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it took you 36 minutes to complete this all while explaining every step. It took me 12 hours to complete this following every step. My first time using Unreal Engine and my first time creating a game. Such a great feeling. Thank you for uploading this.
In case anyone has the same issue as I had : if one of your texture changes color when it becomes a tileset (the third background became green when I made it a tileset), click on the texture then search for compression and change the compression settings to Defaut DTX1 instead of "Normalmap"
at exactly 1:44. I paused the video to really appreciate the most straightforward video in the history of youtube. in less than 2 minutes I had an idea of how to set up a 2d scene in Unreal Engine. As a Unity user who wants to learn Unreal for my development. This is helpful...also I went into my room to bring a hammer to SMASH the Like and SUBSCRIBE button!!!!!!
Great tutorial, a few points I wanted to add: - As people in the comments pointed out, 3rd background tileset needs to have compression settings changed to show properly. - Movement speed should be decreased in the Character Movement component (parameter is called Max Walk Speed). - There's some bug after jumping, which stops any animation (only shows 1st frame of the flipbook), not sure if it's 5.2 issue or not.
On mine the third background Unreal made it an ugly yellow color when creating a tile set. Edit: Figured out why. The file was imported as a normalmap so I just changed the Compression Settings to UserInterface2D like the other files and then recreated the tileset and it's now how it should be. I don't know if it matters but I also had to change the Texture Group and select the sRGB checkbox.
Thanks for this! To clarify for other folks struggling with this, double click the "backround_layer_1" texture (not tile set), Details > Compression > Compression Settings > UserInterface2D PS I did not need to select the sRGB checkbox to fix the texture.
I know Unreal inside and out for 3D but have always wanted to try 2D. This is easily one of the clearest to follow tutorials explaining how to set things up.
Using this as a 40 year old construction worker to see if an old man can actually retrain and learn a whole new skill set. Thanks for this. Always wanted to see if I could make something.
I made the switch from mechanic to software dev at 34. The hardest part was trying to fit the time in around family life etc. But I didn't want to end up stacking shelves when my body couldn't keep up with the work anymore, and I was already getting issues with my knees. It's taken some adjustment, as workshop banter is quite different to what's said in the office. Anyway, just wanted to say this as some encouragement, as I've been there. Good luck!
I don't make games, but I love watching this stuff. Really nicely explained - perhaps I'll dig into a game some day. Chained Echoes was super inspiring.
I have followed your tutorial and I reached the end of it with perfection! I have checked into the comments that my Player was moving way too fast but it was fixed once changing the Character Movement component > Max Steps. What a great tutorial! Congrats and thank you! I would like to learn more since I'm now trying to do the attacking animation but I can't figure out on how to use the Blueprints correctly, hehe. If you, somehow, have a course teaching on how to use blueprints I would like to buy it :P. Thanks a lot for that!
Thanks for the motivating words Jean, I’m glad you found it helpful! I’m going to create a ton of 2D material for Unreal Engine as I can see a lot of people wish to have that. Coming soon :D
@@p2drin492 I know it's been like 5 months but if anyone needs it, you can find the Character Movement Component on the left side when you open up your player blueprint. For me it was under the camera and the spring arm. After that you can search on the right side for the Max Walk Speed and I found out that for me 150cm/s works fine.
After watching other outdated unreal engine tutorials, i finally found one that works 100%! I learned alot from this video, and thank you so much. +Like and +Subscribe
Just an FYI. You can save yourself some headaches by creating a subfolder under the root content directory with a shorthand name of your project. Also, in UE5, you can drag a folder from explorer directly into Unreal and it will create that folder and import any source items (images and models).
First time user of Unreal, wanted to give it a go.. at @26:53 where you hit play and make the character move for the first time, mine doesn't. And I double checked both IMC_Default settings as well as BP_Player settings and they're the same! I completed the tutorial, and the player does nothing. He's colliding nicely with the ground and his idle pose is activated, but does nothing on button press. Please assist
found out that default "Play" on fresh installed UE is on "Simulate" (we can see two small gears under play icon), we have to change to normal play. Click 3 dots icon on the right side of play button, and select "Selected Viewport", and dont forget to click viewport after you press play button to make character read the input.
Hope you found a solution. My issue was in the event graph / Blueprint for the BP_Player. Under the added box "Add Mapping Context" I found that Pixel Helmet went to fast so I missed that I need to tick the mapping context drop down box and set it to the "IMC data asset" after that it worked.
Wow im impressed a really good tutorial, i have been trying to get into unity for years all creators use templates none teach sht, i remember Unreal might work to do 2d games and found myself a good tutorial with someone doing step by step without letting a single info go away, really good job.
Wow, that looks really good. I only just started my game making journey, but wow out of every video i have seen on unreal engine this is probably the coolest/most beautiful designed tutorial holy shit.
I've never thought of using UE in this way. I'm going to have some fun with this, I bet the the proper application of effects and physics can really make a 2d project stand out. I used to do a lot of pixel art so I bet I even have a lot of resources ready to go that are already mine.
I cant believe this! I made it! It works very nice! Thank you so much for all the help. But i have problems on dash system. Anyway, thank you again, and wish you the best you hope to❤
I’m glad I could help, Sarah! You can always join my supportive community on Discord (discord.gg/qNPKDRH) and hopefully we can assist with the dash system. Cheers 😄
The moment when visual scripting looks actually so much easier and comfortable in UE5 than in Scratch 😂. I am still working on my very first game in Scratch and it can be kinda challenging when you have to break your brain about every single little thing you wanna do, because the engine obviously doesn’t expect you to do such things… like a main menu for example or even worse: a pause button. It works, though. You can do pretty much everything you can think of, you just gotta figure out how to make it work and you have to do every little part of it literally from scratch. The benefit of this is that you learn a lot about the very basic principles of game development, so I’m thankful for that and it’s good having done it at least once, so that I actually understand what’s going on.
I'm watching this because I also tried playing with Scratch and felt like so many things were more difficult than they probably should be and thought "I wonder how hard it'd be to do this in Unreal"
You really deserve more subscribers just for he fact that we hardly see any serious effort to explain 2D dev on Unreal on UA-cam specially something straight forwards like this with no gimmicks, course subscriptions or iffy third party plugins that we need to buy, keep up the good work brother💯👌.
I'm stuck on the character movement part (26:52). I can't get my character to move; pressing A and D does nothing. Anyone encountered and fixed this problem? Edit: I figured it out. Apparently, after hitting the play button, you have to click on the playtest window. Then you can control your character. I wasn't getting that from the tutorial at all.
Let me preface by saying you didn't do anything incorrect. For an actual game though you would not want to put a Delay in your character controller, and also using bools to do things like prevent jumping isn't robust enough for a full character controller, you'll want to use Enums. With an enum you can set 'attacking', 'jumping', 'crouching', 'falling', 'attacking while falling'; you can really get as complex as you want with a robust Enumeration. Then after you've created that Enum you can use a "Switch on [Name of your enum] Enum" and either connect or leave blank logic coming off of those pins. Again, this is just for those wanting to do a little more, and you didn't do anything wrong, this is a great tutorial, I just wanted to mention all that for those thinking to do more with a character
Well putting delays in blueprints that use character controlled input is wrong, lol you don't wanna do that, but it's a quick way to show how to accomplish this. Letting your blueprint loop on a .1 delay is bad, maybe you'll never notice it for this example (although i can see a slight delay when you touch the ground from the jump, which is that .1 sec delay) but imagine that logic on 100 enemies in a Risk of Rain style game, too many delays :D
Great Tutorial. In the end your character seems to slow down, however mine stayed at the original speed, how to I change the speed of the running and jump height?
Please make a 2nd tutorial continuing this process. I would love to see the ai for 2d flip book, damage, health, attacking and deaths! How to add music and sound effects too.
That's really cool! I've been using Unreal for all my projects but the build size always bothers me so i stopped focusing on 2d games and only making 3d since. What about the final build size for the 2d game and its performance on regular machine. Any insights about the final build. It will be really useful if you shared it .... may be i'l try 2d again! Thanks again buddy!
subscribed!! Definitely your channel and website will be my main reference and tutorial. Appreciate it if you could develop 2.5D tutorial as well. Many thanks.
@@heatxtm After digging deeper, I must admit that this trick doesn't quite replicate what we're aiming for, but it gets close for some colors. The subject is still open, and I'm continuing to search for how to replicate a true unlit effect with post-processing. If you have any other ideas or find something, please don't hesitate to share.
25:50 it shows me more options when I search for EnhancedInputLocalPlayer Subsystem. If I dont take it from the Player Controller row I get the same just without the possiblity to connect it to any previous action...
Your tutorial was really motivating gamifying and creative fire adding . Heartful greetings to you and wish you create more hopefully teaminging related gaming fuel for us other creators. God bless. Expecting more
@@LuxyX There's complex collision in unreal engine but it also comes with its benefits, you can create custom collision channels, assign them to objects and customize each object to have specific reactions to other collision channels
Thank you so much for this tutorial this is exactly what I always needed to get started on a platformer. Having built the project from scratch I have a complete understanding of it AND your video as a reference. I will post my written notes here for people once I have the time to go over things in more detail. Thank you so much for this education!
This is my opinion: If I were to make a strictly 2D game, I'd go with Godot or some other 2D game engine. But if I were making a 2.5D game (side scroller, 3d assets) then I'd think Unreal Engine would be fine.
Tutorial is great and all it is fun to watch and easy to follow, the introduction to blueprints is nice, though I wish there was more coding into it, since I want to learn how to use C++ in unreal engine
Thank you!!! Your tutorial is very great! I previously watched older tutorials and I had a problem in terms of character spawning using Player start. The problem was that he didn't show up. But you showed in the lesson what I was missing and the problem disappeared
Hello! very helpful tutorials! I want to ask, is it possible to make a fighting game like Street Fighter 2 with unreal engine 5? if possible can you make a tutorial on how to make a fighting game? or maybe you have a paid online courses to make a 2d fighting game with unreal engine 5? if there is i will buy it! Thank You
Yes it's possible - And that's a good idea. I'll write it down and get to it eventually. It'll take a bit of time as I've already around 4 courses in the queue. But I will see what I can do my friend.
That was perfect. Please show interaction buttons, picking items, UI set up with inventory, doors opening and so on... it will be very useful and clear. 2D project only. Thanks
thank you very much, this course is very useful and very interesting and above all very well explained thank you thank you it's great and what's more you can also do it with the latest version of Unreal engine 5 without problem.
What version of Unreal Engine do you have? It needs to be version 5.1 or newer. Sometimes it helps reinstalling the engine. I’ve heard someone else having that problem which got fixed after reinstalling.
I skipped the third background. Somehow the image keeps losing it's blue layer and turns all yellow. Sometimes I can re-import it, and it shows correct. But when I create a tilemap of the image, it's yellow again. This is my first UE experience, so I'm still learning a lot here. Thanks for an awesome tutorial!
Hi Jeroen, if you go to the texture/background you imported and open it up. In the details panel to the right, is the Texture Compression by any chance set to Mask or Normal Map? It should be set to Default.
Unreal sure made 2d sprite integration much easier vs my old day using official Nintendo softwares back in the late 90s. We had color and memory limitations unlike nowadays.
I am running into an issue with the Set World Rotation at 29:09... I set the rotation, for greater/less than, and add the -180, or even 180. When I compile and play, it is rotating the world map. I cannot see if the player sprite is rotating because the backgrounds are rotating to fill the screen and nothing else can be seen. I tried to do the Condition Tile Sheet Texture, but this does not fix the issue I experience. Yes, Sprite is added as the target for the rotation. All of the Event Graph setup looks the same. Did I miss a major step here? I am using Unreal 5.1.1...
I have spent hours trying to solve this. Finally found another video where it is shown and fixed. The issue is that the spring arm rotates with the character when the rotation happens. Going to Springarm in the Blueprint, under the Transform tab in the details panel there are three dropdown boxes for Location, Rotation, Scale. Select the dropdown for Rotation and change it from Relative to World to set it to absolute rotation. There is a video by Cobra Code where this is shown.
When My character is moving left and right, the Flipbook plays in front of everything and the IDLE flipbook is still playing in the normal field. Also when the run flipbook plays it is slightly lower that the idle flipbook. edit: The flipbook plays and stops correctly but It now displays 2 flipbooks, 1 slightly higher on the normal plane and the other slightly lower below the normal plane edit 2: I was messing around in the BP_player and discovered if I turn "Visible" under the rendering tab to false, the issue with the persisting Idle flipbook goes away. I can't for the life of me figure out why the Idle Flipbook persists. Also I realized I skipped a step in applying the 2d paper texture settings and had my alignment off for the sprites. That and the capsule adjustments fixed my positioning.
I had the same issue and I realized that in BP_Player I attached the SpringArm to the Sprite by mistake. The SpringArm needs to be attached to the Capsule Component. Just drag the SpringArm to the CapsuleComponent in the BP_Player
What version of UE are you using? Do you have a screenshot of your code / work that you’ve already implemented for the IMC or IA? I’ll see how I can help you.
To make the background tileable properly, just make it divisible by 24. I just brought the png into photoshop and change the dimension to 336x192. Im sure there are more efficient size but this was the one I used to follow along the tutorial.
Amazing tutorial - however when I try and make the player point in direction of movement it’s rotating the background not the player. I followed the guide exactly but just can’t work it out. What would cause this?
I had the same issue. This is what @PixelHelmet replied in an earlier comment which fixed it for me. "If you go into your character blueprint class where you made the Spring Arm and camera, make sure the Spring Arm is not a child of the character flip book. If it is, drag the component out of the flip book component so it’s not a child of it."
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A top down RPG zelda like tutorial would be perfect !
sht I just bought a course yesterday otherwise I woulda gone for yours, I'll be buying yours for sure after I finish the other one
it took you 36 minutes to complete this all while explaining every step. It took me 12 hours to complete this following every step. My first time using Unreal Engine and my first time creating a game. Such a great feeling. Thank you for uploading this.
Good for you man, one of the best feelings out there!
In case anyone has the same issue as I had : if one of your texture changes color when it becomes a tileset (the third background became green when I made it a tileset), click on the texture then search for compression and change the compression settings to Defaut DTX1 instead of "Normalmap"
Thanks!
Thank you, I knew if I just scrolled down someone would have a quick fix!
Yup, had same issues, came to comments to tell people to change the compression settings, but you beat me to. Thank you, kind soul!
have the same but its more yellow but maybe im just color blind LOL
Thank you, man! How did you found that??
One of the very rare tutorials i was able to follow start to finish without a hiccup, very well explained, well done!
Using Unreal 5 for pixel Fart is like using an a...hole instead of a mouth. Or something like that
if your camera vision is too big go to player -> camera -> camera settings -> ortho widht, adjust it to your own needs!
thanks! was wondering where the problem was
at exactly 1:44. I paused the video to really appreciate the most straightforward video in the history of youtube. in less than 2 minutes I had an idea of how to set up a 2d scene in Unreal Engine. As a Unity user who wants to learn Unreal for my development. This is helpful...also I went into my room to bring a hammer to SMASH the Like and SUBSCRIBE button!!!!!!
100% agree
Great tutorial, a few points I wanted to add:
- As people in the comments pointed out, 3rd background tileset needs to have compression settings changed to show properly.
- Movement speed should be decreased in the Character Movement component (parameter is called Max Walk Speed).
- There's some bug after jumping, which stops any animation (only shows 1st frame of the flipbook), not sure if it's 5.2 issue or not.
i have same problem! Can you provide detailed solution information?
i got it
the bug of animation after jump; i fix it by set looping props --> new looping = true . but i understand how this temp
realized how silly I sound came back and realized what ya meant
@@梅长苏-i3m this is at 32:24 set as true, no error in the tutorial there
omg dont delete this video this saved my life thank u very much
On mine the third background Unreal made it an ugly yellow color when creating a tile set.
Edit: Figured out why. The file was imported as a normalmap so I just changed the Compression Settings to UserInterface2D like the other files and then recreated the tileset and it's now how it should be. I don't know if it matters but I also had to change the Texture Group and select the sRGB checkbox.
I still have problem,where is located the sRGB checkbox? I cant find it in texture group
Thanks for this! To clarify for other folks struggling with this, double click the "backround_layer_1" texture (not tile set), Details > Compression > Compression Settings > UserInterface2D
PS I did not need to select the sRGB checkbox to fix the texture.
this is solved the problem thanks@@gordonchen9533
I know Unreal inside and out for 3D but have always wanted to try 2D. This is easily one of the clearest to follow tutorials explaining how to set things up.
Thank you so much TDP.
Using this as a 40 year old construction worker to see if an old man can actually retrain and learn a whole new skill set. Thanks for this. Always wanted to see if I could make something.
I made the switch from mechanic to software dev at 34. The hardest part was trying to fit the time in around family life etc. But I didn't want to end up stacking shelves when my body couldn't keep up with the work anymore, and I was already getting issues with my knees. It's taken some adjustment, as workshop banter is quite different to what's said in the office. Anyway, just wanted to say this as some encouragement, as I've been there. Good luck!
44 yo Engineer here. Gonna have a go at this myself. :)
I don't make games, but I love watching this stuff. Really nicely explained - perhaps I'll dig into a game some day. Chained Echoes was super inspiring.
Give it a shot but start with something simple and cute. It's worth the experience!
I have followed your tutorial and I reached the end of it with perfection! I have checked into the comments that my Player was moving way too fast but it was fixed once changing the Character Movement component > Max Steps. What a great tutorial! Congrats and thank you! I would like to learn more since I'm now trying to do the attacking animation but I can't figure out on how to use the Blueprints correctly, hehe. If you, somehow, have a course teaching on how to use blueprints I would like to buy it :P. Thanks a lot for that!
Thanks for the motivating words Jean, I’m glad you found it helpful! I’m going to create a ton of 2D material for Unreal Engine as I can see a lot of people wish to have that. Coming soon :D
can you explain more in how to decrease the speed, it is really fast, help please.
@@p2drin492 I know it's been like 5 months but if anyone needs it, you can find the Character Movement Component on the left side when you open up your player blueprint. For me it was under the camera and the spring arm. After that you can search on the right side for the Max Walk Speed and I found out that for me 150cm/s works fine.
@@p2drin492 If this wasn't answered as it was resolved in video without explanation, BP_Player > search Character Movement.
After watching other outdated unreal engine tutorials, i finally found one that works 100%! I learned alot from this video, and thank you so much. +Like and +Subscribe
Thank you very much Tamer, glad it helped!
No matter how many times I see it, It inspires me more and more.
Thank you again Ahmad!
Just an FYI. You can save yourself some headaches by creating a subfolder under the root content directory with a shorthand name of your project.
Also, in UE5, you can drag a folder from explorer directly into Unreal and it will create that folder and import any source items (images and models).
Great video. Would love to see a video on parallax scrolling the background also. Thanks.
Great suggestion Terry. I'll write this in my list of to-do videos.
First time user of Unreal, wanted to give it a go.. at @26:53 where you hit play and make the character move for the first time, mine doesn't. And I double checked both IMC_Default settings as well as BP_Player settings and they're the same! I completed the tutorial, and the player does nothing. He's colliding nicely with the ground and his idle pose is activated, but does nothing on button press. Please assist
Im also stuck in here
found out that default "Play" on fresh installed UE is on "Simulate" (we can see two small gears under play icon), we have to change to normal play. Click 3 dots icon on the right side of play button, and select "Selected Viewport", and dont forget to click viewport after you press play button to make character read the input.
Hope you found a solution.
My issue was in the event graph / Blueprint for the BP_Player.
Under the added box "Add Mapping Context" I found that Pixel Helmet went to fast so I missed that I need to tick the mapping context drop down box and set it to the "IMC data asset" after that it worked.
@@jesticDev thank you so much dude, you just saved my game!
Wow im impressed a really good tutorial, i have been trying to get into unity for years all creators use templates none teach sht, i remember Unreal might work to do 2d games and found myself a good tutorial with someone doing step by step without letting a single info go away, really good job.
Wow, that looks really good. I only just started my game making journey, but wow out of every video i have seen on unreal engine this is probably the coolest/most beautiful designed tutorial holy shit.
I've never thought of using UE in this way. I'm going to have some fun with this, I bet the the proper application of effects and physics can really make a 2d project stand out. I used to do a lot of pixel art so I bet I even have a lot of resources ready to go that are already mine.
I cant believe this! I made it! It works very nice! Thank you so much for all the help. But i have problems on dash system. Anyway, thank you again, and wish you the best you hope to❤
I’m glad I could help, Sarah! You can always join my supportive community on Discord (discord.gg/qNPKDRH) and hopefully we can assist with the dash system. Cheers 😄
This was an extremely useful tutorial I was able to build out my own level and get my animations working properly. Thanks for the help keep it up!
This tutorial is amazing!!!
The moment when visual scripting looks actually so much easier and comfortable in UE5 than in Scratch 😂. I am still working on my very first game in Scratch and it can be kinda challenging when you have to break your brain about every single little thing you wanna do, because the engine obviously doesn’t expect you to do such things… like a main menu for example or even worse: a pause button. It works, though. You can do pretty much everything you can think of, you just gotta figure out how to make it work and you have to do every little part of it literally from scratch. The benefit of this is that you learn a lot about the very basic principles of game development, so I’m thankful for that and it’s good having done it at least once, so that I actually understand what’s going on.
I'm watching this because I also tried playing with Scratch and felt like so many things were more difficult than they probably should be and thought "I wonder how hard it'd be to do this in Unreal"
Scratch is easy. This seems easy too. But if you have years of programming then it seems cumbersome to drop and drag stuff. I rather code lol.
You really deserve more subscribers just for he fact that we hardly see any serious effort to explain 2D dev on Unreal on UA-cam specially something straight forwards like this with no gimmicks, course subscriptions or iffy third party plugins that we need to buy, keep up the good work brother💯👌.
the best video without a doubt, thank you very much, they are the best
Thank you so much!
this is def one of the best tutorials I have seen about the topic. thank you!
This is my first project, and it was so much fun and great. Many thanks. I'm gonna add enemy and attack to it for more fun. Thanks.
26:19 i don't sem to have that in my unreal engine 5, "ia movement" can someone help?
You have to write what you called the movement
Thanks ! This is so helpful and clear explained. 👍
What a great tutorial! Keep up the good work!
Thank you Clay. Glad it was helpful!
I'm stuck on the character movement part (26:52). I can't get my character to move; pressing A and D does nothing. Anyone encountered and fixed this problem?
Edit: I figured it out. Apparently, after hitting the play button, you have to click on the playtest window. Then you can control your character. I wasn't getting that from the tutorial at all.
I did at first. I was missing one of my target lines in the event graph for bp_player
@@TurboManTom Looks like I've got all the lines situated already, so that ain't it. Thanks for the help, though; I appreciate it.
i had same problem, thanks
Useful and excellentWe hope to see more of these videos
I'll make sure to keep releasing them, thanks Dawieh!
This was very easy to understand and I followed easily with your explanation, thank you!
Good to hear Sarah!
Very smooth tutorial, I learned a ton
Thanks a lot Codefessor.
FANTASTIC.
Let me preface by saying you didn't do anything incorrect. For an actual game though you would not want to put a Delay in your character controller, and also using bools to do things like prevent jumping isn't robust enough for a full character controller, you'll want to use Enums. With an enum you can set 'attacking', 'jumping', 'crouching', 'falling', 'attacking while falling'; you can really get as complex as you want with a robust Enumeration. Then after you've created that Enum you can use a "Switch on [Name of your enum] Enum" and either connect or leave blank logic coming off of those pins. Again, this is just for those wanting to do a little more, and you didn't do anything wrong, this is a great tutorial, I just wanted to mention all that for those thinking to do more with a character
Well putting delays in blueprints that use character controlled input is wrong, lol you don't wanna do that, but it's a quick way to show how to accomplish this. Letting your blueprint loop on a .1 delay is bad, maybe you'll never notice it for this example (although i can see a slight delay when you touch the ground from the jump, which is that .1 sec delay) but imagine that logic on 100 enemies in a Risk of Rain style game, too many delays :D
Great Tutorial. In the end your character seems to slow down, however mine stayed at the original speed, how to I change the speed of the running and jump height?
This was fun. I learned quite a bit about 2D Prototyping.
Please make a 2nd tutorial continuing this process. I would love to see the ai for 2d flip book, damage, health, attacking and deaths! How to add music and sound effects too.
Fantastic video tutorial on UE and 2D... many thanks man.
That's really cool! I've been using Unreal for all my projects but the build size always bothers me so i stopped focusing on 2d games and only making 3d since. What about the final build size for the 2d game and its performance on regular machine. Any insights about the final build. It will be really useful if you shared it .... may be i'l try 2d again! Thanks again buddy!
subscribed!! Definitely your channel and website will be my main reference and tutorial. Appreciate it if you could develop 2.5D tutorial as well. Many thanks.
I’ll make a 2.5D tutorial for sure very soon Mr Balsem. Thanks so much!!
About the post process volume, If you want to get the lit color nearly identical as the unlit, you can set the MinEV100 = 2 ; MaxEV100 = 1;
Thanks for this, I was thinking that was pretty weird and time consuming to change all the other settings as he do it.
@@heatxtm After digging deeper, I must admit that this trick doesn't quite replicate what we're aiming for, but it gets close for some colors. The subject is still open, and I'm continuing to search for how to replicate a true unlit effect with post-processing. If you have any other ideas or find something, please don't hesitate to share.
Why lit and unlit mode must be nearly the same?
Thanks! That was superfun to study!
Love this tutorial! 😊
Well done with the tutorial...thanks
25:50 it shows me more options when I search for EnhancedInputLocalPlayer Subsystem. If I dont take it from the Player Controller row I get the same just without the possiblity to connect it to any previous action...
Your tutorial was really motivating gamifying and creative fire adding . Heartful greetings to you and wish you create more hopefully teaminging related gaming fuel for us other creators. God bless. Expecting more
Interesting. I’ve made few paltformers from scratch with just code. Now just diving into game engines. Neat to see what they have to offer.
thanks man, liked and subscribed!
In 21:51 my character don't fall to the ground, I checked the character's collision and tileset and it seens to be like yours
I changed the gamemode and then changed it back to the one I made and now it's working
@@LuxyX There's complex collision in unreal engine but it also comes with its benefits, you can create custom collision channels, assign them to objects and customize each object to have specific reactions to other collision channels
Thank you so much for this tutorial this is exactly what I always needed to get started on a platformer. Having built the project from scratch I have a complete understanding of it AND your video as a reference. I will post my written notes here for people once I have the time to go over things in more detail. Thank you so much for this education!
oooh please do. I'm interested in game development as well, this would be super helpful for a beginner.
This is my opinion: If I were to make a strictly 2D game, I'd go with Godot or some other 2D game engine. But if I were making a 2.5D game (side scroller, 3d assets) then I'd think Unreal Engine would be fine.
also if you want to add some crazy lighting
Great style of explanation, looking forward to more 👍🏻
Thank you very much Dina, I'll make sure to release more!
why is my background flipping instead of my character sprite? 29:20
Tutorial is great and all it is fun to watch and easy to follow, the introduction to blueprints is nice, though I wish there was more coding into it, since I want to learn how to use C++ in unreal engine
It's amazing tutorial , easy to understand , and great, keep up i will wait every New tutorial 👍👍
Thank you very much Ciko!
can you zoom in a bit so it's easier to see what each of the nodes in the blueprints are
Oh hey! That shop is the same shop as in the IdleOn MMO Idle game. Neat that it's probably a free asset!
Thank you!!! Your tutorial is very great! I previously watched older tutorials and I had a problem in terms of character spawning using Player start. The problem was that he didn't show up. But you showed in the lesson what I was missing and the problem disappeared
Good content mate,Thanks and subbed !
Taughtful video, with a lot of knowledge and great creative fantasies for designers around the world👍
Thank you for a nice comment Noor!
Hello! very helpful tutorials!
I want to ask, is it possible to make a fighting game like Street Fighter 2 with unreal engine 5? if possible can you make a tutorial on how to make a fighting game? or maybe you have a paid online courses to make a 2d fighting game with unreal engine 5? if there is i will buy it! Thank You
Yes it's possible - And that's a good idea. I'll write it down and get to it eventually. It'll take a bit of time as I've already around 4 courses in the queue. But I will see what I can do my friend.
@@PixelHelmet Thank you so much!
That was perfect. Please show interaction buttons, picking items, UI set up with inventory, doors opening and so on... it will be very useful and clear. 2D project only. Thanks
I'm currently placing the backgrounds. How do you get the grid to show when doing that? (Seen at 11:07)
your the best!!! thx!!!
interesting tutorial. I was using Unity but given how powerful is unreal and the recent misstep I was looking to learn Unreal
nk you for this work
thank you very much, this course is very useful and very interesting and above all very well explained thank you thank you it's great and what's more you can also do it with the latest version of Unreal engine 5 without problem.
So sainted💫,I like your boldness =)
How would you go about allowing the player full access to horizontal movement controls while still air born? That way the player can maneuver mid-air?
Thanks for this useful video, it is that what I’m always looking for 👍
Thank you very much Sabah!
Around 23:59 you talk about input after right clicking, however my tab doesn’t have an input option?
What version of Unreal Engine do you have? It needs to be version 5.1 or newer. Sometimes it helps reinstalling the engine. I’ve heard someone else having that problem which got fixed after reinstalling.
非常感谢!
do you think this game could be modified into a platform fighter?
I loved your video, could you create a video like this for a turn attack game?
Hi Vinicius, that's a good suggestion. I've written it down and I'll see what I can do. Thanks my friend.
what exactly happened between 5:08 - 5:10???
How did those textures become tilesets all of a sudden?
These are created just like the previous one. Right click the background texture and Create Tileset. Do that for all 3 backgrounds.
I skipped the third background. Somehow the image keeps losing it's blue layer and turns all yellow. Sometimes I can re-import it, and it shows correct. But when I create a tilemap of the image, it's yellow again. This is my first UE experience, so I'm still learning a lot here. Thanks for an awesome tutorial!
this happened to me as well. My rudimentary work around was simply....open the png file, take a screenshot of it, and upload that into unreal.
@@skaterhugs1147 I just finished it with 2 layers. I learned how it works, and that was the purpose.
@@cryothic I gotta say the level design was a lot more straightforward and fun than the game mechanics
@@skaterhugs1147 I removed the delays. After landing a jump, my character would freeze for a tiny moment.
Hi Jeroen, if you go to the texture/background you imported and open it up. In the details panel to the right, is the Texture Compression by any chance set to Mask or Normal Map? It should be set to Default.
Unreal sure made 2d sprite integration much easier vs my old day using official Nintendo softwares back in the late 90s. We had color and memory limitations unlike nowadays.
Thank you!!
My Player is running to fast and jumping to high. How can I fix that?
Who is here because of the Unity crap!?
++
25:18 Blueprints demonstration
Yeah ! 2D in Unreal 💪
any advice for 2d lighting and shadows with UE? found myself going back to godot for 2d due to UEs lack of support for 2d, specifically the lighting.
I am running into an issue with the Set World Rotation at 29:09... I set the rotation, for greater/less than, and add the -180, or even 180. When I compile and play, it is rotating the world map. I cannot see if the player sprite is rotating because the backgrounds are rotating to fill the screen and nothing else can be seen. I tried to do the Condition Tile Sheet Texture, but this does not fix the issue I experience. Yes, Sprite is added as the target for the rotation. All of the Event Graph setup looks the same. Did I miss a major step here? I am using Unreal 5.1.1...
I have spent hours trying to solve this. Finally found another video where it is shown and fixed. The issue is that the spring arm rotates with the character when the rotation happens. Going to Springarm in the Blueprint, under the Transform tab in the details panel there are three dropdown boxes for Location, Rotation, Scale. Select the dropdown for Rotation and change it from Relative to World to set it to absolute rotation. There is a video by Cobra Code where this is shown.
When My character is moving left and right, the Flipbook plays in front of everything and the IDLE flipbook is still playing in the normal field. Also when the run flipbook plays it is slightly lower that the idle flipbook.
edit: The flipbook plays and stops correctly but It now displays 2 flipbooks, 1 slightly higher on the normal plane and the other slightly lower below the normal plane
edit 2: I was messing around in the BP_player and discovered if I turn "Visible" under the rendering tab to false, the issue with the persisting Idle flipbook goes away. I can't for the life of me figure out why the Idle Flipbook persists. Also I realized I skipped a step in applying the 2d paper texture settings and had my alignment off for the sprites. That and the capsule adjustments fixed my positioning.
Nice video m8, now i understand why i fall through the floor in WoW sometimes XD
LOL
Great video thanks. In my sprite sheet, there is a turn animation. Where would I put this to work in your BP workflow?
False Branch in sprite set world rotation (which is -180 degrees) turns the whole map 180 degrees in the Z axis. Can I somehow fix that ?
same ıssue
I had the same issue and I realized that in BP_Player I attached the SpringArm to the Sprite by mistake. The SpringArm needs to be attached to the Capsule Component. Just drag the SpringArm to the CapsuleComponent in the BP_Player
Thank good working
When I try to add IMC or movement blueprints neither of those show up on the add menu. Is there a way to fix this?
What version of UE are you using? Do you have a screenshot of your code / work that you’ve already implemented for the IMC or IA? I’ll see how I can help you.
To make the background tileable properly, just make it divisible by 24. I just brought the png into photoshop and change the dimension to 336x192. Im sure there are more efficient size but this was the one I used to follow along the tutorial.
Amazing tutorial - however when I try and make the player point in direction of movement it’s rotating the background not the player. I followed the guide exactly but just can’t work it out. What would cause this?
I had the same issue. This is what @PixelHelmet replied in an earlier comment which fixed it for me. "If you go into your character blueprint class where you made the Spring Arm and camera, make sure the Spring Arm is not a child of the character flip book. If it is, drag the component out of the flip book component so it’s not a child of it."
Anyone else here because of the new Unity pricing debacle?
Yup..
100%
now this is a good video
Everything is great. One question. How do I slow down my character? He runs really fast.
What is the minimum game size exported from UE?