Yeah I just learned that last night haha. I’m a programmer first and Creative 1.0 newb. Things I could normally do in UE5 in 10 minutes can take an hour in UEFN 😅
I really can't thank you enough you are so helpful and just an amazing person for taking the time and effort to create these tutorials for us!!! I knew this video was coming eventually and was so excited when I got the notification but I had to make sure I watched verse lesson 5 first 😂
10:00 as of 5.4 that I tested, you can right click the SK mesh and create physics assets and assign. This helps tremendously for assets that aren't globular like that tick spider you have.
It really is unbelievable, at the end of the day, how much you CAN'T do in UEFN... great video though, and WHEN they expose more of the API this type of groundwork will go really far!
Of all of the youtubers about UEFN, you are by far my favorite and the most understanding to the level of people who watch you! Thank you for the help. I would love to have you check out my map when I am done.
As far as I've found, for custom HP you have to place a "Prop Manipulator" overlapping with your NPC and it has a setting for overriding HP value. This way doesn't even require adding a pre-existing NPC's attribute to our prop.
If I can suggest a couple improvements. When you creating transparent material much better to use Masked instead of Translucent. When you use translucent, even at 0, object is still rendering, overlapping with objects behind, creating overdraw. Transparency in general is pretty heavy on render if you overlap multiple transparent object on top of each other. And we can save polygon count if we use box or sphere as collider instead of copy static mesh. But polygon count is not a big deal in current render tech, so it's actually may be better have precise collision if you won't use hundreds of this enemies in one game
It is fantastic that you don't add a background music; it is distracting when one wants to focus on the subject matter. I got a request - At 50'':50 you are attaching a static actor (Damage Volume) to a dynamic actor (Spider). I get the message that I cannot do that. I am using the most recent version of UEFN (today is 01/26/2024) . Can this be done through scripts? Also, thank you for your excellent ability to teach. I mean it.
Congrats on blowing through 2k subscribers. UA-cam should make an exception for you and give you your 4000 watch hours and let you monetize. You make the best content!
@@WarforgeXP Awesome! Congrats! I watched a bunch of those commercials tonight watching your videos. lol, Did lessons 1 - 3 and spider squishier and gun game.
@@WarforgeXP actually I am from a programming background i didnt have much problem understanding it. Im not that good at creating beautiful maps but Im fairly good at mechanics, so wanted to know more about Verse specifically which I found here...
Hey you can easily set the health of props in game. Either in the unreal editor or just in normal creative mode, add a prop manipulator to the prop and change health from there. This is common knowledge for all us creative folk but it’s a bit weird for people more used to the unreal engine. This is how we’ve done it for nearly a year now.
So good! And now that I have watched 5 of your lessons so far, I feel like I am actually starting to understand! Edit: I have one question. When do you think you will be posting lesson 6?
Bro you are a legend! I love the videos keep them coming! I've starting making a map for my son he cannot wait to play it! I'm learning everything from you. Keep up the good work bro.
Thank you so much for yet another super extensive video. This is a really cool mechanic to use. Can't wait to see what you will make once you have a creator code :-)
Pretty dope video! Although UEFN is still limited compared to UE5, it seems like you can still create better things than 1.0, so there’s at least that! Verse and UEFN will only get better as well, in some time it’ll be comparable to UE5, so that’s exciting.
As Usual, thank you For the vector part, for those who might be familiar with Unity, its called (the real term) Direction. By substracting 2 vectors in 2D/3D space, you get the difference in axis x,y,z and hence the angle between the 2 objects. Vectors are the core in videogames, so take the time to understand this concept the rotation part is called also Quaternion, which means a rotation around x axis , y axis, z axis
Wow thank you so much. Is this still viable tutorial after the updates? I just started learning verse and wondering if I can still replicate this process on current state of the game
Yo man can you make maybe like a short on how to make snow cause its not in default presets to paint or maybe a video how to customize sky graphics kr maybe how to make people spawn in the air for someone making there battle roayel/late game arena
I find myself getting stuck on these guides because you keep buying stuff. I want to learn by copying you exactly but when i download the cat instead i just keep running into dead ends and this time theres no walking animation appearing for the cat so im forced to buy an asset i dont want just to follow along. I bought the boss battle asset i didnt want because that was the only way to follow that tutorial
This is Amazing and so easy to follow! I have two questions for you though: 1. When you said that you opted for a colon instead of squiggly brackets at 1:09:25 because they would be in-line, what does in-line mean? 2. At 1:16:30 you say that you wouldn't use the zero for multiple players. How would multiple players be addressed?
In-line means that your providing the required data in the same line of code that you're declaring the variable (in this case). So when you see him declare Anchors at the start of the line he is saying instead of doing a colon and writing additional logic below on the next line of code, he'll just write in the values in the same line within the squigglies. In this case its the Minimum and Maximum (which are both Vector2 or X,Y values) and we will just write in X,Y coordinates here.
Great video, thanks for the upload. I'm trying to make an event system with custom events, do you have any tips for that? Also, the autocomplete uses TAB for some reason.
are you a game dev in unreal or unity? just wondering because you just randomly start uploading with the best uefn tutorials out there, and get 1k subs in a week. HOW!??
I’m having an issue get the AI to work. The verse code builds properly but when I add the enemy AI blueprint to the game manager device it makes the AI disappear. I have tried this two times now and I still get the same result.
yes I have the same issue. In my case they teleported below the map, they are stuck there. Either they changed something in their biblios or we both typed the code wrong.
I just found out it's because the model is imported with the wrong forward direction. It should be rotated in Blender and Re-Exported or when importing a model, turn OFF "Convert Scene" OR rotate the skeletal mesh 90 degrees in UEFN
Cool Video, but I tried to work with the infinity blade: adversaries on the market place but the prop can´t receive damage, do you know how to work with market place assets to make enemies? and Thanks for this great tutorials.
Good video, but I have some problems/ questions. I tried to make a zombie enemy and didn't know how to add the punch animation to the code. I created a Blueprint for it. Can anyone help?
This is a great course. Thank you. I have one question. UEFN can be used to create an asymmetric survival game like Dead by Daylight? More precisely, is it possible to have the player control the imported model?
I make like you but appearance this on my screen behind the scene : (( “ Your scene contains a skydome mesh with a sky material but it does not cover that of the screen... “) what I must to delete this text ??
Is there a way I could have 10 waves of enemies that spawn and I place down 100 enemies for each wave and after every wave the enemies respawn after a 1 minute delay?
yes you have to either spawn all enemies at the start and teleport them in mid game to their place. Or you don't kill the enemies. There is just another object inside the enemy which dies. and then the enemy makes a death animation and gets teleported away
@@WarforgeXP oh by the way great channel. Planning on watching all of your verse videos. Verse is like the Wild West at this point, so much for everyone to figure out.
Rewrite:Impressive videos. I am getting a .verse code compile error. I tripple checked into making sure i had no typos even copy pasted with a snipplet on win 11 UEFN. the model an mesh was corresponding well with my mats ect. Are you certain you uploaded the right code on the github cause the name is completely different. No longer the same .verse titles game_manager and enemy_ai.
@@WarforgeXP hey also, i tried switching the followplayer function to follow a set of props, which works, but they get REALLY slow when getting closer to the prop. Is there an alternative for this to make them move the same speed over time and not slow down at all when getting close to the destination (i think it may be the Lerp function that is doing this) ? Sorry if the question is a bit obscure.
tanx this was really helpful, but the spider follow the player with Little lag(not smooth moving) i saw a video that teach how to make a verse code that make a prop follow the player very smooth with no lag, maybe you can change the codes and tell me how to do it? thank you
31:06 The reason why Sleep(0.0) and Sleep(0.1) work the same is because UEFN limits the minimum amount of time we can wait to 100ms, so that code is actually running 10 times a second. IMO any code that is meant to be run every frame should use Sleep(0.0) even with this limitation, in case they remove the limitation in the future, in that case Sleep(0.0) will wait exactly 1 frame. Edit: It seems this limitation was only in place during the first days of release (or maybe i made a mistake during my tests). But if we use Sleep(0.0), we can tick 30 times a second.
Wow. you are right. I just ran the tests: Speed Tests: 0.1 Tick Time - 10 ticks in 1 second 0.01 Tick Time - 30 ticks in 1 second 0.0 Tick Time - 30 ticks in 1 second the crazy thing is I was told by an Epic staff member 0.1 was the equivalent of 60 ticks per second. Thanks for pointing this out!
@@WarforgeXP Thanks for checking it out. I'm not at my PC right now but if 0.0 is ticking 30 times a second then they may have removed the limitation so we can tick 30 times a second now. I remember I tested this the first day Verse came out and it was only ticking 10 times a second when i used 0.0. Curious it ticks 30 times a second tho, either their servers run the simulation at 30 fps or there's some arbitrary limit behind the scenes. Also, pure speculation on my part but since the authoritative simulation runs in their servers, maybe we don't need to worry about `deltatime` (and also why they don't give us a way to get the delta time value) since we can assume their servers will run the simulation at stable framerate all the time.
Greetings friend, excellent videos. I have the following question: I made a map for 4 players, each one starts from a different point, and I put one spiders near each point of each player, when the game starts, the spiders overlap, that is, they all join and join They all move in the same direction and follow only one player (the first player to join the game), how can I avoid this...? How can I make each spider (or several spiders) follow their particular player...? and, how to prevent them from all coming together, from overlapping (it looks like a spider with many legs because they all come together)..? Grateful for your response.
You need to have each spider find the closest player to them. On each update loop, or some other time interval, have each slider compare position to each player and then change target accordingly
I have a question: When you were creating the material, you imported a texture Ambient Occlusion and then when you wanted to connect it in the Result Node, you said we need to connect it in the Ambient Occlusion node. While saying that you actually connected it in the node Pixel Depth Offset. Was that intentional or was it some kind of mistake? Where do we need to actually put the line? Thank for the answer. Have a nice day.
For some reason after i finished the verse code i got a problem and it said: unknown identifier 'InitEnemies' ? Edit I figured it out but now my enemies are in the ground and for some reason attacking them doesn't really work
How would I go about adding multiple aniamtions to the prop i.e. different attacks/ death animation? Also could you use this same method with the mannequin device and the sequencer device?
I have been trying to figure out how to make a custom weapon or edit an item/weapon. Do you know if there is any way to do either through verse? After watching some videos of yours I am confident there is.
you can't alter official Fortnite weapons. But you can do creative things like import your own weapon, set its position to the players position, hack the camera to go first person, and then write custom code to "fire" objects. A lot of work, but possible
@@WarforgeXP im already full wing on a project im making on roblox, pretty ambitious rpg but for my other game idea i will most def wanna try UEFN to make it with
@@WarforgeXP im literally new at this but so far thats one problem, i need to see it in order to do it 😞 and nobody has a video teaching that , your video was very helpful , would it be to much to ask to do at least a reel about or teach me a side
I had a doublt, In enemyAI, why did you use LinearInterpolation(Lerp) and TeleportTo instead of just using moveTo that is mentioned in your other videos?
how do you find the fbx file? also what do you do when you download the file like do i use winrar and what parts of the file do i pull out to use or to find the fbx file at the very beginning…
Get the 7Zip app to unzip rar You download the zip. Unzip it and in your Download folder you should see it. Inside will be an FBX file. If not, find a different 3D model. Then drag the FBX into UEFN and click Import
This tutorial is great I just have one question has anyone figured out how to set the collision to block all except the player my enemies are walking thru walls I'm guessing it's still limitation because no collision capsules like in unreal
i've been trying but haven't figured it out yet. im just going to focus on pathfinding nodes so they move toward the player but only along proper paths. AI Pathfinding is coming soon to UEFN
@@WarforgeXP thank you sir, I was trying to add collision to static mesh objects, as well as just bringing in a box. I was going to have them stop behind a door then when you trigger it opens the door releasing the enemy but I guess in time it will be implemented
could someone help me please? i followed this video to the word like 3 times already and whenever i start the game, my npc dissapears, the enemy ai for some reason doesn't work idk why, how i followed it to the word exactly and still nothing even tried copying it from the description and the npc still dissapears. does anyone know why?
I had the same issue, as FollowPlayer function has Z := 0.0 the prop will only maintain a 0.0 vertical height, so anything with terrain will make the prop invisible.
Want code help? Subscribe to my UA-cam channel, then join my Discord:
discord.gg/TVM5a2VzPa
How do you save the verse
can you drop the code in your discord please?
@@koroxo4935 gist.github.com/WahlbeckUEFN/02bf4c885851183b194ad4b6d4d5ea73
Please can you help me? I have a crashing problem on uefn, because the texture size is too big. How do I lower all gallery textures?
Awesome tutorial! Also you can change the prop health using the prop manipulator device and attaching it to the prop.
Yeah I just learned that last night haha. I’m a programmer first and Creative 1.0 newb. Things I could normally do in UE5 in 10 minutes can take an hour in UEFN 😅
@@WarforgeXP Totally understand! Creative 1.0 stuff is crazy too.
@@WarforgeXP Do you also have videos on UE5 just like for UEFN?
@@raunakjain05 Just one (Search Devslopes Unreal Engine). But I'm 100% UEFN now
MUSTARD HOW YOU GET HERE I AM A FAN
You're literally better than most college professors. I appreciate your hard work and efforts! ❤️
Wow, thank you!
#1 UEFN channel on YT, hands down. Thanks for actually going in depth with your content!
🙏
I really can't thank you enough you are so helpful and just an amazing person for taking the time and effort to create these tutorials for us!!! I knew this video was coming eventually and was so excited when I got the notification but I had to make sure I watched verse lesson 5 first 😂
🙌
If you're new you're in good hands
🙌
That's me! I'm new!
10:00 as of 5.4 that I tested, you can right click the SK mesh and create physics assets and assign. This helps tremendously for assets that aren't globular like that tick spider you have.
It really is unbelievable, at the end of the day, how much you CAN'T do in UEFN... great video though, and WHEN they expose more of the API this type of groundwork will go really far!
Of all of the youtubers about UEFN, you are by far my favorite and the most understanding to the level of people who watch you! Thank you for the help. I would love to have you check out my map when I am done.
As far as I've found, for custom HP you have to place a "Prop Manipulator" overlapping with your NPC and it has a setting for overriding HP value. This way doesn't even require adding a pre-existing NPC's attribute to our prop.
Yes that is the better way to do it. Hopefully in the future we can modify props health directly
If I can suggest a couple improvements. When you creating transparent material much better to use Masked instead of Translucent. When you use translucent, even at 0, object is still rendering, overlapping with objects behind, creating overdraw. Transparency in general is pretty heavy on render if you overlap multiple transparent object on top of each other.
And we can save polygon count if we use box or sphere as collider instead of copy static mesh. But polygon count is not a big deal in current render tech, so it's actually may be better have precise collision if you won't use hundreds of this enemies in one game
this is incredible! So many handy techniques and work-arounds… I've been hitting so many issues with uefn and you’ve solved a bunch of them. Thanks!
Happy to help!
I swear you are the elon musk of UEFN , thank you so much bro!
🙌
It is fantastic that you don't add a background music; it is distracting when one wants to focus on the subject matter.
I got a request - At 50'':50 you are attaching a static actor (Damage Volume) to a dynamic actor (Spider). I get the message that I cannot do that.
I am using the most recent version of UEFN (today is 01/26/2024) . Can this be done through scripts?
Also, thank you for your excellent ability to teach. I mean it.
I just figured it out. In the SpiderProp, I ticked "Is Player Buildable" et voila!
THANK YOU! Literally no one is showing how to program in verse so this helps A LOT !!
Just an update, starting 24.30, you can now spawn custom props in runtime
Congrats on blowing through 2k subscribers. UA-cam should make an exception for you and give you your 4000 watch hours and let you monetize. You make the best content!
I got monetized last week!
@@WarforgeXP Awesome! Congrats! I watched a bunch of those commercials tonight watching your videos. lol, Did lessons 1 - 3 and spider squishier and gun game.
Bravo this video is a masterpiece. I love the verse videos but this really shows how the concepts come in to play to make next level maps
🙌
Thank you so much for this tutorial. You've kickstarted my verse learning path
Dude, holy bleep, that is amazing. Thank you so much
Detailed ever video on verse scripting. Great. Haven't seen anyone else going into such depth on Verse.
I thought I went fast. My other course teaches Verse more beginner friendly
@@WarforgeXP actually I am from a programming background i didnt have much problem understanding it. Im not that good at creating beautiful maps but Im fairly good at mechanics, so wanted to know more about Verse specifically which I found here...
@@WarforgeXP The trick to move a creative device by attaching it to a prop, was very helpful
Code for the game: gist.github.com/WahlbeckUEFN/02bf4c885851183b194ad4b6d4d5ea73
Hey you can easily set the health of props in game. Either in the unreal editor or just in normal creative mode, add a prop manipulator to the prop and change health from there. This is common knowledge for all us creative folk but it’s a bit weird for people more used to the unreal engine. This is how we’ve done it for nearly a year now.
Yeah I discovered that last night 😂
Making video games has never been more weird than using devices haha
Maaaaan I’ve been daysssss trying to add collision to an animated object 😭😭 u saved me
So good! And now that I have watched 5 of your lessons so far, I feel like I am actually starting to understand!
Edit: I have one question. When do you think you will be posting lesson 6?
Excellent!
coincidentally I was making a project this week that this applies perfectly to! amazing tutorial as usual sir!
Great!
Simple but effective. Can't wait to see more.
Bro you are a legend! I love the videos keep them coming! I've starting making a map for my son he cannot wait to play it! I'm learning everything from you. Keep up the good work bro.
Awesome. Keep me posted on it!
💯 I will do bro thank you!
Dude, I remember you. I’m not sure why, but I remember you used to make tutorials on normal Fortnite creative maps. I remember the skin too.
Thank you so much for yet another super extensive video. This is a really cool mechanic to use. Can't wait to see what you will make once you have a creator code :-)
I’m excited to get that code one day 😅
I just got my code!
@@WarforgeXP Wow!!! One day came sooner than expected! congrats! 🎉
Pretty dope video! Although UEFN is still limited compared to UE5, it seems like you can still create better things than 1.0, so there’s at least that! Verse and UEFN will only get better as well, in some time it’ll be comparable to UE5, so that’s exciting.
Love all the tutorials, keep it up!
More to come!
thanks again cant wait for more of your videos.... could you do a endless runner tutorial ?
Thanks a lot! Exactly what is needed
🙌
Just found this tutorial! Excellent!
Amazing video thank you for the hard work! This helps a LOT
🙌
As Usual, thank you
For the vector part, for those who might be familiar with Unity, its called (the real term) Direction. By substracting 2 vectors in 2D/3D space, you get the difference in axis x,y,z and hence the angle between the 2 objects. Vectors are the core in videogames, so take the time to understand this concept the rotation part is called also Quaternion, which means a rotation around x axis , y axis, z axis
Great explanation
“no one man should have all that power”
😅
This was great thank you. Curious what’s changed since you made this!
Many things 😅
Good stuff you're really talented!
Thank you so much 😃
Do will still have o use damage volume, or did Epic add a new way to get Enemies (buildingprops) to damage a player?
Wow thank you so much. Is this still viable tutorial after the updates? I just started learning verse and wondering if I can still replicate this process on current state of the game
This is amazing!
Just make this man the head of UEFN over at epic already
Yo man can you make maybe like a short on how to make snow cause its not in default presets to paint or maybe a video how to customize sky graphics kr maybe how to make people spawn in the air for someone making there battle roayel/late game arena
Thank you for your videos
👊
Really cool thanks!
🙌
I find myself getting stuck on these guides because you keep buying stuff. I want to learn by copying you exactly but when i download the cat instead i just keep running into dead ends and this time theres no walking animation appearing for the cat so im forced to buy an asset i dont want just to follow along. I bought the boss battle asset i didnt want because that was the only way to follow that tutorial
Thank you, great tutorial =].
What's the code for destroying the enemies damage volumes, please?
THANK YOU!!!! THAAAAAAAAAANNNNNNKKKKKKK YOUUUU!!!!! DONT STOP!!!!!!!!!!!!!!!!
Deal!
You Rock!
This is Amazing and so easy to follow! I have two questions for you though:
1. When you said that you opted for a colon instead of squiggly brackets at 1:09:25 because they would be in-line, what does in-line mean?
2. At 1:16:30 you say that you wouldn't use the zero for multiple players. How would multiple players be addressed?
In-line means that your providing the required data in the same line of code that you're declaring the variable (in this case). So when you see him declare Anchors at the start of the line he is saying instead of doing a colon and writing additional logic below on the next line of code, he'll just write in the values in the same line within the squigglies.
In this case its the Minimum and Maximum (which are both Vector2 or X,Y values) and we will just write in X,Y coordinates here.
@@LionUnchained Oh awesome, Thanks a bunch!
Great video, thanks for the upload. I'm trying to make an event system with custom events, do you have any tips for that?
Also, the autocomplete uses TAB for some reason.
are you a game dev in unreal or unity? just wondering because you just randomly start uploading with the best uefn tutorials out there, and get 1k subs in a week. HOW!??
Don’t over think it. I’ve been doing this kind of stuff for a while. 😅
@@WarforgeXP I figured do you have other channels I can go check out?
I’m having an issue get the AI to work. The verse code builds properly but when I add the enemy AI blueprint to the game manager device it makes the AI disappear. I have tried this two times now and I still get the same result.
yes I have the same issue. In my case they teleported below the map, they are stuck there. Either they changed something in their biblios or we both typed the code wrong.
you dont have to plug anything into basecolor. just the constant is enough
Thanks for verifying. I thought the 90 degree problem was my coding the other day.
I just found out it's because the model is imported with the wrong forward direction. It should be rotated in Blender and Re-Exported or when importing a model, turn OFF "Convert Scene" OR rotate the skeletal mesh 90 degrees in UEFN
@Wahlbeck Warforge ok wait I usually do like -y z up but which way is it supposed to be?
you can give prop healt with the prop manipulator
Thank you!!^^^^
🙌
Cool Video, but I tried to work with the infinity blade: adversaries on the market place but the prop can´t receive damage, do you know how to work with market place assets to make enemies? and Thanks for this great tutorials.
thanks for this. is it possible to use multiple prop manipulators for the kill count?
Good video, but I have some problems/ questions. I tried to make a zombie enemy and didn't know how to add the punch animation to the code. I created a Blueprint for it. Can anyone help?
wow, i have been looking for a video PvE
Cant spawn in my own props... Cant have animations if i want my props to deal damage... These are rough limitations
This is a great course.
Thank you.
I have one question.
UEFN can be used to create an asymmetric survival game like Dead by Daylight?
More precisely, is it possible to have the player control the imported model?
Not yet
why did you make a complex mesh if you will not move the mesh?
I make like you but appearance this on my screen behind the scene : (( “ Your scene contains a skydome mesh with a sky material but it does not cover that of the screen... “) what I must to delete this text ??
Is there a way I could have 10 waves of enemies that spawn and I place down 100 enemies for each wave and after every wave the enemies respawn after a 1 minute delay?
yes you have to either spawn all enemies at the start and teleport them in mid game to their place. Or you don't kill the enemies. There is just another object inside the enemy which dies. and then the enemy makes a death animation and gets teleported away
How will walls impact the math ("following of player")? Will the follow around corners?
Not with this code. Our AI really can’t recognize obstacles. We need a navmesh but don’t have it. The next best thing is making a path of nodes
@@WarforgeXP oh by the way great channel. Planning on watching all of your verse videos. Verse is like the Wild West at this point, so much for everyone to figure out.
i would love to know how to remove that destroy volume after the spider gets killed
Thanks so much! Do you know if it's possible to change the player 3d model ?
You can’t
Rewrite:Impressive videos. I am getting a .verse code compile error.
I tripple checked into making sure i had no typos even copy pasted with a snipplet on win 11 UEFN. the model an mesh was corresponding well with my mats ect. Are you certain you uploaded the right code on the github cause the name is completely different. No longer the same .verse titles game_manager and enemy_ai.
can you do more of the 3d space cow thing agian 35:14
u tha goat
😜
Great tutorial !! Only problem im having is I lag alot in game when the ai’s move around
Yeah, its not the best right now
@@WarforgeXP hey also, i tried switching the followplayer function to follow a set of props, which works, but they get REALLY slow when getting closer to the prop. Is there an alternative for this to make them move the same speed over time and not slow down at all when getting close to the destination (i think it may be the Lerp function that is doing this) ? Sorry if the question is a bit obscure.
@@DragonRageFNC don’t use Lerp just use teleport
Why don't the bugs lerp smoothly to their next target? They snap to the next location making them look glitchy.
tanx this was really helpful, but the spider follow the player with Little lag(not smooth moving)
i saw a video that teach how to make a verse code that make a prop follow the player very smooth with no lag, maybe you can change the codes and tell me how to do it? thank you
Try changing it to 100 FPS ie Sleep(0.01)
A Bug is Happening, My Enemy is Going Underground and the Enemy is not appearing in the game but in UEFN it is appearing, Help Meee
Come to my discord
I have the same bug
31:06 The reason why Sleep(0.0) and Sleep(0.1) work the same is because UEFN limits the minimum amount of time we can wait to 100ms, so that code is actually running 10 times a second. IMO any code that is meant to be run every frame should use Sleep(0.0) even with this limitation, in case they remove the limitation in the future, in that case Sleep(0.0) will wait exactly 1 frame.
Edit: It seems this limitation was only in place during the first days of release (or maybe i made a mistake during my tests). But if we use Sleep(0.0), we can tick 30 times a second.
Wow. you are right. I just ran the tests:
Speed Tests:
0.1 Tick Time - 10 ticks in 1 second
0.01 Tick Time - 30 ticks in 1 second
0.0 Tick Time - 30 ticks in 1 second
the crazy thing is I was told by an Epic staff member 0.1 was the equivalent of 60 ticks per second. Thanks for pointing this out!
@@WarforgeXP Thanks for checking it out. I'm not at my PC right now but if 0.0 is ticking 30 times a second then they may have removed the limitation so we can tick 30 times a second now. I remember I tested this the first day Verse came out and it was only ticking 10 times a second when i used 0.0. Curious it ticks 30 times a second tho, either their servers run the simulation at 30 fps or there's some arbitrary limit behind the scenes. Also, pure speculation on my part but since the authoritative simulation runs in their servers, maybe we don't need to worry about `deltatime` (and also why they don't give us a way to get the delta time value) since we can assume their servers will run the simulation at stable framerate all the time.
@@Cronofear I also ran this on multiple devices, including a very slow one, and it is capped at 30 across all devices
Does the map have a code? I would love to play it
Greetings friend, excellent videos. I have the following question: I made a map for 4 players, each one starts from a different point, and I put one spiders near each point of each player, when the game starts, the spiders overlap, that is, they all join and join They all move in the same direction and follow only one player (the first player to join the game), how can I avoid this...? How can I make each spider (or several spiders) follow their particular player...? and, how to prevent them from all coming together, from overlapping (it looks like a spider with many legs because they all come together)..? Grateful for your response.
You need to have each spider find the closest player to them. On each update loop, or some other time interval, have each slider compare position to each player and then change target accordingly
I have a question: When you were creating the material, you imported a texture Ambient Occlusion and then when you wanted to connect it in the Result Node, you said we need to connect it in the Ambient Occlusion node. While saying that you actually connected it in the node Pixel Depth Offset. Was that intentional or was it some kind of mistake? Where do we need to actually put the line? Thank for the answer. Have a nice day.
Lol if I did that then it was an accident
I dont want it to end the game how do i do that? Good video btw thumbs up
You can change the end game device to be set as end round instead, then set rounds wanted in the island settings.
Do you know how to make the character double jump? I only seen a video of someone using a remote to achieve it
Perhaps detect IsInAir then half way in apply an impulse
For some reason after i finished the verse code i got a problem and it said: unknown identifier 'InitEnemies' ? Edit I figured it out but now my enemies are in the ground and for some reason attacking them doesn't really work
sorry i dindt watch for so long i was grounded
Can you add an attack animation? And can You apply effects on the player when the spider attacks?
Not really. Would require a major sloppy workaround
@@WarforgeXP Okay Thanks
What can i use if the game manager doesnt show up in the assets???
How would I go about adding multiple aniamtions to the prop i.e. different attacks/ death animation?
Also could you use this same method with the mannequin device and the sequencer device?
It’s a pain but you’ll need multiple level sequences and multiple cinematic devices. Then you activate them as needed
@@WarforgeXP ok that’s what I anticipated. So all those devices would need to be connected to the Static mesh like the damage volume?
my model crossed the flor, someone help me pls
I have been trying to figure out how to make a custom weapon or edit an item/weapon. Do you know if there is any way to do either through verse? After watching some videos of yours I am confident there is.
you can't alter official Fortnite weapons. But you can do creative things like import your own weapon, set its position to the players position, hack the camera to go first person, and then write custom code to "fire" objects. A lot of work, but possible
@WahlbeckWarforge Thanks for letting know it's possible, and for pretty much giving me a blueprint to follow.
at 1:11:11 I cant see the full code
Roblox will def have competition if this advances enough but its already a sleeper just waiting for actual games to be available then it will start!
It's going to come fast. Epic plans on having AAA games built with UEFN/Fortnite engine
@@WarforgeXP im already full wing on a project im making on roblox, pretty ambitious rpg but for my other game idea i will most def wanna try UEFN to make it with
Im making a godzilla prop i followed the video but how can i make his roar sync with his animation ?
Do it in the sequencer
@@WarforgeXP im literally new at this but so far thats one problem, i need to see it in order to do it 😞 and nobody has a video teaching that , your video was very helpful , would it be to much to ask to do at least a reel about or teach me a side
I had a doublt, In enemyAI, why did you use LinearInterpolation(Lerp) and TeleportTo instead of just using moveTo that is mentioned in your other videos?
MoveTo is thread blocking. You have to wait for it to finish. Also, it’s not the best tool when you need to potentially cancel movement and realign
@@WarforgeXP got it👍🏻
how do you find the fbx file? also what do you do when you download the file like do i use winrar and what parts of the file do i pull out to use or to find the fbx file at the very beginning…
Get the 7Zip app to unzip rar
You download the zip. Unzip it and in your Download folder you should see it. Inside will be an FBX file. If not, find a different 3D model. Then drag the FBX into UEFN and click Import
How do you save the verse
This tutorial is great I just have one question has anyone figured out how to set the collision to block all except the player my enemies are walking thru walls I'm guessing it's still limitation because no collision capsules like in unreal
i've been trying but haven't figured it out yet. im just going to focus on pathfinding nodes so they move toward the player but only along proper paths. AI Pathfinding is coming soon to UEFN
@@WarforgeXP thank you sir, I was trying to add collision to static mesh objects, as well as just bringing in a box. I was going to have them stop behind a door then when you trigger it opens the door releasing the enemy but I guess in time it will be implemented
did you manage to find out?
did you manage to find out??? help ):
It doesn't seem to be ready still for uefn at the moment hopefully in a future update
Have you ever thought about applying for a creator code?
I have to have 21 days of opening UEFN. Im probably around 17 right now haha
@@WarforgeXP nice! When you get one I’ll definitely use it!
could someone help me please? i followed this video to the word like 3 times already and whenever i start the game, my npc dissapears, the enemy ai for some reason doesn't work idk why, how i followed it to the word exactly and still nothing even tried copying it from the description and the npc still dissapears. does anyone know why?
Join the discord channel to get some help
I had the same issue, as FollowPlayer function has Z := 0.0 the prop will only maintain a 0.0 vertical height, so anything with terrain will make the prop invisible.
@@acjharris so what's the solution?
so what do i need to do?