8:09 only 1 EventBeginPlay (EBP) node is allowed, so if it's already being used (like for player controls), moving the pin to the widget will unplug it's current connection. I was able to connect the EBG to the widget node, widget node to the AddtoViewport node, and then plug that node into the default CastToPlayerController node and everything seems to be working fine.
This is the tutorial that I want... I really loved the way how you have taught each and every piece of information in detail... Even a kid can understand it very well... Now please make a video on how to save that number of coins that have collected as a high score... As the player restarts or lose the game, the value would be stored and will display in the screen next time...
Glad you liked the video 🥂 In order to make that feature you need to implement a saving system using game instance. I will cover that If I find some time to come up with something. but I am sure you can find a lot of content on this topic on youtube
5:20 if you want to have different variations of pickups, with different values (think Sonic rings being 1, and special rings being worth 50 instead of 1. REd coins in Mario being worth 2, and blue coins worth 5, you can promote the second input to the Add node to a variable and name it "____value". Then, in each blueprint class you can custom assing values to each variation/instance of the basic pickup you're counting.
Thanks man, quick question, I'm trying to have a projectile hit the coin and add to the same count as when the coin is hit by the character, the very last step is "Get Player Character" but I cannot figure out what to "get" to assign to my projectile which is an actor class, not sure if that makes sense but if anyone can help I'll be grateful!
hey mate, you need a little research on blueprint communication and I am sure you will find the solution, you need some proper casting, that's all you need to do
Will this cause every coin to take up tick performance, on every coin in the world? Would it be more lightweight if this logic was rather in the character BP to check if the collision is only with the coin at that moment? So then there are only ticks on the character?
How can I make the currency counter maintain the value when it goes to another level? if I grab 2 coins in the first level, how do I do so that when I go to the other level the counter does not return to zero and continues to maintain the same value?
hey, sorry for the late response, well you need to make some saving and loading systems for your variables, there are some tutorials about this topic on youtube I think this is what you need
It's not that hard, you need to define a big box or sphere collision, then get location of the player on begin overlap and then set the location of the coin based on that. to make the movement smooth and not snappy, you can use a timeline.
Good buddy! I'm sure you already know but for others, try with an event dispatcher or an update function in your Character or Game mode to avoid the Cast each time to save resource. However, you method is simple for new comer.
you are welcome , yes just add a /5 text in front of the coins number and then in the third person character blue print , you need to make a widget and add it to the blue print with the condition of the coins integer equal to 5 .
yeah that`s true . you can do it that way as well . but I wanted to work with the get and set nodes so it can be a little easier to understand for beginners .
Thank you for this tutorial! I have one question: How is it possible to have the coins spawn again in the same location a few minutes after they have been collected?
well I think when we destroy the actor nothing works after, I am going to take a look at this subject and make a video about it . I think it's a good question to cover
Are you using a possesed pawn by any chance? I'm not a unreal expert but I had the same issue. When Casting replace "Get Player Character" with "Get Player Pawn". Hope it helps
@@UnrealART It doesnt trigger any functions yet actually. Ive tried on print string afterwards then thats it. Pretty sure the On Component Begin Overlap event is the problem here.
Hey . you need a branch and check if the value of the variable equals for example to 20. If true, the flow should continue and call a spawn actor function .
what if i want to save the number of coins when the level is closed, the game is closed, and when i reopen the game i want the number of coins to be the same
well saving the game is a different topic . I am working on a tutorial about how to make a mini game and I will cover that subject in the videos . but for now you can find tutorials about saving and making checkpoints in unreal and I am sure you will be able to find a soulution
Great video, though I do wish tutorials would stop with casting, as it'll never be used in a real world context. Interfaces should be hammered into everyone's mind as the default.
thanks for sharing your opinion mate . I think for small projects like university assignments or projects that are made just for fun, it doesn't matter much but in bigger projects , the point you made is true. So it totally depends on the context.
@memeswiper I had to store references for point making into the blueprint for third person game mode and call them from there. So if your point making is done in third person blueprint and it keeps getting deleted when you destroy it then it destroys those points so you have to have them being stored else where. Hope that makes sense
Dude, there are tons of bigger youtubers that can't explain stuff half as good as you do, please keep up the good work and you will get far !
Thank you very much ,I appreciate that!
I needed a tutorial for an item pickup mechanic and this was perfect!
glad you liked the video!
Same
you deadass saved my life with this tutorial
Haha, you are very welcome! 🥂
8:09 only 1 EventBeginPlay (EBP) node is allowed, so if it's already being used (like for player controls), moving the pin to the widget will unplug it's current connection.
I was able to connect the EBG to the widget node, widget node to the AddtoViewport node, and then plug that node into the default CastToPlayerController node and everything seems to be working fine.
glad you found the solution. you can also add your functions to the latest node in your event begin play flow and that would be fine as well.
@@UnrealART hey, thanks for the tutorial. one question really quick
what is EBG cause im having this ebp error and i really want to fix this
thanks, perfect tutorial right when i needed it, luckily i found your video, good job !
thanks man , happy to be of help 🥂
This is the tutorial that I want... I really loved the way how you have taught each and every piece of information in detail... Even a kid can understand it very well... Now please make a video on how to save that number of coins that have collected as a high score... As the player restarts or lose the game, the value would be stored and will display in the screen next time...
Glad you liked the video 🥂
In order to make that feature you need to implement a saving system using game instance. I will cover that If I find some time to come up with something. but I am sure you can find a lot of content on this topic on youtube
omg thank you so much for this, it was pretty well explained!
you are very welcome !
5:20 if you want to have different variations of pickups, with different values (think Sonic rings being 1, and special rings being worth 50 instead of 1. REd coins in Mario being worth 2, and blue coins worth 5, you can promote the second input to the Add node to a variable and name it "____value". Then, in each blueprint class you can custom assing values to each variation/instance of the basic pickup you're counting.
Yes that's true. thank you very much for the tip 🥂
Incredible tutorial. Thank you so much!
Glad you enjoyed it!
Thanks man, quick question, I'm trying to have a projectile hit the coin and add to the same count as when the coin is hit by the character, the very last step is "Get Player Character" but I cannot figure out what to "get" to assign to my projectile which is an actor class, not sure if that makes sense but if anyone can help I'll be grateful!
hey mate, you need a little research on blueprint communication and I am sure you will find the solution, you need some proper casting, that's all you need to do
@@UnrealART You are 100% correct
Will this cause every coin to take up tick performance, on every coin in the world? Would it be more lightweight if this logic was rather in the character BP to check if the collision is only with the coin at that moment? So then there are only ticks on the character?
yeah I think that's not a bad idea for performance
Appreciate the great tutorial, works perfect!
You're very welcome!
Great Tutorial Mahnn
Keep Uploading
Thank you, I will 😉
Perfect 👌🏻
Thanks
Very simple and effective tutorial !
🥂🙏
This tutorial is awesome
thanks mate
thank you! this tutorial helped me
You're welcome!
How can I make the currency counter maintain the value when it goes to another level? if I grab 2 coins in the first level, how do I do so that when I go to the other level the counter does not return to zero and continues to maintain the same value?
hey, sorry for the late response, well you need to make some saving and loading systems for your variables, there are some tutorials about this topic on youtube I think this is what you need
How could we do to do like roguelites games, where XP orbs are attracted when players get close?
It's not that hard, you need to define a big box or sphere collision, then get location of the player on begin overlap and then set the location of the coin based on that. to make the movement smooth and not snappy, you can use a timeline.
thanks, helped me with my project
Glad it helped!
Good buddy! I'm sure you already know but for others, try with an event dispatcher or an update function in your Character or Game mode to avoid the Cast each time to save resource. However, you method is simple for new comer.
Thanks for the tips! yeah I try to keep everything simple to prevent people from hating me and unreal ! 😂😂
@@UnrealART haha. I know exactly what you mean 😉
Thank you so much! You saved my sanity)
haha, you are very welcome !
That was exactly what I needed thank you so much
Glad it helped!
works Great thanks very much, is there anyway of showing 5 of 5 coins collected and then lets say level complete screen shows?
you are welcome , yes just add a /5 text in front of the coins number and then in the third person character blue print , you need to make a widget and add it to the blue print with the condition of the coins integer equal to 5 .
helped! thank you
No worries!
correct me if im wrong, but i think you can simplify this by using ++ instead of 'add' and 'set' when counting how many coins.
yeah that`s true . you can do it that way as well . but I wanted to work with the get and set nodes so it can be a little easier to understand for beginners .
Great! Can i replace de number count for image? Example: a coin image with a number?
yes you can use an image behind your number in the canvas panel
how did you import the sound into the content browser it isn't working for me
convert the format into WAV with online converters and then drag it into the content browser.
great tutorial... i love it! is it possible to connect the coin blueprint to PCG? i want 1000 coins randomly placed on top of landscape.
thanks mate. Yeah I think it is possible but I haven't done it myself yet
@@UnrealART I found it !!!
th-cam.com/video/qZ664071t-M/w-d-xo.html&ab_channel=JorgeUsabiaga
Thank you for this tutorial! I have one question: How is it possible to have the coins spawn again in the same location a few minutes after they have been collected?
no problem. you just need to get their location and add a spawn node after they are deleted .
Thanks for your reply! I have the spawn node after now, but nothing seems to happen.. Will I need anything after the spawn node?@@UnrealART
well I think when we destroy the actor nothing works after, I am going to take a look at this subject and make a video about it . I think it's a good question to cover
my player bp says 'BP Tank' does not inherit from 'Character' ( Cast To BP_Tank would always fail). I dont know what i'm doing wrong.
that is inside the widget blueprint
I don't know I have to look into it to see what is wrong
Are you using a possesed pawn by any chance? I'm not a unreal expert but I had the same issue. When Casting replace "Get Player Character" with "Get Player Pawn". Hope it helps
@@papi_papillon thank you I've solved it somehow but unable to remember how.
I can not add Event BeginPlay
because in my BP_SpriteCharacter (for you thirdperson) i already have an Event BeginPlay
Same here, did you figure it out?
just connect it to the event begin play that you already have. If it's in use , connect it to the flow you have after the event begin play .
@@UnrealART I'll try it when I get on my laptop. Thankyou
my On Overlap blueprint does not trigger for sound and destroy. Any fixes?
it triggers the other functions and it just doesn't work for sound and destroy?
@@UnrealART It doesnt trigger any functions yet actually. Ive tried on print string afterwards then thats it. Pretty sure the On Component Begin Overlap event is the problem here.
Hi i am trying make a actor spawn in ounce i collected a certian amount of coins. How do i go about doing that?
Hey . you need a branch and check if the value of the variable equals for example to 20. If true, the flow should continue and call a spawn actor function .
Beginplay is already is use for the movement for my third person blueprint. Any idea on a solution?
same shit.
@furkanserdar8725 irritating as hell I even tried zooming in on the video wondering where the movement was on his blueprint 😅
@@brothersgrimm1230 bro ı solved, use sequence after beginplay.
what is the problem exactly ?? I watched the video again and I have not used event begin play in this mechanic . am I missing something ?
@UnrealART you used begin play for the counter at the end, but it's already used for the movement so I either have the counter or the movement 😅
thank you very much!
No worries!
Thank you very much
No worries
عالی... باعث افتخاره...🎉 میدونم ایرانی هستی چون ایرانی ایرانی رو میشناسه:)
مخلصیم . لطف داری 🙏🙏🥂🥂
Merci Dadash
mokhlesim
what if i want to save the number of coins when the level is closed, the game is closed, and when i reopen the game i want the number of coins to be the same
well saving the game is a different topic . I am working on a tutorial about how to make a mini game and I will cover that subject in the videos . but for now you can find tutorials about saving and making checkpoints in unreal and I am sure you will be able to find a soulution
goat
thanks mate !
Great video, though I do wish tutorials would stop with casting, as it'll never be used in a real world context. Interfaces should be hammered into everyone's mind as the default.
for hobbyists and university projects it won't matter a lot but in more serious projects yeah you are right 👍👍
how to store coins in game after the game was closed/Quitted??
That's a different story, you need to setup a saving and loading system using a game instance
you should make a mini game for that
yeah not a bad idea 👌😉
Another tutorial using casting.. Guys it's terrible due to too much memory allocation.
thanks for sharing your opinion mate . I think for small projects like university assignments or projects that are made just for fun, it doesn't matter much but in bigger projects , the point you made is true. So it totally depends on the context.
Doesn't save coins. Player dies resets to 0
yeah saving is a different story
@@UnrealART I found a way to get them to save. At least for the level.
@@mileshodge3477 how?
@@mileshodge3477 how did u do it??
@memeswiper I had to store references for point making into the blueprint for third person game mode and call them from there. So if your point making is done in third person blueprint and it keeps getting deleted when you destroy it then it destroys those points so you have to have them being stored else where. Hope that makes sense
irani accent XD
are dadash
Thank you very much
No worries