Would really like a tutorial on a system similar to the amnesia games if you could do it. Picking up and dragging objects around. Or just more environment interaction tutorials in general.
Hi, i am a new Unreal user, arriving from Unity and I am a bit confused about the editor tabs and layout. Could you make a small video or a short telling that?
No problem! I do already have a beginner guide on UE5! th-cam.com/video/2ZHcoa7nBhM/w-d-xo.html If you have any doubts or any tutorial requests let me know
@@GorkaGames I tried it but it does not have a good feel to it, they created such a good camera angle constrains that player cant break. Even looking up and down. And you can look your character from the front when you want. In game you dont think about it, but is is very clever system.
Just a question, instead of changing and setting meshes (especially when dealing with BPs with multiple static components making up a single object) why can't you do all of this the same but just bring the blueprint of the interactable object closer to the camera and make it follow these controls, then delete the bp once the item "confirms" pickup after inspection? What are the downside of this?
I currently have a tutorial on a save and load system: th-cam.com/video/14wmGdbhLOA/w-d-xo.html If you want to save your current level just create a new variable on the BP_GameSave, and save it and load it like with the position in the tutorial!
@@GorkaGames yes but I created a menu, to pause my game and I integrated the save system into the menu but as the game is paused, it does not work, what do I do?
What if i have multiples items on the scene? Is there a way to follow this method and set the character blueprint to interact with "E" on every single item instead of only one?
For those of you who are wondering this i have a solution! It might not be the best but hey it works: Instead of using all the different keys, you can make it so you can press and hold one key, by: -Make an 'Input Action', - Call it 'Use all' (or whatever), -Go into FirstPerson>Inputs Then in the Pre existing 'IMC_Default' -Add a mapping with the same name as the Input Action (Mine is 'Use All'), -Select a key you want to assign to your action on your keyboard after clicking the keyboard icon. -Then in your First Person Character/ Third Person Character, delete the keys you used for the pick up and stop, and instead: -Search for the EnhancedInput Action aka the 'Use All' (The Input Action), -Out of Triggered, plug into the 'For Each Loop' -Out of Completed, plug into the 'Branch' Thats Its, For the rotating ill get back to here, its just a thing i have found worked, if it made sense at all!
I followed everything in the video up until adding the output to the interface. I am using Unreal 5.2 and for some reason it is not letting me change the boolean to a static mesh. The only options are boolean and array. How do I fix this? Please help, this video is the most understandable for what I am trying to do in my thesis but I am stuck at this part.
spawn the actor in the same coordinates, or don't destroy the item. for the spawn. just use the "spawn actor from class" function, the transform includes location, rotation, and scale, but you only need the location, so you can split struct pin, to separate it. now get a vector variable and just put the location coordinates in it(the location where you want the item to be), and then plug it into the location part of the spawn actor node. hope this helps
Sorry but this tutorial is garbage. The system is very buggy as once you pick up the item you can repeatedly click E to make it appear and re appear. And you can't even put it back down. Gorka's got better tutorials.
This would be lovely to add to your already made inventory system. Kinda like inspect selected items in the inventory
yeah absolutely that would be a cool feture to implement, I will see what I can do!
Please do a tutorial implementing this into an inventory menu resident evil remake style
Anyone know if he did incorporate these two things together?
Bro your tutorials are insane. You're so clean i subscribe ! Thanks a lot
dude you're a life saver
Commenting for the algorithm xD
Haha thanks!! I appreciate the support
Would really like a tutorial on a system similar to the amnesia games if you could do it. Picking up and dragging objects around. Or just more environment interaction tutorials in general.
Yeah good idea! I will note it down for a future tutorial.
Nice tutorial! one question, how to repositioning the item? without the destruction of it
Yes, I don't know how to do this either
This guy deleted the tutorial i sent you. . . Matt Aspland has a tutorial on it.
Can u also make this with hand holding inspect? Awesome tutorial💙
Thanks!! Yeah, I will let you know when its out!
Could you tell us quickly how you would make the bleuprints to place back to object instead of destroying it? Thanks!
Probably not the best solution but u can respawn it after destruction? Just a workaround i guess. .
Check out Matt Aspland's tutorial on it...
Hi, i am a new Unreal user, arriving from Unity and I am a bit confused about the editor tabs and layout. Could you make a small video or a short telling that?
No problem! I do already have a beginner guide on UE5! th-cam.com/video/2ZHcoa7nBhM/w-d-xo.html If you have any doubts or any tutorial requests let me know
yeah i understand i am in the same boat
took me a good few weeks.
Could you replicate camera movement from RE2 Remake ?
Yep good idea! I will note it down
@@GorkaGames I tried it but it does not have a good feel to it, they created such a good camera angle constrains that player cant break. Even looking up and down. And you can look your character from the front when you want. In game you dont think about it, but is is very clever system.
I wish tutorials would stop using 4k screen grabs, the fonts are so small....it's hard to follow on a laptop.
4K monitors do make all the user interface smaller, but also the UE UI is very populated on the screen, but I will try to improve it
Just a question, instead of changing and setting meshes (especially when dealing with BPs with multiple static components making up a single object) why can't you do all of this the same but just bring the blueprint of the interactable object closer to the camera and make it follow these controls, then delete the bp once the item "confirms" pickup after inspection? What are the downside of this?
This is soooo cool - Thank you!!!
absolute lifesaver with the delete and re-import bug fix
Hi
I got a problem if u can help me with it
My J key doesn't stop the viewing
I followed you step by step, what might be the issue??
Is there any hope to get my question answered?!!!!!
that can be put in a button at the inventory?
can you make a save system with a multilevel game ? pls
I currently have a tutorial on a save and load system: th-cam.com/video/14wmGdbhLOA/w-d-xo.html
If you want to save your current level just create a new variable on the BP_GameSave, and save it and load it like with the position in the tutorial!
@@GorkaGames yes but I created a menu, to pause my game and I integrated the save system into the menu but as the game is paused, it does not work, what do I do?
What if i have multiples items on the scene? Is there a way to follow this method and set the character blueprint to interact with "E" on every single item instead of only one?
Did you find a solution for this???
For those of you who are wondering this i have a solution! It might not be the best but hey it works:
Instead of using all the different keys, you can make it so you can press and hold one key, by:
-Make an 'Input Action', - Call it 'Use all' (or whatever),
-Go into FirstPerson>Inputs Then in the Pre existing 'IMC_Default'
-Add a mapping with the same name as the Input Action (Mine is 'Use All'),
-Select a key you want to assign to your action on your keyboard after clicking the keyboard icon.
-Then in your First Person Character/ Third Person Character, delete the keys you used for the pick up and stop, and instead:
-Search for the EnhancedInput Action aka the 'Use All' (The Input Action),
-Out of Triggered, plug into the 'For Each Loop'
-Out of Completed, plug into the 'Branch'
Thats Its, For the rotating ill get back to here, its just a thing i have found worked, if it made sense at all!
Make those items into one piece, following this tutorial.
how would we be able to move the object closer and further from the player? for instance with using mousewheel
perhaps change the FOV of the camera actor upon mouse scroll
thx dude!
thank you!!
I followed everything in the video up until adding the output to the interface. I am using Unreal 5.2 and for some reason it is not letting me change the boolean to a static mesh. The only options are boolean and array. How do I fix this? Please help, this video is the most understandable for what I am trying to do in my thesis but I am stuck at this part.
I can't find InputAxis Turn Right/Left and InputAxis Up/Down. Any helps?
How do I get the item back to the same location after inspect?
spawn the actor in the same coordinates, or don't destroy the item.
for the spawn. just use the "spawn actor from class" function, the transform includes location, rotation, and scale, but you only need the location, so you can split struct pin, to separate it. now get a vector variable and just put the location coordinates in it(the location where you want the item to be), and then plug it into the location part of the spawn actor node.
hope this helps
But why when you investigate it, the item disappeared?
cool 👍👍👍👍
thanks!!
thank youuuuuuuuuu
hello guys ı am doing that in third person but ı cant find 13.27
pls quick help
Awesome
thanks!
14:00
\o/
😄
@@GorkaGames hehe :P
@@tomaslaaperi5849 🤣🤣
Sorry but this tutorial is garbage. The system is very buggy as once you pick up the item you can repeatedly click E to make it appear and re appear. And you can't even put it back down. Gorka's got better tutorials.