Seriously man, this is one of the best free tutorials I've seen on YT. Wonderfully put together, straight forward, easy to understand and also really in-depth. LOVE IT!
dude, these tutorials are something else. No other channel on this platform comes close to this and i am very grateful that you are making them for free. Seriously, just thank you for all the work you do to help us learn this engine, keep up the good work, much appreciated!♥♥♥ p.s. also the demonstration at the start scared me a bit with that sound lol
Hey! Thank you so much for your kind words, I really appreciate it! I'm glad you’re finding the tutorials helpful. And yeah, I can see how that sound might catch you off guard! 😅 Thanks for watching and supporting my channel! 🙏❤️
Your tutorials are very helpful, the most helpful ever I found on youtube for my game and the skills I'm developing, the way you teach is great. It'd be nice if you consider to make a GAS series. At this moment I'm unemployed, but when I get a job for sure I'll subscribe to your patreon, you really helped me, thank you for sharing your knowledge with us!!!
Hey! Thank you so much for your kind words, I'm really glad to hear my tutorials have been helpful for you 🙏 I appreciate the suggestion for a GAS series, I’ll definitely keep it in mind! Wishing you the best of luck in your job search, and thank you for considering supporting me in the future!
As a software developer, I really enjoy your tutorial videos. They're highly reusable, follow consistent patterns, and are adaptable to various scenarios. I've also subscribed to your Patreon. I was wondering if there's any chance you could teach us about execution moves and motion warping, specifically when two characters need to be rotated or have their location adjusted. I know we can pass the transform directly from blueprint to blueprint, but using your template might be a lot more efficient and flexible. Apologies if you've already covered this in one of your previous videos.
Hey Natch! Thank you so much for your support 🙏😊 both here and on Patreon, it means a lot to me! Regarding your idea, I haven't covered any topic like that before, certainly an interesting idea! I'll keep it in mind for future videos 🙏
As soon the next month begins, i'll support you by becoming a patreon while i got some extra money, all your tutorials are incredible helpful. Thanks a lot man!
Absolutely love these videos! Thank you for sharing your experience in such clear and well outlined detail. I get so excited every time I see that notification pop up!
Your tutorials are super Ali! The fact that you explain why and also show why something should or shouldnt be done is what makes it great for me. I'm currently trying to implement your tutorials into the Game animation sample project from unreal but Im wondering what the correct way to get new animations into that project looks like :) Thanks for all your great content
Thank you for your kind words! I'm glad you find the explanations helpful. To get new animations into the Game Animation sample project, you would typically import the animations into the Content Browser and then set them up with the appropriate Animation Blueprint or State Machine. I usually get animations from Mixamo as they are free and there is a lot of them, but then I retarget them to the UE mannequin (Using a free tool called Mixamo converter)🙏
You wonderful man please keep these tutorials and info up, I have learned so much in principle and practice. I only ask that one day unless I've missed the video, I would love to see a tutorial video for using something like using forces to make a mechanic for downhill sliding/snowboarding to get a foundation to build upon. Thank you for all this hard work and information
Hey! Thank you so much for your kind words and support 🙏 I'm really glad to hear that you've learned a lot! I appreciate your suggestion for a downhill sliding/snowboarding mechanic. I'll definitely keep it in mind for future videos. Thanks again!
Great tutorial! I also create Unreal Engine tutorials on my channel, and I have to say your approach to the "Perfect Dodge" was impressive. I’ve been working on something similar for my Black Myth Wukong remake, and your video gave me some new ideas. Keep up the awesome work!
Thank you for the kind words! I'm glad you found it helpful and that it sparked some new ideas for your project. Best of luck with your Black Myth Wukong remake! 🙏
@@AliElZoheiry Thank you! The remake I’m working on is mainly for creating tutorials and helping the community learn new techniques in Unreal Engine. It’s all about sharing knowledge and contributing to the growth of game development skills.
Hey Ali, great video as always. Thanks a lot for the work you put into teaching us Unreal. I love all your content Would you consider doing a series about player and enemy stats system where you build upon the damage system that you already made. With items/upgrades and enemy getting stronger based on level?
Hey! Thanks so much for your kind words, I really appreciate it 🙏 A series on player and enemy stats sounds interesting! I'll definitely consider it for future videos. Thanks for the suggestion! 😉
Hey amigo! Another excellent tutorial. Thanks for keeping the dream alive. I'm a self taught beginner Dev for two years now, when I get the time of course. Everything I've learnt is a bit of a mix in my head. Lol. What I feel would help us all, is a checklist of sorts to keep us on track. If you had the time, could you create a tutorial showing how to properly set up a new project. I've yet to see one on YT yet. Especially where to store files and how to ensure everything you use has been optimised properly. I have like five drives on my PC. One SSD just for UE5 projects, but I have experienced issues when installing and backing up. I do use FAB assets, such as 3D models, environments etc. Then I tweak and customise accordingly. A one person Dev doesn't have time or in my case, the necessary skills to create everything from scratch. A tutorial from beginning to the end packaging process for a small game to sell on Steam. Everyone kit bashes these days, even AAA devs. I realise some frown upon this, but you just need to customise each asset unique for your project. I think a tutorial showing the following would help many of us beginner Devs. 1. Using proper hardware, such as SSD drives, enough RAM etc. 2. Where to have your Vault, project files and how to share your project with other users. Also how to work on your project from multiple PCs. I have a laptop when working away. 3. Setting up the project. Which template or kit will be your main one when starting. Other templates or kits will be added to this one. 4. Creating the environment or using a pre made one, then customising it. Quick run down on terrain tools etc. 5. Importing 3D models and using character templates, such as FPS or TPS kits. Some such as the Character Interaction kit include animations for opening doors, entering vehicles etc. 6. Creating the right atmosphere using sounds, music etc. 7. Lighting and using LODs correctly. 8. Player inputs, such as the Enhanced Player Input system. 9. Using other interesting game mechanics, such as sound mechanics, runtime events, etc. 10. Using Components and Interfaces to save time and to better optimise the overall game. 11. Working with other Devs or paying for custom work. 12. Testing your game and ensuring it will play smoothly. Then package and create a Demo. 13. Promoting your game and raising money to assist with this. 14. Ensure your game continues to sell and also play well. Updates and remaining in touch with your customer base. Even if you just had a ten minute video explaining the basic checklist and correct procedures when creating a game. Such as the right and wrong way of doing things. Especially how to use only certain features from templates or kits from FAB. Some of these may fall outside the scope of this channel or what you even have time for. It would be a damn handy tutorial for the entire UE5 community though. I couldn't think of a better person to do it. Great channel. I've been following you for a while now. All the best.
Hey! Thanks for such a detailed comment and for your support 🙏 I really appreciate your suggestions, and a beginner-friendly checklist and setup tutorial definitely sounds like a valuable resource for the community. I'll consider including this in my future content! In the meantime, keep pushing through, and I'll do my best to keep the tutorials coming. Best of luck with your projects! 😊
Awesome walkthrough! I keep recommending your videos to other UE devs I know (your Object Pooling video really helped a friend optimize projectiles for his FPS). I'm looking to implement this for a first person game and was a little worried because my player isn't using a dodge animation, I'm using Apply Root Motion Constant Force. But with this approach it should work even if I'm not using a dodge animation. Thank you!!!
Hey! Thank you so much for recommending my videos, I really appreciate it 🙏 I'm glad the Object Pooling video was helpful for your friend! And yes, you should be good to go with the Apply Root Motion Constant Force. If you have any questions while implementing it, feel free to ask! 😊
@@LeateqOfficial thank you so much 🙏🙏 interacting with the environment (like opening doors) is on my list indeed. But anything specific you wanna see there?
@@AliElZoheiry awesome ! So I’m making a horror game where enemy is roaming around the whole game kinda like mister x from resident evil and for now i used your tutorials to achieve most of it, my enemy ai can patrol and attack you + hear and see you But i wanna learn how to make it interact with the world, like opening a door, turn off the lights and maybe set up traps randomly I’m making traps that can slow you down, but I thought it would be cool if enemy could just randomly place them around the level with a limit (Sorry for a lot of text)
@@LeateqOfficial if you've seen my AI jumping video, opening a door should be very similar, they reach a point where they need to do an action to proceed. But instead of doing a Juno action, they do an open door action and move forward. Using nav links as well. There is a simpler approach though, of making the doors not block navigation but are surrounded with a collision box, so when the enemy enters the collision box, they do an "open door task" that just plays the open door animation and opens the door, but the enemy proceeds as if the door is never there and just plays some animations to make it look like it was a blocker
@@AliElZoheiryoh nice ! Have not seen the jumping video yet, will check it out tomorrow ! Thank you so much for such a detailed explanation, i really appreciate it ☺️🙏🏻
Love your tutorials man ! keep it up :) Would be cool to see something about smart enemy for horror gameі, like Alien From Alien Isolation, i know it's extremely complex but maybe something way more simple but with the same philosophy, so the enemy can scan where you at and appear randomly Just an idea :)
Thank you! I appreciate your support, and always happy to read your comments 🙏 That's a cool idea, I'll definitely consider it for future content! Happy to hear your thoughts.
Hey! Thank you for the suggestion, that sounds like a fun project. Though, that will require a lot more than one video, so maybe not for this series but could be its own series in the future.
Hey Ali I love your tutorials, but I have a request that can you make a comprehensive guide on character movements and how smoothly transition between walking, running, and sprinting, crouching and climbing or running over walls. Especially when you have your own character and then using animations with them.
nice breakdown of those mechanic mind checking games like Devil may cry or bayonnetta , also the gacha gaming (PGR , WUWA ; honkai impact 3 , genshin) these games got really cool mechanics worth checking out specially the swap character QTE system. good luck
As always, wonderful tutorial. So well articulated. I have never used the GameState before. what is the advantage of using the GameState vs. lets say the Player Controller or the Game Instance, Game Mode, etc... couldn't you call that code from either of these blueprints ?
Thanks for the kind words! 🙏 Using GameState is beneficial because it allows you to maintain and replicate gameplay data across all clients in a multiplayer game, which is something that Player Controller or Game Instance might not handle as efficiently. Each has its own purpose, so the choice really depends on what kind of data you want to manage and how you plan to use it. I hope that sheds some light on it!
Can you make full tutorial on best way to make blueprint for guns/firearms that shot bullet and best optimized way to connect these bullet to enemy actor
Something i would want to see is the METROID: DREAD Cinematic parry things. Its one of the coolest things in all of gaming and i need it in my game but im new
Hey! Thanks for the suggestion! The parrying mechanic from Metroid: Dread is indeed awesome. I'll definitely consider creating a tutorial on it. Happy to hear you're working on your game! 🙌
Hey! To adjust the pace of a boss fight, you can manipulate the boss's attack speed, cooldowns between attacks, and the frequency of special moves. Adding phases to the fight where the boss changes tactics can also create pacing variation. Hope this helps! 🙌
@@AliElZoheiry Thanks, and BTW could you maybe make a series in which you dissect /analyse combat systems of famous games?? I'm really interested in combat!
I am looking for a dragon boss AI tutorial, but I can't find one anywhere. It seems quite rare. Do you have any plans to create a dragon boss AI tutorial? I am interested in a smart AI that can attack both while flying and on the ground.😶
Hey! Thank you for your interest. A dragon boss AI tutorial sounds like an exciting idea! Though I haven't planned anything like that, but I'll definitely consider it
Hey! I really appreciate your willingness to support. It means soo much to me that you would be considering that. I do have a ko-fi page if you would like to support my work, but don't feel pressured to do so. Your engagement with my content already means a huge deal to me Here is the link ko-fi.com/alizoh
Awesome tutorial man. I've got a character creator at the start of my game. I'm trying to create an afterimage thats dynamic with the selected skeletal mesh at the time that the afterimage plays. I can't seem to get it to work properly. It just copies the UE4 Mann. Any ideas?
Hey! Thanks for the compliment! For the afterimage, you'll want to ensure that you're using the correct instance of your character's skeletal mesh when you create it. Make sure to update the mesh references dynamically based on the selected character. If you need more specific help, feel free to share the details on Discord, and maybe the community can pitch in as well! 🙏
How is MontageNotifyWindow actually different from AnimNotifyState? Both appear to return only 0s for trying to get current time ratios inside of tick in the animnotifyblueprint.
Hey! Great question! The key difference is that `MontageNotify` is designed to be used inside of montages and has a "name" variable that can be customized for each Montage. and that name variable is what we check for in the "OnNotifyBegin" and "OnNotifyEnd" of the "Play montage" node in the character blueprint
@@AliElZoheiry Oh I see! Thanks! I have been mainly using GAS and the PlayMontageAndWait doesnt have events but instead I have been using GameplayEvents so didnt realize this.
Loving the tutorials! Speaking of scalability, I'm trying to replicate a few of your more basic courses the old fashioned way in UE5. Is there anything you've taught that I should avoid in a replicated environment?
Hey! I'm glad to hear you're enjoying the tutorials! When it comes to replication, it’s best to avoid relying on local or client-only variables, as they won't sync across the network. Instead, try using replicated properties and functions to ensure everything stays in sync. If you have specific cases in mind, feel free to ask! Good luck! 🙏
For some reason I get the error Blueprint (self) is no SkinnedMeshComponent, when calling the Spawn Afterimage event, therefore I cannot compile. I have literally the exact same nodes as you. What could be the problem?
Hey! The error usually means that the reference you're using for the 'self' is not correctly set as a SkinnedMeshComponent. Which is probably a problem because I am not using SKinnedMeshComponent in my example, I am using a PosableMeshComponent, so I don't think you copied my exact nodes
@@AliElZoheiry Thank you for your answear. The error came out of the construction script. I deleted the Node causing the error. Anyways, since I'm rather new to Unreal Engine, I'll first finish your other tutorials before I ask more questions. Don't wanna make unnecessary statements
@@AliElZoheiry At 5.25 in Regular dodge Rotate to the Right Node you mention you will explain later but you haven't though it is not important but I want to know
@@virendradanao6095Ohh that's what you mean. Yeah this is just because my specific dodge animation dodges to the left, which means if I press forward and dodge it will go left, and if I press backwards and dodge it will go right, and so on.. (because of the animation itself), so to ensure that my character dodges in the direction that I am holding down, I rotate the character by 90 degrees in the opposite input direction
@@AliElZoheiry 1. Make a landscape for which when enemy attack on us some dust will move from here to there . 2. Make different types of attack , and add animation before attack , make something very different, the animation of your attack is so common , so try another way. 3. Just as the Wukong moves its stick, you should also have some animation of your own. Etc...
Hey, thank you for the suggestion! I appreciate it and I am definitely considering it for the future. Would you want to see a course on any specific topic, or general unreal engine skills?
Unfortunately you're not using Async Tick, or hell even a simple Get World Delta time divide. So this animation etc is all FPS dependant and will look very bad @ lower FPS. Consider this next time!
You can use his Smart AI series, give the enemies multiple weapons and have them switch. Put your camera into first person. The series already has the main three attack styles (melee, ranged and magic), instead of making 3 different enemy types just put all of the logic into one. Have them switch when needed.
Hey, I tried translating your comment, but couldn't really understand what it said, but I feel like you are talking about an optimzation issue, which won't make any real difference
Seriously man, this is one of the best free tutorials I've seen on YT. Wonderfully put together, straight forward, easy to understand and also really in-depth. LOVE IT!
Thank you so much for your kind words! I'm glad you found it helpful and easy to understand 🙏
I did not expect to add the elusive part to my project, but you simplified it to the simplest degree, man, you are excellent❤
Thank you for the kind words! I'm really glad to hear that you found it helpful. Best of luck with your project! 🙏
dude, these tutorials are something else. No other channel on this platform comes close to this and i am very grateful that you are making them for free. Seriously, just thank you for all the work you do to help us learn this engine, keep up the good work, much appreciated!♥♥♥
p.s. also the demonstration at the start scared me a bit with that sound lol
Hey! Thank you so much for your kind words, I really appreciate it! I'm glad you’re finding the tutorials helpful. And yeah, I can see how that sound might catch you off guard! 😅 Thanks for watching and supporting my channel! 🙏❤️
Amazing video. Learning about the custom notify window as seeing a use case for it was especially helpful! And yes, this video format is perfect!
Thank you for your kind words! I'm glad you found the custom notify window helpful. I appreciate your feedback on the video format too 🙏
Your tutorials are very helpful, the most helpful ever I found on youtube for my game and the skills I'm developing, the way you teach is great. It'd be nice if you consider to make a GAS series. At this moment I'm unemployed, but when I get a job for sure I'll subscribe to your patreon, you really helped me, thank you for sharing your knowledge with us!!!
Hey! Thank you so much for your kind words, I'm really glad to hear my tutorials have been helpful for you 🙏 I appreciate the suggestion for a GAS series, I’ll definitely keep it in mind! Wishing you the best of luck in your job search, and thank you for considering supporting me in the future!
As a software developer, I really enjoy your tutorial videos. They're highly reusable, follow consistent patterns, and are adaptable to various scenarios. I've also subscribed to your Patreon. I was wondering if there's any chance you could teach us about execution moves and motion warping, specifically when two characters need to be rotated or have their location adjusted. I know we can pass the transform directly from blueprint to blueprint, but using your template might be a lot more efficient and flexible. Apologies if you've already covered this in one of your previous videos.
Hey Natch! Thank you so much for your support 🙏😊 both here and on Patreon, it means a lot to me!
Regarding your idea, I haven't covered any topic like that before, certainly an interesting idea! I'll keep it in mind for future videos 🙏
As soon the next month begins, i'll support you by becoming a patreon while i got some extra money, all your tutorials are incredible helpful. Thanks a lot man!
Thank you so much for your support! I'm really glad to hear my tutorials have been helpful for you 🙏 Looking forward to seeing you on Patreon!
there is no better UE tutor on youtube, guys. This person should have way more subs
Thank you so much for the kind words! I really appreciate your support 🙏
perfect timing on this video after just coming from your damage system and projectile tutorials thank you, you make great content
Hey, I'm glad to hear that! Thank you for your kind words, and I hope you find this video just as helpful 🙏
You're a legend, man
Thank you! I really appreciate your kind words 🙏
I’m new to UE5 and your tutorials are top notch. Please keep it up
Hey! Thank you for the kind words! I'm glad to hear you're finding the tutorials helpful. I'll definitely keep them coming 🙏
Absolutely love these videos! Thank you for sharing your experience in such clear and well outlined detail.
I get so excited every time I see that notification pop up!
Thank you so much for your kind words! I'm really glad to hear you enjoy the videos 🙏 I appreciate your support!
Your tutorials are super Ali! The fact that you explain why and also show why something should or shouldnt be done is what makes it great for me. I'm currently trying to implement your tutorials into the Game animation sample project from unreal but Im wondering what the correct way to get new animations into that project looks like :) Thanks for all your great content
Thank you for your kind words! I'm glad you find the explanations helpful. To get new animations into the Game Animation sample project, you would typically import the animations into the Content Browser and then set them up with the appropriate Animation Blueprint or State Machine. I usually get animations from Mixamo as they are free and there is a lot of them, but then I retarget them to the UE mannequin (Using a free tool called Mixamo converter)🙏
You are doing a great job! Thanks for tutorial
Thank you so much! I appreciate your support and am glad you found the tutorial helpful 🙏
It’s cool to recreate stuff like this. Considering that it was made in unreal
Thanks! I'm glad you think so! Unreal Engine really offers amazing possibilities for recreating stuff 🙌
Great video as always, ur gem on unreal engine 5's youtube, can't wait to see next video
Thank you so much for your kind words! I'm glad you're enjoying the content 🙏 Stay tuned for more videos coming soon!
keep posting and im really proud of you that you support gaza thanks for your hardwork❤
Thank you for your kind words! I appreciate your support and am glad you're enjoying the content 🙏❤️
Another new patreon here. Love the series of Games Dissected!
Hey! Thank you so much for joining and your support 🙏 I'm glad you're enjoying the Games Dissected series!
Love this series, learning so much from this!
You're very welcome! I'm glad to hear you're learning a lot from the series. Thanks for watching and commenting 🙏
You wonderful man please keep these tutorials and info up, I have learned so much in principle and practice. I only ask that one day unless I've missed the video, I would love to see a tutorial video for using something like using forces to make a mechanic for downhill sliding/snowboarding to get a foundation to build upon. Thank you for all this hard work and information
Hey! Thank you so much for your kind words and support 🙏 I'm really glad to hear that you've learned a lot! I appreciate your suggestion for a downhill sliding/snowboarding mechanic. I'll definitely keep it in mind for future videos. Thanks again!
Great tutorial! I also create Unreal Engine tutorials on my channel, and I have to say your approach to the "Perfect Dodge" was impressive. I’ve been working on something similar for my Black Myth Wukong remake, and your video gave me some new ideas. Keep up the awesome work!
Thank you for the kind words! I'm glad you found it helpful and that it sparked some new ideas for your project. Best of luck with your Black Myth Wukong remake! 🙏
@@AliElZoheiry Thank you! The remake I’m working on is mainly for creating tutorials and helping the community learn new techniques in Unreal Engine. It’s all about sharing knowledge and contributing to the growth of game development skills.
Hey Ali, great video as always. Thanks a lot for the work you put into teaching us Unreal. I love all your content
Would you consider doing a series about player and enemy stats system where you build upon the damage system that you already made. With items/upgrades and enemy getting stronger based on level?
Hey! Thanks so much for your kind words, I really appreciate it 🙏 A series on player and enemy stats sounds interesting! I'll definitely consider it for future videos. Thanks for the suggestion! 😉
This is amazing thank you so much Ali i have learnt so much from you and hopefully continue to do so
You're very welcome! I'm glad to hear that you’re learning a lot. Thank you for your kind words, and I hope you continue to find my videos helpful 🙏
This is amazing. You are a genius.Thanks for the lessons!
Thank you so much for your kind words! I'm really glad you find the lessons helpful 🙏
This content is so good. Keep it up!
Thank you! I appreciate your support 🙏
Love your content bro. Keep them coming.
Thanks a lot! I appreciate the support and I’ll definitely keep the content coming! 🙏
Brother this tutorial is lit. Thanks for sharing
You're very welcome! I'm glad you found it helpful 🙏
Excellent content! Subscribed.
Thank you so much for subscribing! I appreciate your support 🙏 Glad you enjoyed the content!
You've always been very helpful to me,thanks
You're very welcome! I'm happy to hear that my content has been helpful to you. Thank you for your support 🙏
Hey amigo! Another excellent tutorial. Thanks for keeping the dream alive. I'm a self taught beginner Dev for two years now, when I get the time of course. Everything I've learnt is a bit of a mix in my head. Lol. What I feel would help us all, is a checklist of sorts to keep us on track. If you had the time, could you create a tutorial showing how to properly set up a new project. I've yet to see one on YT yet. Especially where to store files and how to ensure everything you use has been optimised properly. I have like five drives on my PC. One SSD just for UE5 projects, but I have experienced issues when installing and backing up. I do use FAB assets, such as 3D models, environments etc. Then I tweak and customise accordingly. A one person Dev doesn't have time or in my case, the necessary skills to create everything from scratch. A tutorial from beginning to the end packaging process for a small game to sell on Steam. Everyone kit bashes these days, even AAA devs. I realise some frown upon this, but you just need to customise each asset unique for your project.
I think a tutorial showing the following would help many of us beginner Devs.
1. Using proper hardware, such as SSD drives, enough RAM etc.
2. Where to have your Vault, project files and how to share your project with other users. Also how to work on your project from multiple PCs. I have a laptop when working away.
3. Setting up the project. Which template or kit will be your main one when starting. Other templates or kits will be added to this one.
4. Creating the environment or using a pre made one, then customising it. Quick run down on terrain tools etc.
5. Importing 3D models and using character templates, such as FPS or TPS kits. Some such as the Character Interaction kit include animations for opening doors, entering vehicles etc.
6. Creating the right atmosphere using sounds, music etc.
7. Lighting and using LODs correctly.
8. Player inputs, such as the Enhanced Player Input system.
9. Using other interesting game mechanics, such as sound mechanics, runtime events, etc.
10. Using Components and Interfaces to save time and to better optimise the overall game.
11. Working with other Devs or paying for custom work.
12. Testing your game and ensuring it will play smoothly.
Then package and create a Demo.
13. Promoting your game and raising money to assist with this.
14. Ensure your game continues to sell and also play well.
Updates and remaining in touch with your customer base.
Even if you just had a ten minute video explaining the basic checklist and correct procedures when creating a game. Such as the right and wrong way of doing things. Especially how to use only certain features from templates or kits from FAB. Some of these may fall outside the scope of this channel or what you even have time for. It would be a damn handy tutorial for the entire UE5 community though. I couldn't think of a better person to do it. Great channel. I've been following you for a while now. All the best.
Hey! Thanks for such a detailed comment and for your support 🙏 I really appreciate your suggestions, and a beginner-friendly checklist and setup tutorial definitely sounds like a valuable resource for the community. I'll consider including this in my future content! In the meantime, keep pushing through, and I'll do my best to keep the tutorials coming. Best of luck with your projects! 😊
No worries at all. Thanks for your reply and comment also. No turning back now. Look forward to what you come up with. All the best. @AliElZoheiry
Great work Ali 👍
Thank you! I appreciate your support 🙏
Awesome walkthrough! I keep recommending your videos to other UE devs I know (your Object Pooling video really helped a friend optimize projectiles for his FPS).
I'm looking to implement this for a first person game and was a little worried because my player isn't using a dodge animation, I'm using Apply Root Motion Constant Force. But with this approach it should work even if I'm not using a dodge animation. Thank you!!!
Hey! Thank you so much for recommending my videos, I really appreciate it 🙏 I'm glad the Object Pooling video was helpful for your friend! And yes, you should be good to go with the Apply Root Motion Constant Force. If you have any questions while implementing it, feel free to ask! 😊
Would Be also great to see a tutorial on how to make enemy AI to open doors
@@LeateqOfficial thank you so much 🙏🙏 interacting with the environment (like opening doors) is on my list indeed. But anything specific you wanna see there?
@@AliElZoheiry awesome !
So I’m making a horror game where enemy is roaming around the whole game kinda like mister x from resident evil and for now i used your tutorials to achieve most of it, my enemy ai can patrol and attack you + hear and see you
But i wanna learn how to make it interact with the world, like opening a door, turn off the lights and maybe set up traps randomly
I’m making traps that can slow you down, but I thought it would be cool if enemy could just randomly place them around the level with a limit
(Sorry for a lot of text)
@@LeateqOfficial if you've seen my AI jumping video, opening a door should be very similar, they reach a point where they need to do an action to proceed. But instead of doing a Juno action, they do an open door action and move forward. Using nav links as well.
There is a simpler approach though, of making the doors not block navigation but are surrounded with a collision box, so when the enemy enters the collision box, they do an "open door task" that just plays the open door animation and opens the door, but the enemy proceeds as if the door is never there and just plays some animations to make it look like it was a blocker
@@AliElZoheiryoh nice ! Have not seen the jumping video yet, will check it out tomorrow !
Thank you so much for such a detailed explanation, i really appreciate it ☺️🙏🏻
Awesome man.
Thanks! I'm glad you think so! 🙏
Top tutorial 🔥🔥🔥
Thank you! I'm glad you found it helpful 🙏
New patreon here, great work! Any plans on a simple inventory?
Hey, thank you for joining my Patreon and for your support! I'll definitely consider creating a simple inventory tutorial. Stay tuned! 🙏
this is very useful tutorial. ty man
You're very welcome! I'm glad you found it useful. Thanks for watching and commenting 🙏
Great video!
Thanks! Glad you enjoyed it 🙏
Would love to see Sekiro’s parry in this series, keep up the good work!
Thanks for the suggestion! I'll definitely consider adding Sekiro's parry mechanic to the series 🙏
Great video, thank you
You're welcome! Glad you enjoyed it, and thank you for watching 🙏
Great channel Ali, can you do a breakdown of the fog displacement effect from the first fight with the gods?
Hey! Thanks for the compliment and your suggestion. I'll definitely consider it for future videos 🙏
Love your tutorials man ! keep it up :)
Would be cool to see something about smart enemy for horror gameі, like Alien From Alien Isolation, i know it's extremely complex but maybe something way more simple but with the same philosophy, so the enemy can scan where you at and appear randomly
Just an idea :)
Thank you! I appreciate your support, and always happy to read your comments 🙏 That's a cool idea, I'll definitely consider it for future content! Happy to hear your thoughts.
I am working on a third person hack and slash game, thank you eli for your videos!!❤❤
Hey! I'm glad to hear you're working on a hack and slash game! Thank you for watching and your support! Good luck with your project 🙌❤️
it's so cool !
Thank you !!!
You're very welcome! Glad you think so! Thanks for watching 🙏
Woowww, we need more of this game dissect series!! can you dissect the camera lock on in black myth wukong or DMC5? Please TQ
Thank you for the suggestion! I appreciate your interest in the game dissect series. I'll definitely keep it in mind for future content 🙏
Would love to see a recreation of the For Honor “Art of Combat” system, personally. It’s such an interesting concept.
Hey! Thank you for the suggestion, that sounds like a fun project. Though, that will require a lot more than one video, so maybe not for this series but could be its own series in the future.
I would like to see a video about enemy takedowns. Like in Deus Ex or Dishonored.
Hey! Thanks for the suggestion! I'll definitely consider it for future videos 🙏
Hey Ali I love your tutorials, but I have a request that can you make a comprehensive guide on character movements and how smoothly transition between walking, running, and sprinting, crouching and climbing or running over walls. Especially when you have your own character and then using animations with them.
Hey! Thanks for the feedback, I appreciate it 🙏 That's a great suggestion! I’ll definitely add it to my list for future videos. Stay tuned!
@AliElZoheiry Thank you a lot for responding!! Looking forward to it!!
You have good teaching skills... , plz create a video of grabbing the enemy, a giant boss grabbing the player and doing damage
Thank you for your kind words! I appreciate your suggestion. Is there a specific game where this is a common mechanic from which I can dissect it?
@@AliElZoheiry One that I saw and really liked was the ones from DarkSoul 1, the IRON GOLEM that grabs and also the mimics (that devour their victims)
Can u make a tutorial about flying based ? there is no lot of information about it
Hey! Thanks for the suggestion, I'll definitely consider it for future videos 🙏
Interesting mechanic I would like to see you dissect would be pawn swapping. Like getting into a car in GTA or mounting a horse like RDR.
Thanks for the suggestion! That sounds like an interesting mechanic to dive into. I’ll keep it in mind for future videos 🙏
nice breakdown of those mechanic mind checking games like Devil may cry or bayonnetta , also the gacha gaming (PGR , WUWA ; honkai impact 3 , genshin) these games got really cool mechanics worth checking out specially the swap character QTE system. good luck
Hey! Thanks for the suggestions, they sound interesting! I'll definitely consider checking those games out and their mechanics 🙏
bruhs eyes are majestic
I said that on the last video of his I watched :)
Gay spotted.
Haha, thank you! I appreciate the compliment! 😊
As always, wonderful tutorial. So well articulated. I have never used the GameState before. what is the advantage of using the GameState vs. lets say the Player Controller or the Game Instance, Game Mode, etc... couldn't you call that code from either of these blueprints ?
Thanks for the kind words! 🙏 Using GameState is beneficial because it allows you to maintain and replicate gameplay data across all clients in a multiplayer game, which is something that Player Controller or Game Instance might not handle as efficiently. Each has its own purpose, so the choice really depends on what kind of data you want to manage and how you plan to use it. I hope that sheds some light on it!
Bro thank you 😭😭😭
You're very welcome! I'm glad I could help 🙏
Can you make full tutorial on best way to make blueprint for guns/firearms that shot bullet and best optimized way to connect these bullet to enemy actor
Hey! Thank you for the suggestion! I'll definitely consider it for future videos. Stay tuned! 🙏
" Unreal Goat"
Thanks! I appreciate the compliment 🙏
can you pls dissect ghost of tsushima next?
Hey! Thanks for the suggestion. What mechanic specifically from ghost of tsushima would you like to see?
lets go!
Thanks! Hope you enjoy the content 🙌
Something i would want to see is the METROID: DREAD Cinematic parry things. Its one of the coolest things in all of gaming and i need it in my game but im new
Hey! Thanks for the suggestion! The parrying mechanic from Metroid: Dread is indeed awesome. I'll definitely consider creating a tutorial on it. Happy to hear you're working on your game! 🙌
@@AliElZoheiry Thanks!
could you do a tutorial about an enemy wave system/tower defense game?
Hey! Thank you for the suggestion, I’ll definitely consider it for future videos 🙏
how to increase or decrease the pace of a boss fight?
Hey! To adjust the pace of a boss fight, you can manipulate the boss's attack speed, cooldowns between attacks, and the frequency of special moves. Adding phases to the fight where the boss changes tactics can also create pacing variation. Hope this helps! 🙌
@@AliElZoheiry Thanks, and BTW could you maybe make a series in which you dissect /analyse combat systems of famous games?? I'm really interested in combat!
I am looking for a dragon boss AI tutorial, but I can't find one anywhere. It seems quite rare. Do you have any plans to create a dragon boss AI tutorial? I am interested in a smart AI that can attack both while flying and on the ground.😶
Hey! Thank you for your interest. A dragon boss AI tutorial sounds like an exciting idea! Though I haven't planned anything like that, but I'll definitely consider it
Actually more complicated than I thought setting up the mechanic. Never took in consideration making it dynamic.
Thanks for the comment! It can definitely get tricky when you dive deeper! But that's when it gets fun also 😆
i will try to implement via CPP , thanks
You're welcome! Good luck with your CPP implementation, I hope it goes smoothly 🙏
Is there a way to support you with a direct donation, or buying project files from you, I dont like using patreon.
I think hitting the " thanks " button next to the share button sends a donation.
@@imab6349 youtube keeps a big part of it
I have the same problem for an unknown reason I cant use patreon in my country
Hey! I really appreciate your willingness to support. It means soo much to me that you would be considering that.
I do have a ko-fi page if you would like to support my work, but don't feel pressured to do so. Your engagement with my content already means a huge deal to me
Here is the link ko-fi.com/alizoh
Awesome tutorial man. I've got a character creator at the start of my game. I'm trying to create an afterimage thats dynamic with the selected skeletal mesh at the time that the afterimage plays. I can't seem to get it to work properly. It just copies the UE4 Mann. Any ideas?
Hey! Thanks for the compliment! For the afterimage, you'll want to ensure that you're using the correct instance of your character's skeletal mesh when you create it. Make sure to update the mesh references dynamically based on the selected character. If you need more specific help, feel free to share the details on Discord, and maybe the community can pitch in as well! 🙏
How is MontageNotifyWindow actually different from AnimNotifyState? Both appear to return only 0s for trying to get current time ratios inside of tick in the animnotifyblueprint.
Hey! Great question! The key difference is that `MontageNotify` is designed to be used inside of montages and has a "name" variable that can be customized for each Montage. and that name variable is what we check for in the "OnNotifyBegin" and "OnNotifyEnd" of the "Play montage" node in the character blueprint
@@AliElZoheiry Oh I see! Thanks! I have been mainly using GAS and the PlayMontageAndWait doesnt have events but instead I have been using GameplayEvents so didnt realize this.
For GAS, you can still create custom notified that send gameplay events that you can wait for in your ability@@mufelo
Loving the tutorials! Speaking of scalability, I'm trying to replicate a few of your more basic courses the old fashioned way in UE5. Is there anything you've taught that I should avoid in a replicated environment?
Hey! I'm glad to hear you're enjoying the tutorials! When it comes to replication, it’s best to avoid relying on local or client-only variables, as they won't sync across the network. Instead, try using replicated properties and functions to ensure everything stays in sync. If you have specific cases in mind, feel free to ask! Good luck! 🙏
For some reason I get the error Blueprint (self) is no SkinnedMeshComponent, when calling the Spawn Afterimage event, therefore I cannot compile. I have literally the exact same nodes as you. What could be the problem?
Hey! The error usually means that the reference you're using for the 'self' is not correctly set as a SkinnedMeshComponent.
Which is probably a problem because I am not using SKinnedMeshComponent in my example, I am using a PosableMeshComponent, so I don't think you copied my exact nodes
@@AliElZoheiry Thank you for your answear. The error came out of the construction script. I deleted the Node causing the error. Anyways, since I'm rather new to Unreal Engine, I'll first finish your other tutorials before I ask more questions. Don't wanna make unnecessary statements
can you do a video on shadow strike ability
Hey! Thank you for the suggestion, I’ll definitely add it to my list of video ideas 🙏
Make axe throw and recall axe mechanics of god of war
Hey, thank you for the suggestion! That one is definitely high on my list!
excuse me brother can u please make a tutorial on how to setup unreal project for mobile game others are too confusing.For android please
Hey! Thank you for your suggestion. I've never made mobile games before in Unreal engine, but I'll definitely consider it if I ever do🙏
What is that Rotation to the Right Collapsed Graph I am not able to move forward because of that.
Sorry what are you referring to?
@@AliElZoheiry At 5.25 in Regular dodge Rotate to the Right Node you mention you will explain later but you haven't though it is not important but I want to know
@@virendradanao6095Ohh that's what you mean. Yeah this is just because my specific dodge animation dodges to the left, which means if I press forward and dodge it will go left, and if I press backwards and dodge it will go right, and so on.. (because of the animation itself), so to ensure that my character dodges in the direction that I am holding down, I rotate the character by 90 degrees in the opposite input direction
@@AliElZoheiry thanks for explanation 👍
yes yes yes yes !
Glad you're excited! Hope you find the content useful 🙏
Please next how to do a zombie can bite you from your Nick like Risdent Evil
Hey! Thanks for the suggestion. I'll definitely consider it for a future video 🙏
Can u. Make a boos like in black mith wokong plzzz
Hey! Thank you for the suggestion, I'll definitely consider it 🙏
How to create damage effects in ue5 ?
Hey! if you mean visual effects. You can look into Niagara, which is unreal engine's system for creating effects
Make more parts on it ? Would you create?
Hey! Thank you for your interest! Could you let me know what specific topics you'd like to see covered in the next parts? That’ll help me prioritize 🙏
@@AliElZoheiry 1. Make a landscape for which when enemy attack on us some dust will move from here to there .
2. Make different types of attack , and add animation before attack , make something very different, the animation of your attack is so common , so try another way.
3. Just as the Wukong moves its stick, you should also have some animation of your own.
Etc...
Why don't you take a course on Undemy or some platform on AI in Unreal since there aren't many
Hey, thank you for the suggestion! I appreciate it and I am definitely considering it for the future. Would you want to see a course on any specific topic, or general unreal engine skills?
شكرا لك
You're welcome! شكرًا لك على التعليق 🙏
Ооо nice😮😮😮🎉🎉
Thanks! Glad you liked it! 🙏
Unfortunately you're not using Async Tick, or hell even a simple Get World Delta time divide. So this animation etc is all FPS dependant and will look very bad @ lower FPS. Consider this next time!
Thank you for your feedback! Where would you suggest using Async tick? I can't seem to think of a use case for it
👋👋
Wukong is too woke for me I think
Thanks for your comment! Hope you find the perfect dodge mechanic useful either way. it's a common feature in many games, not only Wukong
@@AliElZoheiry Haha I was just joking bro, great video as always!
💀 its literally a monke game man wtf @@DJBLVZD
Ayo, make an fps game with shooting enemies and maybe 2-3 weapons for enemies.
You can use his Smart AI series, give the enemies multiple weapons and have them switch. Put your camera into first person. The series already has the main three attack styles (melee, ranged and magic), instead of making 3 different enemy types just put all of the logic into one. Have them switch when needed.
@@Yggdrasil777 hey thanks a lot for info
Hey! Thanks for the suggestion! Indeed I do cover some of these topics in my Smart enemy AI series 🙏
完美闪避的通知 只针对翻滚键按下后才启动,和一直启动比。逻辑上会不会节省运算资源
Hey, I tried translating your comment, but couldn't really understand what it said, but I feel like you are talking about an optimzation issue, which won't make any real difference
@@AliElZoheiry 谢谢指正