Hi, thanks for your supportive comment and interest ! That's why the video is long, you can't explain these important things in 9mins Tutorial, that's why there are so many complaints in my other videos. Stay tuned, other great videos are coming with things that are almost never said in here. Cheers
@@yairmagnivow1361 Many people have learned Cast, but still they don't want to accept that Cast is bad for the game. I'm happy you have learned this way, and trust me, when you finish your game you will feel the difference ! :) I have a full Course on Udemy for Blueprints Optimization, check the link with a Coupon 33% OFF. Thanks and happy learning :)
@@kartikmarandi12 Thanks, I'm happy it helped you :) For Multiplayer it will require a little bit of tweaking some stuff, but definitely this is the optimized approach.
Thanks for your kind comment ! You see the length of the video? Almost 30mins ! If this was a video with Casting it would've been 10mins long. Check the Channel regularily, I will post many other things that are not being taught on UA-cam or Udemy. Cheers!
@@connorjade5460 Using Blueprint Interface, Custom Events, Timers, Event Dispatchers. Just Avoid using these Blueprints I'm mentioning. I have a GAS Blueprints ready on Marketplace, check my Channel links.
Thank you for your kind words and for recognizing a true rare and hard work ! More Tutorials and more Courses are coming, so keep an eye on the Channel or join our Discord Server. Thanks again !
Can you show the player fps without binding? I mean to show him in a different font and a custom place in the widget not the engine one. I think it is impossible to show fps without binding or event tick.
I'm sure it's possible. Binding in Widgets and Event Tick are the same, so this is very bad for performance of your game, especially these two running at the same time.
Hi. Can you please let me know how can I get a reference to my Character BP. I have several skeletal meshes in my Character BP. And I want to get their reference inside game instance blueprint. Earlier I simply casted the character BP and got the reference from it's target node. Please help....
Hahaha you showed us the easiest case ever with overlap ,but how do you want to make communicate between 2 diffrent BP? How do you want to use event dispatchers?
What do you mean exactly by "Communicate between 2 different BP"? And this is not the easiest case ever. The easiest way ever is those crappy Tutorials that are teaching you Casting and killing your game's performance. More Tutorials are coming though :)
Great tutorial! Very clear and concise. So, If I'm looking to make multiple health bars for children of the BP_ThirdPersonCharacter, how would I be able to give "Set Percent" multiple targets? Do I have to turn the target into an array?
Thanks ! You can go with Array, just make sure you don't put a lot of Arrays, since Array can also slow down performance. For example don't put 10 - 15 Arrays. I could say it's safe to go up to 10, but also it depends how fast you want the Progress to update the Percent.
@@chankulovski Thanks a bunch, I'll remember to keep that in mind! It would probably be no more than 4 or 5 at a time. Also, when adding the max for the clamp, does it matter if it's set to 100 or should that also be a variable on it's own? Since some children may have a different max.
@@EMBakie If you want to make it even more modular, the best approach is to make a Blueprint Component, and all you have to do is to tweak the values there, without creating many arrays and additional programming. But that's Tutorial for another time.
@chankulovski Okay, I'll see if I can figure it out. Thank you for the push in the right direction. The more modular I can get it his system the better. I'm trying to make it so the player can switch between a list of people.
@@chankulovski That would be great I'm struggling with it, go health to work at one point, now I just die in the pain causing volume and when I spawn I fall though the map by following different people's spawn, health, death videos. LOL
That's awesome, it's very difficult to find tutorial that show what they're doing and do it in a clean way !
Thank you ! Can't wait for the next video
Hi, thanks for your supportive comment and interest ! That's why the video is long, you can't explain these important things in 9mins Tutorial, that's why there are so many complaints in my other videos. Stay tuned, other great videos are coming with things that are almost never said in here. Cheers
thanks man for saying that i just learned cast i didint knew its bad for the memmory . i will learn your way
@@yairmagnivow1361 Many people have learned Cast, but still they don't want to accept that Cast is bad for the game. I'm happy you have learned this way, and trust me, when you finish your game you will feel the difference ! :) I have a full Course on Udemy for Blueprints Optimization, check the link with a Coupon 33% OFF. Thanks and happy learning :)
@@chankulovski btw how did you create the player hud set ?
@@yairmagnivow1361 I've created a Widget Blueprint and in the Third Person Character, on the Event Begin Play I'm calling the Widget.
@@chankulovski how you do it ?
@@yairmagnivow1361 I will make a Tutorial for that soon.
LEtsGetiTT!! Thank you for cost efficiency tut. Very rare yet very helpful 🙏🙏
Thank you ! Doing my best to give back to the community :) More awesome Tuts are coming !
Bro you saved me, i never thought of this way around thank u😊, but this will work on multiplayer?
@@kartikmarandi12 Thanks, I'm happy it helped you :) For Multiplayer it will require a little bit of tweaking some stuff, but definitely this is the optimized approach.
תותח! פתרת לי בעיה ששעות מנסה לפתור . תודה
I'm happy this helped you :)
Got it! All done! ty for a great tut :-)
U welcome, more to come!
Great tut!
Thank you ! :) More awesome Tutorials are coming soon ✌️
Ty so much brother.. U r the King..
@@muratkara9482 Thank you!
That was very insightful
Thanks for your kind comment ! You see the length of the video? Almost 30mins ! If this was a video with Casting it would've been 10mins long. Check the Channel regularily, I will post many other things that are not being taught on UA-cam or Udemy. Cheers!
nice❤
@@mswwill Thanks for your comment, I'm glad you like the Tutorial !
@@chankulovski Hi can u make a G.A.S system in unreal engine with good practices?
@@connorjade5460 Using Blueprint Interface, Custom Events, Timers, Event Dispatchers. Just Avoid using these Blueprints I'm mentioning. I have a GAS Blueprints ready on Marketplace, check my Channel links.
I got lost at 7:50 where Player_HUD Variable has already been created in BP_ThirdPersonCharacter, and I can't work out how to do that...
I've messaged you on Discord, will explain to you there with Screenshots
i wish more tutorials like this! best practices tutorials are rare..
Thank you for your kind words and for recognizing a true rare and hard work ! More Tutorials and more Courses are coming, so keep an eye on the Channel or join our Discord Server. Thanks again !
Can you show the player fps without binding? I mean to show him in a different font and a custom place in the widget not the engine one. I think it is impossible to show fps without binding or event tick.
I'm sure it's possible. Binding in Widgets and Event Tick are the same, so this is very bad for performance of your game, especially these two running at the same time.
Hi. Can you please let me know how can I get a reference to my Character BP. I have several skeletal meshes in my Character BP. And I want to get their reference inside game instance blueprint. Earlier I simply casted the character BP and got the reference from it's target node. Please help....
I will look into this and will try to see how this can be done
Hahaha you showed us the easiest case ever with overlap ,but how do you want to make communicate between 2 diffrent BP? How do you want to use event dispatchers?
What do you mean exactly by "Communicate between 2 different BP"? And this is not the easiest case ever. The easiest way ever is those crappy Tutorials that are teaching you Casting and killing your game's performance. More Tutorials are coming though :)
Great tutorial! Very clear and concise. So, If I'm looking to make multiple health bars for children of the BP_ThirdPersonCharacter, how would I be able to give "Set Percent" multiple targets? Do I have to turn the target into an array?
Thanks ! You can go with Array, just make sure you don't put a lot of Arrays, since Array can also slow down performance. For example don't put 10 - 15 Arrays. I could say it's safe to go up to 10, but also it depends how fast you want the Progress to update the Percent.
@@chankulovski Thanks a bunch, I'll remember to keep that in mind! It would probably be no more than 4 or 5 at a time. Also, when adding the max for the clamp, does it matter if it's set to 100 or should that also be a variable on it's own? Since some children may have a different max.
oh wait, then that means I have to make sure each child has a variable for "Max health" huh? Instance editable 😵
@@EMBakie If you want to make it even more modular, the best approach is to make a Blueprint Component, and all you have to do is to tweak the values there, without creating many arrays and additional programming. But that's Tutorial for another time.
@chankulovski Okay, I'll see if I can figure it out. Thank you for the push in the right direction. The more modular I can get it his system the better. I'm trying to make it so the player can switch between a list of people.
First person seems different, everyone seems to do third person.
@@retrowrath9374 It's different yes. I will probably make Tutorial for Third Person as well :)
@@chankulovski That would be great I'm struggling with it, go health to work at one point, now I just die in the pain causing volume and when I spawn I fall though the map by following different people's spawn, health, death videos. LOL