Patsanoob
Patsanoob
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Resident Evil Map Showcase
This video showcases a project to re-create the map from the Resident Evil remakes in Unreal Engine. A tutorial will be released soon!
Subscribe for more Unreal tutorials - www.youtube.com/@patsanoob?sub_confirmation=1
Discord - discord.gg/puyNhBay25
Other showcases -
ua-cam.com/play/PLrMDhHSdduSsWhg8w_XKg_CUgFTaJYdY0.html
Переглядів: 266

Відео

Lasers UE5 #7 (Bounce & Laser Gun)
Переглядів 5942 місяці тому
This tutorial will be the last in the series it will cover fixing a few issues with the laser bounce and showcase how this system could be used to create a gun that fires lasers as well! Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inverting the system, external control and more. I hope you enjoy! Showcase - ua-cam.com/vi...
Lasers UE5 #6 (External Control & Timers)
Переглядів 2862 місяці тому
This tutorial will add the possibility to control the laser system via buttons or unlock doors or activate other objects with targets. It also includes the addition of the timer system, allowing for the system to need a specified duration before activating or deactivating. Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inve...
Lasers UE5 #5 (Conditional Control)
Переглядів 2802 місяці тому
This tutorial will go over adding more control over the conditions for activating the systems and with this merging colours, splitting colours and more. Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inverting the system, external control and more. I hope you enjoy! Showcase - ua-cam.com/video/YgxeVrIyx5E/v-deo.html Music u...
Lasers UE5 #4 (Color Manager)
Переглядів 3222 місяці тому
This tutorial will go over making a color managing system and improving on what was briefly created in the previous part. Each actor will be able to use the merged, last or first laser hit. Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inverting the system, external control and more. I hope you enjoy! Showcase - ua-cam.com...
Lasers UE5 #3 (Reflect & Color)
Переглядів 4443 місяці тому
This tutorial will go over creating an actor that can reflect lasers. In addition, it will also cover setting up a basic colour transition system. Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inverting the system, external control and more. I hope you enjoy! Showcase - ua-cam.com/video/YgxeVrIyx5E/v-deo.html Music used - ...
Lasers UE5 #2 (Spawn & Redirect)
Переглядів 5783 місяці тому
This tutorial will go over creating the laser spawners as well as the laser redirectors that the player can use, as well as setting up the first parts of the condition system. Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inverting the system, external control and more. I hope you enjoy! Showcase - ua-cam.com/video/YgxeVrI...
Lasers UE5 #1 (Laser Actor)
Переглядів 1 тис.3 місяці тому
This tutorial is the start of an improved version of old laser system. In this part we will cover the creation of the laser, it's resizing, and setting up the next pieces. Over the course of this tutorial, the system will include redirecting lasers, bouncing lasers, conditional activation, inverting the system, external control and more. I hope you enjoy! Laser Cylinder - drive.google.com/file/...
Definitive Lasers (Reflect, Colors, etc.)
Переглядів 4683 місяці тому
This video showcases the possibilities of the new laser system I created to replace the previous tutorial I made. It can create lasers, bounce, reflect and even handle different colours alongside other conditions to activate or deactivate the system. If you are unsure this system can make something, you need, leave a comment! Music used - Freeling by LAKEY INSPIRED soundcloud.com/lakeyinspired ...
Base Building UE5 #3 (FILTER and FREEZE)
Переглядів 4773 місяці тому
In this base building tutorial series, we will be covering all the basics of making a modular house or structure at runtime in Unreal Engine 5.4. In part 3 we will be finishing up the series by adding a filter to the snap points and allowing the player to freeze the builds in place to view them from a different angle. Music used - Lazy Day, Slide Through & Bus Stop by LAKEY INSPIRED soundcloud....
Base Building UE5 #2 (Snapping to building)
Переглядів 6093 місяці тому
In this base building tutorial series, we will be covering all the basics of making a modular house or structure at runtime in Unreal Engine 5.4. In part 2, we will be making the snap points of a building piece and connecting two different pieces together. Music used - Lazy Day, Slide Through & Bus Stop by LAKEY INSPIRED soundcloud.com/lakeyinspired Subscribe for more Unreal tutorials - www.you...
Base Building UE5 #1 (FREE and GRID movement)
Переглядів 1,3 тис.4 місяці тому
In this base building tutorial series, we will be covering all the basics of making a modular house or structure at runtime in Unreal Engine 5.4. In part 1, we will be making the movement and placement, we'll go over moving the building elements freely as well as snapping them to a grid. Music used - Lazy Day, Slide Through & Bus Stop all by LAKEY INSPIRED soundcloud.com/lakeyinspired Subscribe...
More Unreal on two extra platforms (Discord and Patreon)
Переглядів 2014 місяці тому
In this special video announcing the opening of a discord server for the channel as well as a Patreon for those of you who want to support the channel or are looking for a bit more than the UA-cam tutorials. Music - Forever - Freeling by LAKEY INSPIRED soundcloud.com/lakeyinspired Subscribe for more Unreal tutorials - www.youtube.com/@patsanoob?sub_confirmation=1 Discord - discord.gg/puyNhBay25...
Cleaning Materials (PowerWash simulator #2)
Переглядів 9955 місяців тому
In this short series, we will be going over creating the basic mechanics from Power Washing Simulator. In this part, we will be using the previously created layered material with some blueprints to simulate the cleaning of the objects at runtime. If you would like to learn more about the Unwrap material: ua-cam.com/video/gWVBiizwWsc/v-deo.html (5:00) Subscribe for more Unreal tutorials - www.yo...
Creating Layered Material | PowerWash simulator Part #1
Переглядів 8475 місяців тому
Creating Layered Material | PowerWash simulator Part #1
Customizing appearance of Lidar in Unreal Engine
Переглядів 7426 місяців тому
Customizing appearance of Lidar in Unreal Engine
Creating a Lidar Scanner in Unreal Engine
Переглядів 2,4 тис.6 місяців тому
Creating a Lidar Scanner in Unreal Engine
The Voidness (Lidar Game) in UE5
Переглядів 9906 місяців тому
The Voidness (Lidar Game) in UE5
Trees & Structures | Minecraft UE5 #10
Переглядів 1,6 тис.7 місяців тому
Trees & Structures | Minecraft UE5 #10
Load and Unload chunks | Minecraft UE5 #9
Переглядів 7737 місяців тому
Load and Unload chunks | Minecraft UE5 #9
World Generation & Multiple biomes | Minecraft UE5 #8
Переглядів 7197 місяців тому
World Generation & Multiple biomes | Minecraft UE5 #8
Procedural Biomes | Minecraft UE5 #7
Переглядів 6017 місяців тому
Procedural Biomes | Minecraft UE5 #7
Procedural Caves | Minecraft UE5 #6
Переглядів 7157 місяців тому
Procedural Caves | Minecraft UE5 #6
Placing Blocks | Minecraft UE5 #5
Переглядів 8327 місяців тому
Placing Blocks | Minecraft UE5 #5
Mining Blocks | Minecraft UE5 #4
Переглядів 1,8 тис.7 місяців тому
Mining Blocks | Minecraft UE5 #4
Chunk surface & Noise | Minecraft UE5 #3
Переглядів 1,6 тис.7 місяців тому
Chunk surface & Noise | Minecraft UE5 #3
Data Asset & Foliage | Minecraft UE5 #2
Переглядів 1,5 тис.8 місяців тому
Data Asset & Foliage | Minecraft UE5 #2
Creating Block material | Minecraft UE5 #1
Переглядів 2,6 тис.8 місяців тому
Creating Block material | Minecraft UE5 #1
UE5 Showcase | Minecraft World Generation
Переглядів 9118 місяців тому
UE5 Showcase | Minecraft World Generation
Using Data Asset for Weapons
Переглядів 7 тис.9 місяців тому
Using Data Asset for Weapons

КОМЕНТАРІ

  • @Test-xt3ys
    @Test-xt3ys 5 годин тому

    Oh man please make a serie about how to do this!!

  • @MrSirke
    @MrSirke 11 годин тому

    Hey Patsanoob, thanks for the tutorial! I wonder if I may ask you for help. I'm at 1:54:40 and when I test, unlike you, my "I block" item is squished into one inventory slot instead of spanning 4. Did you or someone in the comments run into this before? Or any idea why this would happen? Thanks for the help!

  • @williamm117
    @williamm117 2 дні тому

    At 39:30, when the player is outside of the A_Sound_Generator produced from shooting, the weapon outline is still visible when the weapon is between the player camera and the produced area. I was wondering, is there is any way to prevent objects outside of the A_Sound_Generator area from being outlined?

  • @TNoire52
    @TNoire52 2 дні тому

    I think I asked how you would approach this kind of system on discord. Looks great!

  • @jackcarren8781
    @jackcarren8781 2 дні тому

    I get what you were going for, but this video is way too dark.

  • @nill_unreall7229
    @nill_unreall7229 2 дні тому

  • @abdoulraoufgambo
    @abdoulraoufgambo 3 дні тому

    very cool !

  • @zihanliu-r6l
    @zihanliu-r6l 3 дні тому

    Hey Bro,I am a Chinese.Can I ues your BulePrint to make my own game,Thank you!

  • @Didomations
    @Didomations 4 дні тому

    your method worked great for me, but some of my chunks' intersect with each other and the the engine shows me this message at the top left of my screen: "outdated HLOD actors deleted, HLODs need to be rebuilt (62 outdated actors)"

  • @darkagestudios8879
    @darkagestudios8879 5 днів тому

    Hi, I have a question, I have followed a long and re watched over 5 times, everything works except for the snapping. The debug sphere snaps to the location, holding ctrl snaps to grid and snaps each piece next to the other, Shift shows the snap points but the pieces are jsut not snapping to each other, they seem to be snapping to the centre of the first piece though. Any insights ?

    • @darkagestudios8879
      @darkagestudios8879 5 днів тому

      Solved my own issue by bypassing the X -1, I went straight from get forward vector into make Rot from X into New rotation and that fixed my issue, question I have is is why? did it not work your way ?

  • @RayBenham-s9j
    @RayBenham-s9j 6 днів тому

    This has been incredibly helpful for a project I've been working on. Thanks a million! However, I am running into 1 snag. I havent been able to make this approach work in a build. It's fine in editor. It's even fine if you run it from editor as a "stand alone game". But in a build, it does nothing. Best I can tell, the UVs aren't getting unwrapped in the build. I set up a debug option in my UI, an image that shows RT Unwrap. In editor, the image displays as expected. In a build tho, that image is a blank slate, no UVs shown. Any idea why this is the case? An advice would be greatly appreciated.

  • @virendradanao6095
    @virendradanao6095 10 днів тому

    Its a great video nice explaination .

  • @OreoRobDog
    @OreoRobDog 11 днів тому

    please show us how to make glass for the lidar where it makes a new line trace after it hits the glass and then that line trace will ignore all glass. i did it but it doesn't delete the ones that hit the glass or the new dots after the glass

  • @metinbatuhanozucan5358
    @metinbatuhanozucan5358 11 днів тому

    If you can show the results of what you did step by step with play tests, it will be smoother to watch. I like the tutorial and adding new cameras is also very flexible. Like&sub! My only problem is that the lights on the scene capture cameras are not like the one on the Character.

  • @TheSoloDIYer
    @TheSoloDIYer 11 днів тому

    I couldn't get this working with TPS.. the camera is a Follow Camera, and it doesn't seem to work the same, as I can't get lines to appear on left click @16:00

  • @TheSoloDIYer
    @TheSoloDIYer 12 днів тому

    Is there a tutorial for how this was made?

  • @no-content-found106
    @no-content-found106 12 днів тому

    You saved my video game idea

  • @Sworn973
    @Sworn973 13 днів тому

    Damm, the best tutorial for a non euclidian effect, finally! Really well done!

  • @MR_SEKOS
    @MR_SEKOS 13 днів тому

    Hello I have a problem. When I open the tablet, the animation on the button does not play and there is no image, and the camera also does not turn on, what should I do?

  • @ugsquish
    @ugsquish 14 днів тому

    I realize I'm late to this party but I seem to be having an issue that I can't resolve. I am at 2:27:15 and I should be right clicking on the block to bring up the menu in the corner of the screen. But nothing happens. I have done a lot of testing and found that for some reason even thou my blueprint matches his it seems to not be recording the right mouse click into the branch. I have also tested this with the left mouse button. I am using unreal 5.5 if that matters.

  • @thewindowsexperience489
    @thewindowsexperience489 14 днів тому

    Did something change between this version of UE5 and 5.5? I ask because for the system to highlight the block the player is aimed at, I did follow to the letter, but it's not working. The highlight is 50 centimeters off on all directions, and it is very sensitive and will hop around with slight mouse movements. Sometimes it's not on a block at all. I looked for hours through it and watched this several times and I could not for the life of me find anything that was wrong, I messed around too trying to get it to work but it simply does not.

    • @thewindowsexperience489
      @thewindowsexperience489 14 днів тому

      I actually just discovered that my blocks don't have their pivot in the corner, but the center. I tried reimporting the provided model but it's now insanely large and doesn't import correctly, very strange.

    • @thewindowsexperience489
      @thewindowsexperience489 14 днів тому

      I'm upset with myself that I didn't think of this earlier. My issue is resolved, instead of using the block in the provided assets, I remade the block entirely in Blender and redid the UVs, made sure the origin was correct, and exported it as a GLB file. For some reason, UE does not seem to like FBXs. I'm not even certain how my blocks were working in the first place (though with the incorrect origin), considering I used the one provided, but yeah reimporting that one messed up the UVs and smoothing groups. Creating a fresh block mesh and exporting as GLB fixed my issues, definitely a file format I'm sticking to from now on.

  • @Owlorf
    @Owlorf 15 днів тому

    Thx mate

  • @CopyrightFree-Musik
    @CopyrightFree-Musik 17 днів тому

    you know how to make a replay? like overwatch the killcam if you die or the MVP highlight?

    • @patsanoob
      @patsanoob 17 днів тому

      So it is possible to set something like this up. Unreal already has a replay system that can record entire games, but the issue is that to control and use it you have to do it in C++.

    • @CopyrightFree-Musik
      @CopyrightFree-Musik 17 днів тому

      @@patsanoob thanks

  • @OreoRobDog
    @OreoRobDog 17 днів тому

    i love the tutorial but... your skills in organization are 100% worse

    • @patsanoob
      @patsanoob 17 днів тому

      Glad you like it. Would you mind pointing out where the organization is bad, always looking to improve? (Although sometimes it's difficult to make a perfect structure)

  • @UnrealPuniiex
    @UnrealPuniiex 17 днів тому

    inventory works like a charm! thanks for this but 1 question how would one make something like when you open the inventory there is a open suitcase like as in resident evil games how would you do that ?

    • @patsanoob
      @patsanoob 17 днів тому

      Glad it works! If you wanted to open the inventory in a 3D suitcase, here's how I'd go about it: - Start by making a new actor which will have your suitcase and a widget component. - When you create the new actor by pressing the inventory key, you play an animation to open the inventory. - Then show the inventory widget (set visible in game) (An alternative if you want is to have the inventory visible at all time, you just need to make sure it is attached to the right bone of the suitcase or that the animation doesn't require moving the suitcase) The forest inventory I made takes this approach without the animation element if you want to watch the beginning of that video just to get an idea for setting up the actor. Hope this helps!

    • @UnrealPuniiex
      @UnrealPuniiex 17 днів тому

      @@patsanoob alright thank you explaining will try it out!

  • @worthlessfox
    @worthlessfox 18 днів тому

    amazing video seriously one question though i was hoping i can use this to begin making a third person game i want to work on but for that to work i need the sound generator to spawn when the character walks but when i try to walk the generator spawns but no rings appear any idea?

    • @patsanoob
      @patsanoob 17 днів тому

      Are you sure you changed the size value that is exposed on spawn to be something different from 0? (easily forgotten)

    • @worthlessfox
      @worthlessfox 15 днів тому

      @@patsanoob thank you for responding that's incredible! But that wasn't the problem but after a bit of searching i found i didn't plug in the return value from the lerp in the CE_Expand Custom Event into the Update Radius (Radius)

  • @gamlehundene3762
    @gamlehundene3762 23 дні тому

    Legendary video... Thanks

    • @patsanoob
      @patsanoob 17 днів тому

      Glad you're enjoying it!

  • @Zykov3773
    @Zykov3773 23 дні тому

    hey man if you see this, I think one way to reduce lag is by removing the tringles on block you can't see as that is what Minecraft does as I watch video on how they deal with having many blocks while the chunk you make it has all the blocks shown even when the player isn't looking which is what causing the lag. So if you ever fine a way to hide the tringles that arent expose then that should reduce lag and lead to faster loading both chunks and making world. But that just an idea

    • @patsanoob
      @patsanoob 17 днів тому

      So you are right that is a way to save some processing, but the main issue isn't the visual part of the project, you can test this yourself by removing the "add instances" but still run the logic to determine which blocks go where and, you'll notice that the lag still persists. Because at least from my testing the issue is the complex logic that is ran for each coordinate in each chunk.

  • @DailyFamilyPeter
    @DailyFamilyPeter 23 дні тому

    Im around one hour in but when i pick a item up it does stack and say 10 but when you pick up 12 items it does not make a new element to show the other 2 items only 1 stack of 10 Sorry for bad spelling :D

    • @DailyFamilyPeter
      @DailyFamilyPeter 22 дні тому

      42:48 i forgot to connect Keys to For each Loop 0_0

    • @patsanoob
      @patsanoob 17 днів тому

      I'm assuming you solved this based on your comment, but just a heads-up. The system runs under the assumption that you CANNOT have more elements than the "max stack", so it may work here, but it might break somewhere else. (I should have added something to stop that from happing in the A_Item)

  • @carloscerda5092
    @carloscerda5092 26 днів тому

    Great video, learned a ton!!!!

    • @patsanoob
      @patsanoob 17 днів тому

      Glad it was helpful!

  • @Zb0iiZen
    @Zb0iiZen 28 днів тому

    Thank you for this amazing tutorial. Would you consider making a video on implementing the ability to equip items using this 3D inventory?

    • @patsanoob
      @patsanoob 17 днів тому

      I will add it to the list, but it will most likely just be equipping items not based on this inventory, (although it shouldn't be difficult to connect the two.)

  • @combycat
    @combycat 28 днів тому

    I've already commented this, but my inventory slots just aren't appearing. I'm at the UMG_Item part and nothing appears, and it doesn't seem to pick up right. What were all of the variables set as at that part? UE5 version is 5.3.2. Thanks!

    • @patsanoob
      @patsanoob 17 днів тому

      Did you check that the items are being added correctly at 42:45? Because if that doesn't work, then you won't see them in the widget either, and you should revisit the beginning of the video.

    • @combycat
      @combycat 16 днів тому

      @@patsanoob I'll try that. In the mean time can you give me ideas on why in your Satisfactory Tutorial #1 the buildings aren't spawning. Sorry for asking here, but I kinda need help.

  • @helluci6449
    @helluci6449 Місяць тому

    13:15 instructions unclear, I cut my finger with a butterknife.

  • @alexislipina938
    @alexislipina938 Місяць тому

    Thanks so much for this, absolutely massive help for a project of mine. Was spinning my wheels on figuring this out on my own for a bit. I feel a bit silly using a whole scenecapture for this but I'm really not sure how else this kinda thing is doable without like, baking localpos into a texture for each mesh at editor time & drawing a material using that to the rendertarget instead. Even then it wouldn't work on a skeletal mesh which I want to support. Great video, appreciate all the work this must've taken!

    • @patsanoob
      @patsanoob 17 днів тому

      Glad it can be of assistance with your project!

  • @Zb0iiZen
    @Zb0iiZen Місяць тому

    Thanks for the simple tutorial, you made it very easy to understand! However I am experiencing an issue. My max stack quantity is 64. I have two identical cube items with a quantity of 32 each. But after I pickup both, my inventory has a quantity of 32 in the first slot, yet an additional 64 in the second slot. despite both item quantities being 32.

    • @Zb0iiZen
      @Zb0iiZen Місяць тому

      Found the cause of issue, I connected a couple of nodes incorrectly, In the AC_Inventory>Is Key Full function, I incorrectly connected the Break ST_Inventory Quantity to the A-pin instead of the second pin on the subtract node, with the Max Stack on the B-pin. If anyone else has this issue, refer to 29:00

    • @patsanoob
      @patsanoob 17 днів тому

      Glad you managed to solve your issue! Sorry it took me a while to respond.

  • @ИванКлименко-й3ч
    @ИванКлименко-й3ч Місяць тому

    I created the databases as you showed in the video, but when I create a variable, the child classes are not visible in it

    • @patsanoob
      @patsanoob 17 днів тому

      Sorry it took me a while to respond. You might have set them to be abstract classes by accident, causing them to be hidden. Other than that it might just be a bug with Unreal, because there is no reason for a class to not be visible in the editor.

    • @ИванКлименко-й3ч
      @ИванКлименко-й3ч 17 днів тому

      @@patsanoob thanks for the answer, i did it at night and my attention was bad, i figured out the problem and now everything works

  • @dantheman7953
    @dantheman7953 Місяць тому

    Hey Pat can we talk, I couldnt find your email anywhere, would love to have a discussion with you if you have the time, drop me a message

    • @patsanoob
      @patsanoob Місяць тому

      Sure, I thought my email was on the about page, but I seemed to have removed it. I just added it again.

    • @dantheman7953
      @dantheman7953 Місяць тому

      @@patsanoob I sent you an email!

  • @CaptainChubbyDuck
    @CaptainChubbyDuck Місяць тому

    Is there a tutorial series, template or downloadable project for this? I think ive seen some more similar videos of yours

    • @patsanoob
      @patsanoob Місяць тому

      I unfortunately do not have the project files or a tutorial series for this project. But I'm planing on making most of these mechanics for my next tutorial. But if you are interested in the lasers in particular, there are two tutorial series. (the newer one is the better one)

  • @Jambo857
    @Jambo857 Місяць тому

    loved this tutorial series. its been very helpful and informative. would you consider making a sweep scan tutorial where it scans from top to bottom with a line?

    • @patsanoob
      @patsanoob Місяць тому

      Glad you like the series! As much as I would like to make a tutorial on that it would be a VFX which I am really not good at :/

    • @Jambo857
      @Jambo857 Місяць тому

      @@patsanoob oh im not too good at vfx either lol. i meant like a different type of scan where for example, if you right click, it will scan from top to bottom. still, great tutorial and thanks for replying.

    • @patsanoob
      @patsanoob Місяць тому

      Oh okay, if that's what you are going for, you could probably get that result by tweaking the current system. I'm going off the top of my head, but I'd try to do the following: - Start by making a timeline that plays as long as the input for the scan is down. (Make it have a float value go from 0 to 1 and back to 0) - Make a float for the width of the scanner beam - In the character make a copy of the "ScanArea" function with a new input of type float - Connect the timeline Update to the new "ScanArea" and plug the float value into its input - You'll also need a new "MakeStart&End" with the same "float input" - And instead of Random-Y being between (-1 & 1) you'll want to use X&Y range and the scanner beam width to get a "percent" - With that percentage, you'll assign "Random Y" to be between the "Input float" - "the percent" and the "input float" + "the percent" Hope this helps!

    • @Jambo857
      @Jambo857 Місяць тому

      ​@@patsanoobthank u for the help man ill give it a try!

  • @HTFGamesStudio
    @HTFGamesStudio Місяць тому

    25:13 Instead of casting you should create a blueprint interface and integrate it into the main asset from where you can create interfaces to take all data using messages. Because casting will make the data asset as hard reference nullifying the soft reference.

    • @patsanoob
      @patsanoob Місяць тому

      Oh, shit, I never thought of it that way, but you're absolutely right. I'm so stupid for having missed that, thanks for pointing that out! I only recently learned the actual impact that casting can have. But I never thought about using an interface to act as a bridge in this way, thanks a ton!

    • @HTFGamesStudio
      @HTFGamesStudio Місяць тому

      @@patsanoob I found the best solution in general to use data assets. 1) In your Data Assets keep everything as soft references, in particular static meshes, skeletal meshes and textures "for icons" 2) Pass the data asset as Object soft reference instead of Data Asset soft reference this way it won't load all the full data in all blueprints you pass it to. 3) When you need the info from the data asset use Async Load instead of the load asset blocking this way it will load in a more efficient way without creating stutter. 4) When you load the Data asset considering that loading an object will convert it into an object you will need to use the interface to access all of the variables inside, but this way you will load in ram only what you need when you need it. 5) Save everything in the data asset as soft reference including static meshes, skeletal meshes and textures this way when you pass the data asset it won't load them until you need them and you will be able to keep everything in one data asset. 6) When you need special actors like static meshes, textures and skeletal meshes after loading them from a soft reference it will be converted into an object reference and you won't be able to use it to set the static meshes, in that situation you can cast to static mesh "this is why casting still exists" and convert it into a static mesh that now you can set your item static mesh to. Doing so this way it won't load the static mesh in every single location you load the data asset but only in the blueprint where you actually need the static mesh. Similarly if you have a texture you cast to texture to convert it only where you need it "for example the icon you load only in the UI when you load the ui and convert it into texture using the cast to assign it" 7) If you add other references, for example if you want the reference of the inventory inside with items are stored you can convert the self into a soft object reference avoiding forcing to keep loaded the reference when you don't need it anymore. For example when I loot an item I use a Blueprint Component that creates a trace line for interaction and if the item I try to interact with has the interaction interface I pass to the owner of that component using an interface all the data of the item using soft generic references also I convert the item actor into a soft object reference. From the Owner I then pass the data to the inventory component. Only then the component uses some of the data to try to add the item to the inventory. Only if it succeed it loads the item blueprint reference and send a interface message to it to self destroy otherwise every item you don't loot will stay loaded in ram until you change map or reload the game/save.

    • @fische11
      @fische11 23 дні тому

      But in this case you would still need to call "Load Asset Blocking" in order to call the interface function right? Would it even improve any memory allocation in this case?

    • @HTFGamesStudio
      @HTFGamesStudio 23 дні тому

      @@fische11 If the asset is declared and saved as object you actually don't load anything from the blueprint. In fact, you will need to use another interface blueprint to access whatever you what from it.

    • @fische11
      @fische11 23 дні тому

      ​@@HTFGamesStudio So the Blueprint in the weapon class would look something like this right? WeaponDataAsset(ObjectSoftRef) -> AsyncLoadAsset -> GetWeaponName(Function call via interface in the data asset)

  • @yigitsaglam1190
    @yigitsaglam1190 Місяць тому

    is it possible to build towers with this? like when you build it activates the tower not just the mesh

    • @patsanoob
      @patsanoob Місяць тому

      Yes, of course that would be possible. To do so, all you would need is to make an extra function in A_Builds called "PlaceBuild" that calls all the logic for activating the tower. You would call it right after the branch on true at 48:39 in part 1. (where you place the build)

  • @WsEKond
    @WsEKond Місяць тому

    Hey! It would be really cool if you could do a tutorial about the system from a plucy squire where you can go into a 3d object in a 2d view, i know it sounds a little bit weird, but I think that could be really funny😅

    • @patsanoob
      @patsanoob Місяць тому

      If you are referring to the page turning element as you change zones, I'm not really sure I have the skills required to make something like that I have no experience with the 2D elements of Unreal and I don't have the time to learn them right now. So I can add it to the list, but it probably will be a long time before I get to it.

  • @Lunatic_Legends
    @Lunatic_Legends Місяць тому

    You deserve alot more recognition then you already do. I've been looking for a playlist like this for the last 2 weeks & this one is the best by far

    • @patsanoob
      @patsanoob Місяць тому

      Glad you are enjoying it!

  • @PajamaGameLordMc
    @PajamaGameLordMc Місяць тому

    Thank you for the tutorial definetly earned my sub, a quick question tho. Everything is working EXCEPT i cant see my camera. It's just the texture set to M_Camera. Any idea on how to fix this/ what I did wrong?

    • @PajamaGameLordMc
      @PajamaGameLordMc Місяць тому

      Hey for anyone having this issue MAKE SURE YOUR NODES ARE CONNECTED LOL. I figured it out AMAZING tutorial!

    • @patsanoob
      @patsanoob Місяць тому

      Happens to all of us ^^ Glad you managed to get everything working!

  • @BreakThePattern-l6y
    @BreakThePattern-l6y Місяць тому

    Great Tutorial. Easy to follow. I got until 21:00 I work in the newest unreal version. there the absolut world postion is LWCVector3 which has issues with the float4 from the color. [SM6] (Node SphereMask) Arithmetic between types LWCVector3 and float4 are undefined Is there an easy fix?

    • @BreakThePattern-l6y
      @BreakThePattern-l6y Місяць тому

      it wasn't a parameter, my bad XD

    • @patsanoob
      @patsanoob Місяць тому

      Glad you managed to solve it. Yeah, the cause of the issue I believe is that non parameters are 4 vectors, but parameters are 3 Vectors. Another solution if ever you need it is to add a component mask in-between and tick RGB to turn it into a 3Vector.

  • @AkumaVenomUnrealDev
    @AkumaVenomUnrealDev Місяць тому

    hi patsanoob i just found this series and it is truly amazing thanks so much for these tutorials using blueprints, very helpful and just wondering if there is saving and loading of mined blocks ?

    • @patsanoob
      @patsanoob Місяць тому

      The focus of this series was really on creating the actual loading of the map, and it was not perfect, as you might have noticed, so I never really leaned towards saving and loading, sorry.

  • @HDGamingCorner
    @HDGamingCorner Місяць тому

    I've followed the entire playlist and everything works great for me in the editor, but when I make a build then the spawner doesn't spawn the laser for me anymore. Seems to be something in the SC_Emitter. I've tried doing an "OnEventPlay" in the spawner and used the node "Spawn Actor From Class" to spawn the laser and that works. So it's either some kind of build setting or there's something in the blueprint that doesn't like builds. I tried using a new object and added SC_Emitter and AC_Handler to it, works great in editor but doesn't work in a build. Are you able to build and see the laser from the spawner in your project? And if so, could you point me in the right direction to make it work in a build? Cheers! Edit: Found the solution! Had to put a 0.2 second delay the the Event Begin Play in AC_Handler.

    • @patsanoob
      @patsanoob Місяць тому

      Glad you managed to find the problem

  • @The_Animator777
    @The_Animator777 Місяць тому

    How to add a laser from the cube?

    • @patsanoob
      @patsanoob Місяць тому

      You would just need to add a niagara particle system to the cube actor.

    • @The_Animator777
      @The_Animator777 Місяць тому

      @patsanoob I already tried but I don't know how to do the duration

    • @patsanoob
      @patsanoob Місяць тому

      What do you mean by duration? If you want a laser to appear as you scan, then you just need to use set hidden in game when you are not pressing.

    • @The_Animator777
      @The_Animator777 Місяць тому

      @@patsanoob Ok I try. Thanks for helping :D

  • @Miss-Stephanie-Night
    @Miss-Stephanie-Night Місяць тому

    yeap, after looking over what feels like a sea of tutorials, this one is by far the best on the subject. well done !

    • @patsanoob
      @patsanoob Місяць тому

      Glad you are enjoying it!

  • @ChickenNoodleSandwich
    @ChickenNoodleSandwich Місяць тому

    thank you so much for this tutorial i have been looking one for a while and then i found this one and it is good.:)

    • @patsanoob
      @patsanoob Місяць тому

      I'm glad you enjoyed it!