Unreal Engine 4 Tutorial - Damage Types & Status Effects

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  • เผยแพร่เมื่อ 24 ก.ค. 2024
  • In this video voted for by my Patrons and TH-cam members I explain how you can use the Damage Type class to add status effects to your damage hits.
    There will be a series going into more detail about how I set up the demo game you see in this video at a later date.
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ความคิดเห็น • 42

  • @stephancam91
    @stephancam91 2 ปีที่แล้ว +1

    Brilliant Tutorial! I'm always waiting, with excitement, to see what you come with up next. Thanks so much for producing all this fantastic content!

  • @1d33f1x3
    @1d33f1x3 2 ปีที่แล้ว +1

    This was exactly what I was looking for, thank you!

  • @getrekt8365
    @getrekt8365 2 ปีที่แล้ว +1

    Amazing topic! Great video as always!

  • @CosmicComputer
    @CosmicComputer 2 ปีที่แล้ว

    Man I swear, all of your tutorials come out right when I need them!

  • @reeanimationgaming1034
    @reeanimationgaming1034 2 ปีที่แล้ว +4

    YES!!! I’ve been looking for how to do things like on fire and how to deal with that along side damage types.. Thank you!! Well, I haven’t watched your video, so you might not cover what I need.. But, I just HAD to share my excitement 😁

  • @hewhoisme4343
    @hewhoisme4343 2 ปีที่แล้ว +2

    I'm gonna start working on spells for my game soon so this is great timing!

  • @ThanatosTheDH
    @ThanatosTheDH 2 ปีที่แล้ว +6

    I would love to see a full tutorial on how you set up everything in the final showcase. Monster AI, the UI's, collisions, all of it. I know it would be like 30 Part series but I'd watch haha

  • @j3_Unknown
    @j3_Unknown 2 ปีที่แล้ว +1

    k this needs a cup of coffee with the project opened to figure out every single code he mentioned.
    but rlly thank U for this tutorial I rlly got benefited from this tutorial and I will use this way 2 much in my game

  • @keelei
    @keelei 2 ปีที่แล้ว

    Super nice video. Thanks!

  • @suitoha9336
    @suitoha9336 ปีที่แล้ว

    Thank you for the informative video!

  • @Mexmorize
    @Mexmorize 2 ปีที่แล้ว +1

    Hey Ryan, I've been really loving your videos as it's been helping me really get a move on with creating my game! I wanted to ask if you have or could do a tutorial on gold and exp increase once a mob is killed for the player that last hit that mob. That would be sooooooo fantastic but just a wish :P Keep up the great work!

  • @laithalhebsi6823
    @laithalhebsi6823 2 ปีที่แล้ว

    Really awesome

  • @rangergamestudios3353
    @rangergamestudios3353 2 ปีที่แล้ว

    Thank you so much I've needed this your a fu**ing life saver

  • @reeanimationgaming1034
    @reeanimationgaming1034 2 ปีที่แล้ว +2

    Ok, NOW I have watched it. It's brililant.. I will have to watch this video multiple times before I will fully understand it. A lot is going on with components and interfaces and what have you... But this is something I need... I would love if you could go all the way with this, and show how to add the stun and blind, and maybe knockback :-) Even the damage numbers too.. I have been searching for this for years now, and I can tell you, that there arent any good videos on this on youtube.. So you actually have a chance to fill a whole here.. Good job! I will try this out very soon! you are the man Ryan!!! 👌

    • @RyanLaley
      @RyanLaley  2 ปีที่แล้ว +3

      I have on my list of potential series to revisit the ability system series with an updated take on it that centres around 3rd person action games that includes damage classes and status effects.
      Don't when I would get to it though

    • @reeanimationgaming1034
      @reeanimationgaming1034 2 ปีที่แล้ว

      @@RyanLaley This is still enough for a good starting point, then I will fumble my way to the other effects 🙂
      Thanks for making all these videos! ❤️

  • @juggernautx1779
    @juggernautx1779 2 ปีที่แล้ว

    Great video, I been trying to do this but couldn't figure it out much
    Can you do another video (Part 2) on how we stun enemies or deal extra damage or damage multiplication depending on their Armour they're wearing?? Will be much appreciated

  • @trace9766
    @trace9766 2 ปีที่แล้ว

    you sir, are a wizard

  • @MoisesConejo
    @MoisesConejo 8 หลายเดือนก่อน +1

    Gracias

  • @WWatson99
    @WWatson99 5 หลายเดือนก่อน

    There's a couple things I'm confused about. Firstly, why did we make the 'SetOnFire' function in the damage type if we used the Interface? Secondly, how are you triggering the stun on the enemy hit by the lightning spell?

  • @seupyrassic3144
    @seupyrassic3144 2 ปีที่แล้ว

    @ryan how hard is this to setup for multiplayer?

  • @dustbunnyentllc5317
    @dustbunnyentllc5317 2 ปีที่แล้ว +2

    Does this work for multiplayer?

  • @Salaudo
    @Salaudo 2 ปีที่แล้ว +1

    Hello Ryan! I was wondering if you would know how to make a dialogue system similar to Life is Strange: True Colors? One where you scroll for your dialogue choice as well as a possible time limit for it? I'm wanting to create something similar with my game. As far as I've gotten is that maybe it's done through a widget blueprint but I can't be certain of course seeing as I've hardly any experience. Would be great to see something like that! I look forward to your content otherwise. Thank you!

    • @RyanLaley
      @RyanLaley  2 ปีที่แล้ว +1

      Coming very soon

  • @xTwistedmarionettex
    @xTwistedmarionettex ปีที่แล้ว

    Just curious, I'm messing around with the code and its looping quite a bit, how do you remedy this or what was the failsafe you put in? Maaaayyy of missed it :3 but other than that greaaat stuff. now have bleeds and poisons

    • @xTwistedmarionettex
      @xTwistedmarionettex ปีที่แล้ว

      applying "coating" to my weapons by making the damage type a variable, was hoping youd have some insight on the infinite looping when you strike them like where would I put a validated get or a is valid node? Thanks!

  • @emilioconde8782
    @emilioconde8782 ปีที่แล้ว

    mine keeps burning my enemies until they die any tips?

  • @audrey0919
    @audrey0919 2 ปีที่แล้ว

    Is there any way to prevent the effect stacking? when i set fire while its already lit, another fire actor spawns.

  • @rangergamestudios3353
    @rangergamestudios3353 2 ปีที่แล้ว

    Bro u even do polymorph thank u bro 😭😭😭😭😭😭😭😭😭

  • @gardbrom
    @gardbrom 2 ปีที่แล้ว

    how can i prevent effects to duplicate on the same actor.

    • @leonelsandoval987
      @leonelsandoval987 10 หลายเดือนก่อน

      Use a Branch

    • @naysayer5539
      @naysayer5539 7 หลายเดือนก่อน

      Could you expand on this? would you put it in the component after 'SwitchonEStatusEffect'? using a boolian 'IsBurning?' and setting it to true? if so, how would i know when its destroyed? is there a node I could use? Im just throwing somthing out there @@leonelsandoval987

  • @MrMaxymon
    @MrMaxymon 2 ปีที่แล้ว

    i'm sure i'd get my answer just by googling it. However, how "simple" will this be to replicate for multiplayer?

    • @seupyrassic3144
      @seupyrassic3144 2 ปีที่แล้ว

      Have you figured this out ?
      I know I have to multicast just doing it can't think how with a Event on hit

    • @MrMaxymon
      @MrMaxymon 2 ปีที่แล้ว

      @@seupyrassic3144 I haven't tried yet.

  • @d_Howard
    @d_Howard 2 ปีที่แล้ว

    This is great! I need something like this for my zombie game. But first...Ryan...anyone...I have the zombies following the player. Now I need them to run through their attack animations. As it is, they just stand there looking mean and ugly.
    Any tutorials out there that can help?
    Thanks!

    •  2 ปีที่แล้ว

      Unreal itself has a ton of TH-cam tutorials on their channel.

    • @d_Howard
      @d_Howard 2 ปีที่แล้ว

      @ Yes, but I am having a hard time finding tutorials on one particular aspect of animation. I can't believe it's that rare or difficult.
      I want to add a chain of animations to a game for an NPC. Not to the player character; not the sequencer. For a game.
      For example, a guard on duty atop the wall of a castle. He walks 10 yards or so, stops and looks out over the horizon, scratches an itch, walks back a ways, looks out and sees the Player and shouts the alarm, etc. This would be an animation that the PC would trigger and see, then decide what to do.
      Or maybe a deer in a forest. Walks down to a stream, looks around warily for danger, stoops and gets a drink, looks up and sees the PC, then runs off. Again, an animation that the PC would trigger and observe.
      Remember the Kite Demo that Epic Games released a while back? The kid ran, bent over breathing heavily, looked up, started walking again, then broke into a run. Could that sequence of animations be linked to an NPC that player characters could trigger?
      Thanks!

    •  2 ปีที่แล้ว

      @@d_Howard You could always just trigger the behavior, maybe have a point of interest, if interacted play montage on a do once with a delay reset or something.

    • @d_Howard
      @d_Howard 2 ปีที่แล้ว

      @ Yeah, that much I get. What I can't figure out is how to string several different animations together smoothly.
      For example, I have an animation of a deer walking. How to I add to it to get it to stop walking? Then look around, bend over and drink, etc.
      Do I need to trigger each one separately?
      Also, will a montage work during gameplay?

    •  2 ปีที่แล้ว

      @@d_Howard So I'm going to suggest watching a bit from Coqui Games on his animal behavior kit (also well worth buying, but regardless). He gives really good tutorials on how to work with his system, which may better explain a good and fairly optimized approach as he walks through how to change his system. I'd then use wtf is channel to fill in what each of the things he's using are, and in the end, if you make it somewhere purchase his pack on appreciation of the work. I'm not affiliated or paid to say any of this, just appreciate his stuff as it helped me fill in on this better.