @demitriusjp Před rokem

    Might be the best description of Event Dispatchers I've seen. Subbed.

  • @jimdublace
    @jimdublace Před 3 lety +4

    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.

    • @ReidsChannel
      @ReidsChannel  Před 3 lety +1

      Thanks :) I think im actually going to do a video on casting/interfaces next

  • @freaky4488
    @freaky4488 Před rokem +1

    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.

  • @MZONE3D
    @MZONE3D Před rokem +1

    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.

  • @xrecruit
    @xrecruit Před 3 lety +2

    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.

  • @the1anonlyblake
    @the1anonlyblake Před 2 lety

    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.

  • @thelawgameplaywithcommenta2654

    Thanks I learned how to set private and how to bond events to non persistent actors.

  • @PoulouThmout13
    @PoulouThmout13 Před 3 lety +1

    Clearest explanation on that topic so far. Thx 👍

  • @fuzzlabinteractive
    @fuzzlabinteractive Před rokem +1

    Best explanation yet. Thank you!

  • @zminusone
    @zminusone Před rokem

    Really good explanation. Video on casting & interfaces good too!

  • @manonthedollar
    @manonthedollar Před 2 lety

    Man this was exactly what I needed to learn. Thank you for such an excellent video!

  • @RemusMihai-pl2qx
    @RemusMihai-pl2qx Před rokem +1

    great tutorial, never even noticed them, i ll check the rest of you channel out and maybe even subscribe :D anyways great tutorial!

  • @50shadesofskittles9
    @50shadesofskittles9 Před 2 lety +1

    I watched this vid by accident due to auto play ... SUBBED! :D

  • @GaryParkin
    @GaryParkin Před 2 lety

    This was pretty cool. I'll even share my Nachos with you. (You'll know when they're done). ;P

  • @fangxu2
    @fangxu2 Před 2 lety +1

    I kinda still like do once node in scenario like this

  • @rifat.ahammed
    @rifat.ahammed Před rokem +1

    Thanks

  •  Před rokem +1

    Amazing tutorial ❤

  • @vasudev8957
    @vasudev8957 Před 3 lety +2

    very informative👍

  • @byrontribs7539
    @byrontribs7539 Před rokem

    fantastic tutorial dude!

  • @netanel8334
    @netanel8334 Před 3 lety +1

    thank you for the great tutorial

  • @user-is9fu2js1l
    @user-is9fu2js1l Před 9 měsíci

    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.

  • @tomaslaaperi5849
    @tomaslaaperi5849 Před 2 lety +1

    another awesome tutorial o/

  • @MrBTOdell
    @MrBTOdell Před rokem

    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.

  • @gamerdweebentertainment1616

    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
      @ReidsChannel  Před 3 lety

      Lol what were you waiting for?

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 Před 3 lety

      @@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
      @elsnowman123 Před 2 lety

      @@gamerdweebentertainment1616 I think you're just talking about the state machine design pattern

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 Před 2 lety

      @@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.

  • @zsolezk
    @zsolezk Před rokem

    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!

  • @enisykin1299
    @enisykin1299 Před 2 lety +1

    god bless you o/

  • @mclow100
    @mclow100 Před 3 lety +1

    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?

    • @ReidsChannel
      @ReidsChannel  Před 3 lety +1

      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.

  • @YouWillDoAsYouAreTold
    @YouWillDoAsYouAreTold Před 2 lety

    amazing tutorial

  • @BenPisarik
    @BenPisarik Před 3 lety

    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

    • @ReidsChannel
      @ReidsChannel  Před 3 lety

      Hey if you delete all the lights and the sky it will be completely black once u rebuild the lighting

    • @BenPisarik
      @BenPisarik Před 2 lety +1

      @@ReidsChannel alright I figured it out thanks!

  • @kenalpha3
    @kenalpha3 Před rokem

    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.)

  • @valideno9592
    @valideno9592 Před 2 lety

    good

  • @nomad7317
    @nomad7317 Před 9 měsíci

    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!

  • @teach3d
    @teach3d Před rokem

    I don't have a Velocity pin on my Spawn Actor node. Can you help?

  • @KavanBahrami
    @KavanBahrami Před 3 lety

    10:16 have you reported this bug yet?

  • @bernardosardinha
    @bernardosardinha Před 3 lety

    What´s your take on UE5 so far?

    • @ReidsChannel
      @ReidsChannel  Před 3 lety +1

      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.

  • @samuraiyt4453
    @samuraiyt4453 Před 3 lety

    first

  • @MadpolygonDEV
    @MadpolygonDEV Před 3 lety +2

    These type of videos are my favorites 🙏