- 45
- 102 257
Unreal Solver
Poland
เข้าร่วมเมื่อ 7 ก.พ. 2010
Providing UE4 support mostly over Discord but here on my TH-cam Channel I gather video-solutions and my own Tutorials and ideas
Make sure you are a part of our amazing Discord Community to get latest updates, support or just hang out!
Leave a Sub if you like my content to give me more power to move forward and thank if you already Subscribe my Channel!
If you really love what I'm providing to the people and want to support me - consider leaving a Tip to make me create even more Epic and Unreal stuff for you all!
Make sure you are a part of our amazing Discord Community to get latest updates, support or just hang out!
Leave a Sub if you like my content to give me more power to move forward and thank if you already Subscribe my Channel!
If you really love what I'm providing to the people and want to support me - consider leaving a Tip to make me create even more Epic and Unreal stuff for you all!
UE4 - Tekken Style HP Progress Bars
Did you ever wanted to have your HP Progress Bar to behave similar to the ones found in Tekken Games Series? If yes - that's the right Tutorial for you!
Level: Easy
Knowledge covered:
- UMG parts (Progress Bar, binds)
- Timers
- Basic Variables
- Casting
- Get Actor of Class
Download: drive.google.com/drive/folders/1piaZ7j9HgzaWCIqJVoe4s7KuDmQD9dE2
Project Name: *Double Bar*
Thanks to Infectedfury for the "Strike A Pose" that gives some life into my Character!
www.unrealengine.com/marketplace/en-US/profile/Infectedfury?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
Thumbnail Text created using cooltext.com
Credits for the amazing music used in this video:
- Ofshane - Back To The Future
- Ofshane - Tea Time
- An Jone - Dulce Reggaeton
- An Jone - Bonfire
Level: Easy
Knowledge covered:
- UMG parts (Progress Bar, binds)
- Timers
- Basic Variables
- Casting
- Get Actor of Class
Download: drive.google.com/drive/folders/1piaZ7j9HgzaWCIqJVoe4s7KuDmQD9dE2
Project Name: *Double Bar*
Thanks to Infectedfury for the "Strike A Pose" that gives some life into my Character!
www.unrealengine.com/marketplace/en-US/profile/Infectedfury?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
Thumbnail Text created using cooltext.com
Credits for the amazing music used in this video:
- Ofshane - Back To The Future
- Ofshane - Tea Time
- An Jone - Dulce Reggaeton
- An Jone - Bonfire
มุมมอง: 2 518
วีดีโอ
UE4 - Freely Moving Camera with Path Recording
มุมมอง 7442 ปีที่แล้ว
The long promised reupload of my Freely Moving Spectator Camera Actor but this time with following possibilities: - Save Multiple Loactions and Teleport, Rename and Remove them - Record a path and play it with Reverse function! - 360 Degree rotation! Level: Knowledge covered: - Rotation fix - UMG parts / Widgets - Inputs - Movement using World Offset - Path (Locations) Recording and replaying -...
500 Sub Special - Thank you for your contribution! | Upcoming videos, name of my Avatar, a new game!
มุมมอง 3252 ปีที่แล้ว
Thanks to everyone who's a part of me, for everyone who decides to support me I want to say that I love you and appreciate it really much! Wanna suggest the name for the Avatar? Just place your comment or bump the topic on Epic Games Forums: forums.unrealengine.com/t/name-for-my-yt-avatar-lets-go-crazy-and-creative/501365 My itch.io page: unreal-solver.itch.io Thanks to Infectedfury for the "St...
Take a Peek #3 - REST API's, Game Jam and a goofy game to fix
มุมมอง 1342 ปีที่แล้ว
Making videos takes a lot of time and in case you wait for some - here's a short insight on what I am doing right now If you are interested in my little Endless Runner game - you can download it here: unreal-solver.itch.io Remember to hop into my Discord to stay updated! (Link in the About Section)
UE4 - Outline Material to Highlight Objects when Looked at Them
มุมมอง 18K2 ปีที่แล้ว
Tutorial on how to create an Outline effect when looking at an Object This video is an answer to comments from GorudenPanda and JuggernautX as well a great thing to learn! A thousand thanks to video from UnrealCG that made it possible to make my own tutorial for the Epic Community! Link to his video: th-cam.com/video/BWoVkQjYncY/w-d-xo.html&t Knowledge covered: -How to make an Outline Effect -M...
UE4 - How to make Scalable (and movable) Widgets?
มุมมอง 8K2 ปีที่แล้ว
A bit longer from the previous part but deeply explaining which math and how to apply it in order to be able to rescale the Movable Window from the 1st video Knowledge covered: -UMG setup and Anchors -Some lil bit expanded math -Events and Timers -Switch on Enum -Macros -Enumerators -2D Structs (XY)
UE4 - Open Door on integrated Trigger + Open on external Trigger (separate Actor) with matching ID
มุมมอง 4.7K2 ปีที่แล้ว
This is a video-answer to mxoyo's question on Reddit regarding doors In this example I cover the simplest setup for Door that are just rescaled Cube, they are animated with a Timeline Additionally there's a 2nd part that covers how to make a Trigger to be a separate Object and will open only doors that have the same ID as the Trigger! Knowledge covered: -Overlaps -Timelines -Casting -Rotation U...
UE4 - How to make movable Widgets?
มุมมอง 21K2 ปีที่แล้ว
Step-by-step Video Tutorial showing how to create a movable Widget! Knowledge covered: -Widgets -Timers -2D Structs -Some math DL to the Interactive Widgets: drive.google.com/drive/folders/1pc7sNe-pBs3TUmzuPqxVMjUVN9ipALh1
UE4 - Highlight in area using single Dynamic Material Instance
มุมมอง 1.1K2 ปีที่แล้ว
A short tutorial showing how to highlight objects in an area using only one material Things covered in this Tutorial: -Material Instances -Dynamic Materials -Casting -Dynamic Component spawn -Validity check Project is downloadable here: drive.google.com/drive/folders/1piaZ7j9HgzaWCIqJVoe4s7KuDmQD9dE2 under the name "Highlight_Single_M"
Unreal Music Player - Free App for Music Streamers, Live Radio Stations and Music Channels!
มุมมอง 2742 ปีที่แล้ว
Simple, amazing and fully customizable portable App that plays music and changes backgrounds that refreshes your content in background so you don't have to interrupt the Player! DL: drive.google.com/drive/folders/1ixJLCoM-SxovJkwYl-H77mW8PI6V3BcN Spread a word if you know someone who may want to use it as it's a free to use Software!
A game where the cat is better at Machine Learning than you! - While True: LEARN()
มุมมอง 2353 ปีที่แล้ว
A game where the cat is better at Machine Learning than you! - While True: LEARN()
Take a Peek #2 - Measurement tool and Unreal Room System
มุมมอง 6333 ปีที่แล้ว
Take a Peek #2 - Measurement tool and Unreal Room System
UE4 Tutorial - FPS Stand, Crouch, Prone system
มุมมอง 1.5K3 ปีที่แล้ว
UE4 Tutorial - FPS Stand, Crouch, Prone system
Arrays Explained - LVL 1.5 - FakeTrace for Multiple Objects
มุมมอง 3013 ปีที่แล้ว
Arrays Explained - LVL 1.5 - FakeTrace for Multiple Objects
UE4 - Arrays explained - Level 1 - Changes on random instances
มุมมอง 2K3 ปีที่แล้ว
UE4 - Arrays explained - Level 1 - Changes on random instances
UE4 - VR Grappling Hook + Discooter LVL2
มุมมอง 2073 ปีที่แล้ว
UE4 - VR Grappling Hook Discooter LVL2
UE4 - VR + Grappling Hook + Disc shooting gun + targets = a lil part of my game
มุมมอง 2233 ปีที่แล้ว
UE4 - VR Grappling Hook Disc shooting gun targets = a lil part of my game
UE4 - Grappling Hook based on Add Thrust
มุมมอง 9933 ปีที่แล้ว
UE4 - Grappling Hook based on Add Thrust
UE4 - Animated and customizable BP's without models with In-Editor preview!
มุมมอง 1223 ปีที่แล้ว
UE4 - Animated and customizable BP's without models with In-Editor preview!
UE4 Tutorial - Stand, Crouch, Prone System with Animations!
มุมมอง 4.8K3 ปีที่แล้ว
UE4 Tutorial - Stand, Crouch, Prone System with Animations!
UE4 - Easy Diablo III local co-op camera system
มุมมอง 2.2K3 ปีที่แล้ว
UE4 - Easy Diablo III local co-op camera system
UE4 - Lotto in VR but you throw bananas to interact!
มุมมอง 2443 ปีที่แล้ว
UE4 - Lotto in VR but you throw bananas to interact!
Thanks for the tutorial. But when I add it as a particle component inside an actor, the particle system become flat. Any ideas how to solve it?
@@codeslacker77 interesting observation. I'll take a look on that, btw are you using UE5 now?
@UnrealSolver Hi, I'm still using ue4.26. I ended up using spawn emitter attached node to spawn the particle system and it works just fine. But I found out that I need to set the particle to local space in order to make it rotate along with my actor. Also another weird thing is that if I use ribbon data to attach the ribbon on the primary particle, even using local position, the ribbon will not rotate with the actor.
When try to move the widget around it works for some microseconds then auto unclicks
HO, I can assume that it’s one of two following cases: 1 - time on timer is 0 (then it ticks once even if you select looping) 2- timer has Looping turned off Otherwise you have tick disabled or sth
Amazing guide! even through time
A master class and still working with UE5 Thank you so much
Thank you so much! Glad to hear that ;)
Congratulations! You just created a model for interdimensional Travel. All beings from other dimensions travel that way. They can even travel through a star without harm. A lot of beings think it's a wormhole but it's not. All the dimensions share the same positive and negative atoms. To make it simple it's like several energy streams. They consist of positive, negative and neutral streams. One must learn to jump from one positive to the other without interruption of one's own positive stream by crossing over one stream to the other without harm of your own stream. I've said too much, maybe you'll figure it out. Good luck.
I am unsure whether this was serious, meant to be a joke or was written by a fancy bot but anyway - it's hilarious, you've got me with this one :D
when i do it i cant drag it anytime i click and hold it just teleports
Make sure you have the right Anchors and math operations is doing the right calculations If you wish we can troubleshoot it on my Discord ;) discord.gg/ebWeqJv68B
Nice vídeo, How can I adapt it to 2D game?
In a 2D Game you just remove 1 Axis (depth) assuming it's fully flat, if your game is 2D but you can move a bit sideways you would need to keep the actual depth value when swinging to avoid moving the Character in a weird manner but rather on a 2D Plane Mostly it's just a matter of Axis and setting up Constraints - if you use XYZ in 3D, in 2D you just use XY, XZ, YZ, depending on the Project's setup dev.epicgames.com/documentation/en-us/unreal-engine/paper-2d-physics-in-unreal-engine?application_version=5.4
I had to watch in 0,75 speed, totally worth it. Why even bother with DragDrop shit when you can do this? Amazing my man!
could you make a video, where your third person character which is using for seeing for other players in multiplayer, will not get clipping into the wall, when in prone state, because the capsule component is way smaller, so for example half part of the body stucks into the wall and is hide.
You can use IK to prevent body parts from moving through walls/floors :)
@@UnrealSolver can you make a video about that? I think you will need blender for that right
is it possible to drag one of these windows on to (lets say you had 2 monitors) your other screen. So the game on your right and the floating window on your left? i.e. is it possible to make it exit the game space if you wanted
You would need some C++ to create a totally new Window as the Widget (and the whole game) exists only on the Client Window, so if you "exit" the borders it just disappears, but it would be totally possible to make a new Window and smash the Widget there to exist as separate instance ;)
Does this work on skeletal meshes too?!
Yes, you could add a Function that would check if it's a Static or a Skeletal Mesh, return it and then make a duplicate of it with this highlighting Material :)
Hi This is very good thing with the path recording. How do you delete R "Remove" all the location position from the recording Play all at once! I used Remove button - Remove Child-Target Scroll Boxpath and Selected location ? Multi selection? Thank in advance!
didnt work! It doesnt move the widget at all. When I use mouse pos minus canvas pos it will move but only once per click, does not update position every frame while mouse is held down. when I use mouse pos minus click location diff it doesnt not move the panel at all.
Are you sure you've selected "Looping" on the Timer? Also if you had - if the time is 0 it will tick only once
THANK YOU for this! Was able to convert it to c++ for my project, really appreciate quality tutorials!
Happy to hear that! Keep up the awesome work! 💪
Thanks bro! You are amazing, subbed and liked. Love u
Thanks man, happy to hear that! 💪 Pozdrówka i dziękówka :D
It's the simplest solution I found. Thanks
Awesome, thank you for Feedback and I am glad it was helpful!
thank you for this info! 5 star *****
Any idea why cylinder might not follow camera?
Possibly wrong attachment in the components hierarchy, maybe you attached it to the pawn or something else but not camera 🤔
this video should't be as hard to find as it was, super useful thank you
How do you only have 929 subscribers. You deserve much more, this video helped me a ton, i couldn't get this idea to work. Thanks a lot!
jatogorotebalnahy-
Ummm, whatever that means 😅
@@UnrealSolver would you take a look at my gun?👉🏻👈🏻
@@UnrealSolver Please
Thank you so much for this! By the way, is there a reason why you aren't using the built in UDragDropOperation for this? I'm just curious, since every other tutorial uses it
Thank you, glad you find it useful ❤️🔥 Theres not much reasoning besides its simplicity of the setup and its math and showing the diversity of setups that can give you pretty same functionality, also the “get slot as canvas” is not that known yet useful in UI ✌️
Just a tip that I'm using for my project, if you want to slowly open the door with multiple triggers (each trigger opens the door a bit) use add actor local rotation opposed to set rotation and set the custom open-door event to the "play from start" pin on the timeline node opposed to the "play". Might be a good idea to set the rotation value to a small number so multiple triggers must be hit to open the door wide enough to go through. IF this is what you're going for might also be good to get rid of the close-door parts of the blueprint and make sure all trigger ID's match. Awesome tutorial!
Thank you! ❤️🔥 I find this idea very cool for some sort of puzzle, you can additionally divide the max rotation (like 90 degrees) by amount of existing triggers (which don’t have to be pressure plates and all of them can be different) to get the exact same value on each trigger Or add some and final Trigger opens it fully. Possibilities are endless 😉
thank you
thankyou
Really nice, helped me a lot. Though, I do think a better implementation is making a bIsWindowHeaderHeld and setting the position of slot if bIsWindowHeaderHeld is true, from the Tick node.
I just used the texture...the rest is hard to follow and is way over complicated for something so simple...just add 2nd static mesh to your BP component list (same mesh as the first)...put the outline material on it...uncheck visible...use a sphere collision on overlap to set it's visibility...end overlap just set it not visible again...K.I.S.S
good tutorial thanks a lot ! only thing to say is that if you need to do something on tick, do it on tick, its there for a purpose. those half assed 0.01s looping timers are not any better
That’s totally true :) Tick exists to be used and this wouldn’t be so much to run a short function checking if we’re trying to move the window under the cursor, thanks for the insight and your kind words 🍻
Thanks, I followed the drag and drop Unreal tutorial but there was a lot of weird annoying behaviour. This is much better.
Thanks :)
...So i been trying to make this bar working and i still have issues with the red bar (canot get it to work :))) )
Hi, I saw your other comment which got a bit more explanation. As it's hard to explain just in single comment I made a Project just for you that contains following functionality: - HUD Updates 2nd Bar for Enemies when they are in range (if not it kinda greys out) incl. their name - Automatically selects 'closest' enemy (not really since it makes one iteration only so it doesn't end up with closest one mostly) - Enemies have names and you can see target's name having sharp brackets like >NAME< as indication of being your actual target - Two types of damage (randomly, you just spam left mouse button to attack): = Normal Attack = Status Attack - 3 statuses with damage over time, different status and critical have different colors of the damage text - A little bit of damage calculation which is very basic but includes Attack and Defence power etc. - Uses BPI, if you don't know it yet - better learn about it asap as it's useful and cool :) - Has very simple but working AI that attacks you And some more stuff :D If you realize what is what in the Project you can modify things and see the results, you can base on my Project or copy-paste snippets or whatever you just like, hope it's gonna help you out ;) Made in Unreal Engine 4.27 drive.google.com/file/d/1bSLwB2dRWj0hAyUjuikAW_HAL_LxXvG1/view?usp=drive_link
@@UnrealSolver wow man ...did you just bother make this ,incredible :D but thank you verry much lol ....on the bar from this video i managed to put it on my project on enemy and on player but only updating the green ones on damage ...didnt figure out how to update the red bad unreneeth the green one :D ....wow thanks for the tweeks and i hope il figure out im interested on the bar this type like tekken style :))) ...wich was my favourite game back in the days sience tekken 3 :)) ...thank you il get intoo that project to see what can i learn from it ..:X you the best thank you!
@@UnrealSolver Reedit: you shouldnt have it done it so complicated haha ...i never saw this damage style before (im used to event any damage and apply damage wich are more comons haha ,,, now you have me confused more :)))) il just try to implement that health bar teken style on both enemy and player see if i get it to work :D ...thank you anyways ,you dowing great work (your code seems so advanced) :D but i like the random damage feels more flexible to have more options with it than the normal 'random float in range' ! or mabe im too begginer haha
for the Red Bar you need to do two things: 1. Start the P2 HP Update Timer which is in the HUD Widget which is referenced in the Pawn so if you access Pawn you can access HUD Widget and run the Event :D 2. Set "Timer ON" Boolean to True (or you can do it as in the Project I shared - it's in the Timer so there's no need to do it separately) Green bar goes instant, Red Bar is on Timer, it checks if Actual HP is greater than Last Known HP and if not - make it shorter to finally fit the green bar size
Haha, yeah, maybe it's a bit much for the first sight but it's a pretty full example of usage of such System the Damage System is basically a BPI, as well there's a 2nd BPI for providing some values from Enemy to the HUD The convenience of BPI is that you can try to call it on any Actor and if he doesn't have it implemented (or the Function you try to call) he's not gonna do anything and no errors would happen, but if Actor implements this BPI it will run this Function(Message) and do the appropriate code To visualize it - imagine having a horde of people, some have bows, some have swords If you scream "Attack" - archers and knights would reply differently If you scream "Shoot your bow" - only archers will reply, knight would not have this Function implemented and so he will not respond even if you shout to everyone I hope that makes sense and this is what's happening with the Damage :P It simply informs that "hey, if you have the Damage BPI implemented then do the Default Damage or (randomly) Status Damage now!" without the need to Cast anywhere You will also see the "Does implement interface?" node within the code So basically if you follow my video and instead of Casting to MyEnemy - you can create and implement BPI and call any Function you created there on the enemy you're facing and affect only his own HP Also check the Function for "checking for enemies around" - there's the enemy reference variable being saved (variable type is Actor) and the Attack Custom Event :P
Hey, Great tutorial there! How do I update my current health variable to previous health variable while receiving damage?
Thank you :) As per video - there's a Variable called "last known HP" but it's being changed when the timer starts for the red Progress Bar so you may need an additional Variable, call it for example "Previous HP", when a Player gets a hit - Set Previous HP to Actual HP, then change Actual HP to the calculation after damage and so you have your previous HP stored and unaffected until you get another hit, and so you can use this Variable to update your health to this value :) Hope that makes sense :D
thanks ,realy great :D
Thank you! Glad to hear it was something for you ^_^
@@UnrealSolver yes something (not realy what searching but for sure wil help start with ..i wanted a dyanmic bar with decreasing by dots (like 000000 many small circles ) splitted and when decreasing to start dissapearing 1 or 3 or 5 depending on the amount of damage but smoodly not 3 at once kinda like this bar smoodly decrease) but yea something will help starting i supose i need only the bar design and figure out how to decrease those separate dots :))))
For a Circular Progress Bar check out this tutorial from one of my favourite Channels: th-cam.com/video/9NtSfPq95fQ/w-d-xo.html The delayed vanishing will be very similar to what I show on this video - you will still need 2 Progress Bars where one will make the vanish effect (blinking, changing color or whatever you like) and the main one will decrease instantly :)
@@UnrealSolver ohh not circular :D ....the bar to be in a straight line just like yours but inside the bar line to be little dots and when decreasing to dissapear smoothly 1by 1 (depending on damage percentage)
Oh, I see, then following: You need 2 textures - one is your bar design, the other is the mask (black/white only) - white will be the visible part, black is what will be covered - that way you can make as many dots as you want but just make sure to calculate them to make it convenient with your damage calculation so you always will have the HP clearly visible ;) Edit: then you make a Material out of it, make sure to make it "UI" Material (in the material itself select the default node with all parameters and in the Details you can select the texture type) then apply to your Progress Bar
quick question, how could i use this on a character, for some reason its not working on my enemy character, my guess is because i havent casted it to the enemy but only static mesh actors
For a non-player character you will need a different approach since Player uses camera + LineTrace, a NPC is unaware and doesn’t look around to find something on their own. You can check my video about Highlighting Objects and use that approach - create a sphere around, find all actors (at best with tag or branch that checks if mesh is simulating physics), select an actor from the Array (can be randomly selected, or closest etc, it’s up to you) and then apply the logic for pulling towards NPC, then when object is close enough to the NPC - use the push function towards player instead of camera direction Hope that helps :)
Also you can make a short research for a “physics handle” and use that so the object can be grabbed, placed nearby the NPC while still simulating physics in air and then give some random timer or let the NPC look at player and throw it ;)
woah, thank you for all this info, ill definitely try it out, definitely subbing after this!@@UnrealSolver
@@mahersabit9265 thank you ❤️🔥 glad to hear it’s been helpful, if you need anything more at best let me know via Discord :)
thank you, just joined XD@@UnrealSolver
This tutorial is cool and very easy to understanding. Thank you for upload this video
Absolute saint
Hi, i really liked the video but sadly i can't figure out why this won't work for me. Everything seems to be working fine, but the mouse click doesn't seem to be getting registered for as long as i hold it down because the window will move a millimeter towards where i drag it. I've gone over the the video so many times now, everything seems to be linked up right. Any idea how this could happen? Maybe some kind of setting somewhere? I'm really lost and would love to watch the next video about this but there is no point if i can't get this to work.
Hi, glad to hear you like it ;) It sounds like there’s something with the timer - did you select “looping” on the timer so it runs until you stop it manually? There may be other things too but check this out, also if possible - share a screenshot of your BP Setup on my discord (link in About of my channel)
@@UnrealSolver Such a quick response thank you. I managed to make it work, but honestly i just restarted unreal, duplicated the widget and replugged the pins, and it worked so maybe my project was being strange xD I was wondering if you'd by any chance would know how to make these calculations on a 3d widget? The code is definitely firing and the window is trying to drag but it doesn't seem to find it's place. I'll hop in the discord anyway because you seem to have some interesting stuff on your channel, but i was wondering if this was even an option in this set up.
@@katiekaliber you’re the 2nd person asking for such functionality on a 3D widget. Although I don’t know the answer for it right now I will take a look on it and make a proper tutorial :)
This is really helpful thank you. What I'm going to try and work out is how to store all player refs on begin play and them add their mesh locations in a foreach
Thank you for your words, glad to hear it was something useful! ❤️🔥 Easiest method (for your question) would be to use GetAllActorsOfClass where the class is the Player Blueprint, pull out from the blue pin and type “location” to find GetActorWorldLocation (or sth similar) and Add to Array (you can create an array of vectors beforehand or create this Add macro node, connect the vector and then right click on the Yellow Squarish Array Reference and select “promote to variable”) Then you will be able to iterate through them later using ForEachLoop ;) To find the middle point of multiple actors a good method will be to make a double ForEachLoop to compare distances between all actors, additionally you will need a Float variable (can be a local variable in a Function that will calculate it) to store the found length and compare if it’s longer than the previous ones found Remember that you have a node called “Distance(vector)” so you can check distances easily as a float, the loops will simply compare if ActualDistance > Float Variable distance and if TRUE = save the float to that value and both vectors (so you can still refer to them, you can use a Local Variables again to make no mess in main BP) You want to save vectors because at the end of the both loops you need their locations, get the middle point as on my video and that’s gonna be the camera placement Hope that helps… and doesn’t confuse much 😆✌️
@@UnrealSolver Thats perfect!, thank you for taking the time to write that out, thats very kind
god bless you , thanks💐
Glad to hear it was something just for you ❤️🔥
I can't get this to work in 5.2 I changed Overlay Material option on the actor and the mesh is constantly highlighted... On the end of component begin overlap i used set overlay material node but nope, nothing is highlighting at all...
Hi, I do not use UE5 as for now, please check comment from Mr. @AlignmentsProg :)
@@UnrealSolver I got it to work from his comment thank god haha. Thanks very much for the tutorial
YES! YES! LOVE IT
I am happy to hear that! <3 Thank you for your words ^_^
You say "Wonderful" just like Zoidberg and I love it! excellent tutorial by the way, subbed!
That’s wholesome! ❤️🔥 Thank you 🙏🍻
If I don't create the controller base and HUD? Can I do that? I appear this error "PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SlotAsCanvasSlot_ReturnValue". Node: Set Position Graph: EventGraph Function: Execute Ubergraph WPT Popup Blueprint: WPT_Popup"
Of course you can skip the controller and hud creation and have it working Accessed none error = you try to use something that is not valid (doesn’t exist, is being destroyed, is empty, etc.) so this is your coding issue and has nothing to do with having or having not the HUD and Controller
@@UnrealSolver But I don't know why my widget can not move. I already followed follow your step. The blueprint of he movable user interface as same as 4:18.
I just have one main_ui and one_ui(like your some window). And then, the blueprint of one_ui is same as 4:18. And the level blueprint as same as 4:19.
oh, I solved my problem. I need to notice which container including my wanted movable widget. Thanks!!! I also still looking forward to your mini-video player tutorial video. :)
@@李佳奇-w9z at best share some screenshots on my Discord, I cannot imagine what is your issue exactly (link in About of my channel)
Yikes, why all the editing? Can you not just narrate what you do in real time? Appreciate the tutorial, but you cut out so much it makes it very difficult if not impossible for a beginner to follow along.
Yeah, when I watch some of my videos later than just after editing I know what you mean. Although possible to follow for newcomers it may be hard. Still learning as a Video Tutorials Creator, hope to get better over time Appreciate your feedback and will see what can be done to have even better experience! <3
Awesome tutorial, very informative. Anyone else notice MJF's AEW theme song playing in the background? XD
Thank you mate! ❤️🔥 It’s rather rare that someone recognises names of songs, nice one 🤌
Very helpful. Good and fast pacing, everything Explained and Shown. Maybe use the timestamp to get more experienced programmers to the part they need. Keep it on!👍
Thank you so much and as well thanks for the suggestion, that totally makes sense! 🤌❤️🔥
I'm wondering what it would be like to resize just the top as the bottom..
Good question that will be hard to explain in a single comment 😅 But as for the concept you will probably need to move the widget + rescale at the same time That’s because you will change the top left corner position when scaling from there and with that - the Widget Location has to change accordingly to your mouse movement and scale it down so the bottom and/or right side remain in place ;)