UE 5 TUTORIAL - How to pass DATA (Variables) from LEVEL to LEVEL using GAME INSTANCE.

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  • Опубліковано 3 лют 2025

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  • @navidumardaraz7163
    @navidumardaraz7163 11 місяців тому +3

    Great explanation

  • @Fioelkais
    @Fioelkais 9 місяців тому +1

    Thanks for the clear and concise explanations!

  • @ThePavilionWeb
    @ThePavilionWeb 8 місяців тому +1

    Very useful, thanks for sharing!

  • @springcar
    @springcar Рік тому +2

    Useful work. Wish you success creating

  • @pablito5326
    @pablito5326 9 місяців тому +1

    This Helped me carry over inventory Data to a new level Thank you. I now also understand my inventory code better Thank you for that as well 🙏

  • @ECHSBACHS
    @ECHSBACHS 3 місяці тому +1

    Thanks!
    : )

  • @DiasJohnDias
    @DiasJohnDias 7 місяців тому +1

    Tks man!

  • @tejassaran4462
    @tejassaran4462 Рік тому

    helped in my first project

  • @Gibon123_
    @Gibon123_ Місяць тому

    fajny tutorial tylko mozesz mi powiedziec czy jak sie wyjdzie z gry tez te kolory beda zapisane? z góry dziekuje za odpowiedz.

  • @alaabahattab
    @alaabahattab 3 місяці тому

    How do you go back and forth without loading or anything?

  • @siepath
    @siepath 5 місяців тому

    Can you make a tutorial for score system in Multiplayer using Game State? Thank You

  • @noeantoniosierraortega5923
    @noeantoniosierraortega5923 7 місяців тому

    how would i do this if im trying to pass inventory such as weapons and healing items?
    passing variables makes sense but is it possible to save actual weapons?

  • @AwsD
    @AwsD 6 місяців тому

    Hi, Is it possible to use interfaces to share the variable containing color and avoid casting? //OR making interface that connect to one small variable holing blueprint that's present on booth maps, and on that maps load - get the color from the interface connected to that variable holing blueprint. I don't know how exactly the engine allocates and frees the memory and blueprints, so idk if map change to another would result in that blueprint reseting or not.

    • @nexus1g
      @nexus1g 4 місяці тому +1

      There's no reason to avoid making a hard reference like casting in this case. The game instance will always be loaded into memory, which is the reason we want to avoid casting in most cases (e.g. we don't want to load an enemy into memory that may not even appear on a level). Making a hard reference is fine for things that will always be loaded regardless.

  • @NeatWolf
    @NeatWolf Рік тому

    Hi there - I'm assuming this does not stop to "Colours".
    Is it good practice to use the GameInstance as a Global Variables/Systems container?
    I'm "kind of" new to UE5 and coming from Unity and a programming background. This sounds a bit like a persistent level/entity used as Singleton?
    What about saving the state of the game? Are there better ways to do this (both passing data and saving the game state) - or is this solution targeted at low-complexity, entry level projects?

    • @pro.giciel9084
      @pro.giciel9084 Рік тому

      If you can do C++ you should look into subsystems, there is gameinstance subsystem, and others but you can specified them how you want without the GI being a mess and can be replicated.
      For save/load, UE already has this system in place, look at savegame blueprint, it's really easy to implement.

  • @Revotur
    @Revotur 8 місяців тому

    Czy jest jakaś wada w stosowaniu Game Instance?

  • @BKay121
    @BKay121 Рік тому

    You sound like gatis kandis from Got Takent

  • @klovvin
    @klovvin Рік тому +5

    This is bad practice because it would get messy fast. Might be a time to use a Struct or a Saveslot file.

  • @МартаРыбий
    @МартаРыбий Рік тому +2

    Thanks