MAN U ARE A LEGEND U UPLOAD EVERYDAY SO U CAN TEACH US HOW TO LEARN GAME DEVELOPMENT YOUR VIDEOS ARE REALLY HELPING ME AND I REALLY GREATEFUL TO YOU THAT YOU ARE UPLOADING VIDEOS AND ALSO WAITING FOR YOUR BLENDER SERIES SO I CAN LEARN MODELLING
DUDE!! You are the MAN!! I watched 4 videos on this that were 3 times as long as yours and NOBODY explained it as well as you....nor did there way work...I watched YOUR video and in 5 min's it is working PERFECTLY!! Thank you SO MUCH!!
Helpful tutorial, thank you! For anyone complaining about or wondering about the event tick - collapse the rotate portion to a function and then use "Set Timer by Function Name" to control how often it fires.
I love how in AC: Odyssey when you aim a bow at an enemy you get a preview of how much damage the hit will do so you know if a headshot will kill the enemy or not.
If you look at games like sekiro, horizon, darksouls then most of the games pretty much use screen space. SO it's fine even if it goes over your character. the trick here is to make it look small enough to not hinder the view of everything yet be noticeable enough to know enemy health.
thank you this was helpful. For me actually, it was disappearing again. So after like an hour of debugging, I realized that I had flipped the Start and Target pins by mistake....
How would you handle the rotation of the health bar in a multiplayer situation? Great videos by the way, I've become a big fan and look forward to each time you post.
Hello Gorka, I appreciate your work a lot and the format you chose, which is quite fast and straightforward compared to other content creators. Would you mind to explain how to make the Health bar rotation adapted to a top-down game ? Maybe make a video about it so I am not the only one who can benefit from your knowledge. I followed the exact steps you explained and it is not adapted to a top-down game. The last part of your video starting from 5:25 is quite hard to understand for a complete beginner, thus I struggle to find the solution myself.
Hey man, i know this is a late answer but maybe it still helps...in your Enemy Blueprint you can easily use "Event Begin Play" --> "Set Cast Shadows" .... the target is of course your HealthBar Component :)
Just a note to people watching this; use this as a reference ONLY. Casting is very expensive in unreal, and event tick is done very very very often, so you'll kill the performance of anything you create. Instead, make a method that will set the percentage of the health bar, and call it from wherever you need to.
yeah, that's how i got mine set up, only thing is, I wish to change it to have the health bar show constantly. I might just set it to visible upon taking damage instead of having it visible all the time. though im keeping this video in my favorites just incase I decide otherwise.
@@dorondavid4698 but if i wanted it to show the health bar all the time and i made a function that works, when do i call it instead of at event tick? i know its bad to do event tick and casting but im stuck
Was there a part in this where you cover how to make this health bar only apply to a single enemy instance? I figured just setting the health to be instance editable would be enough, but if I have a dupe of that enemy in my level and I attack it, the health bar on both of them goes down.
Thank you for your excellent tutorials my friend. I've followed you guide but my widgets are not facing the camera when I add them to my NPC. They turn with the actor. I tried setting Interface to Screen instead of World, but that seems different then how you've been able to do it. Any idea what I did wrong?
Hello, quick question so am making an IA companion and i want it to have a health and damage system too. I want to do the same things but without adding the widget above the character... how do i go about it? 😊
MAN U ARE A LEGEND U UPLOAD EVERYDAY SO U CAN TEACH US HOW TO LEARN GAME DEVELOPMENT YOUR VIDEOS ARE REALLY HELPING ME AND I REALLY GREATEFUL TO YOU THAT YOU ARE UPLOADING VIDEOS AND ALSO WAITING FOR YOUR BLENDER SERIES SO I CAN LEARN MODELLING
Thank you so much! I love helping others make their dream games
I recently found out about this channel, and its great learnt a lot but WHY ARE YOU SHOUTING THO!!!
DUDE!! You are the MAN!! I watched 4 videos on this that were 3 times as long as yours and NOBODY explained it as well as you....nor did there way work...I watched YOUR video and in 5 min's it is working PERFECTLY!! Thank you SO MUCH!!
Helpful tutorial, thank you! For anyone complaining about or wondering about the event tick - collapse the rotate portion to a function and then use "Set Timer by Function Name" to control how often it fires.
I love how in AC: Odyssey when you aim a bow at an enemy you get a preview of how much damage the hit will do so you know if a headshot will kill the enemy or not.
event tick casting, lmao
I saw that too, WHYYY
Jo but don't just lmao. Where and when in the video and why is it bad?
@@arnerademacker "Event Tick" does the action every tick. There's 60 ticks in a second. It's very bad for performance
@@undisclosedlocations Well, yes, but you have to wire it up to a fast update cycle. I'm assuming the casting is the slow part?
everything seem okay , except event tick casting :v
Awesome as usual, thanks man
Thanks Simple and effective!
Thanks for so many good tutorials! Was a pleasure seeing you in Black Thorn Prods video :)
Your Videos have never failed me yet.. Keep up the good work 🎉
Thank you for this mate. Tried like 5 different other tuts but they all breezed past very small details that were crucial. Great tut!
FANTASTIC tutorial dude if i could like it a million times i would!!!
If you look at games like sekiro, horizon, darksouls then most of the games pretty much use screen space. SO it's fine even if it goes over your character. the trick here is to make it look small enough to not hinder the view of everything yet be noticeable enough to know enemy health.
thank you this was helpful. For me actually, it was disappearing again. So after like an hour of debugging, I realized that I had flipped the Start and Target pins by mistake....
Thanks bro, I made this work using your tutorial!
That’s great!!
Nice tutorial, thanks man
How would you handle the rotation of the health bar in a multiplayer situation? Great videos by the way, I've become a big fan and look forward to each time you post.
same question
This is proabably likely something that would be handled entirely client side
Thanks. Very clear and straight to it.
Aqui te tengo que echar la bronca Gorka, ya sabes porque, casteas y encima en un tick !
U ARE AMAZING, INCREDIBLE, THANKS TOOOOOO MUCH. U HELPED ME A LOT
i'm brazilian sorry to my bad english XD
thanks a lot!
Hello Gorka, I appreciate your work a lot and the format you chose, which is quite fast and straightforward compared to other content creators.
Would you mind to explain how to make the Health bar rotation adapted to a top-down game ? Maybe make a video about it so I am not the only one who can benefit from your knowledge. I followed the exact steps you explained and it is not adapted to a top-down game.
The last part of your video starting from 5:25 is quite hard to understand for a complete beginner, thus I struggle to find the solution myself.
Cool tutorial bro!
Does anyone know how to disable the shadow from this widget?
i also need this
Hey man, i know this is a late answer but maybe it still helps...in your Enemy Blueprint you can easily use "Event Begin Play" --> "Set Cast Shadows" .... the target is of course your HealthBar Component :)
Just a note to people watching this; use this as a reference ONLY.
Casting is very expensive in unreal, and event tick is done very very very often, so you'll kill the performance of anything you create.
Instead, make a method that will set the percentage of the health bar, and call it from wherever you need to.
yeah, that's how i got mine set up, only thing is, I wish to change it to have the health bar show constantly. I might just set it to visible upon taking damage instead of having it visible all the time. though im keeping this video in my favorites just incase I decide otherwise.
@@yokoshi1 the visibility of the widget isn't the issue, it's having too many things being called with onTick
@@dorondavid4698 I see I see. Im still learning : ) so thanks for clarifying that
@@yokoshi1 no problem! I'm still learning as well, unreal is a very complex engine
@@dorondavid4698 but if i wanted it to show the health bar all the time and i made a function that works, when do i call it instead of at event tick? i know its bad to do event tick and casting but im stuck
Thanks bro
Was there a part in this where you cover how to make this health bar only apply to a single enemy instance?
I figured just setting the health to be instance editable would be enough, but if I have a dupe of that enemy in my level and I attack it, the health bar on both of them goes down.
Thank you for your excellent tutorials my friend. I've followed you guide but my widgets are not facing the camera when I add them to my NPC. They turn with the actor. I tried setting Interface to Screen instead of World, but that seems different then how you've been able to do it. Any idea what I did wrong?
Thank you for the lessons! Just why doesn't the widget work in a game with a top view? The widget does not look at the camera...
Hello, quick question so am making an IA companion and i want it to have a health and damage system too. I want to do the same things but without adding the widget above the character... how do i go about it? 😊
You just earned a sub, the trick with look at rotation was amazing thank you!
Gracias :)
Un placer!
NICE!
Thanks!
Thanks!
how you would do it if you will have two characters??
Gorka you are a beast 🙌 Thanks for all your tutorial, they are so cool, love the relax music in the background, keep it up my man 😉👍💯
I tried this using the FPS level and for some reason the World Rotation doesn't work
any idea how to disable the shadow??
nvm, take the widget component that was added to character and then set cast shadow in blueprints graph:)
How do groom hair follow mesh (not follow bone) from blender to ue5,bro ?
You are casting in tick WTF?
3:40 дальше после этого можно выключать, человек вообще не понимает что делает....
Save the game :)