I never expected a 1.5gb project from epic games. The explanation is very nice .ease for the ears. unlike people who shout for small things. Dear Arran plz do more unreal tours/tutorials in the future.
Finally something that show's us how a project should be structured and how work is done by professionals, amazing work, I would love to see more content like this especially for things like multiplayer with EoS on how the data should be managed we all want to use it but nobody seems to properly understand how, so far there are packages on the marketplace but they are really bad, no documentation over them just some show offs and lost money. This sample project is a on hole new level then the ones I saw in the past 4 years.
this is a great project and a great explanation of how things are executed in it. a big step up from previous samples. also this is probably the best User Widget explanation you have ever done. but there are some practices being used that are fine for hacking in a prototype but not great practices for a real project even of indie scale. for example using the string based tags gets very confusing very fast. I personally use the gameplay tag system that is already built in, having a list with all used tags and having a hierarchy in the tags is a lot more scalable for bigger projects. also there is a lot of state management in the blueprints & behavior trees. if you are already working in states you might as well just use a state mashine for that. i know its not native to UE but there is a great free plugin for it on the marketplace that has been a lifechanger for me.
Amazing content! I love this format, where you walk us through the blueprints in-depth in a way where we can download them and understand them simultaneously. Well done.
The input is very unresponsive in this one. It's not hard to improve, but as its implemented in the demo its easy for the game to completely ignore your input. For example moving the build asset feels bad. Quickly clicking a where a building should be built won't work because there is a 0,1 second hold trigger, and after that the UpdateBuildAsset has interpolation on updating the building location which actually stops when you release the mouse. So, fast clicks won't trigger the input at all, and a bit slower inputs will move the building part of the way towards where the player clicked. Can be fixed by removing the hold requirement from IA_Build_Move and removing the movement interpolation (or if you want to keep the interpolation then simply set the target position once on trigger, and do the interpolation in a separate update loop). Good introduction to Enhanced Input system none the less, thank you!
What an awesome video thank you so much for the effort that must have gone into both the project and this video! I'm just beginning to learn Unreal - moving from Unity where I couldn't even get 20 minutes into a new project with it stuck in a crashing loop for unknown reasons for months
Finally a video from Unreal that is detailed .... easy to follow and with the best narrator ever! I loved this video so much, i can keep watching it and its so easy to understand ;p
Which type of turn? All units, unit by unit, initiative, turns in realtime, parallel turns, turns with phases, turns after a dice roll, cards with turns, ... Turn based are easy to implement, but there are so much systems...
Honestly: I started with UE5 and the documentation is a horror for beginners. The learning curve is very steap for starters and searching for hours to get a project forward is frustrating. Thanks to such detailed vids I'm not loosing hope...
i'm trying to pull the island generator out of this project and into an empty one, but it seems it has dependencies for other plugins, however the dependencies array for the plugin is empty, would be great if you could share what dependencies are required as I am interseted in reading through the bp to understand how the island is procedurally generated.
This is awesome! I've been wanting to start an RTS for a while but never had the courage, this is a huge jump for me! Also: maybe its just my end, but I can't download the project file, I get an 'unable to be resovled' error. Firefox/Edge Win 10, with and without login.
How about it, let's see if you can help me, I already created another "gold" material but at the time of collecting it it has the image of "Food" how do I change the image? thank you
When I try to bring the BP_IslandGen into another project that will be using the island as a base level, I get nothing but compile errors. "Output pin type 'Float (double-precision)' is not compatible with input type of 'Float (double-precision)' on ' float / float '" Please help me before I lose it.
Can somebody explain to me, why is level where 3D objects are baking for icons (PackIgnore\IconBaker) give me warning that my 8Gb video card is over budget of memory on 1.5Gb?
okay help me out community is this a template to work with to build a game using these functions as a base? or just a little game to play for free that you can mod ?< thats kind of the same thing i guess but im new to this so maybe im not saying the right things. Game ON
The game mechanics is confusing and THen i found out you need click and drag, I am so used to traditional rts of click once and point to direction. This shows I am getting old for this mobile thing lol
I just wish Unreal engine was more user friendly and not this rocket science. All these things he's talking about should be easy editable preset scripts to utilize in making your own RTS game. Because by now, 2023 there's a TON of things that is universal in all games. And Unreal can really just build a library of preset codes that you can drop in, adjust and edit. And a community (like Blender) to add to this library. # Make Unreal user friendly.
I kinda expected the Mass Framework to be used here, fantastic learning material nonetheless ! 0:00:00 Introduction 0:04:47 Island Spawning - Feature Plugin 0:05:35 Island Generator - Dynamic Mesh Actor 0:07:13 Once Generation Completed 0:07:44 Gamemode 0:08:32 BP_Spawner 0:12:20 What are spawned actors? BP_Interactable children 0:15:25 Inheritance and Functionality 0:16:10 On the importance of tagging 0:18:10 The Player 0:25:20 The Villagers 0:30:53 The UI 0:36:50 Scalability (adding as i watch)
Watched the 1 hour one, they didn't go over the grid system, but they covered lots of important things, and going through the blueprints for about 2 hours allowed me to see pretty clearly what was going on in all of this
Very cool, but be aware that the control scheme by default is mainly for a tablet style game and not a mouse. So you need to change that, if you want more a PC experience.
1:09, add a manual save feature, NEVER trust auto save to get the timing right, sometimes we just want to abandon the current state and go back to a previous state, insisting on otherwise will only drive gamers like me away.
Thank you for this walk through, I am working on a RTS game concept for the Meta Quest headset and I found that the biggest issue with maintaining good FPS was to make sure that the meshes are instanced so that they only have a single draw call. Without that, my FPS dropped precipitously over say 75 units on the map. With instanced static meshes I can run 150 units at 70FPS but there are no easy ways to animate. I wish unreal offered instanced skeletal meshes, it would my game and workflow so much better.
To me guys... this was an AMAZING work... For those who are truly passionate, curious, and really want to create something new 'birthed' from their own imagination... all of this is absolutely fantastic, and all the tools introduced by Unreal Engine are, to say the least... INCREDIBLY AMAZING. All it takes is a mind with a bit of imagination and an ardent desire to create something beautiful to share with others. I am always fascinated by how today you can shape some people's ideas and bring them almost to life, as if they were alive, as if reading a book, the pages took shape...
So I downloaded Cropout Sample Project, but my sample project is different than yours, there's no plugin folder and my building folder is inside another folder called Interactable... have you restructured folders, removed blueprints and folders?
As a begginer I'd love to see sample RTS project to learn from without overcomplicated solutions like cross-platform, auto generated terrain and cursor being and object that follows a mouse
It would be great if the next template is an RPG game) As far as I remember, there is already an Action RPG, but it has not been updated and uses the capabilities of UE4.
I want to know how is the New Input of IA_build_move(custom) trigger, i cant find it, which is just a enter point in blueprint; is he mectioned? thank you
I found it: there is a trigger of "Swith Build Mode" as relatie lik "IMC,IA" (2 files);while it's in such a mode, it could only use on "mapping context" (IMC)
I would love to see support for navigation flowfields that you can (easily from a BP user stand point) swamp the current nav system with, an official plugin or engine feature. I would love to dabble with some RTS ideas in Unreal Engine but without flowfields I feel like Unreal Engine only support causal RTS which is very unfortunate :S
A questions about the Blue Print of IslandGen; since it is procedurely generated, how does navigation mesh get updated? I saw in the project setting the "Runtime Generation" is static, however the comment says we move the z-axis of the dynamic mesh actor to trigger the navigation updated. I thought "static" won't allow any change of navigation mesh? Am I right? What's logic here?
Sorry I am new to programing/Unreal engine, so pardon my ignorance but would it be easy to replace all of the npc workers using a Meta human I created? If so what would be the best way to do that?
Unity sent me here with their Sep. 2023 pricing update! 🤣 This looks like a great sample project to finally get some experience with UE5 and understand its new systems.
Looks great! I would have loved to see a more elaborate procedural map generation example though... can these techniques be used in conjunction with PCG?
I never expected a 1.5gb project from epic games. The explanation is very nice .ease for the ears. unlike people who shout for small things. Dear Arran plz do more unreal tours/tutorials in the future.
Haahahahaha am dead 😂😂😂😂
Finally something that show's us how a project should be structured and how work is done by professionals, amazing work, I would love to see more content like this especially for things like multiplayer with EoS on how the data should be managed we all want to use it but nobody seems to properly understand how, so far there are packages on the marketplace but they are really bad, no documentation over them just some show offs and lost money. This sample project is a on hole new level then the ones I saw in the past 4 years.
👍
well that happened for FPS multiple times already but this is a good example for RTS :)
influencerule
I am not sure what I can do with this but I hope to make a game with unreal someday. Would be nice to say, I made something that can entertain people.
this is a great project and a great explanation of how things are executed in it.
a big step up from previous samples.
also this is probably the best User Widget explanation you have ever done.
but there are some practices being used that are fine for hacking in a prototype but not great practices for a real project even of indie scale.
for example using the string based tags gets very confusing very fast. I personally use the gameplay tag system that is already built in, having a list with all used tags and having a hierarchy in the tags is a lot more scalable for bigger projects.
also there is a lot of state management in the blueprints & behavior trees. if you are already working in states you might as well just use a state mashine for that.
i know its not native to UE but there is a great free plugin for it on the marketplace that has been a lifechanger for me.
Amazing content! I love this format, where you walk us through the blueprints in-depth in a way where we can download them and understand them simultaneously. Well done.
The input is very unresponsive in this one. It's not hard to improve, but as its implemented in the demo its easy for the game to completely ignore your input. For example moving the build asset feels bad. Quickly clicking a where a building should be built won't work because there is a 0,1 second hold trigger, and after that the UpdateBuildAsset has interpolation on updating the building location which actually stops when you release the mouse. So, fast clicks won't trigger the input at all, and a bit slower inputs will move the building part of the way towards where the player clicked. Can be fixed by removing the hold requirement from IA_Build_Move and removing the movement interpolation (or if you want to keep the interpolation then simply set the target position once on trigger, and do the interpolation in a separate update loop).
Good introduction to Enhanced Input system none the less, thank you!
What an awesome video thank you so much for the effort that must have gone into both the project and this video! I'm just beginning to learn Unreal - moving from Unity where I couldn't even get 20 minutes into a new project with it stuck in a crashing loop for unknown reasons for months
Finally a video from Unreal that is detailed .... easy to follow and with the best narrator ever! I loved this video so much, i can keep watching it and its so easy to understand ;p
This is the best thing I have seen from Unreal Engine so far.
i just suddenly had an idea for an rts and then I see THIS! Perfect!! This will be of so much help a million thanks :D
Same😂
Wauw i have been waiting for something like this for a long time! Thank you!!
I am excited and crushed, as I've been slowly working on a sim game with procedural map and all that for a few years.
Omfg this is so perfect tysm, wanted to work on a RTS Game and see how it works and how it's done by a professionnal this is just a dream bro tysm
Using tags and data tables like this is amazing. Very efficient, very exciting! Would love to see an RPG template!
Nice project, that Icon Baker plugin is really useful. Thanks for implementing it in reusable way.
This is exactly what I was looking for! YES!
that a lot of information to learn thank 😊
Thank you for this!
I am missing the plugins folder in the content browser...
you have to go in settings of the dock and abilitate plugins and engine
oh, come on! This is amazing. You need to do a sample for a turn-based game now!!
Which type of turn? All units, unit by unit, initiative, turns in realtime, parallel turns, turns with phases, turns after a dice roll, cards with turns, ... Turn based are easy to implement, but there are so much systems...
@@vicwaberub5297 ouch, my head hurts already. I will take whichever is simplest since you can always modify it then expand it up or down.
Honestly: I started with UE5 and the documentation is a horror for beginners. The learning curve is very steap for starters and searching for hours to get a project forward is frustrating. Thanks to such detailed vids I'm not loosing hope...
i'm trying to pull the island generator out of this project and into an empty one, but it seems it has dependencies for other plugins, however the dependencies array for the plugin is empty, would be great if you could share what dependencies are required as I am interseted in reading through the bp to understand how the island is procedurally generated.
This is awesome! I've been wanting to start an RTS for a while but never had the courage, this is a huge jump for me! Also: maybe its just my end, but I can't download the project file, I get an 'unable to be resovled' error. Firefox/Edge Win 10, with and without login.
Were you able to download it all? Mine won't work either
Absolutely Genius
woww it looks great
How about it, let's see if you can help me, I already created another "gold" material but at the time of collecting it it has the image of "Food" how do I change the image? thank you
When I try to bring the BP_IslandGen into another project that will be using the island as a base level, I get nothing but compile errors. "Output pin type 'Float (double-precision)' is not compatible with input type of 'Float (double-precision)' on ' float / float '" Please help me before I lose it.
Can somebody explain to me, why is level where 3D objects are baking for icons (PackIgnore\IconBaker) give me warning that my 8Gb video card is over budget of memory on 1.5Gb?
okay help me out community is this a template to work with to build a game using these functions as a base? or just a little game to play for free that you can mod ?< thats kind of the same thing i guess but im new to this so maybe im not saying the right things. Game ON
Smooth banget... cakep
Does Nanite has mobile support now?
No
Anyone else not seeing a mouse pointer when they press play until they manage to somehow click on a building?
wow
The game mechanics is confusing and THen i found out you need click and drag, I am so used to traditional rts of click once and point to direction. This shows I am getting old for this mobile thing lol
Is the guy talking ThinMatrix?
Sooo theres no PCG hmmmmm
I just wish Unreal engine was more user friendly and not this rocket science. All these things he's talking about should be easy editable preset scripts to utilize in making your own RTS game. Because by now, 2023 there's a TON of things that is universal in all games. And Unreal can really just build a library of preset codes that you can drop in, adjust and edit. And a community (like Blender) to add to this library. # Make Unreal user friendly.
I cannot a path for the Plugins folder. Is that just me?
you have to go in settings of the dock and abilitate plugins and engine
I kinda expected the Mass Framework to be used here, fantastic learning material nonetheless !
0:00:00 Introduction
0:04:47 Island Spawning - Feature Plugin
0:05:35 Island Generator - Dynamic Mesh Actor
0:07:13 Once Generation Completed
0:07:44 Gamemode
0:08:32 BP_Spawner
0:12:20 What are spawned actors? BP_Interactable children
0:15:25 Inheritance and Functionality
0:16:10 On the importance of tagging
0:18:10 The Player
0:25:20 The Villagers
0:30:53 The UI
0:36:50 Scalability
(adding as i watch)
Watched the 1 hour one, they didn't go over the grid system, but they covered lots of important things, and going through the blueprints for about 2 hours allowed me to see pretty clearly what was going on in all of this
Hello! Can someone help ?
Why i can't download Cropout Sample Project ?
"UNAVAILABLE"
and i have not it in 'VAULT'
Thank you for timestamps
I just grabbed the sample projects and the Plugins directory isn't there, do I have to enable it somehow?
The quality of unreal engine's sample projects just keep improving, thanks guys!
Very cool, but be aware that the control scheme by default is mainly for a tablet style game and not a mouse. So you need to change that, if you want more a PC experience.
1:09, add a manual save feature, NEVER trust auto save to get the timing right, sometimes we just want to abandon the current state and go back to a previous state, insisting on otherwise will only drive gamers like me away.
OMG. That's so cool .
And a lot to learn from this sample pack
Thank you for this walk through, I am working on a RTS game concept for the Meta Quest headset and I found that the biggest issue with maintaining good FPS was to make sure that the meshes are instanced so that they only have a single draw call. Without that, my FPS dropped precipitously over say 75 units on the map. With instanced static meshes I can run 150 units at 70FPS but there are no easy ways to animate. I wish unreal offered instanced skeletal meshes, it would my game and workflow so much better.
if anyone from the Epic team reads comments for feedback, this type of tutorial and sample content is just next fucking level
I love RTS games. Thanks for the sample. I am going to learn everything about it!
Hello! Can someone help ?
Why i can't download Cropout Sample Project ?
"UNAVAILABLE"
and i have not it in 'VAULT'
Look amazing ! Thank you to give us the opportunity to always improving ! The EPIC fam 🥇🏆
I hope to see more indie RTS games after this.
To me guys... this was an AMAZING work... For those who are truly passionate, curious, and really want to create something new 'birthed' from their own imagination... all of this is absolutely fantastic, and all the tools introduced by Unreal Engine are, to say the least... INCREDIBLY AMAZING. All it takes is a mind with a bit of imagination and an ardent desire to create something beautiful to share with others. I am always fascinated by how today you can shape some people's ideas and bring them almost to life, as if they were alive, as if reading a book, the pages took shape...
Procedurally generated maps are so nice! Would love to see more tutorials like this.
I wonder why this isnt a part the Lyra package
The project looks amazing! Thx a lot! 💛💙
So I downloaded Cropout Sample Project, but my sample project is different than yours, there's no plugin folder and my building folder is inside another folder called Interactable... have you restructured folders, removed blueprints and folders?
Where is the detailed teaching step document/video
As a begginer I'd love to see sample RTS project to learn from without overcomplicated solutions like cross-platform, auto generated terrain and cursor being and object that follows a mouse
spawn just 1 type villager, how can i spawn different villagers ?
Someone now how the TargetLocation Vector in build mode is passed to the BehaviourTree?
Holly smokes
Absolutely great tutorial and best practice. Please more of this!
Great stuff from the Epic Team.
Love the quality and variety of the sample projects! UE has come so far!
Brilliant! 💚
Excellent can you help US making a full tutorial of this Game?
If only there was scifi tank rts without resource gathering
Absolute treat 😍
It would be great if the next template is an RPG game) As far as I remember, there is already an Action RPG, but it has not been updated and uses the capabilities of UE4.
That project is still relevant, the best way to make an RPG atm is still using the Gameplay Ability system
@@PatrykPonichtera but not include new features (common ui, enhanced input and others). And correct convert to UE5?
It would be nice to at least see the ARPG updated
Thank you for this sample.
beautifully informative and to the point
I was not aware that Brian Cox was into building video games in his spare time. lol
So tldr can one port Rimworld to unreal engine
I want to know how is the New Input of IA_build_move(custom) trigger, i cant find it, which is just a enter point in blueprint; is he mectioned? thank you
I found it: there is a trigger of "Swith Build Mode" as relatie lik "IMC,IA" (2 files);while it's in such a mode, it could only use on "mapping context" (IMC)
My favorite genre! Thanks u!
Please make more like this. Great work!
Thanks a lot. Looks interesting.
Hope to see more available samples for downloading!
I would love to see support for navigation flowfields that you can (easily from a BP user stand point) swamp the current nav system with, an official plugin or engine feature. I would love to dabble with some RTS ideas in Unreal Engine but without flowfields I feel like Unreal Engine only support causal RTS which is very unfortunate :S
A questions about the Blue Print of IslandGen; since it is procedurely generated, how does navigation mesh get updated? I saw in the project setting the "Runtime Generation" is static, however the comment says we move the z-axis of the dynamic mesh actor to trigger the navigation updated. I thought "static" won't allow any change of navigation mesh? Am I right? What's logic here?
learned a lot, thanks!
Might have a go at a game called Conquer and Command
Sorry I am new to programing/Unreal engine, so pardon my ignorance but would it be easy to replace all of the npc workers using a Meta human I created? If so what would be the best way to do that?
Unity sent me here with their Sep. 2023 pricing update! 🤣
This looks like a great sample project to finally get some experience with UE5 and understand its new systems.
Build it for ios, takes forever to load. Unreal is not great for mobiles. Unreal should have a separate small engine for mobile if possible.
Looks great! I would have loved to see a more elaborate procedural map generation example though... can these techniques be used in conjunction with PCG?
Very informative video. Would be better if we can have time stamps so viewers can quickly navigate to a specific section though.
Does this project use C++ code?
I've loaded it and looks to be blueprint only.
wow this is so helpful, just being able to deconstruct something like this. I will for sure be coming back to this video.
Could the island generator be done by using PCG Graph ?
I used to play Age of Empires and this game is awesome. I'd love to design the sounds for it.
1:58, add a lock to grid option for people like me who prefer a grid placement over freely placing anywhere
I would like to see a Twin Stick Shooter Sample Project by Epic!
Excellent video, which came along at just the right time for my project
This is amazing Thanks so much for this. Epic's education team do an incredible job. Keep up the good work!!
Wow! Settlers! Can't wait to try this out! Thank you epic! 😂
How long did it take to make a project like this from 0 in Unreal?
Awesome and very inspiring! Downloading right now :)))
Can't wait for the official release of the Common UI!
wow cool game 🎮 looks good keep up the good work and updates for this ❤
Would be nice to make it multiplayer game...
I DELETED MY UNITY and install UNREAL!