Spawning the players + Match Countdown | 07 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5

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  • เผยแพร่เมื่อ 22 ต.ค. 2023
  • 👨‍🏫 My Patreon link:
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    ---
    In this tutorial we create the spawning Island on which all players will be collected before the start of the match. We then check if the minimum amount of required players have connected and if so we start the match countdown. Once the match countdown hits zero seconds the match starts. We will later use this event to hook the plane spawning event into.
    We take a look at:
    - Creating the spawning pre-match island
    - Setting up Player Spawns
    - What is a Game Mode (OnPostLogin, OnPostLogout)
    - What is a Game State
    - Creating widgets on the owning client (Local player)
    - Interfaces vs casting
    - How to use interfaces
    - How to make replicated widgets
    - Replicated Match countdown
    - Minimum amount of players check
    ✔️ What are we going to make in this series?:
    In short it will be PUBG but with Bean characters.
    We will have:
    - A Battle royale Map
    - Full Steam Session setup for connecting to games (Host, ServerBrowser, Join)
    - Multiplayer characters
    - Picking up Tools / Weapons
    - Multiple weapons
    - Lootcrates
    - Flying out of an airplane
    - All kinds of UI and HUD
    - Match flow logic
    And basically everything that a battle royale needs
    #unrealengine #tutorial #multiplayer
    ---
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ความคิดเห็น • 48

  • @Kekdot
    @Kekdot  7 หลายเดือนก่อน +2

    Hey guys,
    Get the project files here if you're interested:
    👨‍🏫 My Patreon link:
    www.patreon.com/kekdot
    Download Project Files | Premium Tutorials | Courses
    Just to let you guys know what we are making in this course, we are making a full multiplayer battle royale game. I am uploading one video each day.
    In short it will be PUBG but with Bean characters.
    We will have:
    - A Battle royale Map
    - Full Steam Session setup for connecting to games (Host, ServerBrowser, Join)
    - Multiplayer characters
    - Picking up Tools / Weapons
    - Multiple weapons
    - Lootcrates
    - Flying out of an airplane
    - All kinds of UI and HUD
    - Match flow logic
    And basically everything that a battle royale needs

  • @dakotayocom7764
    @dakotayocom7764 หลายเดือนก่อน

    This specific video made a hug revelation for me! KekDot your awesome! I finally understand why my gamemode spawns a player character and I cant pass through the player controller. It doesn't replicate! Thank You so much! I am going to keep watching along later to learn more about how to best use the gamestate class. Your content make waves!

  • @gw2878
    @gw2878 7 หลายเดือนก่อน +3

    1 video a day! Wow! Amazing effort being put into these tutorials too. These are explained well and you are actually going into reasons why you do what you do, which is very helpful. Thanks!

    • @Kekdot
      @Kekdot  7 หลายเดือนก่อน +1

      Glad you enjoy the series! Appreciate your nice comment and I will keep going with nice tutorials a day!

  • @Plumick
    @Plumick หลายเดือนก่อน

    Great Tutorial KekDot!
    Before starting this video I recommend Copying a file of your project. As sometimes working with files directly can get messed up.
    For those of you in UE5 getting the Error "The following modules are missing or built with a different engine version." Make sure to have all of your C++ Components and .NET Components files for Visual Studio installed mentioned on 14:19. (When I tried installing it came up with a pop saying you need to install more .NET Components.) Then Rebuild it and it should work as normal. At least it worked for me there may be something else you might need to do. I recommend reading the other comments down below relating to the error Message.

  • @user-mx6jl1sr4v
    @user-mx6jl1sr4v 20 วันที่ผ่านมา +2

    Bro, WB_Matchcountdown_HUD On Screen Implementing is not in the video Please show thus procedure in next video .

  • @Udaykumar-xq8gb
    @Udaykumar-xq8gb 7 หลายเดือนก่อน +1

    Best Battle-royale game tutorial i have even seen, thanks for doing this.

  • @amirosman8797
    @amirosman8797 7 หลายเดือนก่อน +2

    This is amazing, one of the best battle-royal game dev tutorial on TH-cam, if it's possible, could you make this exact same tutorial using C++ instead of visual scripting, I would be grateful.

    • @Kekdot
      @Kekdot  7 หลายเดือนก่อน +2

      Glad to hear! Perhaps once we’ve fully finished it!

  • @dsee
    @dsee 3 หลายเดือนก่อน

    Hi,
    I have auto respawn on my project. After a character dies "waiting for player " text comes to that player and couldn't find a fix for it. Do you have a solution ?

  • @Lazyboyswift
    @Lazyboyswift 3 วันที่ผ่านมา

    Loving this series. However ive hit a problem i cant seem to fix, when all players are connected the countdown doesnt start. Can anyone help with this please

  • @insanebark9306
    @insanebark9306 2 หลายเดือนก่อน

    hi,
    I have a little problem, everyting works fine, but when my client join the session, on the serveur side i have 2 "instance" of the "WB_MatchstartCountDown" in, one with the timer working correctly, the other one fixed at "Waiting for players..." does anybody know what is going on here ?
    Thanks a lot !

  • @ilollipop1009
    @ilollipop1009 7 หลายเดือนก่อน +1

    nice video but i dont understand how widgets appear from nowhere. in 20:50 you press play and text appears in the right corner. When did we set up this? Am i missing something .Should we create somewhere the hud widget?

    • @Kekdot
      @Kekdot  7 หลายเดือนก่อน +1

      You missed the first episodes of the series. Please follow the series from start to finish to see when I set that up

    • @wisam7466
      @wisam7466 7 หลายเดือนก่อน

      Did you fix your problem? because i didnt find anything

    • @wimeradus
      @wimeradus 6 หลายเดือนก่อน

      Ah yeah so simply drag the WB_PlayerCount widget into the WB_Gameplay_HUD widget's canvas panel.
      So if you open up the WB_Gameplay_HUD widget, then in the designer tab go to the top left content tab and scroll to the category called 'User Created', in there you'll find the WB_PlayerCount widget that we made and simply drag it somewhere into the HUD widget and then anchor it where you'd like.

    • @sammermusa5124
      @sammermusa5124 5 หลายเดือนก่อน

      in video 11 of this series, "Setting up Player Health + Healthbar | 11 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5", at exactly 17 minutes and 50 seconds, he shows how he did it, I think he made a cut and forgot before putting this information, I had made a new HUD and implemented this same code, but after this video that I got today, I realized that he created this code in WB_Gameplay_Character, as shown in the video I mentioned, so I just removed the second HUD that I had created and implemented it in the level, and adjusted it according to the tutorial to follow the video in question, where it includes other logic that mentions this code.

  • @charli78Y
    @charli78Y 7 หลายเดือนก่อน +3

    Hello
    29:53 I can't see the hud number of players on server and client. How you set up HUD widget so player can see them?

    • @charli78Y
      @charli78Y 6 หลายเดือนก่อน +2

      Okej i see how you set up HUD widget on your video tutorial number 11 pause 17:52

    • @sammermusa5124
      @sammermusa5124 5 หลายเดือนก่อน +3

      @@charli78Y in video 11 of this series, "Setting up Player Health + Healthbar | 11 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5", at exactly 17 minutes and 50 seconds, he shows how he did it, I think he made a cut and forgot before putting this information, I had made a new HUD and implemented this same code, but after this video that I got today, I realized that he created this code in WB_Gameplay_Character, as shown in the video I mentioned, so I just removed the second HUD that I had created and implemented it in the level, and adjusted it according to the tutorial to follow the video in question, where it includes other logic that mentions this code.
      I really wish I had seen your own response to your comment when I went through this step, it would have helped me a lot

    • @Nicolas-gt1cx
      @Nicolas-gt1cx 3 หลายเดือนก่อน

      sorry but we don't see the entire line of code in BP@@sammermusa5124

  • @lukebetterton
    @lukebetterton 7 หลายเดือนก่อน +7

    I think I missed the part where the HUD gets spawned

    • @NortandoGames
      @NortandoGames 7 หลายเดือนก่อน +6

      Yea he did. I just created it on the player controller but first used 'is local player controller' before creating

    • @wimeradus
      @wimeradus 6 หลายเดือนก่อน +2

      Ah yeah so simply drag the WB_PlayerCount widget into the WB_Gameplay_HUD widget's canvas panel.
      So if you open up the WB_Gameplay_HUD widget, then in the designer tab go to the top left content tab and scroll to the category called 'User Created', in there you'll find the WB_PlayerCount widget that we made and simply drag it somewhere into the HUD widget and then anchor it where you'd like.

  • @ashtydev
    @ashtydev 6 หลายเดือนก่อน

    Im not seeing my time countdown or players left text on the hud? Im at 35:06 ... I done everything correctly and followed all.... Is there a HUD we have to set up inside of the world settings ?

    • @sammermusa5124
      @sammermusa5124 5 หลายเดือนก่อน +1

      in video 11 of this series, "Setting up Player Health + Healthbar | 11 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5", at exactly 17 minutes and 50 seconds, he shows how he did it, I think he made a cut and forgot before putting this information, I had made a new HUD and implemented this same code, but after this video that I got today, I realized that he created this code in WB_Gameplay_Character, as shown in the video I mentioned, so I just removed the second HUD that I had created and implemented it in the level, and adjusted it according to the tutorial to follow the video in question, where it includes other logic that mentions this code.

  • @MaahesTv
    @MaahesTv 6 หลายเดือนก่อน +1

    Everything works, just can't figure out why player count, or match timer isnt showing up. I've got it all setup, just feel like theres something missing, because I have no text displayed. Other than the print string messages. I get the started match text after the 15 second timer. I just dont have any text for the hud. Please, anyone assist.

    • @sammermusa5124
      @sammermusa5124 5 หลายเดือนก่อน

      in video 11 of this series, "Setting up Player Health + Healthbar | 11 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5", at exactly 17 minutes and 50 seconds, he shows how he did it, I think he made a cut and forgot before putting this information, I had made a new HUD and implemented this same code, but after this video that I got today, I realized that he created this code in WB_Gameplay_Character, as shown in the video I mentioned, so I just removed the second HUD that I had created and implemented it in the level, and adjusted it according to the tutorial to follow the video in question, where it includes other logic that mentions this code.

  • @nobIeseis
    @nobIeseis 10 วันที่ผ่านมา

    man how can i make the timer about minutes instead of seconds

  • @marshall3000gt
    @marshall3000gt 7 หลายเดือนก่อน

    My player count widget does not decrease when a player disconnects. This wasn't tested in the video. Can you see if yours decreases? If it doesn't can you fix that in an upcoming video and explain why it didn't? As always, thanks so much for your efforts with this! Amazing stuff!

    • @Test-xt3ys
      @Test-xt3ys 7 หลายเดือนก่อน

      in the node "GetAllWidgetsOfClass" untick "TopLevelOnly" it should work now

    • @roelthijssen2147
      @roelthijssen2147 5 หลายเดือนก่อน

      Did you fix this? When I do a print string on Event Logout it works, but doesn't affect the connected players/playerstates

    • @Churcaps
      @Churcaps 6 วันที่ผ่านมา

      Same here try to find a solution but idk

    • @Churcaps
      @Churcaps 6 วันที่ผ่านมา

      I found a solution!
      The issue was that "GeNumPlayerStates" wasn't decreasing. Online searches suggested it was an Unreal Engine issue that required a change in C++, but that wasn't necessary. Here's what I did:
      1. In the blueprint interface "BPI_GameState," I added a boolean variable called "IsConnected" to the "NotifyPlayerConnection" event.
      2. In the GameMode, I set "IsConnected" to true in the "OnPostLogin" event (which indicates a player is connected) and to false in the "OnLogout" event.
      3. In the GameState, I used the "NotifyPlayerConnection" event with the "IsConnected" boolean. I added a branch to check if "IsConnected" is true or false, then incremented or decremented the "currentAmountPlayer" accordingly (increase if true, decrease if false).
      That's it! If you have any questions, feel free to ask.

  • @valdemarbrandt1220
    @valdemarbrandt1220 7 หลายเดือนก่อน +1

    I dont know how to make the HUD appear, can anyone help (im a noob, so i need easy instuctions) i have followed all his tutorials from start to finish

    • @wimeradus
      @wimeradus 6 หลายเดือนก่อน

      Ah yeah so simply drag the WB_PlayerCount widget into the WB_Gameplay_HUD widget's canvas panel.
      So if you open up the WB_Gameplay_HUD widget, then in the designer tab go to the top left content tab and scroll to the category called 'User Created', in there you'll find the WB_PlayerCount widget that we made and simply drag it somewhere into the HUD widget and then anchor it where you'd like.

    • @valdemarbrandt1220
      @valdemarbrandt1220 6 หลายเดือนก่อน

      @@wimeradus not the issue. I have fixed now. But thanks for the help

    • @ashtydev
      @ashtydev 6 หลายเดือนก่อน

      @@valdemarbrandt1220 How did you fix this ? I have been doing everything correctly. Followed exactly, everything works perfect besides showing the players left in the top right screen of HUD?

    • @sammermusa5124
      @sammermusa5124 5 หลายเดือนก่อน

      in video 11 of this series, "Setting up Player Health + Healthbar | 11 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5", at exactly 17 minutes and 50 seconds, he shows how he did it, I think he made a cut and forgot before putting this information, I had made a new HUD and implemented this same code, but after this video that I got today, I realized that he created this code in WB_Gameplay_Character, as shown in the video I mentioned, so I just removed the second HUD that I had created and implemented it in the level, and adjusted it according to the tutorial to follow the video in question, where it includes other logic that mentions this code. @@valdemarbrandt1220

    • @sammermusa5124
      @sammermusa5124 5 หลายเดือนก่อน

      in video 11 of this series, "Setting up Player Health + Healthbar | 11 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5", at exactly 17 minutes and 50 seconds, he shows how he did it, I think he made a cut and forgot before putting this information, I had made a new HUD and implemented this same code, but after this video that I got today, I realized that he created this code in WB_Gameplay_Character, as shown in the video I mentioned, so I just removed the second HUD that I had created and implemented it in the level, and adjusted it according to the tutorial to follow the video in question, where it includes other logic that mentions this code. @@ashtydev

  • @NortandoGames
    @NortandoGames 7 หลายเดือนก่อน

    Couldn't you just loop through all the hud references in the player controller on login to update everyones player count instead of using tick?

    • @Kekdot
      @Kekdot  7 หลายเดือนก่อน

      Hi there,
      Most Defenitly. Binding is just easy and in this game it won’t hit any performance. When you start making PUBG you indeed want to optimize certain things.
      Do keep in mind, people are very careful with tick, rightfully so, but the entire game does run on tick (character movement component, animation blueprints, particles, etc etc)
      Tick logic should only be handled carefully if executing calculating or complex logic. When binding like we see in this tut it simply gets a little already existing client side variable and that’s not heavy on any performance.

    • @Kekdot
      @Kekdot  7 หลายเดือนก่อน +1

      To give some perspective. Our Steam game Kekdot Center has a lot of bound ‘Get’ variables, and a lot of replicated blueprints in the world, and yet still runs with very low delay, 120+ fps with 16 players connected easily.

  • @michaelb2793
    @michaelb2793 5 หลายเดือนก่อน +2

    I got respect for anyone who posts a useful video on anything, so hats off to you.
    But when your trying to sell yourself, get people to buy your game, or just give you money, its a business and requires a higher standard. A part of this video has clearly been left on the chopping floor. This should should be clearly noted in the description above and a link to a short amendment video provided. I wonder how many of the almost 2000 people who watched this video went back and forth frustrated thinking they had missed something. Your only response to someone was to go watch the first video which doesn't contain the missing footage of the widget that was only created in this video.

  • @karencartoon8763
    @karencartoon8763 7 หลายเดือนก่อน +1

    you went SUPER fast on this one. I got lost many times. (Noobs here)

    • @lukebetterton
      @lukebetterton 7 หลายเดือนก่อน +1

      I think it's good for people who are more experienced, for those of us who are newer the pause button is good and you can slow down the video too!

    • @karencartoon8763
      @karencartoon8763 7 หลายเดือนก่อน

      @@lukebetterton haha right. There was alot of going back and forth between the (game state, game mode, and blueprint interface)