Hey man, thx for all these nice tutorials you make for us. I have a question, I would love if you answer me. How can you integrate the HP into the character, let me explain myself, how can I change the color of my character to red when he reach low hp.
@@manuellorens You can probably alter the character's vertex colors in the material. Then use the blueprint to use the new material it when he's at a certain hp.
do you know why when i use the node "floor" it doesn't work? gyazo.com/c22101d910a3527a78caa3a032a66a03 gyazo.com/3ba9ecc4259c9e09b19a8c9ce2687692 It is literally the same code
Late on seeing this, but really this series is exactly the type of mechanics I was looking to implement in my game, or rather prototype at the moment. Hoping to turn it into a zelda type game with darker themes more aligned with dark souls. It's a big undertaking, but I don't work, and where game dev is successful it's in having loads of time and the ambition to make a dream come true. Thanks for these series though, keep em up if you can find the time to. If I get anything worth showing made from this I'll be sure to upload it on my own channel as a thanks for your hard research on how to pull this stuff off.
Figured out how to do this without an event tick. Also got it to only stay on the screen until it fills back up all the way after “is exhausted” is done while keeping the other HUD items on the screen. Btw fantastic tutorial! Thank you! ❤️
@@beachslayer4526 It’s been awhile but I used a button and a progress bar instead of an event tick. It gave the same results. If I make a tutorial video or take a pic of what I did then I will post/update it in my comment.
I have a question. Do you know why I would be getting the Error from Is Exhausted when trying to compile it inside the W_Stamina Bar Event graph? Also, I don't have the option to turn the Cast to third personcharacter to a pure node, so I turned it into a macro to remove the execute pins. Thanks for the video!
Hello! I had a question! I'm building this in UE5, and for the final step involving Event Begin Play, it's plugged into important BP character movement code, and Event Begin Play isn't able to be duplicated. Is there another solution I can use to solve this problem? I feel like the solution is super basic, I'm just not seeing something or don't know the proper node to use. Thank you!
This is a year too late but might help anyone else asking the same question. If you take the last multiply node and plug this directly into your Opacity, it should remove the black portion of the bar. Like so: imgur.com/a/97JZpfp
Sub well deserved. Great tutorial, just what I need, thank you so much!! I'm wondering, you know if it's possible to create those HUD elements on perspective directly in Unreal? Let's say, like Crysis style.
I'm maybe late, but if you still need to know, verify that you doesn't add a Get Main HUDRef to the target of Add to viewport, you only need to connect the Main HUDRef Set output to it
Amazing job man! Nevertheless when I created a widget for my bar, my GetVectorParameterValue does not have a 'value' output so I can't change the color of the bar (like in 11:50). I think it's because of a newest version of the engine. Any idea how to solve that?
probably late but that's because from (Get Dynamic Material) you dragged the (Execute) instead of (Return Value). if you drag the (Return Value) then set the (Set Vector Parameter Value) you should have (Value) output.
Hi Cobb, im really enjoying these videos. I'm also applying this stamina method to my game but I have a question. How can I do so that when the stamina regeneration process is underway, I can sprint again? Thanks :D
I'm looking to do this too. I've tried a couple of methods but both were a bit buggy. If anyone knows the answer to this question, I'd really love to hear it.
Late reply but I got it working. In the Stamina Regeneration function, after the [Set StaminaLevel] node, connect a branch node. For the conditional make it so StaminaLevel is greater or equal to . I would recommend about 33 if your max stamina is 100. Then from the branch node, attach the [Set to Walk] macro, followed by turning CanSprint to true, then turning IsExhausted to false. Not sure how this would affect the ui for it though.
i downloaded the files from the desc and i guess you changed something at some point because right now the stamina bar isn't going up or down. i'll try making a new material and see if i'll fix it. edit: so yeah, after making my own staming bar using gimp i followed through the video again and i notice at around 6:10, when making the decimal, i was supposed to give it a default value of 0.74 but my non native ear heard just a regual 74. that's why the bar wasn't moving.
i am trying to follow this tutorial, but when i try to connect the "get dynamic material" and "set vector parameter value". I have now tried to make the parameter vector value get, but does that work?
I know it's kinda late but there are two "set vector parameter value" nodes which named completely the same. You just need to choose another one and it'll work.
Hey Alotofcam, Unfortunately at this time I wont be releasing the project files. If you can figure out what part of the code is giving you trouble I'd be more than happy to help you sort it out!
why are you using a 2k uncompressed (UI texture group) texture for an icon that will never be more than 10% of a screen that will never be more than 8k wide?
Here's the circle if you homies want it: i.imgur.com/vJ0X5im.png
Sorry it's been so long, guys! Next three parts coming soon!
Hey man, thx for all these nice tutorials you make for us. I have a question, I would love if you answer me. How can you integrate the HP into the character, let me explain myself, how can I change the color of my character to red when he reach low hp.
@@manuellorens You can probably alter the character's vertex colors in the material. Then use the blueprint to use the new material it when he's at a certain hp.
do you know why when i use the node "floor" it doesn't work?
gyazo.com/c22101d910a3527a78caa3a032a66a03
gyazo.com/3ba9ecc4259c9e09b19a8c9ce2687692
It is literally the same code
Late on seeing this, but really this series is exactly the type of mechanics I was looking to implement in my game, or rather prototype at the moment. Hoping to turn it into a zelda type game with darker themes more aligned with dark souls. It's a big undertaking, but I don't work, and where game dev is successful it's in having loads of time and the ambition to make a dream come true. Thanks for these series though, keep em up if you can find the time to. If I get anything worth showing made from this I'll be sure to upload it on my own channel as a thanks for your hard research on how to pull this stuff off.
Appreciate the tutorial, works great for my combo system. Thanks!
Thats so awesome! thanks for sharing and taking the time to create this series!!
CobbDev it doesn’t work for me the numbers get calculated but it doesn’t seem to change in the viewport. Any help would be appreciated. Thanks
Figured out how to do this without an event tick. Also got it to only stay on the screen until it fills back up all the way after “is exhausted” is done while keeping the other HUD items on the screen. Btw fantastic tutorial! Thank you! ❤️
how did u do withot event tick and stay in screen until it all fills up? help a brother out plz
@@beachslayer4526 It’s been awhile but I used a button and a progress bar instead of an event tick. It gave the same results. If I make a tutorial video or take a pic of what I did then I will post/update it in my comment.
@@chickishot8172 Thank you, if you do ill look forward to it. Thx :)
@@chickishot8172 soo... how to do this
@@chickishot8172 bump
Great tutorial! Makes it easy from an artist's perspective! Thanks!
Could you explain how to change black color inside circle to another?
0:13 Good for you Man!
I have a question. Do you know why I would be getting the Error from Is Exhausted when trying to compile it inside the W_Stamina Bar Event graph? Also, I don't have the option to turn the Cast to third personcharacter to a pure node, so I turned it into a macro to remove the execute pins. Thanks for the video!
You have to right click and at the very bottom of the pop up window it says “convert to pure cast”
You are great Man
Thanks man, great tutorial
Hello! I had a question! I'm building this in UE5, and for the final step involving Event Begin Play, it's plugged into important BP character movement code, and Event Begin Play isn't able to be duplicated. Is there another solution I can use to solve this problem? I feel like the solution is super basic, I'm just not seeing something or don't know the proper node to use. Thank you!
whenever I go into my main menu it still shows, How do I get rid of it (sorry I'm EXTREMELY late)
May the gods bless you, man!
Really nice Tutorial. Thank u very much.
How would I make it so that the empty portion of the progress bar is transparent? Thanks!
This is a year too late but might help anyone else asking the same question. If you take the last multiply node and plug this directly into your Opacity, it should remove the black portion of the bar. Like so: imgur.com/a/97JZpfp
@@roblaatz4188 THANKS!
@@roblaatz4188 actually it makes the bar gone
@@Apollyon47 I actually managed to do it like this : imgur.com/a/Q8ajwx5
@@roblaatz4188 you are a legend, thank you
Perfect!! Is there a way to make the "decremented" black part transparent instead of black?
I added my stamina widget to my character blueprint so it moved with the character and moved with camera movements (aim mode, etc.). Just a suggestion
How?
Awesome man
Very helpful video. Thanks.
Sub well deserved. Great tutorial, just what I need, thank you so much!! I'm wondering, you know if it's possible to create those HUD elements on perspective directly in Unreal? Let's say, like Crysis style.
Im getting "The widget 'MainHUD_C" was already added to the screen." Error. Is there some way to fix that?
I'm maybe late, but if you still need to know, verify that you doesn't add a Get Main HUDRef to the target of Add to viewport, you only need to connect the Main HUDRef Set output to it
hi, i notice something. when i run and then i release the "W" and shift still on hold. the Stamina still decreasing. how to fix it?
Thank you for this tutorial, its work perfectly
Dude, you earned a sub! Lol Good stuff
pls help how do I do this but with half a circle
Finally. Thank you so much :)
Amazing job man! Nevertheless when I created a widget for my bar, my GetVectorParameterValue does not have a 'value' output so I can't change the color of the bar (like in 11:50). I think it's because of a newest version of the engine. Any idea how to solve that?
probably late but that's because from (Get Dynamic Material) you dragged the (Execute) instead of (Return Value). if you drag the (Return Value) then set the (Set Vector Parameter Value) you should have (Value) output.
@@mubsicthedev9769 This is correct, I had the same issue and your advice helped. Late for him, 5 minutes on time for me as of yesterday. haha
How would you go about making this counter-clockwise?
Easy man, have you removed the resources for this? getting poage not found when i follow the link...
I've been trying to mess with the values to make it go counter-clock but with no result :(
In between Add and Vector to RadialValue, place a Multiply node. Plug Add into A. Plug a Constant2Vector node into B with parameters R = 2.0, G = -2.0
@@thresholdseven8942 Thank you!
Awesome!!! Thank you
Hi Cobb, im really enjoying these videos. I'm also applying this stamina method to my game but I have a question. How can I do so that when the stamina regeneration process is underway, I can sprint again?
Thanks :D
I'm looking to do this too. I've tried a couple of methods but both were a bit buggy. If anyone knows the answer to this question, I'd really love to hear it.
Late reply but I got it working.
In the Stamina Regeneration function, after the [Set StaminaLevel] node, connect a branch node. For the conditional make it so StaminaLevel is greater or equal to . I would recommend about 33 if your max stamina is 100.
Then from the branch node, attach the [Set to Walk] macro, followed by turning CanSprint to true, then turning IsExhausted to false.
Not sure how this would affect the ui for it though.
I Can't open the RESOURCES website.It say"This page doesn't seem to exist."
Sorry, I'll update the link sometime tomorrow, my computer is disassembled at the moment
Nice Job!
i downloaded the files from the desc and i guess you changed something at some point because right now the stamina bar isn't going up or down. i'll try making a new material and see if i'll fix it.
edit: so yeah, after making my own staming bar using gimp i followed through the video again and i notice at around 6:10, when making the decimal, i was supposed to give it a default value of 0.74 but my non native ear heard just a regual 74. that's why the bar wasn't moving.
Glad you figured it out! I make that mistake all the time.
i am trying to follow this tutorial, but when i try to connect the "get dynamic material" and "set vector parameter value". I have now tried to make the parameter vector value get, but does that work?
I know it's kinda late but there are two "set vector parameter value" nodes which named completely the same. You just need to choose another one and it'll work.
would it be at all possible for you to link the project file below after every episode. I copy all the code and it just refuses to work.
Hey Alotofcam,
Unfortunately at this time I wont be releasing the project files. If you can figure out what part of the code is giving you trouble I'd be more than happy to help you sort it out!
the resource link is down!?!?!
wHATS THE 2 BUTTON CLICK?
Nian Drones hey Nian, could you timestamp the part you're talking about?
It’s fine I was just confused about what the clicks were while you were explaining the material setup
I eventually figured it out and I thank you for the amazing tutorial like no one else on UA-cam will go over this
@@niandrones1056 Glad you figured it out! And thank you, that comment just made my day
the link dosnt work
why are you using a 2k uncompressed (UI texture group) texture for an icon that will never be more than 10% of a screen that will never be more than 8k wide?
Download doesn't work!
SAME
just some feedback man, slow down when you're doing things, i have to watch bits over and over to see what you have clicked sometimes
May the gods bless you, man!
I Can't open the RESOURCES website.It say "This page doesn't seem to exist.
May the gods bless you, man!
May the gods bless you, man!
May the gods bless you, man!
May the gods bless you, man!
May the gods bless you, man!
May the gods bless you, man!
May the gods bless you, man!