I'm sure there are multiple ways you could do this, but I really like how simple this one is :) If you know how to make it even simpler, definitely let me know in the comments-!!
Love this! I would recommend refactoring this to avoid using event tick unless absolutely necessary though. This can get very heavy on the performance when the scale of the game increases.
Thanks for letting me know, The next few videos I've kinda already recorded using tick, but afterwards once we got the gist of how the basic features work, I'll be focusing more on optimization for sure - Thanks!
Do you happen to know about the trade-offs between C++ and blueprints? I did something in blueprints that was very logically sound as far as I could tell, but didn't work great, and I have a hypothesis, but nobody to back it up
You could make some crazy puzzles with this. Reminds me of the old dos puzzle games.. Forgot it's name but you basically built giant trap contraptions. You whom read this will almost guaranteed know exactly what I'm talking about.
Unfortunately these style of key bindings are deprecated and are set to be removed from the engine soon. "Enhanced Input" and Input contexts are the way to add key bindings now.
This is really good to know - Do you by any chance have any video links you can recommend to learn how to implement those?? I'd love to look into those once I finish the next couple vids :)
@@TheRoyalSkies there are some good videos here on youtube for the basics, but since most of them are for UE 5.1, just note, that now Enhanced Input also has Combo and Chored Actions :) Additionally, in the UE Online Manual is a good overview about the different output pins from those Enhanced Input Events (like, Trigger, Start, OnGoing). I would show it, but youtube being youtube with links...
I'm sure there are multiple ways you could do this, but I really like how simple this one is :) If you know how to make it even simpler, definitely let me know in the comments-!!
Love this! I would recommend refactoring this to avoid using event tick unless absolutely necessary though. This can get very heavy on the performance when the scale of the game increases.
Thanks for letting me know, The next few videos I've kinda already recorded using tick, but afterwards once we got the gist of how the basic features work, I'll be focusing more on optimization for sure - Thanks!
Do you happen to know about the trade-offs between C++ and blueprints? I did something in blueprints that was very logically sound as far as I could tell, but didn't work great, and I have a hypothesis, but nobody to back it up
Now I feel that someone should make a game involving giant pastries.
Hahahaha
thank you. fixed my 3h problem
Useful information. Thank you.
You could make some crazy puzzles with this.
Reminds me of the old dos puzzle games.. Forgot it's name but you basically built giant trap contraptions.
You whom read this will almost guaranteed know exactly what I'm talking about.
thanks, this will help me for when i want to rotate donuts in my game
Are you going to show a way to control the rotation yourself, instead of just auto-rotate, would be great!
Loving the series!
Just by using this and the last video you can already do that.
Good stuff my G
Thanks
You can make it with enhanced input in ue5 or action+axis mapping+gate in ue4,its more customizable
Mmmm, tasty donut!
Unfortunately these style of key bindings are deprecated and are set to be removed from the engine soon.
"Enhanced Input" and Input contexts are the way to add key bindings now.
This is really good to know - Do you by any chance have any video links you can recommend to learn how to implement those?? I'd love to look into those once I finish the next couple vids :)
@@TheRoyalSkies th-cam.com/video/d2j5agECdOo/w-d-xo.htmlsi=kISpw6UMM5AM1lfn
This one is great, and shows how to set up the Player or Pawn movement.
@@TheRoyalSkies i wrote a guide in your discord in the help thread
@@TheRoyalSkies there are some good videos here on youtube for the basics, but since most of them are for UE 5.1, just note, that now Enhanced Input also has Combo and Chored Actions :) Additionally, in the UE Online Manual is a good overview about the different output pins from those Enhanced Input Events (like, Trigger, Start, OnGoing). I would show it, but youtube being youtube with links...
A doughnut. Blender Guru was here.
🎉
🤩
I wanna comment
But it won't do anything right now lol
It's cool man - Early comments are just as good as new ones lol