How To Make a 3D Interaction Icon System in Unreal Engine 5
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- Опубліковано 30 вер 2024
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Ready to make your first-person character even more robust? In this tutorial, we'll be building upon our existing true first-person setup and adding a 3D interactive icon system for our item blueprint. If you missed the previous tutorials, don't worry, I've got you covered with a card link to catch up. Get ready to make your game AAA quality with a 3D Interaction Icon System like in Resident Evil, Silent Hill, and so many more horror games! Subscribe now and let's get started!
Link to the assets used in the video:
drive.google.c...
Sick video, just curious, how would change the location of the billboards to make sure its above the item at all times? For example, if the pickup item is upside down, player won't see the icons.
Everytime I follow Step By Step The Icons arnt showing up when entering the circle.
I am sorry again to comment here, I tried to join your discord server, but it won't let me ;(
Could you give me an inivitation so that I can join in?
It’s no problem, this link should work :)
discord.com/invite/ngVv7JQJMT
@@codethings It works!! thank you:)
hi i have a question wouldn't casting be fine in this case because your casting the main character which will always be in memory or am i understanding this wrong?
Great question! From my understanding of memory usage in unreal engine, it is all dependent on instances. So for example, since we are using the first person character already, the memory usage caused from that character being spawned in will be present, but when you cast to the character in an item, it will cause an additional reference to the first person character for every single bp_item. This will cause an extreme load if there are many different items present in your game. They always say, if you dont have to cast, dont cast because youre essentially inheriting all the memory usage from that casted item. Better to be safe than sorry I suppose! That is my understanding at least, hope that helped :)
Thanks, I think I kinda get it now
Thank you very much man, this optimization logic that does not use the cast for the player will greatly reduce the size of my game. I would literally give like 3 casts in a bp of a door
Glad I could help :)
That cast wouldn't reduce the size of your game by any means.
In regards to the memory, cast makes sure that the class (rather BP in this context) is always loaded if the BP containing cast is loaded. So if your pickup BP is loaded, it will make sure that the character BP is loaded as well. However, your character is literally loaded throughout the whole game, so it wouldn't load anything.
An easier approach would be by creating a separate collision channel for players only, so that it would notify about begin/end overlap when an actor that wants to block player collision channel is in/out the area. Obviously, the player collision channel would be assigned only to the player character. In that case, you can pretty much assume that the thing that is/was overlapping with the pickup was the player character, and nothing else, so no additional logic is required to identify what began/ended overlapping with the pickup.
cant wait for the next videos! im making a horror kinda like resident evil 7 so your tutorials are just perfect for this! im just kinda stuck right now with making AI
hello friend! Did you find a good guide for AI?
@@kittymoonszz not yet but i have been working on other stuff first
@@PuniieGodx oh ok, thanks for answering!
Shadow of the object disappears when i get out of the range, what might be the problem?
Super useful thank you! If we want to apply this Sphere Collision logic with icons to other Blueprints, would it be best to create a ChildActor like BP_SphereInteraction?
I would create a parent bp class probably classed BP_ItemIcon and then make the static mesh instance editable as well as radius size for both icons and then make child classes of that parent class for any item I would want to make. For example: Food item, Note item, etc would all be children of the parent class BP_ItemIcon in that case
super helpful! thank you so much man I'm gonna use this soon :)
No problem! :)
help i did exactly what the tutorial asked but the collisions are small they ned tobe 1000 in radius to work and the icons dont show!
that sounds like you have a scaling issue with the size of your blueprint? or the mesh that it is a child of? I would recommend either making sure that the scaling of the bp is 1 or the mesh is 1 or if you are still confused, you are more than welcome to join the discord and we can try to help you out! :)
cant wait for the pickup system
Will be making that soon! :)
Thank you for the amaizing tutorial video!!
I have a question. At the end of the video, why do you set the outer and inner sphere radius nodes to the construction script pin?
Yes, the reason I did that was because doing that in the construction script not only increases performance per blueprint (because you’re not running it during runtime but instead before the game loads) but it also allows you to see it while in the editor viewing where the sphere radius is
@@codethings Thank you for the answer. Now I completely understood it!
that is so useful.
Happy to hear it! :)
Just found this channel from your tutorials… excited for eeve too
Thank you so much for the support :)
But wouldn't it take a lot of time if we did the same thing for every interactable actor in the project?
Yea it would, but in the interact system video I followed with, I fixed it so that it would be a base blueprint for every item that you want to have that and then you can make a child of it every time and it would immediately have that!
@@codethings thank you🌹
I'll Check it now👍🏼
Thank you
You're welcome!