Switching Between Weapon Slots | 19 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5

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  • Опубліковано 30 чер 2024
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    ---
    In this tutorial we setup Slot logic so that we can switch/swap between the selected weapon slot (Hotbar slot). We can press 1 or 2 on the keyboard to switch between the primary weapon and secondary weapon. We setup a replicated inventory and use the inventory to determine which weapon is currently active. We also look at how we can drop weapons and swap weapons for other weapons.
    We take a look at:
    - Setting up multiple weapon slots
    - Switching between weapons
    - Swapping weapons out with other weapons
    - Dropping weapons
    - Equiping one weapon on our back, one attached to our hand
    ✔️ What are we going to make in this series?:
    In short it will be PUBG but with Bean characters.
    We will have:
    - A Battle royale Map
    - Full Steam Session setup for connecting to games (Host, ServerBrowser, Join)
    - Multiplayer characters
    - Picking up Tools / Weapons
    - Multiple weapons
    - Lootcrates
    - Flying out of an airplane
    - All kinds of UI and HUD
    - Match flow logic
    And basically everything that a battle royale needs
    #unrealengine #tutorial #multiplayer
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КОМЕНТАРІ • 12

  • @PixelVikingGames
    @PixelVikingGames 7 місяців тому +5

    Keep going duder! This is amazing!! More videos ASAP! We need more tutorials on different genres of games! You are filling that void!

  • @nicolaspadayachee8589
    @nicolaspadayachee8589 7 місяців тому

    Bean waiting for the next video. lol. i wanted to know as well. i did purchace your guys lobby asset some time ago, would you consider doing a implementation into this series after its complete. keep it up bud, really like your work

  • @GalaxyVisionAI
    @GalaxyVisionAI 7 місяців тому +2

    Wouldn't it make more sense to just attach/move the weapon actor instead of destroying/spawning it everytime you pickup or drop a weapon? What if there's 6 rounds, or even an empty magazine in the weapon? The data would be in that actor with the current magazine ammo count. With your method youd just drop and pickup the weapon to get infinite ammo. But if you just pass the actor around it can maintain its data

    • @deadkeks
      @deadkeks 4 місяці тому

      Thats what i thought as well

    • @fbi555
      @fbi555 4 місяці тому

      In most games you would need to combine both methods. Yeah the Actor Ref method is much better but it is not possible to save actor refs in save game objects. So you would work with refs in realtime but you would Spawn Actor and pass the save game data at load and save

  • @karencartoon8763
    @karencartoon8763 7 місяців тому +1

    I’m sure alot of people here r working on their own game. What most of us have in common is adding our own character for game so i was wondering if you will be adding a low poly model instead of just the bean?

  • @wisam7466
    @wisam7466 7 місяців тому +2

    Can You Make Defualt Slot For Knife So Player Cant Drop It Or Cant Pick It Up.

    • @skateboardingfather6629
      @skateboardingfather6629 7 місяців тому

      If you watch he basically shows you that. Just have to do more than copy and paste while watching.

  • @garethanderson6980
    @garethanderson6980 7 місяців тому

    any news on the next video?

    • @Kekdot
      @Kekdot  7 місяців тому +2

      Hey yeah I was gonna upload it tonight but something came between.
      Tomorrow it is

  • @mahkhardy8588
    @mahkhardy8588 7 місяців тому

    Back in this video ( ua-cam.com/video/H0JZnWdY0k8/v-deo.htmlsi=Tmocf5_S63fCDs3Z ) you made spawning the character classes using the game mode, we want to be able to have the players select what class they want to play as and have that specific pawn spawned for them by the game mode. Where and how would you store that reference so that the new gameplay game mode can access it specifically for that player in the gameplay level (rather than having a single hard coded value of a pawn for all players)?

    • @TheByteBard1
      @TheByteBard1 3 місяці тому

      UI with the classes at some sort of lobby stage, have the UI store a class reference on game start spawn the class from the reference have the player controller possess it.