Over my career, I've worked at Blizzard, EA, Microsoft, and other studios and I can say with confidence you would be a rockstar on any team I've been a part of. Your ability to not just clearly explain information, but also code cleanly and efficiently while taking the initiative is what all AAA studios look for. Kudos.
I totally agree with the quality we see in the video. But what scares me as someone coming not from the gaming industry is that the quality of work we see in the video is not a standard. Of course, some phases in projects can be tough and the mentality of "we clean up later" becomes a method then, but the channel creator being a "rockstar" with his good work we see here, let me think if even senior engineers in the gaming industry tend to produce spaghetti code. Of course, not all engineers are the same. There are good and bad, but is the gaming industry facing a lack of quality code?
You are the best, most comprehensive, most useful, most humble UE5 channel bar none! You teach the best practices, most efficient methods and unlike many others you actually know what you are doing. thank you so much for making these videos for free,. please don't stop making them If you do I will get depressed.
the best thing is that he teaches you the best way to implement something instead of just showing you the easiest way, which is usually not scalable and only leads to problems in the end.
Thank you so much for your kind words! I really appreciate your support and I'm glad you're finding the videos helpful. I'll definitely keep making them 🙏 and thank you all for the replies and the encouragement! You are all reason why I do this 🙏
I fully agree, hes probably in the top 5 people in the unreal youtube tutorial scene that actually know how things work and when to use something. I always thought the other people never explained it because its uncesserary or should be done like they show, but in reality its because they don't know it themself better. Its behind my mind how 7 different Component videos were not able to explain it properly. It just takes ONE proper done, and this just confirms that i wasnt the problem understanding but the people not even teaching this stuff here. Its literally so simple just giving a concrete example when everyone else is talking in abstract concept bullshit thinking you would understand without years of C++ experience. Theres zero reason to teach concepts without giving a real world example. You can't tell someone how to make a proper Bolognese without him seeing how it should look and taste like.
Your tutorials are the best Because of your combat system video i was able to figure out how to make a healing items you can pick up and each gonna heal differently This was a huge milestone because i’m new to unreal and before your tutorials i was just copying blueprints not knowing what I’m doing Now things finally started to click Thank you 🙏
Hey! I'm really glad to hear that my tutorials are helping you understand Unreal better. It's awesome to see you reaching milestones like creating healing items! Keep up the great work, and thank you for sharing your progress 🙏
Thank you so much for your kind words! I really appreciate the comparison to Brackeys 🙏. I'm glad you're enjoying the content, and I'll definitely keep it coming!
I just want to echo what everyone else is saying.. You're hands down the best at explaining blueprints in a way that everyone can understand. I can't stress enough how lucky we are to have you!
Like others who also seem to be in the industry have mentioned in your comment section, I've also been working with multiple AAA studios over the years and believe that your tutorials are incredibly high quality, straight to the point, and very easy to follow along with and understand. If you ever make a course going over blueprints in Unreal Engine 5, I have no doubt in my mind that it will be an amazing success. Keep up the awesome work! I'm really looking forward to watching each new video that comes out on your channel.
Thank you so much for your kind words and support! I’m really glad you find the tutorials helpful. I appreciate your confidence in a potential course, and I’ll definitely keep it in mind for the future! Stay tuned for more content 🙏
As a software engineer who is new to UE, this is exactly what I’ve been looking for-how to efficiently and elegantly structure and re-use logic in UE. You just answered several questions I’ve been struggling with in one short video. Thank you!!
More people should get to watch this fantastic video! Some of the larger UE5 creators tend to only explain how something works in isolation, which sometimes makes it difficult to understand how to use what I take away from those videos. Really love how you add so much value to what you are teaching here by showing and explaining where it all fits into a system! Thanks! 😊
Thank you so much for your kind words! I really appreciate your feedback, and I'm glad to hear that you find my explanations helpful. Your support means a lot 🙏
Какие же полезные у тебя видео. Спасибо огромное, ты лучший! ) Хорошо объясняешь и показываешь. Даже с моим уровнем английского всё понятно 🙂👍🤝 You are best. Thanks for your videos, man. Its very useful. Best regards 🙂👍
I've broad experience in webdev, including few small browser games, and also I made a WoW addon. Your content is an absolute banger. No water, pure education, real scenarios that occur in many games. BiS UE5 education channel. Thank you and I wish you the best!
Thank you so much for your kind words! I'm really glad to hear that you find the content helpful and relevant. Wishing you all the best in your projects 🙏
Thank you for this tutorial. As a programmer, I'm used to coding with inheritance. But in Unreal, with base classes like Static Actors and Movable Pawns and I can't handle inheritances. I'm starting to use Components and your video was very useful. With nodes : “get component by class” + “is Valid”, you solve my main problem.
You're very welcome! I'm glad to hear that the video helped you out. Components can really simplify things in Unreal. But that doesn't mean not to use inheritance. You should definitely use it, but understanding when to avoid it and use components instead is very important
I have been using Unreal for years and never utilize components because they were confusing but now, hold by bear, I will be using them very often! Very nice explanation and example.
Exactly what I needed to know...several days ago when I brute forced my dialogue system together into a cobbled mess of interfaces and co-dependent hard coded components. Time to rip it apart and rebuild it from scratch using Event Dispatchers and properly designed components. Thanks for the easy to understand tutorial.
For the algorithm... You are a fantastic, top notch, best of the best educator, you explain what is necessary, clearly, concisely with no added bull. For that I cannot thank you enough for the hard work and effort you put into these. I've shared you with people who have experience and people who are fresh to unreal and both have come back and told me how helpful your videos are.
Thank you so much for your kind words! I'm really glad to hear that both experienced users and beginners are finding my videos helpful. Your support means a lot! 🙏
WOW, this is a topic that I've been wanting to learn for so long and have not been able to find many folks who can clearly explain how to implement it in a scalable way. This is invaluable, if you ever make a course, take my money! Will be binging your channel until the day comes (and after)!
Hey! I'm really glad to hear you found the topic valuable! Thank you for your kind words and support 🙏 Enjoy binging through the videos, and I'll keep doing my best to provide clear explanations!
The greatest thing about your videos is that even though I felt like I knew about components in unreal, I knew I'd still find value from your video on them. Boy was I right!
It's amazing how important this seems yet I've never come across it until your video. Even reading the supplement you linked, I'm now amazed that inheritance hasn't come under more scrutiny. Most ue5 tuts just focus on inheritance but never caution how knotted it can become. Thanks, Ali, for the potent content!
Hey! Thank you for the thoughtful comment. Though inheritance itself is not something to avoid. All the patterns that I teach should be used together, it's just about knowing what to use when. So if you have a character class, then you enemy and player should both inherit from that, but you shouldn't add health and damage functionality to the character class if you plan on having it shared by other classes that are not of type character. All design patterns have their pros and cons, they are made to solve specific problems that everyone will encounter when writing software, so knowing as many design patterns as possible is the best way to ensure you are writing clean code.
Probably the only UE channel teaching the right architecture practices and decision making when building a game. Most of the channels focus on WHAT and HOW but ignore the WHY. The only way I know to consistent progress is grasping the WHY part. As someone with a background in software engineering I wish more channels would focus on tutorials of this type but I guess you come to value them only when you understand the problem with "How to do X" types of tutorials. Best of luck in the future! Looking forward to more exciting videos.
Thank you for your thoughtful comment! I'm glad to hear you value the emphasis on understanding the "why" behind development practices. It's always great to connect with fellow engineers. I appreciate your support and look forward to sharing more useful content! 🙏
Learning how to use components really helps speed up the development process. I already had a decent idea of how to use them but this video is great at explaining and helped me understand better than i did. Thanks!
These design pattern explanations are the best I've seen for UE thus far, if not the best overall. This channel is rapidly becoming my favorite UE channel, thank you!
Awesome like always! Will say it again: it was awesome, mega informative and cosy to follow your tutorials mate! 30k subs already, and you deserve more! Good luck!
Man, I can't stress it enough when I say, Superb. Whenever I see something from your channel, I get motivated and happy. Top Tier Unreal Instructor, I'd say.
Amazing tutorial, perfect explanation, great usecases and you didnt waste any time with unrelated stuff. I dont think theres a better way of showcasing the use of components and the editing is just top level. I really appreciate the time you spend for bringing this gem of a video to us! Keep it up, your the best!
Thank you for your kind words! I'm really glad you found the tutorial helpful and appreciate the feedback on the editing, it definitely takes a looong time to get to this state. Your support means a lot 🙏
You're so good at explaining. I'm not good at English, so it's hard for me to understand it if it's fast, but I think I'll understand it completely if I watch it a few more times. Thank you😎
Thank you for your kind words! I'm glad you're finding the content helpful. Take your time watching, and feel free to ask if you have any questions. Happy learning! 🙏
This might be the best channel with Unreal Engine tutorials on youtube. Very clear and comprehensive. I was not at all familiar with some of these concepts, as I am still very much a beginner, but this video was a very exciting watch with lots of notes to take. Thank you!
Thank you so much for your kind words! I'm really happy to hear that you found the video helpful and exciting. Keep up the great work as you continue learning! 🙏
I prefer video like this instead super long tutorial series that are difficult to follow because each video is chained with the previous. As always, high quality video, thanks!
Often I make something, then refactor with considerations to public API, dependencies, etc. This takes mental effort. Then i watch one of your videos and realize that's how it should be done everytime, without thought. Keep making these videos! I want to see more architectural videos.
Hey! I really appreciate your feedback, thank you! I’m glad to hear the videos are helping you refine your approach. I'll definitely keep your suggestion for more architectural content in mind 😉🙏
It's so funny I've spent the last week researching ways to structure my player, equipment, and vehicles which all have overlapping aspects but can't share a parent class. I thought about components, but was less familiar with how to implement them. I looked for a good tutorial and here it is! Posted exactly when I needed it.
Thank you for your comment! I'm glad to hear you found the tutorial exactly when you needed it 🙏 If you have any questions while implementing, feel free to ask!
Really enjoy the way you explain everything as you go threw it. You really have a good way to communicate to your fellow listeners. I'm really learning from your teaching method. Thank you
This tutorial made me feel inspired to revisit a project I worked on last semester. I should be working on my next project, but ooh, I really want to go back and play with health and combat again now that I understand better!
Hey! I'm glad to hear you're feeling inspired! Sometimes revisiting old projects can lead to great discoveries. Enjoy experimenting with health and combat! Happy developing! 🙌
Best! I was trying to create such a system for days on my own. Now i learned Real potential of components also how to use event dispatchers! Great video! Thanks!
You're very welcome! I'm glad you found it helpful and learned something new about components and event dispatchers. Thank you for watching and commenting 🙏
Thank you so much for all your time Ali. I've been a software engineer for the last 40 years and now that I'm retired, I'd like to finally learn game design. Coming from a multi computer language background, I wanted to learn things correctly. I thought Components would be a nice topic but now I can relate to Event Dispatchers too. On the health bar, wouldn't your event dispatcher instead of die, maybe sens a health zero event? What if your character is some kind of machine or robot that runs out of fuel or charge? Or better yet, have 2 separate Components, one for Charge and one for Health? (I think I have this - ah-ha moments are the best)!
Hey! Thank you for your thoughtful comment. I'm glad to hear you're diving into game design! Your suggestions on using event dispatchers to dispatch a health zero event is definitely valid, but like I said in this part; this is just a very basic demo to showcase the design pattern, and is in no way meant to be a video on how to build a damage system :D
i am watching unreal engine tutorials and Course since 2 year but i never enjoy soo much while watching your video you are going by fav. youtube for unreal engine Tutorials
Great video! Very well explained, very well edited, with details accompanied by different situations and supporting images. Thank you very much! great work! If you are ever looking for themes that always interest beginners like me with Unreal: - How to use the Abstract blueprint (complementary to the Actor Component?) - How does the World Partition work - How to create a Replication Subsystem - How does audio work and what are the different audio blueprints - What is the use of a Travel map - How to import a character only modeled in Unreal and how to add a rig (with the face included), how to add the new animation samples of Unreal - How to create a day-night cycle and a weather system Thank you =D
Hey, thank you for your kind words and for the great suggestions! I appreciate the list, and I’ll definitely consider these topics for future videos. Glad you're enjoying the content! 🙏
I never tried doing a damage and health system using actor components, as I always used GAS for handling attributes so far. It does give a lot of advantages, especially for multiplayer games, but I see how this could also work for simpler structures. Well explained
Thanks for sharing your thoughts! It's true that both methods have their advantages, and it's great to find approaches that suit different needs. I'm glad you found the explanation helpful! 🙏
Great video! I was just getting into actor components as I start to build different ideas out and reuse a lot of the same mechanics. This is super helpful
This is amazing, thank you for the useful graphs and the clear explanations of why and why not. So many other tutorials just drop into it and you can easily end up with a mess!
You're very welcome! I'm glad you found the explanations helpful. I definitely spend a huge amount of time making those graphics, so I'm happy to see that they have the intended effect 🙏
Hey, welcome to the Unreal Engine community! I'm glad you found my channel. I hope you enjoy the videos and find them helpful as you learn. Thanks for stopping by! 😊
Man your explanation is next level Have ever thought of creating an from start to finish C++ course of Unreal Engine ? it's okay even it paid in Udemy or something like that. Trust me, no UE C++ course out there goes into the kind of detail you do, even the paid ones. I’m sure you already know that.
Thank you for your kind words! I really appreciate the suggestion, and I’ll definitely consider creating a detailed C++ course for Unreal Engine in the future. Whether paid or not, still haven't decided honestly
Best Channel Ever! Can you please do a video for Buff/Debuff? like burning, curse, stun debuff, boosting speed, boosting health, boosting attack power buff etc. PLEASE PLEASE PLEASE!!
Hey! Thank you for the kind words and suggestion! I'll definitely consider making a video on buffs and debuffs in the future 🙏 If you have a specific game in mind that does this mechanic well, let me know
@@AliElZoheiry Hi Ali, Thanks so much for your reply. I'm testing the Buff/Debuff in my game (I'm quite new, so I'm learning as I go), the system is like what we have in the World of Warcraft, that a mage is shooting fireball, then when projectile (fireball) hit the target, it will cause a burn debuff, and if Mage casts a frost ball, then it will cause a slow debuff etc. I can achieve the same effect in specific attack, but struggling to create a flexible system that I can apply buff/debuffs in any type of attack. I've watched your Damage System video many times, I just want to know if there's any way that I can create a buff/debuff system using Actor Component or (other features of the Blueprint) that can communicate with the Health/Damage System Actor Component. I heard about the GAS system, but can't seem to find an easy to follow tutorial, any recommendations? I wish all UE5 youtubers can explain things like you can, but so far your channel is the only place that I can really learn something, will follow your channel to death.
be flexible, I mean fire ball attach a damage tick debuff, frost ball attach to target a slow debuff, and maybe a poison attack will attach both damage tick and slow debuff, and widget/damage indicator should show different vfx or text in different colors etc. right now, I have to write logic for different attack separately, it's very repetitive and easy to make mistakes. apologize that if this is a dumb question, I'm still very new to UE5 and programming. Thanks again!
Thank you so much for saying that! I definitely spend the bulk of the editing time on making these visuals, so I'm really happy to hear they are helpful 🙏 Thanks for watching and commenting
This is amazing. Explained the concept of components very well. Correct me if im wrong, but it sounds like you can set all of your player attributes up with this method and make the different components communicate. (Ie. Attribute affects health, but the value varies between characters) You would just have to make your health component check if you have that particular stat component and modify the max health based on that value. Or ignore it completely if you don't have the component. If any of that made sense.
Hey! Thank you for your thoughtful comment. You're absolutely right! By using components, you can manage player attributes efficiently and enable communication between them. Your explanation makes perfect sense 🙏 Keep up the awesome work!
im too late. already worked on my project for a year on inherited player and enemies and NPCs. love your series bro. not a lot of videos on UE design on YT........
Hey there, thanks for watching and commenting. Just to make sure there is no confusion, using inheritance to share functionality between a player and an enemy is completely fine. As long as you're sharing logic that won't be needed outside that parent class. But for sharing something like health or attacks, that are potentially going to be used in many other places that aren't necessarily inherited from a character class, then inheritance is a bad solutions
Please, Please, Please drop a whole serious of this where you go over different things explaining the parts of a body that make up a game you are superb at breaking things down in a slow steady pace that's easy to digest you have been tho only person that actually makes it make since everyone else is just like yeah this does this but why!!!! And you tell me the Why! So it makes things so clear!!
Hey! Thank you so much for your kind words! I'm really glad to hear that my explanations have helped clarify things for you 🙏 I'll definitely consider doing a series like that. Stay tuned!
I've said it before and I say it again: if somebody told me all this earlier I could be major game developer in some AAA company today. It's just amazing to have somebody who can make all this methods and tricks so easy to understand. Thank you very much, Ali!
I was doing the second method of inheritance for a while now but I had a nagging suspicion it may still not be the best strategy. So this video's pretty helpful.
This came at a good time, I followed a tutorial series adding melee combat, and the presenter had all of the functionality on the player. Now my challenge is to figure out move much of that functionality to an Actor component. I moved light and heavy attacks, but due to my lack of knowledge I may be casting too often as I tried get owner a few times with not much success. I needed to cast to get certain functions from the player, I need to look into event dispatchers, I may be able to eliminate the cast. The ultimate goal is to add the third person controls to the player controller, because currently 9 playable characters are slated, and I know that I'll need things to be modular when I add more.
Hey! It sounds like you're making some great progress! Using Actor components is definitely a good approach for modularity. Event dispatchers can help you reduce casting and keep things clean. If you encounter specific issues or have questions, feel free to ask! Good luck with your project 🙏
You can even get the event "any damage" in to the component, binding It on begin play of you want to avoid direct comunication and using Unreal Engine function
To avoid hard references, I would recommend using interfaces, as I mentioned in my full tutorial on the damage system, but the built in damage function of unreal engine is very basic, and would not be useful for a real game. Even Epic games doesn't use it in their games
You are an excellent teacher. And so it's such a shame that you are using blueprints instead of c++, but l totally understand you, with c++ you will have to move from VS to UE back and forth all the time compiling a minute change and reopening the engine just to see them refresh.. alas!
Thank you for the kind words! I mainly use blueprints as they are better for explaining concepts visually, but I always recommend to people to use both blueprints and C++ in their actual projects, because you would be limiting yourself otherwise. You can of course make an entire game in blueprints, but it won't be as performant and you will have to do a lot of workarounds. You can also make a game purely in C++, but then you're iterations will be incredibly slow, and you lose out on all the tools epic games' is building for us in blueprints. So definitely a mix of both is the right way to go
Over my career, I've worked at Blizzard, EA, Microsoft, and other studios and I can say with confidence you would be a rockstar on any team I've been a part of. Your ability to not just clearly explain information, but also code cleanly and efficiently while taking the initiative is what all AAA studios look for. Kudos.
Thank you so much for your kind words and encouragement! It means a lot to hear such praise from someone with your experience in the industry 🙏
How are these companies now
@@93hotheadLast time I checked, they are doing fine. EA certainly isn’t the best, but none of them are doing as poorly as Ubisoft right now
I totally agree with the quality we see in the video.
But what scares me as someone coming not from the gaming industry is that the quality of work we see in the video is not a standard. Of course, some phases in projects can be tough and the mentality of "we clean up later" becomes a method then, but the channel creator being a "rockstar" with his good work we see here, let me think if even senior engineers in the gaming industry tend to produce spaghetti code.
Of course, not all engineers are the same. There are good and bad, but is the gaming industry facing a lack of quality code?
You are the best, most comprehensive, most useful, most humble UE5 channel bar none! You teach the best practices, most efficient methods and unlike many others you actually know what you are doing. thank you so much for making these videos for free,. please don't stop making them If you do I will get depressed.
the best thing is that he teaches you the best way to implement something instead of just showing you the easiest way, which is usually not scalable and only leads to problems in the end.
@@larsh.1154 Thats exactly it! most tutorials out there are pretty much useless if you are trying to make an actual game.
Pretty much what I wanted to say.
Thank you so much for your kind words! I really appreciate your support and I'm glad you're finding the videos helpful. I'll definitely keep making them 🙏
and thank you all for the replies and the encouragement! You are all reason why I do this 🙏
I fully agree, hes probably in the top 5 people in the unreal youtube tutorial scene that actually know how things work and when to use something. I always thought the other people never explained it because its uncesserary or should be done like they show, but in reality its because they don't know it themself better. Its behind my mind how 7 different Component videos were not able to explain it properly. It just takes ONE proper done, and this just confirms that i wasnt the problem understanding but the people not even teaching this stuff here. Its literally so simple just giving a concrete example when everyone else is talking in abstract concept bullshit thinking you would understand without years of C++ experience. Theres zero reason to teach concepts without giving a real world example. You can't tell someone how to make a proper Bolognese without him seeing how it should look and taste like.
Your tutorials are the best
Because of your combat system video i was able to figure out how to make a healing items you can pick up and each gonna heal differently
This was a huge milestone because i’m new to unreal and before your tutorials i was just copying blueprints not knowing what I’m doing
Now things finally started to click
Thank you 🙏
Hey! I'm really glad to hear that my tutorials are helping you understand Unreal better. It's awesome to see you reaching milestones like creating healing items! Keep up the great work, and thank you for sharing your progress 🙏
I feel like you have become the Brackeys of Unreal engine. Glad you're here and love all of your content. Keep it coming.
Thank you so much for your kind words! I really appreciate the comparison to Brackeys 🙏. I'm glad you're enjoying the content, and I'll definitely keep it coming!
I just want to echo what everyone else is saying.. You're hands down the best at explaining blueprints in a way that everyone can understand. I can't stress enough how lucky we are to have you!
Thank you so much for your kind words! I'm really glad to hear that my explanations are helpful. I appreciate your support 🙏
Like others who also seem to be in the industry have mentioned in your comment section, I've also been working with multiple AAA studios over the years and believe that your tutorials are incredibly high quality, straight to the point, and very easy to follow along with and understand.
If you ever make a course going over blueprints in Unreal Engine 5, I have no doubt in my mind that it will be an amazing success.
Keep up the awesome work! I'm really looking forward to watching each new video that comes out on your channel.
Thank you so much for your kind words and support! I’m really glad you find the tutorials helpful. I appreciate your confidence in a potential course, and I’ll definitely keep it in mind for the future! Stay tuned for more content 🙏
I've never seen somebody explaining so clearly Unreal Blueprints system. I love the quality of your teaching!
Thank you so much for the kind words! I'm really glad to hear that you find my explanations clear. Your support means a lot to me 🙏
As a software engineer who is new to UE, this is exactly what I’ve been looking for-how to efficiently and elegantly structure and re-use logic in UE. You just answered several questions I’ve been struggling with in one short video. Thank you!!
You're very welcome! I'm glad to hear that you found it helpful. Thanks for your comment and for checking out my videos 🙏
The fact that this video demonstrates not just what but why and why not is incredibly helpful
Thank you! I'm glad to hear that you found it helpful 🙏
More people should get to watch this fantastic video!
Some of the larger UE5 creators tend to only explain how something works in isolation, which sometimes makes it difficult to understand how to use what I take away from those videos. Really love how you add so much value to what you are teaching here by showing and explaining where it all fits into a system! Thanks! 😊
Thank you so much for your kind words! I really appreciate your feedback, and I'm glad to hear that you find my explanations helpful. Your support means a lot 🙏
Какие же полезные у тебя видео. Спасибо огромное, ты лучший! ) Хорошо объясняешь и показываешь. Даже с моим уровнем английского всё понятно 🙂👍🤝
You are best. Thanks for your videos, man. Its very useful. Best regards 🙂👍
Thank you so much for your kind words! I'm really glad to hear that you find the videos useful and easy to understand. I appreciate your support! 🙏😊
Ali, your skill of tutoring is increadible! You're a gift to the community, Thank you
Thank you so much for your kind words! I'm really glad you find it helpful 🙏
I really appreciate tutorials like this that focus on the why and how of software engineering. Amazing, more like this, please :)
Thank you! I'm glad you find the focus on the why and how helpful. I'll definitely keep creating more content like this! 🙏
I've broad experience in webdev, including few small browser games, and also I made a WoW addon. Your content is an absolute banger. No water, pure education, real scenarios that occur in many games. BiS UE5 education channel. Thank you and I wish you the best!
Thank you so much for your kind words! I'm really glad to hear that you find the content helpful and relevant. Wishing you all the best in your projects 🙏
Thank you for this tutorial. As a programmer, I'm used to coding with inheritance.
But in Unreal, with base classes like Static Actors and Movable Pawns and I can't handle inheritances.
I'm starting to use Components and your video was very useful. With nodes : “get component by class” + “is Valid”, you solve my main problem.
You're very welcome! I'm glad to hear that the video helped you out. Components can really simplify things in Unreal. But that doesn't mean not to use inheritance. You should definitely use it, but understanding when to avoid it and use components instead is very important
I have been using Unreal for years and never utilize components because they were confusing but now, hold by bear, I will be using them very often! Very nice explanation and example.
Hey! I'm glad to hear that the explanation helped clarify components for you. That's awesome! Thank you for watching and sharing your thoughts 🙏
Exactly what I needed to know...several days ago when I brute forced my dialogue system together into a cobbled mess of interfaces and co-dependent hard coded components. Time to rip it apart and rebuild it from scratch using Event Dispatchers and properly designed components. Thanks for the easy to understand tutorial.
You're very welcome! I'm glad to hear the tutorial helped clarify things for you. Good luck with the rebuild! 🙏😊
For the algorithm... You are a fantastic, top notch, best of the best educator, you explain what is necessary, clearly, concisely with no added bull. For that I cannot thank you enough for the hard work and effort you put into these. I've shared you with people who have experience and people who are fresh to unreal and both have come back and told me how helpful your videos are.
Thank you so much for your kind words! I'm really glad to hear that both experienced users and beginners are finding my videos helpful. Your support means a lot! 🙏
WOW, this is a topic that I've been wanting to learn for so long and have not been able to find many folks who can clearly explain how to implement it in a scalable way. This is invaluable, if you ever make a course, take my money! Will be binging your channel until the day comes (and after)!
Hey! I'm really glad to hear you found the topic valuable! Thank you for your kind words and support 🙏 Enjoy binging through the videos, and I'll keep doing my best to provide clear explanations!
The greatest thing about your videos is that even though I felt like I knew about components in unreal, I knew I'd still find value from your video on them. Boy was I right!
Thank you so much for your kind words! I'm really glad to hear that you found value in the video, even with your prior knowledge 🙏
It's amazing how important this seems yet I've never come across it until your video. Even reading the supplement you linked, I'm now amazed that inheritance hasn't come under more scrutiny. Most ue5 tuts just focus on inheritance but never caution how knotted it can become. Thanks, Ali, for the potent content!
Hey! Thank you for the thoughtful comment. Though inheritance itself is not something to avoid. All the patterns that I teach should be used together, it's just about knowing what to use when. So if you have a character class, then you enemy and player should both inherit from that, but you shouldn't add health and damage functionality to the character class if you plan on having it shared by other classes that are not of type character.
All design patterns have their pros and cons, they are made to solve specific problems that everyone will encounter when writing software, so knowing as many design patterns as possible is the best way to ensure you are writing clean code.
Probably the only UE channel teaching the right architecture practices and decision making when building a game. Most of the channels focus on WHAT and HOW but ignore the WHY. The only way I know to consistent progress is grasping the WHY part. As someone with a background in software engineering I wish more channels would focus on tutorials of this type but I guess you come to value them only when you understand the problem with "How to do X" types of tutorials.
Best of luck in the future! Looking forward to more exciting videos.
Thank you for your thoughtful comment! I'm glad to hear you value the emphasis on understanding the "why" behind development practices. It's always great to connect with fellow engineers. I appreciate your support and look forward to sharing more useful content! 🙏
Learning how to use components really helps speed up the development process. I already had a decent idea of how to use them but this video is great at explaining and helped me understand better than i did. Thanks!
Glad to hear that you found it helpful! Thank you for watching and sharing your thoughts 🙏
These design pattern explanations are the best I've seen for UE thus far, if not the best overall. This channel is rapidly becoming my favorite UE channel, thank you!
Thank you so much for the kind words! I'm really glad you're enjoying the content and finding it helpful 🙏
You are so chill and explain so well with real examples is very easy to follow. Thank you for that
Thank you for your kind words! I'm really glad to hear that you find it easy to follow. I appreciate you taking the time to comment 🙏
Absolutely the best channel on so many different levels. Well done!🤙
Thank you! I really appreciate your kind words 🙏 Glad to have you here!
Aaaaand now I'm thinking differently. Really appreciate the effort you put into these, man. Cheers from Australia!
Hey! Thank you so much for your kind words. I'm really glad the videos are making you think differently. Cheers 🙏
you are a true treasure amidst the bog of unreal content on this platform
Thank you so much for your kind words! I'm really glad you find my content valuable 🙏
Awesome like always! Will say it again: it was awesome, mega informative and cosy to follow your tutorials mate! 30k subs already, and you deserve more! Good luck!
Just give it some time watch that count grow 💯
Thank you for your kind words! I'm glad you're finding the tutorials informative and easy to follow. I appreciate your support and encouragement 🙏
Your videos are very well organized and explained, thank you! You're great 👍
You're very welcome! I really appreciate your kind words. Glad you find them helpful! 🙏
Man, I can't stress it enough when I say, Superb.
Whenever I see something from your channel, I get motivated and happy.
Top Tier Unreal Instructor, I'd say.
Thank you so much for the kind words! I'm really glad to hear that my content motivates you. I appreciate your support 🙏
by far the most clear and useful unreal engine youtuber along with unreal sensei - thank you for all your work - really helpful!
Thank you so much for your kind words! I'm really glad you find my content helpful 🙏
Amazing tutorial, perfect explanation, great usecases and you didnt waste any time with unrelated stuff.
I dont think theres a better way of showcasing the use of components and the editing is just top level. I really appreciate the time you spend for bringing this gem of a video to us!
Keep it up, your the best!
Thank you for your kind words! I'm really glad you found the tutorial helpful and appreciate the feedback on the editing, it definitely takes a looong time to get to this state. Your support means a lot 🙏
You're so good at explaining.
I'm not good at English, so it's hard for me to understand it if it's fast,
but I think I'll understand it completely if I watch it a few more times. Thank you😎
Thank you for your kind words! I'm glad you're finding the content helpful. Take your time watching, and feel free to ask if you have any questions. Happy learning! 🙏
This might be the best channel with Unreal Engine tutorials on youtube. Very clear and comprehensive. I was not at all familiar with some of these concepts, as I am still very much a beginner, but this video was a very exciting watch with lots of notes to take. Thank you!
Thank you so much for your kind words! I'm really happy to hear that you found the video helpful and exciting. Keep up the great work as you continue learning! 🙏
These are all software programming concepts, you should study them
I prefer video like this instead super long tutorial series that are difficult to follow because each video is chained with the previous. As always, high quality video, thanks!
Thank you for your feedback! I'm glad you enjoyed the format. I always aim to make the content as accessible as possible 🙏
Often I make something, then refactor with considerations to public API, dependencies, etc. This takes mental effort. Then i watch one of your videos and realize that's how it should be done everytime, without thought. Keep making these videos! I want to see more architectural videos.
Hey! I really appreciate your feedback, thank you! I’m glad to hear the videos are helping you refine your approach. I'll definitely keep your suggestion for more architectural content in mind 😉🙏
It's so funny I've spent the last week researching ways to structure my player, equipment, and vehicles which all have overlapping aspects but can't share a parent class. I thought about components, but was less familiar with how to implement them. I looked for a good tutorial and here it is! Posted exactly when I needed it.
Thank you for your comment! I'm glad to hear you found the tutorial exactly when you needed it 🙏 If you have any questions while implementing, feel free to ask!
Really enjoy the way you explain everything as you go threw it. You really have a good way to communicate to your fellow listeners. I'm really learning from your teaching method. Thank you
Thank you so much for your kind words! I'm glad to hear you find my teaching method helpful. I appreciate your feedback 🙏
This tutorial made me feel inspired to revisit a project I worked on last semester. I should be working on my next project, but ooh, I really want to go back and play with health and combat again now that I understand better!
Hey! I'm glad to hear you're feeling inspired! Sometimes revisiting old projects can lead to great discoveries. Enjoy experimenting with health and combat! Happy developing! 🙌
Wow after a year of following tutorials none covered creating actor components and it’s so simple and useful. 🙏
I'm glad to hear that you found it useful! Actor components can really enhance your project. Thank you for following along and your support! 🙏
Best! I was trying to create such a system for days on my own. Now i learned Real potential of components also how to use event dispatchers! Great video! Thanks!
You're very welcome! I'm glad you found it helpful and learned something new about components and event dispatchers. Thank you for watching and commenting 🙏
I'm one of those 'rarely ever comment' guys, but hell - this was super informative and clear. Keep it up Ali!
Hey! I really appreciate you taking the time to comment. I'm glad you found it informative 🙏 Thank you for your support!
Thank you so much for all your time Ali. I've been a software engineer for the last 40 years and now that I'm retired, I'd like to finally learn game design. Coming from a multi computer language background, I wanted to learn things correctly. I thought Components would be a nice topic but now I can relate to Event Dispatchers too.
On the health bar, wouldn't your event dispatcher instead of die, maybe sens a health zero event? What if your character is some kind of machine or robot that runs out of fuel or charge? Or better yet, have 2 separate Components, one for Charge and one for Health? (I think I have this - ah-ha moments are the best)!
Hey! Thank you for your thoughtful comment. I'm glad to hear you're diving into game design! Your suggestions on using event dispatchers to dispatch a health zero event is definitely valid, but like I said in this part; this is just a very basic demo to showcase the design pattern, and is in no way meant to be a video on how to build a damage system :D
You've got a good cadence, and I seem to have an easy time staying focused because you're so articulate. Keep it up!
Thank you for the kind words! I'm glad to hear my style helps you stay focused. I appreciate your support 🙏
i am watching unreal engine tutorials and Course since 2 year but i never enjoy soo much while watching your video you are going by fav. youtube for unreal engine Tutorials
Thank you so much for your kind words! I'm really glad to hear you're enjoying the videos. Your support means a lot to me 🙏
Enjoyed watching this video and learned a lot. Thank you for the clear and elaborate explanation. This is exactly what I've been looking for!
You're very welcome! I'm glad to hear you found it helpful. Thank you for watching and commenting 🙏
Great video! Very well explained, very well edited, with details accompanied by different situations and supporting images. Thank you very much! great work!
If you are ever looking for themes that always interest beginners like me with Unreal:
- How to use the Abstract blueprint (complementary to the Actor Component?)
- How does the World Partition work
- How to create a Replication Subsystem
- How does audio work and what are the different audio blueprints
- What is the use of a Travel map
- How to import a character only modeled in Unreal and how to add a rig (with the face included), how to add the new animation samples of Unreal
- How to create a day-night cycle and a weather system
Thank you =D
Hey, thank you for your kind words and for the great suggestions! I appreciate the list, and I’ll definitely consider these topics for future videos. Glad you're enjoying the content! 🙏
Very helpful video.
I think you are one of the best tutorial guys for unreal
With advanced knowledge and not just giving basic how to use
Thank you for your kind words! I'm glad you found the video helpful and that you appreciate the depth of the content 🙏
I never tried doing a damage and health system using actor components, as I always used GAS for handling attributes so far. It does give a lot of advantages, especially for multiplayer games, but I see how this could also work for simpler structures. Well explained
Thanks for sharing your thoughts! It's true that both methods have their advantages, and it's great to find approaches that suit different needs. I'm glad you found the explanation helpful! 🙏
Great video! I was just getting into actor components as I start to build different ideas out and reuse a lot of the same mechanics. This is super helpful
You're very welcome! I'm glad to hear that you found it helpful. Best of luck with your projects! 😊
This is amazing, thank you for the useful graphs and the clear explanations of why and why not. So many other tutorials just drop into it and you can easily end up with a mess!
You're very welcome! I'm glad you found the explanations helpful. I definitely spend a huge amount of time making those graphics, so I'm happy to see that they have the intended effect 🙏
Such a master class. You are doing so great explaining concepts. You have a new subscriber !
Thank you so much! I appreciate your support and I'm glad you're finding the content helpful. Welcome to the channel! 🙏
Perfect ! Composition Pattern. Love it. Thanks for the video.
You're welcome! I'm glad you enjoyed it and found the composition pattern helpful. Thanks for watching and commenting 🙏
Ali back at it again with another banger!
Thanks for the support! Glad you enjoyed it 🙏
I clicked on the video without knowing it was yours, dude, tysm for your work !
Hey! I'm glad you found it helpful! Thank you for watching and commenting 🙏
This video is so good. Lots of Ah-Hah moments. Thank you for slowly breaking down concepts along the whole process.
You're very welcome! I'm glad you found it helpful and informative. Thank you for your kind words! 🙏
Just getting into learning unreal engine! Just found your channel thanks for all these videos! Excited to learn all these new things :D
Hey, welcome to the Unreal Engine community! I'm glad you found my channel. I hope you enjoy the videos and find them helpful as you learn. Thanks for stopping by! 😊
the videos have gotten so good man ill learnt so much from you
Thank you! I really appreciate your kind words, and I'm glad to hear you're learning so much 🙏
Man your explanation is next level
Have ever thought of creating an from start to finish C++ course of Unreal Engine ? it's okay even it paid in Udemy or something like that.
Trust me, no UE C++ course out there goes into the kind of detail you do, even the paid ones. I’m sure you already know that.
Thank you for your kind words! I really appreciate the suggestion, and I’ll definitely consider creating a detailed C++ course for Unreal Engine in the future. Whether paid or not, still haven't decided honestly
Best Channel Ever! Can you please do a video for Buff/Debuff? like burning, curse, stun debuff, boosting speed, boosting health, boosting attack power buff etc. PLEASE PLEASE PLEASE!!
Hey! Thank you for the kind words and suggestion! I'll definitely consider making a video on buffs and debuffs in the future 🙏 If you have a specific game in mind that does this mechanic well, let me know
@@AliElZoheiry Hi Ali, Thanks so much for your reply. I'm testing the Buff/Debuff in my game (I'm quite new, so I'm learning as I go), the system is like what we have in the World of Warcraft, that a mage is shooting fireball, then when projectile (fireball) hit the target, it will cause a burn debuff, and if Mage casts a frost ball, then it will cause a slow debuff etc. I can achieve the same effect in specific attack, but struggling to create a flexible system that I can apply buff/debuffs in any type of attack. I've watched your Damage System video many times, I just want to know if there's any way that I can create a buff/debuff system using Actor Component or (other features of the Blueprint) that can communicate with the Health/Damage System Actor Component. I heard about the GAS system, but can't seem to find an easy to follow tutorial, any recommendations? I wish all UE5 youtubers can explain things like you can, but so far your channel is the only place that I can really learn something, will follow your channel to death.
be flexible, I mean fire ball attach a damage tick debuff, frost ball attach to target a slow debuff, and maybe a poison attack will attach both damage tick and slow debuff, and widget/damage indicator should show different vfx or text in different colors etc. right now, I have to write logic for different attack separately, it's very repetitive and easy to make mistakes. apologize that if this is a dumb question, I'm still very new to UE5 and programming. Thanks again!
This series is a masterpiece,u r my gooood!
Thank you so much for your kind words! I'm really glad you're enjoying the series 🙏
Amazing content! Quality code! Clearly ecplained! Your doing an amazing job, keep up the fantastic work!
Thank you so much for your kind words! I'm really glad you found it helpful. I appreciate your support 🙏
This is masterpiece, Thank you! Now I finally fully understand this can not wait to try this.
You're very welcome! I'm glad to hear that it helped you understand. Enjoy trying it out! 🙏
The visuals are sooo helpful! Great explanations!
Thank you so much for saying that! I definitely spend the bulk of the editing time on making these visuals, so I'm really happy to hear they are helpful 🙏 Thanks for watching and commenting
I used components as multiple backpacks bags and other inventorys inventories worked pretty well too
This is amazing. Explained the concept of components very well.
Correct me if im wrong, but it sounds like you can set all of your player attributes up with this method and make the different components communicate. (Ie. Attribute affects health, but the value varies between characters) You would just have to make your health component check if you have that particular stat component and modify the max health based on that value. Or ignore it completely if you don't have the component.
If any of that made sense.
Hey! Thank you for your thoughtful comment. You're absolutely right! By using components, you can manage player attributes efficiently and enable communication between them. Your explanation makes perfect sense 🙏 Keep up the awesome work!
im too late. already worked on my project for a year on inherited player and enemies and NPCs. love your series bro. not a lot of videos on UE design on YT........
Hey there, thanks for watching and commenting. Just to make sure there is no confusion, using inheritance to share functionality between a player and an enemy is completely fine. As long as you're sharing logic that won't be needed outside that parent class. But for sharing something like health or attacks, that are potentially going to be used in many other places that aren't necessarily inherited from a character class, then inheritance is a bad solutions
ما شاء الله جهودك جميلة اتمنى انك تشرح عن تصميم القائمة الرئيسية وكيفية عمل قائمة للمهارات وللحقيبة وشكراُ على هذا الشرح المفصل
مرحبًا! شكرًا لك على تعليقك اللطيف وسأضيف اقتراحك إلى قائمة الأفكار لمقاطع الفيديو القادمة 🙏
Love your vids bruh. Bind to event > OnDeath > Explode.
Mahk you be everywhere. Cool channel.
Thanks! Glad you enjoy the videos! If you have any questions about that setup, feel free to ask 🙏
Great video! I would love to see you implementing these patterns while using Gameplay Ability System (GAS).
Hey! Thank you for the suggestion, I'll definitely consider it for future videos 🙏
Apparently i subbed to you a long time ago.. im realizing why while watching this video. GG sir.
Thank you! I'm glad to hear you're enjoying the content again 🙏
Please, Please, Please drop a whole serious of this where you go over different things explaining the parts of a body that make up a game you are superb at breaking things down in a slow steady pace that's easy to digest you have been tho only person that actually makes it make since everyone else is just like yeah this does this but why!!!! And you tell me the Why! So it makes things so clear!!
Hey! Thank you so much for your kind words! I'm really glad to hear that my explanations have helped clarify things for you 🙏 I'll definitely consider doing a series like that. Stay tuned!
I've said it before and I say it again: if somebody told me all this earlier I could be major game developer in some AAA company today. It's just amazing to have somebody who can make all this methods and tricks so easy to understand. Thank you very much, Ali!
Thank you for your kind words! I'm really glad the content is resonating with you and making things easier to understand. I appreciate your support 🙏
Thank you so much. This video was so well done, and helped me understand a ton.
You're very welcome! I'm glad to hear it was helpful for you. Thank you for watching and commenting 🙏
17:40 - this is exactly the part i was missing and made me avoid components in the past. :D Thanks.
I'm glad to hear that it was helpful! Thank you for watching and sharing your thoughts 🙏
Amazing tutorial! Very clear instructions e useful information, thanks!
You're very welcome! I'm glad you found it clear and useful. Thank you for watching and commenting! 🙏
This is great. I have misused inheritance quite a bit, so it's nice to see a modular alternative
Glad to hear you found it helpful! Modular approaches can make a big difference. Thanks for watching and commenting! 🙏
Fantastic stuff. You are a great teacher.
Thank you! I appreciate your kind words 🙏 I'm glad you found it helpful!
ur good at making learning enjoyable
Thank you! I'm really glad to hear that you find the learning process enjoyable 🙏
I use interfaces always to interact with the information. In this damage example I would use. More enhancement.
Hey! That's a good approach, using interfaces can really help with managing interactions efficiently. Thanks for sharing your thoughts! 🙏
thank you for the amazing tutorials! make inventory tutorials next please ))
You're very welcome! I'm glad you're finding the tutorials helpful. I'll definitely consider doing inventory tutorials in the future! 🙏
Crystal clear 🎉🎉 thank you Ali
You're very welcome! I'm glad it was clear for you 🙏
a masterpiece! an incredibly informative video...
Thank you! I'm glad you found it informative. I appreciate your support 🙏
I was doing the second method of inheritance for a while now but I had a nagging suspicion it may still not be the best strategy. So this video's pretty helpful.
I'm glad to hear it was helpful! It's always good to explore different strategies in game development. Thanks for watching and sharing your thoughts 🙏
Amazing and thorough tutorial!
You're very welcome! I'm glad you found it thorough and helpful 🙏
Thanks for making these - very informative
You're very welcome! I'm glad you found them informative. Thank you for watching and commenting 🙏
Awesome tutorial as always, thank you!
You're welcome! I'm glad you enjoyed it! Thanks for watching and commenting 🙏
Thanks again for another amazing video, you're awesome man
You're very welcome! I appreciate your kind words and thank you for watching and commenting 🙏
Wonderful video, Ali!!
Thank you John! Always appreciate your support 🙏😊
You are the best at this
Thank you! I really appreciate your kind words 🙏
Great a video! That's i was looking for.
Thanks! I'm glad you found it useful 🙏
Perfect Video like always
Thank you! Glad you liked it 🙏
Bro you should really continue making videos
i feel like you could be the brackeys of unreal engine that would be awesome
Thank you for the kind words! I really appreciate your support and encouragement. I'll definitely keep making more videos 🙏
This came at a good time, I followed a tutorial series adding melee combat, and the presenter had all of the functionality on the player. Now my challenge is to figure out move much of that functionality to an Actor component. I moved light and heavy attacks, but due to my lack of knowledge I may be casting too often as I tried get owner a few times with not much success. I needed to cast to get certain functions from the player, I need to look into event dispatchers, I may be able to eliminate the cast. The ultimate goal is to add the third person controls to the player controller, because currently 9 playable characters are slated, and I know that I'll need things to be modular when I add more.
Hey! It sounds like you're making some great progress! Using Actor components is definitely a good approach for modularity. Event dispatchers can help you reduce casting and keep things clean. If you encounter specific issues or have questions, feel free to ask! Good luck with your project 🙏
Amazing work ❤
Thank you so much! I appreciate your kind words 🙏
You can even get the event "any damage" in to the component, binding It on begin play of you want to avoid direct comunication and using Unreal Engine function
To avoid hard references, I would recommend using interfaces, as I mentioned in my full tutorial on the damage system, but the built in damage function of unreal engine is very basic, and would not be useful for a real game. Even Epic games doesn't use it in their games
Great video, super helpful!
You're very welcome! I'm glad you found it helpful. Thank you for watching and commenting 🙏
This is very helpful thank you
You're very welcome! I'm glad you found it helpful 🙏
You are an excellent teacher. And so it's such a shame that you are using blueprints instead of c++, but l totally understand you, with c++ you will have to move from VS to UE back and forth all the time compiling a minute change and reopening the engine just to see them refresh.. alas!
Thank you for the kind words! I mainly use blueprints as they are better for explaining concepts visually, but I always recommend to people to use both blueprints and C++ in their actual projects, because you would be limiting yourself otherwise.
You can of course make an entire game in blueprints, but it won't be as performant and you will have to do a lot of workarounds.
You can also make a game purely in C++, but then you're iterations will be incredibly slow, and you lose out on all the tools epic games' is building for us in blueprints. So definitely a mix of both is the right way to go