doing a Jam right now and gotta say your channel is so educational, straight to the point with enough explanation that you can apply it to your own code, thank you and keep it up
This fixed an issue for me that took a lot of time, only to fail! Although my logic was correct that I need to choose my "character" for this collision that I am talking about. Thanks again, Matt!
Hi, ive set it up like this in my project a couple months ago but i was wondering how expensive this method is. If you have like 10 Casts to make to find the correct one, does the Cast stop right away nad go to the next when failing? Do you know if it is expensive or not?
Hey can you edit this like for multiplayer like if the both player are on trigger then the gates should close or I need to move a object from below to above the ground for arena Basically,when the player enters the edges of arena should close as player can't escape
Quick question: How would you find out who the parent actor is, when a component overlaps? So... say you have an actor called 'bob'. It's just an actor with a ball and a spear mesh component. When you touch the ball part, you register a hit, but that needs to be sent to 'bob', not the ball. So how do you find the Obj Actor when you hit and Obj Component?
Hi, i want to ask you a specific question? There is a object like sofa in the scene when you get closer to the sofa, 3 material spheres pops up over it,facing to the player camera , when you click one of these material spheres, sofa's material will change. How can you make blueprint to this? :)
I knew i had it right. I need to just play sound once hit. It is simple code but if i cast to my player character it works fine. Once my character posses other actor it does nothing.
Hey, so you jump higher and for longer? If so, I'd recommend simply changing the gravity of the level instead of using time dilation. You should be able to go "World Settings" for your level, if you don't have this then go to "Window>World Settings". Then search or "Gravity" and tick "Override World Gravity", then increase the value to lower the amount of gravity :)
And thats the moment when you look at your ever growing cast chain and realize that this system does not scale very well. Thats were interfaces really shine ;)
I heard: cast blueprints this is very bad idea cuz in this case game should load everything on this character, imagine what happens with 10-15 characters. But yea this is a good simple way, but better probably through blueprint interfaces
Yeah with larger games and larger blueprints, you don't always want to be casting as it can be latent. However, most of the time you'll find it isn't an issue. But you are absolutely correct, interfaces would be more efficient, or checking the name of "Other Actor" and checking to see if that is equal to a name you want to allow.
@@Zarsky88 yes they are the most efficient , used by unity copied by ue4 . and they are blazingly fast and memory efficient also multiplayer ready by default .
@@saurabhtembhurne4 Thanks for the tip! Always had the impression (based on the official UE tutorials) that casting should be used sparingly. The solution in the video doesn't really align with that sentiment.
doing a Jam right now and gotta say your channel is so educational, straight to the point with enough explanation that you can apply it to your own code, thank you and keep it up
This fixed an issue for me that took a lot of time, only to fail! Although my logic was correct that I need to choose my "character" for this collision that I am talking about. Thanks again, Matt!
FIRRRRST. Opening UE as we speak.
Thank you so much!!
Thanks bro it help me alot
Thanks for the knowledge man. Any chances of u make a Inventory System Tutorial? I love your teaching method
Yeah i need it too
Happy to help mate, and I can add that one onto my series list to do :)
@@MattAspland Nice bro! Tks again and keep going :D
Your tuts are soooo useful man!
Thanks a lot man!
Damn... the solution were right there... right under my nose ! hahaha
Thank you very much!
Good explanation of the cast node.
Thanks Steve! Hope you're doing well :)
You resolve my problems. Thank you bro.
2:47 is the part you're all looking for.
Hi, ive set it up like this in my project a couple months ago but i was wondering how expensive this method is.
If you have like 10 Casts to make to find the correct one, does the Cast stop right away nad go to the next when failing?
Do you know if it is expensive or not?
the most important question. casts seem a little too expensive because i want to have many objects which will access the actor
Hey can you edit this like for multiplayer like if the both player are on trigger then the gates should close or I need to move a object from below to above the ground for arena
Basically,when the player enters the edges of arena should close as player can't escape
I can add that one onto my list yeah, nice idea :)
@@MattAspland thank you :)
Quick question:
How would you find out who the parent actor is, when a component overlaps?
So... say you have an actor called 'bob'. It's just an actor with a ball and a spear mesh component.
When you touch the ball part, you register a hit, but that needs to be sent to 'bob', not the ball.
So how do you find the Obj Actor when you hit and Obj Component?
Thanks again!
Hi, i want to ask you a specific question?
There is a object like sofa in the scene when you get closer to the sofa, 3 material spheres pops up over it,facing to the player camera , when you click one of these material spheres, sofa's material will change. How can you make blueprint to this? :)
I knew i had it right. I need to just play sound once hit. It is simple code but if i cast to my player character it works fine. Once my character posses other actor it does nothing.
thanks for tutorial:)
in 9 minutes, whoa....first time
I knew this before LOL, but as always cool tuto :D
Thanks a lot Milan!
Thank you so much bro!!
Any time bro! :)
TY
Hey man, is space jumping gravity doable with time dilation or do I use a different node?
Hey, so you jump higher and for longer? If so, I'd recommend simply changing the gravity of the level instead of using time dilation.
You should be able to go "World Settings" for your level, if you don't have this then go to "Window>World Settings". Then search or "Gravity" and tick "Override World Gravity", then increase the value to lower the amount of gravity :)
@@MattAspland thanks man 🤘
@@vladaslav No problem bro!
Sir Can You make a video on spline system or corner turn for runner game
Thanks for this video
It's a pleasure :)
And thats the moment when you look at your ever growing cast chain and realize that this system does not scale very well. Thats were interfaces really shine ;)
Legend, this was bugging me
Can you do a dash ability with animations and partical trails?
I can add that to my list :)
I heard: cast blueprints this is very bad idea
cuz in this case game should load everything on this character, imagine what happens with 10-15 characters.
But yea this is a good simple way, but better probably through blueprint interfaces
Yeah with larger games and larger blueprints, you don't always want to be casting as it can be latent. However, most of the time you'll find it isn't an issue. But you are absolutely correct, interfaces would be more efficient, or checking the name of "Other Actor" and checking to see if that is equal to a name you want to allow.
can you make a video how to take an rpg and shoot with it
And for multiplayer with a million players?
Can't believe I tried multiple things only to learn that the cast failed node exists
flashlight animation tutorial?
For example the player having an animation for holding the light?
@@MattAspland exactly
@@ghostmasaki Cool okay, I can add that to my list. Just need to try and find some animations for it lol
@@MattAspland that'll be the hard part i'm sure xD
@@ghostmasaki Haha yep lol
Unreal docs must add this tutorial :(
use tags instead
Would that be more efficient?
@@Zarsky88 yes they are the most efficient , used by unity copied by ue4 . and they are blazingly fast and memory efficient also multiplayer ready by default .
@@saurabhtembhurne4 Thanks for the tip!
Always had the impression (based on the official UE tutorials) that casting should be used sparingly. The solution in the video doesn't really align with that sentiment.
An array of characters.
An array would work wonders too!