Thank you for the feedback! I'm glad you found it helpful. I’ll definitely consider creating more content in this format for other game mechanics. Stay tuned! 🙏
I love your content, Ali!!!! This one made me laugh and smile at how easy it all seems on paper (not that the implementation is difficult but more how its all a "sum of the whole" type of situation)
Its 1 2 : 0 9 midnight here in Florida and I just got notified of this video. I am staying up to watch it. This will also be a focus video for a meeting tomorrow. We have a non-combat project we are fixing to prototype and this is a must watch for the team. It is not combat with weapons, but all of this type of advice will apply to how the engagement mechanics work out. At just 37 seconds in, I know this is going to be a Five Star Video.
Hey! I'm glad you're staying up for the video, and I appreciate your enthusiasm! 🙌 I hope it provides valuable insights for your meeting and project. Thank you for watching and sharing your thoughts!
Now that's what I'm talking about!!! You're really awesome man! I just discovered your channel and I feel like I just hit a gold mine! Thanks for all you do
amazing tutorial as always ! Would be so cool to see your AI breakdown for some video games For example stalker 2 just released, and it has some ai problems, it's also made in unreal 5, it would be really cool to hear your thoughts and what is goin on one of the examples i found in the game, if enemy ai is in a "search" state and you hit them from a distance, they don't react at all, and they are searching in the same direction without reacting to damage, until they finish the search task and go back to idle It's so cool to see this in a huge video game and kinda understand what is wrong and how to fix it :D But yeah i was just thinking maybe it would be a cool format for like live translations or something
Hey, thank you for your kind words and suggestion! 🎮 It would definitely be interesting to analyze AI behaviors in games like Stalker 2. I appreciate you sharing your observations. I have been considering a series called "Lessons learned from popular games" where I play certain games and show what we can learn from their mechanics, even the bad ones. So this fits quite well there. Keep an eye out for that
Wonderful video. Something else that’s a bit more technical but worth exploring is a target softlock system to orient the player towards the closest enemy, and mild(er) knockbacks with distance matching to maintain alignment. Taking control away from the player is generally a bad thing, which is why softlocking is better than regular lock-on systems - you only want it happening when the attack button is pressed, and have player directional input override it so the controlled character doesn’t keep snapping to an enemy if you’re holding another direction. This also depends on the game, but if you’re using linetraces on weapons it’s okay to sacrifice accuracy by replacing them with a larger sphere collider set to toggle on the weapon overlapping anim frames. This is what games like Kingdom Hearts, DMC, and NieR Automata use to make their faster combat feel responsive and satisfying, though linetraces are better if you’re going for a Soulslike.
Hey, thank you for your detailed suggestions! Softlock systems can definitely enhance combat responsiveness, and the ideas you shared about distance-based knockbacks and sphere colliders are really interesting. I actually have a simple lock on system implemented in this project, where the player turns to face the closest target on attack. But I didn't showcase it, as I didn't like how I implemented it
@@AliElZoheiry I'm glad you found it useful! Regarding distance-based knockbacks, they're especially helpful when you have attack combo strings with RM animations that moves the player's position forward as it's easy for the enemy to end up pushed around awkwardly, even with a lock-on system. One quick and dirty way of doing this is to specify a float value for attack types (light, heavy, etc) to move both the player and enemy by the same amounts, so none of the hits in the string end up missing with the enemy being set up for each sequential hit. Elaborating more on the sphere collider, I was pretty surprised finding out that a lot of fast-paced action games just had a large invisible ball in front of the player flashing on and off for a single animation frame at the point of impact instead of checking collisions through the weapon itself. It makes sense when you think of it from the player's perspective though, when playing something like DMC you need the assurance of knowing that pressing a certain button will get a desired outcome - it's extremely unsatisfying to have an attack miss with faster combat systems when you're standing right next to the target, and the linetrace-in-weapon method often used in UE tutorials only tends to be seen in stuff with slower methodical combat, like the Souls games. Thanks for sharing your knowledge, combat is something I'm fairly experienced with but I've learned so much about other areas of UE from your vids!
Ali, I've known you for a very short time but from the videos you've made I can say that you are one of the best unreal teachers around. You are literally amazing and I think I'm gonna support you on Patreon dude! I would like to ask you something hoping that you read the comment and think about making a video about it because I think it would be very interesting for many people: The main dilemma is: Unreal offers many tools to make our ideas concrete, but it doesn't tell us what is the most correct way to build such ideas. Assuming that, how can we optimize the workflow by properly exploiting the unreal tools? What is the best tool or method to use in in a given context? What are the best pratices to always remember? For example: - What is the best way to initially set up a project? - What is the best way to always have with us the variables that we use most frequently without having to call them always in each blueprint? (for example the player reference) - What is the best way to make the blueprints communicate with each other based on the context? (just for example: for raycast is it better to use interfaces? tags? hard references? soft references? event dispatchers? Casting? Actor components? gameplay tags?... in short, how can I optimize the raycast procedure by using as few nodes and calls as possible?) This question of course applies to all the other different contexts, assuming that many games share similar gameplay structures maybe there is an industry standard of "how to make raycasting correctly", following the example). -What is the best way to define parameters of a type of object based on the context? (for example to manage data and parameters of collectible objects, weapons, enemies, player stats, etc... is better to use data tables? Data structures? other methods? - What are the best ways to handle a flow of events in a game? By triggers? By simple communication from blueprint to blueprint? By state machines? And which is the best way to store and call the various variables to handle correctly a game flow? - What are the best tools, principles, methods, good practices to apply in order to optimize Parenting Blueprints? - What are the best tools, principles, methods, good practices to apply in order to optimize Event ticks? - What are the best tools, principles , methods, good practices to apply in order to optimize the project? Thanks for your time, Ali :)
Hey! Thank you so much for your kind words and support 🙏 I really appreciate it! Your suggestions for topics are fantastic and definitely worth exploring. I like the idea of covering workflow optimization and best practices in a video. It could help many people who are starting out. I'll add it to my list! Thanks for sharing your thoughts! 😊
@@AliElZoheiry Many thanks to you for all the amazing stuff you shared us and also for having dedicated few minutes to answer me, I really appreciate that! Keep going dude!
Thank you! I'm glad you enjoy the content! Exciting times ahead with your new PC - I hope you have a great time working on your Unreal Engine projects! 🙌
excellent excellent breakdown! I had so many preconceived ideas after watching that initial swing animation and was delightfully proven wrong. If combat doesn't "feel" good then it isn't good. I would love to see your take on the same concept but for movement. What makes movement feel good in games.
Thank you for your thoughtful comment! I'm glad to hear you found the breakdown helpful 🙏 I appreciate your suggestion, and I’ll definitely consider exploring what makes movement feel good in games for a future video 😊
As a gamer it really matter for me how the combat feels in a game,thank you for making such a useful video. Any chance you could make inventory/crafting/building system tutorial?
Very good tutorial! Thanks! Just want to ask if the extended video include all the details of how to make all the effects? including the ragdoll effect? I think I will probably pay for the great tutorial!
Hi Ali. We take for granted how important this kind of video can be to a developer. You can have all the knowledge in the world of UEs to create a game, but if it is not fun, it won't do you any good ! In your example, you have demonstrated how to make melee combat come to life. Me personally, I find melee combat to be the most diverse in terms of combat. What would you suggest in a shooter game ? If I were to make 10 steps to make shooter combat feel better, what would they be ? :)
Hey! Thank you for your insightful comment. You're absolutely right about the importance of fun in game development! As for making shooter combat feel better, I would suggest focusing on mechanics like responsive aiming, varied weapon feedback, enemy AI behavior, movement fluidity, customizable settings, sound design, environmental interactions, health and damage systems, player progression, and incorporating unique abilities. Those concepts can really elevate the experience. Let me know if you'd like me to dive deeper into any of these! 🙏
Great video! loved the examples and the 3rd attack is just WOW! About Hit-Stop, you are stopping (or slowing down) the whole game's time dilation or just the characters who take part in the hit?
Thank you! I'm glad you enjoyed the video and the examples 🙏 As for the hit-stop, In this demo I am slowing down global time, but depends on the game, (if it's not a fighting game, or if it's multiplayer) then I would go for custom time dilation for attacker and attack target only. Hope that clears it up!
man your tutorials make me hype about being a pro game designer! can you please do one about dragon ball z? a character turning into super sayan, aura burst, using charge attacks, working with Niagara tools, etc
It would be great to see a tutorial on creating a controller for mobile games in 5.5.1, a built-in preview feature (how the game will look on different devices of different phones) and creating a build for Android and iOS devices. There are almost no such tutorials on UA-cam.
Hey! Thank you for the suggestion, I'm more of a PC/Console game dev, I haven't made any mobile games, but if I do enter that world, I'll definitely make such tutorials
Thank you for your comment! I appreciate your feedback and I'm glad you found it useful. I'll definitely keep focusing on good practices in my future videos 🙏
I am sure this is helpfull to many. Just keep in mind, sometimes less is more. Interrupting the flow of time or the puls of a fight should be done with caution.
Thank you for your insightful comment! I appreciate your perspective on balancing flow and pacing during gameplay. It's definitely something to keep in mind 🙏
I have a couple questions, 1. In a lot of combat games like elden ring the combat feels quick and smooth but when adding the combat in UE5 it feels weirdly delayed or laggy and not as I guess polished if that makes sense. How could we improve on this to make it feel as smooth as AAA games? 2. This is seperate from the video but could you make a video where you pick up abilities (not equipment) temporarily like a shield, fireball spell, double jump. and once its used up the ability respawns back to its original position. Also please post more your videos are super high quality compared to others :)
Animation, how you handle tracing attacks/enemies, and other things that require alot of iteration to get right is a big thing FromSoft focuses on. They optimize the hell out of how their attacks do collision traces to ensure its smooth. I think this is less UEs fault and more a thing where the polish and experience comes in. Just my opinion though obv.
It's possible to make those level of quality in unreal engine, but usually it is done with C++ and involve a lot of math. which usually can only be done correctly by professional devs.
Hey! for your first question, like @TheRopiak mentioned as well. The quality of the animation is the corner stone of fromsoftware's games. Having a proper anticipation, follow through and action. That coupled with some of the game feel elements I mentioned here, like proper feedback from the attack target, visual and sound cues, and other immersive techniques, all make the feel of AAA. You can easily achieve that in unreal engine. Regarding your 2nd question, I will definitely consider a "Power ups" video in the future. P.S Shoutout to @TheRopiak & @digitalwf852 for giving answers as well 🙏😊
Hey, I'm having trouble with some procedural animation stuff. I tried joining your server for help, but the link doesn't seem to be working. Can you help me out?
Hey! I'm sorry to hear you're having trouble with the server link. But I tried it and it is still working, so maybe try it again? discord.gg/AEnM4wvYzN
The best.... I wish you to become an official EPIC instructor. Can I ask for an AI tutorial that opens doors and above levers and buttons when seeing the player, to create traps if he is not killed in time..🤩
Thank you for the kind words! I appreciate it 🙏 I'll definitely add your request for an AI tutorial with trap mechanics to my list of ideas for future videos. Stay tuned! 😊
A very helpfull video, although during the last years I met many people being concerned about modern games rewarding the player way to much with such effects. Nobody is earning anything today anymore. Of course there are still games to meantion as a positive example: In Yakuza Gaiden, almost all your basic attacks dont have any effects or trails at all. Hit sounds and enemy hit animations are the only feedback and they are decent but not that amazing. But every stronger attack or combo-finisher gets particles and attack trails and special attacks add louder sounds and hitstop-effects and better soundeffects. I really like the "reward progression". For future videos it would be nice, if you would try to show some potentiall problems of such features. For example there was this infamous GDC-talk years ago, about how devs should make guns firing 25 weak projectiles instead of 1 strong or spawning 5 weak enemies instead of 1 strong. I know devs and gamers, who disliked how many junior devs ate implemented these ideas without understanding them. Resultung sometimes in indie shooters with bad FPS due to having too many particles on the screen or only having cardboard enemies.
Hey, thank you for your detailed feedback! You raise some interesting points about the balance between rewarding players and performance concerns in games. It all really depends on the genre of the game. These types of rewards are necessary for action games where the immersion and feeling of power is incredibly important, while other genres might not benefit as much
Dude Can you help me with an idea? I'm still going through a tutorial series for blueprint so I think I will eventually know how to do what I want, but maybe you can offer an idea. I want to make the eight directions of the right analog stick of dual shock 4 to cause distinct animations. Right now I can get up, down, right and left to produce an axis value. Theoretically I can make branches somehow to print a string for up for any postive value in the up-down axis (>0), and a string for down for any negative value (0) - up-right: (>0, >0) - right: (>0, 0) - down-right: (>0,
Hey! It sounds like you're on the right track 🤔 Using the axis values to create branches for the distinct animations is a solid approach. For the diagonal directions, you could indeed use a combination of conditions, possibly with a switch statement or custom events to handle the different cases. As for inequalities, you'll use comparison nodes in Blueprint like "Greater Than" or "Less Than." Just connect your axis values to those nodes and then link them to your conditions for each direction. Feel free to jump into the Discord if you want to discuss more about it! Good luck with your project! 🙌
That was a spare, not a strike, 0/10 tutorial. Fr. tho this was amazing and concise, very informative. Could you please show how this would be implemented in a shooter?
Hey! Thank you for your feedback, I'm glad you found it informative. I’ll definitely consider doing a tutorial on how to implement this in a shooter. Stay tuned! 🙏
Excellent advice, thank you! What would you suggest for a FPS/TPS shooter, think of COD that always had excellent gunplay or Helldivers 2 (for TPS reference)?
You're welcome! For a solid FPS/TPS experience, focus on responsive controls, weapon balance, and sound design. Adding varied enemies and dynamic environments can also enhance gameplay. If you have any specific aspect you're curious about, let me know! 🙏
Hey this tips helped a lot for better combat for my project. In fact, I've learnt a lot from your AI tutorial so I must say thank you very much. I personally create custom cinematic cameras for my project by using sequence actor components but it's not very handy. I am wondering if there is a way to implement those nice camera work in-game like your example?
Hey! I'm glad to hear my tips were helpful for your project 🙏 For implementing cinematic camera work in-game, I attached a 2nd camera as a child actor to the player character. Placed it where I want, relative to the mesh, and I switch to that camera using the "Set View Target With Blend" function
Hey! Hitstop doesn't stop sound, at least in unreal engine, time dilation doesn't affect sounds, unless you implement that yourself. As for multiplayer, you might not want to use global time dilation, as that will stop time for everything on the server. You should instead use "Custom time dilation" on the attacker and attack target, both on the server and replicated to all clients
how caa i implement something similar to the feedback hit stop but in a multiplayer game? was thinking of pausing the montag that the enemy is playing to have a similar feeling, but if that is the case i wont be able to have custom hit montages
Hey! For multiplayer, you might not want to use global time dilation, as that will stop time for everything on the server. You should instead use "Custom time dilation" on the attacker and attack target, both on the server and replicated to all clients
I greatly admire your work and the incredible value you bring to the community. However, I was hoping that the tutorial could be uploaded to UA-cam, with the associated files available on Patreon. I completely understand the need for support, but some of us may not have the means to contribute in the way you would prefer. With that in mind, I kindly ask if you might reconsider uploading the tutorial to UA-cam. It would make a significant difference to many aspiring developers, including myself, who deeply value your content.
Hey Kellowatt, I really appreciate your continued support on the channel. Though I will give the same answer I gave to someone else who also felt that it was unfair to put the full video in Patreon. This video alone took 50+ hours of planning, recording, editing, designing thumbnails, writing a description, answering every single comment. and I do all of this for free. That said, I also offer: - Every tutorial's project files - Access to a chatbot tutor I built myself - Priority response on comments - Early access to my videos and - Access to all exclusive content for just $10 on Patreon, which is much much lower than any other creator out here. The reason I do this, is because I care about the community, I care about education and I don't want this to be a cash grab, so I put the bare minimum price to just be able to cover the insane amount of time and effort I spend on building this channel. I even give away the entire smart enemy AI series for $5. So every now and then, I need to provide additional value for my Patreon members who are directly responsible for keeping this channel alive. Without them, I couldn't do any of the things I do
@AliElZoheiry I understand, I don't think it's unfair. I just have the means to support you on Patreon at the moment. I don't need the files I just would like to learn. I haven't taken any of the files from any series do. I just watch your tutorials and learn for myself. That's how I was able to troubleshoot and find errors of some things you may have missed. I honestly just want to learn
@@kellowattentertainmentI definitely understand that as well. But Patreon members deserve additional content also, that's why every now and then, I spend extra time just for those paying members. So it's not realistic for me to spend 100% of my time making content that doesn't bring any money, otherwise I run out of an income source and I won't be able to make any content for anyone
I have a quick question. I'm a mobile/backend app developer, and I want to learn Unreal Engine. When I open Unreal Engine, there are so many features, and I feel a little confused about how to start learning it. Could you make a video about how to learn the engine in 2025?
Hey! I totally understand the confusion with all the features in Unreal Engine. I'll definitely consider making a video about how to start learning in 2025. Thanks for the suggestion! 🙏 P.S I gave a talk a couple of months ago on an intro to unreal engine, it included a very short demo, but I will be uploading it to the channel soon, and I believe it will help you get started
The best Unreal instructor out there. Wonderful work, Ali!
Always appreciate your kind words and encouragement ☺️🙏
100% its not even a close! I learn so much from each one of Ali's videos! Teaching the concepts is just priceless
true
❤
phenomenal video, you should totally make more videos with this format for other common game mechanics! it makes a night and day difference.
Thank you for the feedback! I'm glad you found it helpful. I’ll definitely consider creating more content in this format for other game mechanics. Stay tuned! 🙏
@@AliElZoheiry yes the world need more good gameplay mechanics :)
i have 9 out of 11 implemented in my project this really helped me to add that last 10%
Hey! I'm really glad to hear that my content helped you implement the final pieces of your project 🙏 Keep up the great work!
you really have talent for teaching, expertly described and displayed. Learning so much
Thank you for the kind words! I'm glad to hear you're learning a lot 🙏
The best Unreal instructor on youtube
Thank you! I really appreciate your kind words 🙏
I love your content, Ali!!!! This one made me laugh and smile at how easy it all seems on paper (not that the implementation is difficult but more how its all a "sum of the whole" type of situation)
Thank you so much! I'm glad to hear that you enjoyed the content and found it relatable. It's all about breaking it down step by step 🙏
Its 1 2 : 0 9 midnight here in Florida and I just got notified of this video. I am staying up to watch it. This will also be a focus video for a meeting tomorrow. We have a non-combat project we are fixing to prototype and this is a must watch for the team. It is not combat with weapons, but all of this type of advice will apply to how the engagement mechanics work out. At just 37 seconds in, I know this is going to be a Five Star Video.
Hey! I'm glad you're staying up for the video, and I appreciate your enthusiasm! 🙌 I hope it provides valuable insights for your meeting and project. Thank you for watching and sharing your thoughts!
What perfect timing, we just started working on combat for our project. Sick stuff 🔥
Awesome! Glad it came at the right time. Hope it was useful 🙏
In less than 10 minutes u covered something that can make or break ur game...!! This is my first video in ur channel...subscribed..!!
Hey, thank you for the kind words and for subscribing! I'm glad you found the video valuable 🙏 Hope you enjoy the rest of the content!
man, u are my fav channel. I just discovered you yesterday. watch all your videos and waiting for more. keep cooking
Hey! I'm really glad to hear you're enjoying the videos 🙏 Thank you for your support, and I'm excited to keep creating more content for you!
Great breakdown, something seemingly simple as a hit attack with so many layers that take it to the next level. Keep these up!
Thank you! I'm glad you found the breakdown helpful. I'll definitely keep more content coming 🙏
Love all of your videos, thank you for posting!
I appreciate your comment and support on Patreon
I missed your videos. It feels nice to see them again.
Hey! I'm glad to hear you're back to watching! Thank you for your support 🙏
Very cool! I also had created my immersive gameplay checklist, but this is so cool the way you showcased it!! 🎉🎉🎉💯💯
Thank you! I'm glad you liked how I showcased it 🙏 It's awesome that you've created your own checklist too!
Pure gold tips.
Thank you! I'm glad you found the tips helpful 🙏
This shouldn't be pitched as an unreal tutorial. this is great for any game engine!
Amazing video. Thank you for breaking down combat effects for us.
You're very welcome! I'm glad you found the breakdown helpful. Thank you for watching and commenting 🙏
Köszönjük!
Thank you so much for the support Nani. It means a loot to me 🙏🙏
Oooh that feel meter is actually super useful, even just as a reminder! Thanks for this!
You're very welcome! I'm glad you found it useful 🙏
spot on tutorial as ever, thanks to you i have improved a lot, keep up the great work and i wish you health and success
Thank you so much for your kind words! I'm really glad to hear you've improved. Wishing you all the best as well 🙏
Great insight and project. Super clear, and under 10mins! Amazing work!
Thank you! I'm glad you found it clear and concise. I appreciate your feedback 🙏
GG man! U great continue like this! Ill consider join patreon very soon ! Have a nice day!
Thank you! I really appreciate your support 🙏 Have a great day!
Now that's what I'm talking about!!! You're really awesome man! I just discovered your channel and I feel like I just hit a gold mine! Thanks for all you do
Hey! Thank you so much for your kind words! I'm glad you found my channel helpful 🙏 Hope you enjoy the content!
amazing tutorial as always !
Would be so cool to see your AI breakdown for some video games
For example stalker 2 just released, and it has some ai problems, it's also made in unreal 5, it would be really cool to hear your thoughts and what is goin on
one of the examples i found in the game, if enemy ai is in a "search" state and you hit them from a distance, they don't react at all, and they are searching in the same direction without reacting to damage, until they finish the search task and go back to idle
It's so cool to see this in a huge video game and kinda understand what is wrong and how to fix it :D
But yeah i was just thinking maybe it would be a cool format for like live translations or something
Hey, thank you for your kind words and suggestion! 🎮 It would definitely be interesting to analyze AI behaviors in games like Stalker 2. I appreciate you sharing your observations. I have been considering a series called "Lessons learned from popular games" where I play certain games and show what we can learn from their mechanics, even the bad ones. So this fits quite well there. Keep an eye out for that
@@AliElZoheiryawesome ! Can’t wait 😊
Oooo im coming back to this once i lay the bones of my project down and start to improve things
Hey! That sounds like a solid plan. Hope you find it helpful when you dive back in! 🙏
Ty for this short video, helped a lot with understanding the terminology for what I was trying to create. 😊
You're very welcome! I'm glad the video helped clarify things for you. Thank you for watching and commenting! 🙏
I realized healthbar animation is missing in my game. I will try that :) Great video as always.
You're very welcome! Glad you found the video helpful. Good luck with the health bar animation! If you have any questions, feel free to ask 🙏
Woohoo look who’s back 🤘🏼
Haha thanks Miriam ❤
Wonderful video. Something else that’s a bit more technical but worth exploring is a target softlock system to orient the player towards the closest enemy, and mild(er) knockbacks with distance matching to maintain alignment.
Taking control away from the player is generally a bad thing, which is why softlocking is better than regular lock-on systems - you only want it happening when the attack button is pressed, and have player directional input override it so the controlled character doesn’t keep snapping to an enemy if you’re holding another direction.
This also depends on the game, but if you’re using linetraces on weapons it’s okay to sacrifice accuracy by replacing them with a larger sphere collider set to toggle on the weapon overlapping anim frames. This is what games like Kingdom Hearts, DMC, and NieR Automata use to make their faster combat feel responsive and satisfying, though linetraces are better if you’re going for a Soulslike.
Hey, thank you for your detailed suggestions! Softlock systems can definitely enhance combat responsiveness, and the ideas you shared about distance-based knockbacks and sphere colliders are really interesting. I actually have a simple lock on system implemented in this project, where the player turns to face the closest target on attack. But I didn't showcase it, as I didn't like how I implemented it
@@AliElZoheiry I'm glad you found it useful! Regarding distance-based knockbacks, they're especially helpful when you have attack combo strings with RM animations that moves the player's position forward as it's easy for the enemy to end up pushed around awkwardly, even with a lock-on system. One quick and dirty way of doing this is to specify a float value for attack types (light, heavy, etc) to move both the player and enemy by the same amounts, so none of the hits in the string end up missing with the enemy being set up for each sequential hit.
Elaborating more on the sphere collider, I was pretty surprised finding out that a lot of fast-paced action games just had a large invisible ball in front of the player flashing on and off for a single animation frame at the point of impact instead of checking collisions through the weapon itself. It makes sense when you think of it from the player's perspective though, when playing something like DMC you need the assurance of knowing that pressing a certain button will get a desired outcome - it's extremely unsatisfying to have an attack miss with faster combat systems when you're standing right next to the target, and the linetrace-in-weapon method often used in UE tutorials only tends to be seen in stuff with slower methodical combat, like the Souls games.
Thanks for sharing your knowledge, combat is something I'm fairly experienced with but I've learned so much about other areas of UE from your vids!
Ali, I've known you for a very short time but from the videos you've made I can say that you are one of the best unreal teachers around. You are literally amazing and I think I'm gonna support you on Patreon dude!
I would like to ask you something hoping that you read the comment and think about making a video about it because I think it would be very interesting for many people:
The main dilemma is:
Unreal offers many tools to make our ideas concrete, but it doesn't tell us what is the most correct way to build such ideas.
Assuming that, how can we optimize the workflow by properly exploiting the unreal tools? What is the best tool or method to use in in a given context? What are the best pratices to always remember?
For example:
- What is the best way to initially set up a project?
- What is the best way to always have with us the variables that we use most frequently without having to call them always in each blueprint? (for example the player reference)
- What is the best way to make the blueprints communicate with each other based on the context?
(just for example: for raycast is it better to use interfaces? tags? hard references? soft references? event dispatchers? Casting? Actor components? gameplay tags?... in short, how can I optimize the raycast procedure by using as few nodes and calls as possible?)
This question of course applies to all the other different contexts, assuming that many games share similar gameplay structures maybe there is an industry standard of "how to make raycasting correctly", following the example).
-What is the best way to define parameters of a type of object based on the context?
(for example to manage data and parameters of collectible objects, weapons, enemies, player stats, etc... is better to use data tables? Data structures? other methods?
- What are the best ways to handle a flow of events in a game? By triggers? By simple communication from blueprint to blueprint? By state machines? And which is the best way to store and call the various variables to handle correctly a game flow?
- What are the best tools, principles, methods, good practices to apply in order to optimize Parenting Blueprints?
- What are the best tools, principles, methods, good practices to apply in order to optimize Event ticks?
- What are the best tools, principles , methods, good practices to apply in order to optimize the project?
Thanks for your time, Ali :)
Hey! Thank you so much for your kind words and support 🙏 I really appreciate it! Your suggestions for topics are fantastic and definitely worth exploring. I like the idea of covering workflow optimization and best practices in a video. It could help many people who are starting out. I'll add it to my list! Thanks for sharing your thoughts! 😊
@@AliElZoheiry Many thanks to you for all the amazing stuff you shared us and also for having dedicated few minutes to answer me, I really appreciate that! Keep going dude!
The time stop is really cool
Thanks! I'm glad you liked it 🙏
I see Alis tutorial > I press like > I save > I watch!
Haha love the enthusiasm! Thanks for the support 🙏 Enjoy the video!
9 seconds in, already subscribed! keep it up man!
Thanks for the support! Glad to have you here 🙏
I been waiting for some new Ali content 😭😭. So happy to see a new post!
Hey! I appreciate your patience! I'm glad you're excited for the new content 🙏 Hope you enjoy it!
This dude needs more attention
Thank you for your support! I really appreciate it 🙏
love ur content, cant wait to get a new PC and start unreal engine projects
Thank you! I'm glad you enjoy the content! Exciting times ahead with your new PC - I hope you have a great time working on your Unreal Engine projects! 🙌
Dude yesssss this is awesome!!
Thanks! Glad you think so! 🙌
we'd love to see more of videos like this
Thank you for your feedback! I'm glad you enjoyed it. I'll definitely keep that in mind for future videos 🙏
@AliElZoheiry thank you 🙏🙏
without the hit stop feels a lot more fluid
Hitstop depends a lot on the type of game, and how long the duration is, so it can be a matter of preference sometime
excellent excellent breakdown! I had so many preconceived ideas after watching that initial swing animation and was delightfully proven wrong. If combat doesn't "feel" good then it isn't good. I would love to see your take on the same concept but for movement. What makes movement feel good in games.
Thank you for your thoughtful comment! I'm glad to hear you found the breakdown helpful 🙏 I appreciate your suggestion, and I’ll definitely consider exploring what makes movement feel good in games for a future video 😊
Such an important topic, I am working on adding small amounts of pizzaz for feel. Keep it up Ali!!
Thank you! I'm glad you found it important. Adding that extra flair can really enhance the experience. Good luck with your project! 🙌
Ali's back! Letttsss go!
Hey! Thanks for the warm welcome! Glad to be back 🙏
Yaaa habibi, wallah bro, this channel is nice akhi keep going. You help me a lot with your videos! Subscribed!
Hey! Thank you for your kind words and support, I really appreciate it 🙏 Glad to hear my videos are helpful!
Awesome video! Thanks! Used to follow the ai series it helped me back a lot then happy to see you are still going
You're very welcome! I'm glad the AI series helped you out and that you're still following along. Thank you for your support 🙏
this is amazing, i want this in my game!
Thank you! I'm glad you liked it! You should definitely add some of these in your game!
U are doing such a great job Ali. Thank u for all u have done :)
Thank you for the kind words! I really appreciate it 🙏
this video is a Gem!!! thank you so much for real Man
You're very welcome! I'm glad you found it helpful 🙏
As a gamer it really matter for me how the combat feels in a game,thank you for making such a useful video.
Any chance you could make inventory/crafting/building system tutorial?
Hey! I'm glad you found the video useful, thanks for your feedback! I'm definitely considering an inventory system tutorial, stay tuned 🙏
Awesome like always! Thanks Ali!
You're welcome! Glad you enjoyed it 🙏
Very good tutorial! Thanks! Just want to ask if the extended video include all the details of how to make all the effects? including the ragdoll effect? I think I will probably pay for the great tutorial!
Hey! Thank you for your kind words! The extended video will indeed cover all the details, including the ragdoll effect. I appreciate your support! 🙏
Hi Ali. We take for granted how important this kind of video can be to a developer. You can have all the knowledge in the world of UEs to create a game, but if it is not fun, it won't do you any good ! In your example, you have demonstrated how to make melee combat come to life. Me personally, I find melee combat to be the most diverse in terms of combat. What would you suggest in a shooter game ? If I were to make 10 steps to make shooter combat feel better, what would they be ? :)
Hey! Thank you for your insightful comment. You're absolutely right about the importance of fun in game development! As for making shooter combat feel better, I would suggest focusing on mechanics like responsive aiming, varied weapon feedback, enemy AI behavior, movement fluidity, customizable settings, sound design, environmental interactions, health and damage systems, player progression, and incorporating unique abilities. Those concepts can really elevate the experience. Let me know if you'd like me to dive deeper into any of these! 🙏
Amazing stuff!!, thank you so much for sharing this❤
You're very welcome! I'm glad you found it helpful. Thank you for watching and commenting ❤️
@@AliElZoheirythis is the least I could compared to what you did to me❤
Ali is the goat
Thank you! I really appreciate your support 🙏
Good work!
Thank you! I appreciate your support 🙏
Very cool inspiration.
Thank you! I'm glad you found it inspirational 🙏
Great video! loved the examples and the 3rd attack is just WOW!
About Hit-Stop, you are stopping (or slowing down) the whole game's time dilation or just the characters who take part in the hit?
Thank you! I'm glad you enjoyed the video and the examples 🙏 As for the hit-stop, In this demo I am slowing down global time, but depends on the game, (if it's not a fighting game, or if it's multiplayer) then I would go for custom time dilation for attacker and attack target only. Hope that clears it up!
the last swing feels personal
Haha, it really does feel that way sometimes! Thanks for watching and sharing your thoughts 😄
Actually good video.
Thanks! I'm glad you found it useful 🙏
perfect timing thank you
You're welcome! I'm glad it was timely for you 🙏
remove 'constraint ratio' on your camera finisher, it will remove the black stripes on the edge.
Thank you for the tip! I indeed kept it on purpose to frame the attack in a smaller window
Awesome video!
Thank you! I'm glad you enjoyed it 🙏
Very helpfull! Great work
You're very welcome! I'm glad you found it helpful. Thank you for watching and commenting 🙏
man your tutorials make me hype about being a pro game designer! can you please do one about dragon ball z? a character turning into super sayan, aura burst, using charge attacks, working with Niagara tools, etc
Hey! I'm glad to hear you're feeling inspired! Thanks for the suggestion; I'll definitely keep that in mind for future videos 🙏
You are the best ❤
Thank you so much! I really appreciate your kind words 🙏
nice strike! Great tips :)
Thanks! I'm glad you found the tips useful. Appreciate your comment! 🙏
Can you make a tutorial explaining the Multiplayer System? It would be great to learn from you.
Hey! Thank you for the suggestion. I'll definitely keep it in mind for future videos 🙏
It would be great to see a tutorial on creating a controller for mobile games in 5.5.1, a built-in preview feature (how the game will look on different devices of different phones) and creating a build for Android and iOS devices. There are almost no such tutorials on UA-cam.
Hey! Thank you for the suggestion, I'm more of a PC/Console game dev, I haven't made any mobile games, but if I do enter that world, I'll definitely make such tutorials
i love ur vids ur like the only one who can teach ue properly on here. btw can u make a video on third person grappling hook??
please and thank u :)
Thank you for the kind words! I really appreciate it 🙏 I'll definitely consider the grappling hook video for the future. Stay tuned!
Good job thx❤🎉
You're very welcome! Thank you for the support! 🙏
ابو حسين الوردة استمر مبدع
Thank you! I appreciate your kind words 🙏
Great video! Need more videos like this that teach good practice instead of “Make COD in 6 hours”.
Thank you for your comment! I appreciate your feedback and I'm glad you found it useful. I'll definitely keep focusing on good practices in my future videos 🙏
that's really helpfull, thank you
You're very welcome! I'm glad you found it helpful 🙏
You just got a subscriber
Thank you for subscribing! I appreciate your support 🙏
Nice video!
You're welcome! Glad you liked it 🙏
gotta love the ballerina enemies
Haha, right? They definitely add a unique twist to the game 😄 Thanks for commenting!
Could you cover GAS? Gameplay ability system, when it's good to use vs making your own system(s).
Hey! Thanks for the suggestion, I’ll definitely consider covering the Gameplay Ability System in a future video. It's a great topic! 🙏
I am sure this is helpfull to many. Just keep in mind, sometimes less is more. Interrupting the flow of time or the puls of a fight should be done with caution.
Thank you for your insightful comment! I appreciate your perspective on balancing flow and pacing during gameplay. It's definitely something to keep in mind 🙏
Thank u!
You're welcome! Thank you for watching and commenting 🙏
I love your videos
Thank you! I'm glad you're enjoying them 🙏
@@AliElZoheiry I´ve learned so much from your videos. The effort you put into the videos is insane. Never stop :D Greetings from Germany.
Thanks
You're welcome! Thank you for watching and commenting 🙏
Hi Ali, can you make tutorial how AI enemy can try breaking door when player is inside building? I can’t find any tutorial regarding this.
Hey! Thank you for the suggestion, I'll definitely add it to my list of ideas for future videos 🙏
انزل امتدلع
great video as always
Thank you! I'm glad you enjoyed it! 🙏
ye this guy knows his shit
Thanks! I appreciate the support 🙏
I have a couple questions,
1. In a lot of combat games like elden ring the combat feels quick and smooth but when adding the combat in UE5 it feels weirdly delayed or laggy and not as I guess polished if that makes sense. How could we improve on this to make it feel as smooth as AAA games?
2. This is seperate from the video but could you make a video where you pick up abilities (not equipment) temporarily like a shield, fireball spell, double jump. and once its used up the ability respawns back to its original position.
Also please post more your videos are super high quality compared to others :)
Animation, how you handle tracing attacks/enemies, and other things that require alot of iteration to get right is a big thing FromSoft focuses on. They optimize the hell out of how their attacks do collision traces to ensure its smooth. I think this is less UEs fault and more a thing where the polish and experience comes in. Just my opinion though obv.
It's possible to make those level of quality in unreal engine, but usually it is done with C++ and involve a lot of math. which usually can only be done correctly by professional devs.
Hey! for your first question, like @TheRopiak mentioned as well. The quality of the animation is the corner stone of fromsoftware's games. Having a proper anticipation, follow through and action. That coupled with some of the game feel elements I mentioned here, like proper feedback from the attack target, visual and sound cues, and other immersive techniques, all make the feel of AAA. You can easily achieve that in unreal engine.
Regarding your 2nd question, I will definitely consider a "Power ups" video in the future.
P.S Shoutout to @TheRopiak & @digitalwf852 for giving answers as well 🙏😊
Hey, I'm having trouble with some procedural animation stuff. I tried joining your server for help, but the link doesn't seem to be working. Can you help me out?
Hey! I'm sorry to hear you're having trouble with the server link. But I tried it and it is still working, so maybe try it again? discord.gg/AEnM4wvYzN
The best.... I wish you to become an official EPIC instructor. Can I ask for an AI tutorial that opens doors and above levers and buttons when seeing the player, to create traps if he is not killed in time..🤩
Thank you for the kind words! I appreciate it 🙏 I'll definitely add your request for an AI tutorial with trap mechanics to my list of ideas for future videos. Stay tuned! 😊
A very helpfull video,
although
during the last years I met many people being concerned about modern games rewarding the player way to much with such effects. Nobody is earning anything today anymore. Of course there are still games to meantion as a positive example:
In Yakuza Gaiden, almost all your basic attacks dont have any effects or trails at all. Hit sounds and enemy hit animations are the only feedback and they are decent but not that amazing. But every stronger attack or combo-finisher gets particles and attack trails and special attacks add louder sounds and hitstop-effects and better soundeffects. I really like the "reward progression".
For future videos it would be nice, if you would try to show some potentiall problems of such features.
For example there was this infamous GDC-talk years ago, about how devs should make guns firing 25 weak projectiles instead of 1 strong or spawning 5 weak enemies instead of 1 strong.
I know devs and gamers, who disliked how many junior devs ate implemented these ideas without understanding them. Resultung sometimes in indie shooters with bad FPS due to having too many particles on the screen or only having cardboard enemies.
Hey, thank you for your detailed feedback! You raise some interesting points about the balance between rewarding players and performance concerns in games. It all really depends on the genre of the game. These types of rewards are necessary for action games where the immersion and feeling of power is incredibly important, while other genres might not benefit as much
Dude Can you help me with an idea?
I'm still going through a tutorial series for blueprint so I think I will eventually know how to do what I want, but maybe you can offer an idea.
I want to make the eight directions of the right analog stick of dual shock 4 to cause distinct animations.
Right now I can get up, down, right and left to produce an axis value. Theoretically I can make branches somehow to print a string for up for any postive value in the up-down axis (>0), and a string for down for any negative value (0)
- up-right: (>0, >0)
- right: (>0, 0)
- down-right: (>0,
Hey! It sounds like you're on the right track 🤔 Using the axis values to create branches for the distinct animations is a solid approach. For the diagonal directions, you could indeed use a combination of conditions, possibly with a switch statement or custom events to handle the different cases.
As for inequalities, you'll use comparison nodes in Blueprint like "Greater Than" or "Less Than." Just connect your axis values to those nodes and then link them to your conditions for each direction.
Feel free to jump into the Discord if you want to discuss more about it! Good luck with your project! 🙌
@AliElZoheiry I didn't know you had a discord, awesome. I appreciate the answer bro.
That was a spare, not a strike, 0/10 tutorial.
Fr. tho this was amazing and concise, very informative. Could you please show how this would be implemented in a shooter?
Hey! Thank you for your feedback, I'm glad you found it informative. I’ll definitely consider doing a tutorial on how to implement this in a shooter. Stay tuned! 🙏
Excellent advice, thank you! What would you suggest for a FPS/TPS shooter, think of COD that always had excellent gunplay or Helldivers 2 (for TPS reference)?
You're welcome! For a solid FPS/TPS experience, focus on responsive controls, weapon balance, and sound design. Adding varied enemies and dynamic environments can also enhance gameplay. If you have any specific aspect you're curious about, let me know! 🙏
@@AliElZoheiry Thanks
Hey this tips helped a lot for better combat for my project. In fact, I've learnt a lot from your AI tutorial so I must say thank you very much. I personally create custom cinematic cameras for my project by using sequence actor components but it's not very handy. I am wondering if there is a way to implement those nice camera work in-game like your example?
Hey! I'm glad to hear my tips were helpful for your project 🙏 For implementing cinematic camera work in-game, I attached a 2nd camera as a child actor to the player character. Placed it where I want, relative to the mesh, and I switch to that camera using the "Set View Target With Blend" function
4:24 - In a multiplayer game, hitstops by freezing time sound like a bad idea. How do most games do them to support multiplayer?
Hey! Hitstop doesn't stop sound, at least in unreal engine, time dilation doesn't affect sounds, unless you implement that yourself. As for multiplayer, you might not want to use global time dilation, as that will stop time for everything on the server. You should instead use "Custom time dilation" on the attacker and attack target, both on the server and replicated to all clients
@@AliElZoheiry Ah that makes sense, thanks!
how caa i implement something similar to the feedback hit stop but in a multiplayer game? was thinking of pausing the montag that the enemy is playing to have a similar feeling, but if that is the case i wont be able to have custom hit montages
Hey! For multiplayer, you might not want to use global time dilation, as that will stop time for everything on the server. You should instead use "Custom time dilation" on the attacker and attack target, both on the server and replicated to all clients
@@AliElZoheiry didnt know that existed ty
Be very careful with camerashake, it is easier to make it afwul than OK-ish
Indeed, it's always good to add an option in the settings to disable it, as some players can be more sensitive to that than others
6:24 I could hear the excitement in your voice 😂😂
Haha, glad to hear that! I think I did a little bit of an excited scream that my audio recording software removed as noise😄 Thanks for watching!
i would love a good melee tutorial from you?
Hey! Thanks for the suggestion, I’ll definitely consider making a melee tutorial. Stay tuned! 🙏
I greatly admire your work and the incredible value you bring to the community. However, I was hoping that the tutorial could be uploaded to UA-cam, with the associated files available on Patreon. I completely understand the need for support, but some of us may not have the means to contribute in the way you would prefer.
With that in mind, I kindly ask if you might reconsider uploading the tutorial to UA-cam. It would make a significant difference to many aspiring developers, including myself, who deeply value your content.
Hey Kellowatt, I really appreciate your continued support on the channel. Though I will give the same answer I gave to someone else who also felt that it was unfair to put the full video in Patreon.
This video alone took 50+ hours of planning, recording, editing, designing thumbnails, writing a description, answering every single comment. and I do all of this for free.
That said, I also offer:
- Every tutorial's project files
- Access to a chatbot tutor I built myself
- Priority response on comments
- Early access to my videos and
- Access to all exclusive content
for just $10 on Patreon, which is much much lower than any other creator out here. The reason I do this, is because I care about the community, I care about education and I don't want this to be a cash grab, so I put the bare minimum price to just be able to cover the insane amount of time and effort I spend on building this channel.
I even give away the entire smart enemy AI series for $5. So every now and then, I need to provide additional value for my Patreon members who are directly responsible for keeping this channel alive. Without them, I couldn't do any of the things I do
@AliElZoheiry I understand, I don't think it's unfair. I just have the means to support you on Patreon at the moment. I don't need the files I just would like to learn. I haven't taken any of the files from any series do. I just watch your tutorials and learn for myself. That's how I was able to troubleshoot and find errors of some things you may have missed. I honestly just want to learn
@@kellowattentertainmentI definitely understand that as well. But Patreon members deserve additional content also, that's why every now and then, I spend extra time just for those paying members. So it's not realistic for me to spend 100% of my time making content that doesn't bring any money, otherwise I run out of an income source and I won't be able to make any content for anyone
please can you make block and parry attack
with stamina regen
Hey! Thanks for the suggestion 🙏 I'll definitely consider it for future videos!
I have a quick question. I'm a mobile/backend app developer, and I want to learn Unreal Engine. When I open Unreal Engine, there are so many features, and I feel a little confused about how to start learning it. Could you make a video about how to learn the engine in 2025?
Hey! I totally understand the confusion with all the features in Unreal Engine. I'll definitely consider making a video about how to start learning in 2025. Thanks for the suggestion! 🙏
P.S I gave a talk a couple of months ago on an intro to unreal engine, it included a very short demo, but I will be uploading it to the channel soon, and I believe it will help you get started
I don't use unreal engine but these tips were definitely helpful on a universal scale!
Btw what is the game shown at 0:22
Hey! I'm glad to hear you found the tips helpful! The game shown at 0:22 is "Hi-Fi Rush" Highly recommended. It's a rhythm based action platformer!