Blueprint Game Framework Basics | Live Training | Unreal Engine
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- Опубліковано 9 лют 2025
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You've prototyped your gameplay, now what? Alan Noon walks you through building a simple project shell highlighting the usage of UE4's Game Framework. Topics covered: UMG, Game State, Player State, Game Instance, and so on.
very informative and concise video that covered alot of essential stuff:
- Game mode, instance & state
- Opening levels + sublevels
- Save + Load game
- briefly covered UMG/UI
A must see video for anyone starting to learn UE4
Alan is a very calm and relaxed teacher. Please make more videos with him
In five damn years this is the first time I've heard of game instance. Thank you!
Even though years have passed since then, it is still one of the best.thanks alan
This was such an all round excellent tutorial. Really helped with the over all game building mechanics and where best to store certain variables.
Brilliant thank you.
Go to 35:40 for multiplayer Tips
Go to 46:00 for Saving & Loading
To get right to the game framework stuff skip to: 13:27
some heroes don't ware caps
@@NotCubicRubic But definitely wear capes
@@zachgibson22 lol I butchered English with that statement
Thanks Alan and Unreal Team. Found much of this video SUPER helpful.
I learned pretty much of this clear and indeed serious session! Thank you very much mister Durst!
Thanks for this lesson Alan. Straight to the point, just what I was looking for.
Excellent tutorial. To the point. I teach this stuff to a group of high school game design students and I'm gonna include this very live stream into the curriculum. Thanks, Alan.
Best tutorial so far!!. How ever my coin counter and bank counter don't load up on the next level. I thought I followed the tutorial. I have no idea what's wrong.
Thank you very much for this awesome tutorial! Having just started messing with Unreal, I got a lot of valuable info out of this.
One of best official videos I've seen.
This was a great Live Training session, I learned so many important setup situations for basic game building, thank you!
This was really useful! Exactly what I needed.
Thanks for this beginner tutorial. I was looking for this.
THE Coolest Dev I've ever laid eyes upon.
At first I thought that was Fred Durst :D
UnboxTherapy is unpacking Tutorials now?
just kidding, Ily alan :P
Thanks for the video Alan very useful workflow.
Less than one minute in, and i know I'm about to learn something.
Hmmm... something interesting to note.
If you are on say level 2 and pick up 3 coins, there's 2 coins left. If you quit and reload, it will load level 2 but it will do it from the start - meaning 5 coins will be present, and it will not reset you back to the state you were at the start of the level (with 5 coins in the bank), you'll still have 8.
A player could exploit this to quit/load until you had more coins than the game maximum (currently 15 coins), which would cause balance issues if the coins were a currency to buy power ups or, worse, to unlock later levels/areas.
I've just started watching these, but I'm curious to see if save 'states' of a level are mentioned further down in the playlist.
How did you get the color box? 3:23
The shortcut "1 + left-click" doesnt seem to work for UE4.18
"3+Left-Click" I guess
hello im having a problem with setting the "coin bank" integer located in the instance,I have done what you showed me, I've set the "coin bank" in the "BP_coin" blueprint, but I'm getting "Accessed none trying to read property game instance" and "attempted to assign to none" errors, also the "widget" is not changing the number, if someone could help me that would be great, thanks
Thanks a lot Alan you're awesome :)
That was a good tutorial, thanQ Alan.
My blueprint is working, I'm using my own empty project and character I made in Blender. However, when I look at my collectible graph I can't actually see my overlap event wire firing. It's working like it should and printing string but the wire doesn't turn red and show me what it's doing. It also says SIMULATING in the background, does that have something to do with it? I don't understand how the script is working but I'm not seeing it in action.
If I bring in a beginplay node, I see it fire just fine but I don't see the overlap node fire even though the script is working. What the heck is going on???
Super useful video. Took a lot from it! :D ty
Is there a more advanced game framework tutorial?
Thank you. This is really helpful!
can anyone help me with how to display which level you're on on screen like in the hud?
God I was looking so hard for something like this. I wanted a c++ one but I can translate blueprints to c++ pretty easily
Great video, thanks!
man you can really tell this was pre fortnite era. they've improved so much
very insightful thanks!
For less confusion and errors call your variables differently in the Game Instance and Save Game Blueprint
3 questions how can make in the gane the persons that play can make a server online 2 they can make their chars or i place characters for they select and 3 how can i make a inventory cool like the lne in ark
Cool, Fred Durst knows Unreal
I have been trying to find a guide no how to do this stuff for hours, the best as of so far. Perhaps add to the title basic variable adding?
it would of been great if he had explained what and why he was doing it etc. blueprints must be very tough to explain
any way to get rid of that crazy shake in the editor?
How can I save the amount of coins in the last level, for exemple, I picked up 3 coins, so there will last 2 coins at the level, Than I saved the game, and when I load it again, there must be 2 coins not 5, because se bank already has the coins I picked up before saving.
Following the spirit of this video, I would say:
- In the BP_Coin create a variable called CoinID. You can assign it manually, or you can make a loop in the Game Mode and assign each one a random value.
- Create an array variable CoinsInLevel in the Game Instance
- Before Quit and Save, get an array of the BP_Coins in the level, get their ID, and add them to CoinsInLevel array variables.
- Put those values in the SaveGame.
- On level blueprint, in EventBeginPlay, loop through the BP_Coins in the level. Get their ID, and check if they exist in CoinsInLevel variable.
- If they different, DestroyActor
This should leave the ones you left last time.
If you want to step up a bit further, you can make a dictionary were you store the Coins ID in each Level ;)
Why no English subtitle???
Where do we get to learn more about save, load and respawn… forums.unrealengine.com/unreal-engine/events/62066-training-stream-ue4-game-framework-basics-in-blueprint-nov-10th-2015?p=1590037#post1590037
If the level doesn't load when you walk into the cone and you double checked that every step was followed. Save the project and restart.
But how do I make an MMO really quick? Jk jk
Great video! Always the best content! Thank you. :)
Is it High Noon when Alan smokes weed?
This tutorial is coins in the bank! Cha ching! Knowledge is power and it could be money if used correctly.
was the level blueprint mentioned even once?...
with levels and blueprints on their own being such 'huge' parts of things, it seems relevant for a framework vid...
as far as I've come to know, the level bp is a thing which should be .. more or less not used at all..
+aysikl yes it should be used.. for you know.. LEVEL purposes, right? lol..for real, you can control your level with it and it should only be used for that.
Checkpoints are a good example of use for level blueprints
Thanks for the video but you should mention that you cannot change level if you don't set the default game mode to NewGameMode in the project settings and ALSO RESTART the project!!!!!! I found it out from the comments here and this answers page (answers.unrealengine.com/questions/183054/event-begin-play-not-working-for-gamemode.html). It took my half an hour to find the solution after spending 3 hours to follow and understand this tutorial and implement the BPs. I am new to UE4 and these tutorials are super useful but please make them work without much troubleshooting! Anyway thank you so much it was a nice tutorial after all. Cheers!
I wish these tutorial explain how to attach Kill-Z in a way that coin bank would get reset as well when player dies and not just the coin count. Any one knows how?
Brilliant =]
UE4 4.10.2 There is no Duplicate button in Map's menu
+TheDrRYO I noticed that. Just use "Save as" instead, to duplicate the levels.
copy paste works
If anyone has any issues getting the GameStateBase to Call CoinTest Event, go here:
answers.unrealengine.com/questions/183054/event-begin-play-not-working-for-gamemode.html
... and, If anyone has any issues getting the menu to appear in the viewport, you have to create a MenuGameState as well.
I know that Fred Durst will join the Unreal comunity one day..
This was pretty good but covering multiplayer/replication as it relates to the game framework would have been much better.
I wonder if Mario would have become as popular as it is of it were called Coin Game instead. :)
He looks like the Unbox therapy guy
Impossible to follow for a beginner. The color picker appears from nowhere, not a single drop of information how to make it appear. Tried "color picker" of course but its not working. Then he says "hold down one" for the metallic property, it does nothing. This video is useless for someone who does it for the first time. I had to stop there, tried for half an hour to make the color picker appear, as i tried holding one, complete lost of time. Never had these problems with Zak Parrish and i learned, this seems to be for for people who already knows how to do it.
hold 3 and click. Also, watch any video about material editor
Thanks. I know i finally got it. But its not hard to just clearly state what is pressed so that anyone without knowledge can follow.
BEEST!!!
make a fucking nfl football game
I wish Unreal had C#. C++ is too complicated when it comes to garbage collection and pointers.
+Greedy TopAz Have you given it a shot or are you relying on the reputation C++ has? Pointers are trivial and if you've got C# under your belt, C++ should be no issue. For the most part, in Unreal, with C++, you'll likely be dealing with raw pointers to UObjects stored in UProperties that are largely managed for you, using smart pointers to native objects, or simply passing raw pointers along.
+Greedy TopAz It's super easy in Unreal trust me. I'm coming from a Unity C# Scripting background and I learned it pretty fast. Just try it mate.
+Greedy TopAz Haha, super. When unreal gets C#, gamer pc will be no more really speed up than with C++.
Do you realize there is something called "blueprints", right?. If you dont like to actually code in C++, just do it through blueprints. Problem solved. So many people complain about C++ when it is an amazing languaje, sure a little older than C# but still one of the best object oriented languajes in the world. So, i still dont get all those complainings and moanings about C++. I just dont get it. Specially when you can just use blueprints.
You cannot use only blueprint unfortunately!
Helpful video!