UE 5 TUTORIAL - How to pass DATA (Variables) from LEVEL to LEVEL using GAME INSTANCE.

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  • เผยแพร่เมื่อ 25 ต.ค. 2024

ความคิดเห็น • 20

  • @ECHSBACHS
    @ECHSBACHS 11 วันที่ผ่านมา +1

    Thanks!
    : )

  • @navidumardaraz7163
    @navidumardaraz7163 8 หลายเดือนก่อน +3

    Great explanation

  • @Fioelkais
    @Fioelkais 5 หลายเดือนก่อน +1

    Thanks for the clear and concise explanations!

  • @pablito5326
    @pablito5326 5 หลายเดือนก่อน +1

    This Helped me carry over inventory Data to a new level Thank you. I now also understand my inventory code better Thank you for that as well 🙏

  • @springcar
    @springcar 10 หลายเดือนก่อน +2

    Useful work. Wish you success creating

    • @KamskiStudio
      @KamskiStudio  10 หลายเดือนก่อน +1

      Thank you very much :)

  • @ThePavilionWeb
    @ThePavilionWeb 4 หลายเดือนก่อน +1

    Very useful, thanks for sharing!

  • @siepath
    @siepath หลายเดือนก่อน

    Can you make a tutorial for score system in Multiplayer using Game State? Thank You

  • @DiasJohnDias
    @DiasJohnDias 3 หลายเดือนก่อน +1

    Tks man!

  • @alaabahattab
    @alaabahattab 14 วันที่ผ่านมา

    How do you go back and forth without loading or anything?

  • @tejassaran4462
    @tejassaran4462 10 หลายเดือนก่อน

    helped in my first project

  • @AwsD
    @AwsD 2 หลายเดือนก่อน

    Hi, Is it possible to use interfaces to share the variable containing color and avoid casting? //OR making interface that connect to one small variable holing blueprint that's present on booth maps, and on that maps load - get the color from the interface connected to that variable holing blueprint. I don't know how exactly the engine allocates and frees the memory and blueprints, so idk if map change to another would result in that blueprint reseting or not.

    • @nexus1g
      @nexus1g 26 วันที่ผ่านมา +1

      There's no reason to avoid making a hard reference like casting in this case. The game instance will always be loaded into memory, which is the reason we want to avoid casting in most cases (e.g. we don't want to load an enemy into memory that may not even appear on a level). Making a hard reference is fine for things that will always be loaded regardless.

  • @klovvin
    @klovvin 10 หลายเดือนก่อน +5

    This is bad practice because it would get messy fast. Might be a time to use a Struct or a Saveslot file.

  • @noeantoniosierraortega5923
    @noeantoniosierraortega5923 4 หลายเดือนก่อน

    how would i do this if im trying to pass inventory such as weapons and healing items?
    passing variables makes sense but is it possible to save actual weapons?

  • @NeatWolf
    @NeatWolf 9 หลายเดือนก่อน

    Hi there - I'm assuming this does not stop to "Colours".
    Is it good practice to use the GameInstance as a Global Variables/Systems container?
    I'm "kind of" new to UE5 and coming from Unity and a programming background. This sounds a bit like a persistent level/entity used as Singleton?
    What about saving the state of the game? Are there better ways to do this (both passing data and saving the game state) - or is this solution targeted at low-complexity, entry level projects?

    • @pro.giciel9084
      @pro.giciel9084 8 หลายเดือนก่อน

      If you can do C++ you should look into subsystems, there is gameinstance subsystem, and others but you can specified them how you want without the GI being a mess and can be replicated.
      For save/load, UE already has this system in place, look at savegame blueprint, it's really easy to implement.

  • @Revotur
    @Revotur 5 หลายเดือนก่อน

    Czy jest jakaś wada w stosowaniu Game Instance?

  • @BKay121
    @BKay121 8 หลายเดือนก่อน

    You sound like gatis kandis from Got Takent

  • @МартаРыбий
    @МартаРыбий 10 หลายเดือนก่อน +2

    Thanks