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Ask A Dev
United States
เข้าร่วมเมื่อ 8 ม.ค. 2022
We stream live Unreal Engine Tutorials and Training:
Live Stream schedule is posted on Fridays for the coming week
Generally Wednesday morning 11:30AM PST
Follow on twitter: freestylenotify
Discord Server:
discord.com/invite/z8rdA68wYW
Live Stream schedule is posted on Fridays for the coming week
Generally Wednesday morning 11:30AM PST
Follow on twitter: freestylenotify
Discord Server:
discord.com/invite/z8rdA68wYW
$17,000 for a Character Model? : PART II
Today we are running an experiment with Fiverr and AI to see if we can find some hidden talent to help us create assets at a lower price point.
Dev Thoughts share general game development learnings and brainstorms from the community and development experience.
✨💲 Tips are welcome! (We also have Patreon and supers):💲✨
www.paypal.com/donate/?hosted_button_id=GUPVQJZ8GZKN6
Join our Patreon to vote for upcoming topics, download tutorial content, as well as early access to tutorials and live dev streams.
patreon.com/ASKaDEV
🔗 Join our discord server for questions and community:
discord.com/invite/z8rdA68wYW
Spreading the word is also a great way to support the channel.
🙏Truly grateful for support in all forms.✨
#GameDevelopment #GameDesign #gamedev
00:00:00 Intro
Dev Thoughts share general game development learnings and brainstorms from the community and development experience.
✨💲 Tips are welcome! (We also have Patreon and supers):💲✨
www.paypal.com/donate/?hosted_button_id=GUPVQJZ8GZKN6
Join our Patreon to vote for upcoming topics, download tutorial content, as well as early access to tutorials and live dev streams.
patreon.com/ASKaDEV
🔗 Join our discord server for questions and community:
discord.com/invite/z8rdA68wYW
Spreading the word is also a great way to support the channel.
🙏Truly grateful for support in all forms.✨
#GameDevelopment #GameDesign #gamedev
00:00:00 Intro
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Ready for a Raise? - Timing, Strategies, and Outcomes
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You are an amazing teacher. Thank you for making everything easy to understand and follow. I am definitely going to watch this entire series.
You're very welcome! Glad it's clicking for you.
Really Helpful!
Glad it was helpful!
i have a blend space for idle/walk/run with a transition to a crouched/sneaking with another too prone/crawling but i have it set so if your sprinting and crouch you roll into the crouch if you sprint and prone you dive into prone, im struggling with falling, if i sneak off an edge i want to fall but stay sneaking when you land same for walking off an edge and prone off an edge, if i get it working i run into issues with my jump and if i get that working i run into issues falling, i even tried to get z velocity to take that into consideration along with the is falling
Do you have a reliable variable , state or combination thereof that accurately reflect crouch vs prone and jumping vs falling. If you don’t have those then it will be tough to find the right conduit or chooser settings. I’d even ignore the anim visuals and just use a simple print to make sure each of those conditions are actual tracked in your variables properly.
Thank you so much for this tutorial! You are really good at explaining things!
I feel like I am getting more lost the more I learn while still understanding quite a bit. I am trying to make an selection/inventory(think elden ring hud) slot with an image variable, texture2d array and index variable. I can't seem to figure out how to get the key input events to adjust the index value and change the blank image or a default image to the other images in the array allowing them to essentially swap through spells or items or whatever you wanted to use it for. Maybe you might point me towards a video you think might help or could help me some? I feel like the fact that I've created a hud widget and have that connected to begin play, then the hude widget to a send to viewport has left me a bit confused on the flow as well.
Good videos though, perhaps I probably just need to finish all of them and come back to this but I am also trying to exercise my skills and then watch more as to utilize things of course.
Some of the UI videos later might help?
This was a weird one. I set it all up correctly, but I couldn't actually link the custom MarkClosestItem event with the Set Time by Event. I had to delete both before it let me. Dunno if I toggled something or just some random bug happened. Worst part is, I had to go back and check everything twice because the sphere wouldn't appear, only to find out I forgot to set the timer on and loop it after I replaced it.
It sounds like you figured it out though which is awesome. Thx for watching
why this episode is like cutted some minutes on beginning (I dont know how to make FollowCamera and CameraBoom, also Arrow- what types are these?). I subscribed anyway- overall great job
I'm thinking on re-recoding this one. Its more like a lecture and that throws people off. I am trying to figure out how to make it less lecturey
@livinfreestyle6727 maybe one of ideas would be to make tiny project pointed in beginning and step by step going through would feel like accomplishing levels :D
Thank you so much for creating this like of tutorial
You're welcome!
hey kevin! I don't know if it is a bug or something, but for some reason every float channels don't work. What i'm trying to say is that if you create any float channel and bring the Control Rig in the sequencer and make a simple animation with two keyframes in the graph editor, and then press play in the sequencer you will see that the float variable doesn't update. I Don't know if am doing something wrong.
I have not seen this, but if you hop in discord and throw your question in the Forum-questions maybe someone else has seen this
Not a single part of these courses has confused me thus far. Not a single part has been hard to understand. I've even looked ahead to see parts I feel I already know confidently. But this... this is... I think I'll come back to this later.
That is fair. VEctors is fun and I still have to think about it. Also cuz this is more of a lecture it feels different. I'm thinkinng about how to possible re-record this one
@@livinfreestyle6727 I was always bad at trig, and vectors are very similar. My brain just turns to mush when I gotta do that stuff.
@@JakeA6956 maybe the actual "vectors applied" examples will help
So a map is like a hash table in Powershell.
Yes, or a dictionary in python
Thanks for going through this. It is helpful. There is a launch character node that I have been trying to use for a jump attack. All of the information I have looked at and researched does not discuss how to implement a jump attack. There is some that is not very clearly explained using UE 4. Any thoughts on this would be much appreciated.
For anyone that is trying to do this as a TopDown style where the character is separate from the controller you have two options. 1. If you want the interact point to come from the character itself you do it as done in the video. 2. If you want the interact point to come from the mouse you go into your controller and use "Get location under cursor" to get the "sphere pos" input So far my testing for this has given me the best results for what I am looking to create using the TopDown system
If your actor still rotates after you let go the stick (event with deadzone), and your lerp is behaving weirdly - uncheck that "Use controller desired rotation"... Somewhat I missed that and lost 1 hour on debugging :D
Thank you for existing, sir
Animation in maya was hell to me, IDK why but I'm pretty sure new commers to animation would highly prefer Unreal because it's real time. Thanks a lot for your tutorials.
Awesome Tutorial. Trying to implement some of it in my own way, but i have a problem. The simple move to actor node doesn't work. When i start the game, the enemy doesnt move. I used the third person template as the template for this project. Does this make a difference and if so how can i fix it?
Do you have your Nav Mesh defined properly? If you press 'P' in the editor you should see green where the enemy can go. That's at least one thing that gets people at times
@@livinfreestyle6727 I've tried it with the topdown template and yes it worked there because this template creates a nav mesh. The third person template doesn't. So your advice worked, thank you a lot! Now i can continue with the tutorial :)
@@alexandrreznic7311 Awesome!
Very informative! Thank you for going out of your way to explain foundational concepts.
You're welcome!
Any reason why we made a different variable array for cache and target instead of using the foot metadata?
Part of it is just the learning for sure, but this is a great call. Question, I think part of it is I’m still curious how fast getting metadata off multiple objects is versus just having it in an array and another option two is do not have multiple arrays, but to rather have a single struck array that has all the information in it
@@livinfreestyle6727 Yah I was thinking it would be about speed as well, like how efficient the metadata is compared with a variable
I watch the entire thing, but I still don't get the idea of the accumulated time. I also followed some other procedural rig animations, most people use delta time, but not that extra bit of division to "speed or slow" it down.
Thank you so much !! What the best way to check or compare two materials of two objects if are the same
I think you just get the materials on both objects and look through them to see if they match. I think I would have to know a little bit more about the use case but from a loops and a raised stamp point, you would just get the materials from each one and compare whether they have the same number of materials, and if the materials in each slot are the same
@livinfreestyle6727 yes it was helpfull it just kind whatever if the actor has same color of player it get scaled by 2 for an example
Been binging these and following along since maybe Midnight or earlier not sure! These are the best though thank you for all of these tutorials you have a fantastic method of teaching
Hands down the best explanation of this subject. ❤️
Wow, thank you!
This is exactly what I was looking for. I'm a computer science student and wanted to work on some small side projects in unreal but the visual scripting became really daunting for me. I feel like it has a lot of potential and I look forward to going through the rest of this series!
Welcome to the series! Glad it's clicking for you. Also, as a computer science major, I think it will be a breeze for you.
@@livinfreestyle6727 A lot of the base concepts were things I already knew thats true, but I was struggling to take my knowledge and apply it with their visual scripting. The series so far has been a quick path to getting it all worked out in my head and I greatly appreciate what you're doing with your channel.
You won't imagine how you helped me! I just couldn't turn the root bone of the character, it was just stuck in place. Only after seeing you change Root Bone Recovery time in Pose History I tried and it worked! Great video
That's awesome to hear it helped!
8:40 Been looking for this comment in a while 👌for the editor font scaling CTRL + SHIFT + W
Thanks
Luv u muahh
Thank you sir
Thank you sir ji ❤
Appreciate you checking it out.
Thank you sir
Hi Kevin. Fantastic tutorial as always! I just wanted to mention that at 24:33, it isn't necessary to implement the interface inside BP_VizSphere, as it is a sender and the Interface message can be simply called. Interfaces should only be implemented inside receiver classes.
Reading this my brain says that is totally correct so I’m not sure what was happening when I did alive but great call out and thanks for keeping things on track.
Thank you sir
Thx for watching. You're going through them so fast
Thank you sir
You're welcome!
Your videos are awesome. I have a question, I need to make (and learn of course) a turn in place for a replicated FPS. Do you have any recomendation for that? you other video of turn in place with root motion I think I does not fit in a FPS. Thank you!
شكراً لك يا صديقي أتمنى لك يوم سعيد , شرحك جميل جداً وسهل الفهم وأريد ان أقترح لك أختصار مفيد هو للصق المتعدد أستعمل (Win+V) هذا أختصار ليوندوز وليس للمحرك , شكراً مرة اخرى وأتمنى منك لك يوم سعيد🤍
Best of the best! Over the last four years, I’ve studied many tutorials and courses. Most of them offer similar information, but it always felt fragmented and left me feeling lost. I always thought the unreal was vast, and I was only learning a tiny fraction of it. Your teaching, however, comes with a sense of freedom. It empowers me to feel in control of this massive engine. It's brilliant, Sir! Thank you so much!
Thanks for the kind words, I'm really glad you found it helpful!
Dang, this is so damm well good. Can't quite believe that I didn't follow this channel before.
Welcome to the channel!
Can you explain if there was this variable with fruits. And you set it to new names blueberies and others. Shouldn't it like change our starting fruits(apple,banana....) to it. So if we click play again the only fruits would be the new ones?
The answer is yes, depending on where you make the change. If you set fruits, then print fruits, then change fruits, it will print the old values cuz the new values aren't set yet.
Thank you. Great explanations
Glad you liked it
Great Video, one thing that remain a bit unclear to me and its probably because of how my brain works, if we were to attach the component to different actors or enemies in the scene would it call the event termination on all the characters when one of them is dead? sorry if this seems a daft question, i did see it said get owner but if all are listening wouldnt it affect all?
Its per component. So each component on each character is self contained
@@livinfreestyle6727 Understood, thank you so much for the reply, really appriciate it.
my Question is, can i still use this in my Case ? atm i created a BP with tank controls, so the Camera is disconnected and i rotate on place when i press A or D. so instead of just simple rotation i want to change it to an animation. So when i press A it rotates and also uses a animation
I think the answer is yes however I also wonder if that is a bit overkill for a tank just kind of thinking it seems like with a tank because of the treads. Like maybe it’s just Ford based on the input right Ford left back based on the input and so on.
@ tank controls in my case is meant like the old Resident evil games - so it’s not a real tank game but with similar controls
Totally loving this series, thanks a lot, I'm 100% finishing it.
Thx for watching!
самая большая ошибка - это внимать вот таким вот " мотивационным " видео...
Thank you sir
You're welcome, thanks for watching!
Thank you sir
You're very welcome!
Thank you sir
appreciate the algo help
🥰🥰🥰
tip dont name all your projects new project
lmfao
Thanks! I was struggling to understand interfaces for a while now and you are the first one who explained it in a good and beginner friendly way. Thanks!
You're very welcome!