Create Floating Platforms With Code & Arrays - UEFN Verse Course Lesson 7
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- Опубліковано 19 кві 2023
- Learn Verse AND learn to code in this absolute beginner tutorial.
NO CODING EXPERIENCE REQUIRED
Want code help? Subscribe to my UA-cam channel then join my Discord:
/ discord
This is Lesson 7 in my free course: Verse For Beginners With UEFN
(Course in progress and videos will be uploaded as they are completed. Then they will all be combined into a single UA-cam video)
Video 07 of 25
Unlock the power of arrays in the Verse programming language with our latest UA-cam video in the UEFN (Unreal Editor for Fortnite) course! Arrays are a vital component of game development, and this lesson will help you master their creation, modification, and iteration in Verse, setting you on the path to building epic games for Fortnite Creative 2.0.
In this informative and engaging tutorial, you'll learn:
1. Creating Arrays: Understand the fundamentals of creating arrays in the Verse programming language and how they can revolutionize your game development.
2. Modifying Arrays: Discover the techniques to modify arrays, expanding or reducing their size, and updating the elements within to fine-tune your game's mechanics.
3. Looping through Arrays: Learn how to efficiently loop through arrays, accessing and processing each element to create dynamic and interactive game experiences.
4. Core Verse Features: Delve into the essential features of the Verse programming language, building a solid foundation for future game development projects.
5. Multidimensional Arrays: Explore the power of multidimensional arrays and create a dynamically spawning platform tile system during a Fortnite game.
UEFN is a game-changing tool that empowers you to build awe-inspiring games for Fortnite Creative 2.0. This lesson on arrays and their application in the Verse programming language is critical for any aspiring game developer looking to excel in the field.
Don't miss out on this opportunity to elevate your game development skills and create mind-blowing games in Fortnite Creative 2.0. Hit the play button now and start your journey towards mastering arrays in Verse and unlocking the full potential of UEFN!
Get the full code here:
gist.github.com/WahlbeckUEFN/...
I keep watching lessons 1 to 8 until I understand them. This is the best free UEFN lesson. Thank you.
Yoo, how did it go?? Thinking about possibly doing this as well. Or do some other courses. But I’m very curious. You stay with it the past 5 months?
Just came back a year later to refresh on accessing arrays of arrays for persistence. I kid you not these tutorials are the best resource you'll get for learning Verse, and you'll find value in them for a very long time.
You really make programming tutorials fun. I can tell you enjoy what you do by your constant good mood, and it makes me happy and you just really put love into what you do. Thank you and do NOT stop doing what you do, especially Verse since loads of people just like me are in a bad position of needing video tutorials badly.
Thanks a lot! Many more to come!
Yo what this guy said. I love Toby Wan Shinobi's Fortnite skill-based improvement videos and you remind me of the programmer version of him. The love you have for coding, I am a senior dev and man I really think we would get along big time with how you are explaining how this stuff takes time and how its hard, its good stuff. I have been dipping my toes in my first dev lead roles and I am learning a lot watching you about what makes a good lead. @@WarforgeXP
Feel like the most recent videos in the course seem to be aimed more towards ppl who have a background in coding or some knowledge. Bc I’ve been going hard at it and doing all the homework and I’m gonna be honest, I don’t think I have the slightest clue what’s going on lol.
It’s seems like every couple seconds there’s something new and it’s hard to make connections to the previous stuff learned. Everything looks so different and it’s hard to know what to memorize and where to find things.
But I think that’s all part of the process. I’m gonna stay the course and continue to learn in practice. I’m going to watch as many videos as possible until I get it.
It really does seem now that this will never make sense, but there’s people out there like this guy who can do it and it makes sense for them. So that means if I work at it it can for me.
I estimate it will take 3-4 months of continuous practice everyday to get to a very solid understanding. I believe at the end of this time I should know about 90-95% of it. And the new thing should be relatively easy to learn.
But man, this is definately brutal for beginners with no experience. But I’m super thankful for tutorials and courses like these, I’ll get it eventually.
If anyone reads this in 3-4 months or longer, ask me how I did 😊
Hey - I am following along these videos with you as well and I want you to know that I've made lots of games on other platforms without getting into multi-dimensional arrays. I still can't wrap my head around those yet but they aren't necessary to make all games. You can make a lot of fun games even with the first few lessons before you get to this point and then come back to this video later on to learn the more complex stuff without having to learn it all in one go. You got this.
@@ajc53 thank you! I appreciate the kind words. I’m going to stick with it for sure. I started making flash cards with all the terminology and examples used in Epics getting started with verse tutorial. I’m at least starting to memorize that stuff. I’ll probably rewatch these tutorials a few times to really try to understand the how and why. I’m excited about it. I wish I was there already, but that’s part of the journey. Once I get it all down and can start making games from scratch, that’s going to be a great feeling. Thanks for the support!
You are absolutely pumping these videos. Much love man
Thanks!
Great tutorials, really appreciate the working code examples and explanations with verse to do some interesting and unique things beyond the basics.
I agree. I'm glad they force us to do things more proper. I'm even taking the limitations as a challenge when designing gameplay. This stuff is a lot of fun :D
I’m having a blast
Amaizing tutorial! I got a lot of new Verse logic. Thank you!
Amazing tutorials, Keep it up!
Its more exciting than painful! (At 35:38...) Thanks for those great lessons!
This is a great tutorial, Thanks for making it 👍
🙌
Thanks you, Bro!
oh thank you for this video i just started to creating map in UEFN and beacuse i don't know where i can start i find you youtube channel and your videos is very good.
Welcome! I've got lots of other tutorials here too
I found your content today at work, and I couldn't wait to get home and binge-watch all of them! I think the way you teach and go through everything is concise. I subscribed and Im looking forward to more content on UEFN!
Another thing, do you have courses outside of youtube on game development or game design? And what social medias can I follow you on? Any Discord server?
Haha thanks. Just search Mark Wahlbeck Devslopes and you’ll see a bunch of stuff. You can join the discord for this channel here: discord.gg/pgeAMQ7u
Thanks for this episode . in fact, i did to much work. 😊
Cool tutorial! Btw, you don’t need to cast to a float here - multiplication with an int and a float will always result in a float, e.g. 5 * 1.0 = 5.0
To be honest, adding and removing elements to an array or table was quite messy as you'd need to either sort the data again, which may change the index of something you are referencing, or you'd need to lopp through an array to double check for empty indices and for some uses you'd literally be cleaning up arrays all the time with housekeeping functions. Just replacing the whole thing and knowing exactly what is now inside is much more tidy.
So if replacing array is the memory operation behind the scenes, why wouldn't they implement a "Boasts.append(something)" syntax? We don't care if it's the same array gets longer or a new one gets created as long as variable name is all we're aware of. All the same syntax could be used. Folks who make new languages simply need to justify their paychecks and keep the job so they're reinventing the wheel all day....
Really love your vids - well done! :) Just a question - you mentioned that there are only a limited type of prop you can dynamically generate? Can one for instance create a simple textured block in the modeler and then dynamically generate a minecraft-type landscape with the method shown in this video?
Can you please show us how to make the red and blue tiles alternate? for the answer? I am not sure whether i should create another RemoveTiles Function, or how to get them to spawn again after being disposed
The man is a machine lol, you are going faster than us
lol , I SHOULD be making creative games and trying to hit that goldrush instead of teaching people how to make those games
@@WarforgeXP Oh hell don't give us a chance XD
Hi Love your videos! There are really helping me get my head around Verse and programming in general! I would love a video on how all the devices work i am trying to make a zombie round type game but struggling to get my head around how to make Fortnite creatures spawn in waves and getting them to drop coins.
Oh and another thing is there anyway you can use the fornite creature spawners to attack an objective like a base defense game? Any help would be massively appreciated :)
Great idea
Hi, great tutorial. I'm working with multidimensional arrays....is there a way to target a specific row of the array? For instance in my game I want a random amount of tiles to disappear in a single row.
Hi, I just wanted to let you know this inspired me to create a maze that creates valid mazes using algorithm to place the walls instead of by hand :) Map Code: 2898-4650-8307
Thanks for the video! Great work you are doing.
Just have two question about var TileGrid.
1. Isn't it better to use the array with pair of coordinates in it than making array in array? And reset the coordinates after the interval of time. Or it would make a problems?
2. How does the code connects to the exactly needed prop? If i understood right there are no mentions of the tile we use.
Hello, your videos are great, I have a question, how can I add grass or plants to the landscape? Fortnite added a modifiable one, but I don't know how to add vegetation, regards
what did you type at 33:28?(never mind I found it in the link you pasted to the full code)
How are you getting linting behavior in VSCode for Verse code? I haven't been able to find any extensions that do that.
Dope! How do you do that quick Verse trick where you comment out lines of code?
Control + /
@@WarforgeXP thanks! Your vids are really helpful!
i cant join in your discord. I need help. How can I make it so that when players are shot it doesn't hurt them but pushes them back?
Anyone know how to make a passcode system where if the player enters the second digit wrong the player teleports and the code now starts over again. (In other word the player has to press the button in a order, so he could proceed to the next level)
Is there a way I can knock the guard Spawner with verse
I'm a beginner programmer, i practiced a little bit PHP to create a website, JS/NodeJs to create a discord bot. My brother have a youtube chanel based on Fortnite and he create maps with the new UE5 for Fortnite and he expect to me to learn Verse language and help him to make cool features...
All videos was pretty easy to learn when you know the basics of programming (variable, constant, array, functions...) but the video where you make an AimTrainer and this one... WOW it's so hard to understand what things do what, too much informations, too much weird syntax lol, too much "?" , i feel stuck in there😅
There are not a lot of Verse programmer who can help me, where in PHP or JS it's easier to find solutions on web. I try to hold on but this is haaaard af for me 😂
Anyway thanks for the video/tuto i will practice again and again and maybe i will unstuck my situation lol
How’s your learning of verse been coming? You think you have it pretty much down now?
@@Crazystunts4190 Yes, I can do most of the things I set my mind to. The only things I can't do are due to language limitations.
I had to hang on more than once, multiples times I got fed up and took breaks for a few day, even weeks, but now everything is going well, but there always more to learn, tht's the process i think lol... This thing is I no longer run into walls constantly so i think i'm comfortable with my actuals skills, i can make projects and now i write some code for some people so it's nice :)
Can you make a tutorial for a Zombies Remaining mechanic, where at the end of a timer, the amount of zombies you have to kill increases by a percentage? After you kill the required zombies, the timer starts again and increases zombie count
great idea
Your content is Amazing ! Is it possible to create a random terrain with CUBES like Minecraft with a Minimum and Maximum X Y Z ?
Yup.
@@WarforgeXP Would you be able to make a tutorial on it at some point ?
@@wiskstars there’s going to be a bit of math. I probably should just release the code for it
@@WarforgeXP OMG If you could do this it Can be awesome lol. Honnestly I'm learning Verse slowly and my Map project need this specific random terrain generator lol.
can someone tell me after SpwanProp ( Vector3) if i have to rotate how can i do I'm try but it doesn't work.
does anyone know how to modify the 2 dimentional array?
Helpful video again, thanks!
I didn't know about SpawnProp, that'll be useful. Even more if they let us spawn our own custom objects eventually.
I noticed that the for syntax with the .. operator seemed inconsistent, so I checked the language quick-reference: it is _inclusive_ of both values (in the docs their example is 1..3 will generate 1,2,3). You're using 0..5 for Row and Column in GenerateTiles which creates 6x6 tiles - early on you mentioned building 25, in a 5x5.
In RemoveRandomTiles Row is correct with Length-1, but Column is going from 0..NumberOfColumns which should also be -1 (unless I've misunderstood something!)
Is there a way in Verse to specify the maximum allowable size for an array?
Yeah I typed it wrong 😅
For array size, not that I can tell. I feel like that would go against the principle of what Verse is trying to accomplish-guaranteed data or not guaranteed data, verses empty spots with memory locations
I couldn't finish this one because I couldn't get the syntax for the tuple stuff right because you were in the way. Did you release that full code anywhere?
The full code is in the description. Same thing happen to me. lol
You seem to be doing a lot of variables setting inside of if statements, but many of the sets don't look like they could ever fail? Are you doing this just as a force of habit? Doesn't it just make the code a cluttered mess?
Nope, I got it, it can't fail but theorically if you write the code wrong it could fail, therefore the piece of garbage language foprces you to do a bunch of indentation. Stupid people rule the world ladies and gentleman, after the awful invention of blueprints we can now bathe in the glory of verse
any idea on how to make it where if the player clicks respawn from the Fortnite settings menu that it will not grant them an item?
You as a creator can disable that setting to allow people to respawn themselves
@@WarforgeXP but If I kill them using a trigger it would still do the same thing. Is there no alternative to check the player?
sir how can I dispose the damage volume device that I have attached to the multiple spider props suppose I killed SpiderProp[2] and It had Damagevolume[2] so how can I detect that spiderprop[2] has been destroyed and I have to remove or dispose the damage volume attached to it sir please help from 2 days i am trying
There are a few ways. Since you have to manually tack the spiders anyway, also track the damage volumes. Then in code you can Disable them
Do you know how to add collision to building props with animated meshes and a skeletal Mesh? In the bug shooter game you made, you used a invisible static mesh as a collider. Is that the only way to create collisions for animated characters?
There is another easier way. Download UE5. Create a blueprint. Add a Capsule to the blueprint. Migrate the blueprint to UEFN. You can now use the blueprint and the capsule. Set the capsule collider settings to FortBuilding
@@WarforgeXP I need collision on a mesh that is animated. I need the collision geometry vertices to follow the regular mesh because it moves outside of just a simple capsule collider or a static mesh.
@@BraggsTippingPoint well, you are asking for a lot right now. Just make it really big or maybe rethink some of your gameplay. Right now it is easier to adjust your gameplay to work with UEFN vs trying to get exactly what you want
@@WarforgeXP I get that. I was just curious if UEFN is limited to static mesh collisions where the mesh doesn't animate. For example. In your bug game, if you added a scorpion with a moving tail that could hit players, can UEFN make a collision with that moving tail? Bc the static mesh wouldn't move with the animated mesh if that makes sense.
@@WarforgeXP I figured it out my friend. UE uses physics assets to create moving collision meshes I believe. But I just designed primitives and attached them to sockets in the skeletal mesh and used those for collisions. Thanks!
Do you know if its possible to have collision on an animated skeletal mesh?
Yes and no. No by default. But I have steps. Tutorial coming out on that tomorrow actually
@@WarforgeXP Awesome! With the contest that just started I have a really cool idea but the collisions are what I'm missing.
@@midwinterdreams81 oh which contest?
Can't even see what you're writing at 31:06
SO much info without explaining. This is not well done tutorial. Very confusing. Learned nothing
shame your video feed covers the code we're supposed to be looking at =o(