Unreal Engine 4 - Crafting & Survival Essentials - The Harvest System

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  • เผยแพร่เมื่อ 13 พ.ย. 2018
  • Survival / Crafting games often use a large culmination of features to achieve their target experience. One frequent system is the harvesting of resources from a node (Ore Veins, Herbs, etc). While there are many ways to build this type of system, lets examine one first person method that allows quite a bit of flexibility.
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ความคิดเห็น • 75

  • @markm4120
    @markm4120 3 ปีที่แล้ว +1

    Simply one of the best BP tutorials I have seen on YT. Well done!

  • @DenyBoyLV
    @DenyBoyLV 4 ปีที่แล้ว

    For 3 years i watched tutorials for UE4 and you are the best! Keep up the good work.

  • @neyverh123
    @neyverh123 3 ปีที่แล้ว

    You the real MVP I followed along and I did everything that was in the video you do deserve more subs 10/10 I was watching DevSquad and how he was doing the inventory thing was 100% confusing but you made it easier and understandable.

  • @mavreon
    @mavreon 4 ปีที่แล้ว +1

    Okay your videos are really underrated, like how the hell has this channel not come to light on this platform..... Your videos are really really explanatory 🔥🔥🔥

    • @Cronza
      @Cronza  4 ปีที่แล้ว

      Thank you! 🙏

  • @stevencosta5836
    @stevencosta5836 5 ปีที่แล้ว

    awesome tutorials man, keep it up!

  • @outspokenwalnut9969
    @outspokenwalnut9969 5 ปีที่แล้ว +8

    You deserve more subs

  • @maheshindersingh215
    @maheshindersingh215 5 ปีที่แล้ว +2

    Oh wow, I like the editing upgrades. Can’t wait for you to end your GDC talk with like, comment, and subscribe!

  • @joshtherussian9261
    @joshtherussian9261 5 ปีที่แล้ว +3

    watched 2 minutes and i can tell that it is a nice tutorial... I will come back and actually follow along later :)

    • @GP_Streaming
      @GP_Streaming 3 ปีที่แล้ว

      Did you ever come back? Haha

    • @joshtherussian9261
      @joshtherussian9261 3 ปีที่แล้ว

      @@GP_Streaming no lmfao, maybe I will now?

  • @Xarr23
    @Xarr23 4 ปีที่แล้ว

    Great video, will be coming back to it soon. I thought this would go more in the direction of getting different resources from different 'harvestable' actors with the same interaction button but I'll keep looking (have done games in Unity/C# but the blueprint system is uh, hard to get used to at my age)

    • @Cronza
      @Cronza  4 ปีที่แล้ว +1

      I can definitely understand how you feel! I know a lot of folks personally who struggle getting used to blueprints. Im sorry that this didn't cover exactly what you were looking for!

  • @ajhopp9566
    @ajhopp9566 ปีที่แล้ว

    harder to follow on ue5 but it Still WORKED!!

  • @Assassinman
    @Assassinman ปีที่แล้ว

    For those that cannot get the character controller to work along with the harvesting mode: Add a sequence node to the Event Begin Play and connect the Cast to Player Controller and Create Hud Widget to Then 0 and Then 1. I don't believe it matters in what order

  • @gamingwithtor1802
    @gamingwithtor1802 3 ปีที่แล้ว

    Most excellent, thank you! I tried to do a bush mesh and it didn't like it, so I had to add a collider to it, and then change that to the resource. I guess there was nothing to click on for the bush? I'm not sure...lol

  • @hastycakes
    @hastycakes 2 ปีที่แล้ว

    Worked like a charm on UE5- i spent like 3 hours trying to figure out why the hud widget wasn't appearing until i went through and realized not everything cast connected after create g harvest widget

  • @RapidRealityRJC
    @RapidRealityRJC 2 ปีที่แล้ว +1

    9:29 I couldnt find a harvest option???

  • @TheGhos1Face
    @TheGhos1Face 4 ปีที่แล้ว +1

    Hey man this is awsome but i have a question first how can i make it that i hold e to harvest and secondly i already created an inventory system with woods and other stuff how can i add wood after the progress completes please

  • @randomharrier9483
    @randomharrier9483 4 ปีที่แล้ว

    You should create a follow up on this as a how to make a base building system using this harvesting system. Dat would be kewl.

    • @Cronza
      @Cronza  4 ปีที่แล้ว +1

      Great idea! I've been wanting an excuse to do a base builder for a while now 👀

    • @yoshifun123
      @yoshifun123 3 ปีที่แล้ว

      @@Cronza Do it!

  • @christopherpoet458
    @christopherpoet458 3 ปีที่แล้ว

    @Cronza Have you updated this for 2.46? When I try to make a Hud Ref with WG HUD, it is no longer an option to be selected.

  • @Lazerdiller
    @Lazerdiller 5 ปีที่แล้ว

    How would I do this from a top down mobile game? Meaning I can't manual aim at my resource with mouse. I am currently using a sphere overall to get actor and have my character run to it. Should I use a sphere trace?

  • @semmert
    @semmert 2 ปีที่แล้ว

    So for each resource type, you would just copy the blueprint and change the staticmesh to reflect that? Also, do you happen to have a tutorial on how to keep resources as static meshes out in the world, then swap to the blueprint when you get within range? Like with a sphere overlap or something? Just to save on performance.

  • @sydneyolsen4075
    @sydneyolsen4075 4 ปีที่แล้ว

    I followed your tutorial and it worked fantastically, however I would like to take it a step further and was wondering if you could help. I'm trying to attach/replace the static mesh with a destructible mesh so that when the health is depleted the destructible mesh is activated and the resource node breaks apart. Where could we attatch/replace it in the blueprint so that it works?

    • @Cronza
      @Cronza  4 ปีที่แล้ว +1

      Great idea Sydney! My first thoughts would be around 17:25 in the video. I have the branch for determining when the harvest is complete. Instead of destroying the actor at the end of the 'Resource Depleted' function, run the code you wish to use to enable the destructible mesh. You can decide after that when you would like to destroy the actor (or leave it in the world)

  • @CrazyRespawn
    @CrazyRespawn 5 ปีที่แล้ว

    How would i make this a foliage type. placing 100s of tree actors manually inst going to be very efficient would be great if i could use the foliage tool.

    • @m1kehiggs
      @m1kehiggs 3 ปีที่แล้ว

      You can add actors into the foliage tool ;)

  • @BerkeYlmaz1
    @BerkeYlmaz1 5 ปีที่แล้ว

    How to fix that, when my harvest finish this box give me some loot? @Cronza

    • @Cronza
      @Cronza  5 ปีที่แล้ว +1

      Hey Berke, the functionality is actually already there! The system provides a random amount of "Resources" to the player when they successfully harvest a node. If you would like to change it to provide something unique, merely fiddle with what is actually being randomly determined.
      In the video's case, its really just some numbers called "Resources". However, perhaps you want to have a list of fancy gems that could be acquired. Merely make an array of gems, and in the function where it determines how many resources to give, change it to pick from your list.
      Hope it helps!

  • @sjru4eu4u45urjdrjrj
    @sjru4eu4u45urjdrjrj 2 ปีที่แล้ว

    2:55 the link is in the description below. ???

  • @goosestreamx6535
    @goosestreamx6535 5 ปีที่แล้ว

    how will i do a runescape gather so like instead of click get its click ( wait while its gathering and having sometimes 50% delay and not getting an item?

    • @Cronza
      @Cronza  5 ปีที่แล้ว

      Hey TheLooseGoose, just to confirm, do you mean being able to click an object and begin harvesting, and based on a random interval of time, either successfully harvest or unsuccessfully harvest? Im a big fan of Runescape, so I'd be happy to make a video demonstrating this

    • @goosestreamx6535
      @goosestreamx6535 5 ปีที่แล้ว

      @@Cronza that i is exactly what i mean im glad you understood also wow that would be insane i rly rly! need to know this as i cant find any tutorials on it anywhere
      also it would be great if you joined my discord .. if ur into doing commission i would rly need some help paid : ) TheLooseGoose#3881 if ur interested thanks for replying

    • @Cronza
      @Cronza  5 ปีที่แล้ว

      @@goosestreamx6535 Hey again! Im not sure if you saw, but I uploaded a video creating the basic harvesting system from Runescape, with the delays and random chance at a resource implemented. While it doesn't do any of the fancy U.I stuff, it should get you started.
      Unfortunately my day-to-day job keeps me quite busy, but I'd be happy to make further tutorials if you ever run into a problem!

  • @doesitseemthatihaveaname5469
    @doesitseemthatihaveaname5469 2 ปีที่แล้ว

    Hello, is it possible to make the Resource actor drop an item when the resource is depleted?

    • @top_gaming
      @top_gaming 2 ปีที่แล้ว

      after the destroy actor part of the code you could run a spawn actor with the specific actor you are looking for i guess

  • @sjru4eu4u45urjdrjrj
    @sjru4eu4u45urjdrjrj 2 ปีที่แล้ว

    I use UE5 and i have 2 proplems with "HarvestUIref" in "CheckProgress" and "ResourceDeplited". And I dont see the HUD "Havesting..."

  • @HerbIsGaming
    @HerbIsGaming 3 ปีที่แล้ว +1

    Man, trying to make this work for top down camera is a real pain lol... and with runescape-like mouse movement as well, its getting very confusing

    • @HerbIsGaming
      @HerbIsGaming 3 ปีที่แล้ว

      trying to use get hit result under cursor instead, to clarify.

  • @kiddhkane
    @kiddhkane 4 ปีที่แล้ว

    Very good video, but at 3:00 - wouldn't it be easier to just bind a funciton to the percentage?

    • @Cronza
      @Cronza  4 ปีที่แล้ว

      Excellent question! The problem with binds is how often they run. By having the choice of when to update progress, we can limit the amount of times this particular section of code is ran. While it would be more convenient to use binds to have it automatically update, we'd lose that control.
      Your idea absolutely works, and for having things work without manual intervention, you have the right idea!

  • @muskerbusker1244
    @muskerbusker1244 3 ปีที่แล้ว

    this worked well but at 14:50 i cant find the main panel and not even the add child

    • @Cronza
      @Cronza  3 ปีที่แล้ว

      Hey! By chance, did you make sure to enable 'IsVariable' on the main panel component? If that is unchecked, the panel won't appear in blueprints

  • @mr.sunshine4432
    @mr.sunshine4432 4 ปีที่แล้ว

    Hey nice tutorial man ;) works perfectly, but i have a question. I added a different actor (destructible stone). Everything works perfectly but when the harvest is complete and it breaks, it also just falls through the ground. I've checked the different collision presets but nothing seems to work. If anyone would be so kind to help i'd appreciate it allot :)

    • @Cronza
      @Cronza  4 ปีที่แล้ว

      Hey Mr. Sunshine! So you have it currently spawning an object once you successfully harvest something? What are collision settings for it? Sounds like it might be set to query-only

  • @stevencosta5836
    @stevencosta5836 5 ปีที่แล้ว

    could you possibly do a tutorial on a skill/lvling system based on RS?

    • @Cronza
      @Cronza  5 ปีที่แล้ว

      Hey Steven! To clarify, do you mean to the extent of the skills window (the individual boxes and the skill level for each skill) and the underlying code for leveling up any given one of those skills?

    • @tylerswartz9265
      @tylerswartz9265 5 ปีที่แล้ว

      @@Cronza that's what I want at least ya

  • @emilypapp5963
    @emilypapp5963 5 ปีที่แล้ว

    I followed up until 14:47, but that's where I keep getting stuck. I don't have any option to get they player's hud reference. I watched the video four more times and can't figure out what I did wrong. I really like this video though and I'm learning a lot from it, thanks!

    • @3rdClassFilms
      @3rdClassFilms 4 ปีที่แล้ว

      I had the same issue. I just added a new variable called 'newHudRef' of type HUD (the build-in class) in my character BP. Then I went to 'BP_Resource' and get a reference to 'newHudRef' from 'playerRef'. Back in the character BP you can now change the type of 'newHudRef' to WG_HUD and substitute it for the old 'hudRef'. I have no idea why this happened nor why this hack works. Happened to me on the 'resources' variable of the character as well. Let me know if this helped ;)

    • @StingerPhilip
      @StingerPhilip 3 ปีที่แล้ว

      @@3rdClassFilms EDIT:
      I ran into the same issue, turned out i was changing the private/public setting on the right menu rather than in the variable menu....
      Guess i'm learning. It's ever so satisfying to solve problems isn't it.

  • @artistguruentertainment
    @artistguruentertainment 3 ปีที่แล้ว

    Hey idk if you are still responding to this video but.. for some reason i can not get the material drop menu like you stated in 20:10 i have gone through the process twice to make sure that i did everything correct and still unable to interact with BP_Resource.

    • @artistguruentertainment
      @artistguruentertainment 3 ปีที่แล้ว

      i noticed UE4 does not give a add butten function in the default i only have the option to change the variable for materials drop chance, current harvest life, and harvest max life.

  • @mrfacebeard5005
    @mrfacebeard5005 3 ปีที่แล้ว

    Does it work in 4.26.4 ?

  • @ak-gi3eu
    @ak-gi3eu 3 ปีที่แล้ว

    pls make clothing system replicated ,,,u are a interesting teacher .i subbed you

  • @TheGrimmy
    @TheGrimmy 4 ปีที่แล้ว

    So Garrett, did you learn this stuff by just doing and redoing and testing and retesting? I've been following tutorials and finding a little wiggle room here and there, but as a whole a lot of concepts are still hard to manipulate. How did you go about gaining proficiency with the engine? P.S. This is a beautiful tutorial and I really like how clear and efficient it is.

    • @Cronza
      @Cronza  3 ปีที่แล้ว +3

      I think you are the first person to ask, so I appreciate it!
      Im actually largely self taught with UE4. I picked it up early on (Around version 4.7), and over the years I really just spent time building things I thought were neat (Inventories, quest system, pick ups, runescape harvesting, etc). It was always a matter of building things that my brain was excited to try and replicate
      There are a huuuuuuge amount of concepts in UE4, and many tutorials admittedly struggle to convey information in a way that helps you understand what a concept is. The best advice I can offer when trying to overcome that hurdle is focus on things you'll want to problem solve, and fight it in chunks. For instance, when I was learning to build harvesting, I definitely struggled with "How do I make this colossal thing?". What really helped me was "So, how do I make the progress bar?". Suddenly you learn UMG, what normalizing a range means, etc.

    • @TheGrimmy
      @TheGrimmy 3 ปีที่แล้ว

      @@Cronza I did find a bit of solace in breaking stuff down. I appreciate that. Sometimes I follow two tutorials at once, one that covers a huge thing like building an inventory system and another that explains how a small section of that works like data tables. That's why your smaller tutorials helped me just as much as your bigger ones :)

    • @TheGrimmy
      @TheGrimmy 3 ปีที่แล้ว

      @@Cronza either way, I'm very impressed. You have a knack for both doing and teaching :)

  • @lovemachine2246
    @lovemachine2246 4 ปีที่แล้ว +1

    Doesn't work for me in ThirdPersonMode unfortunately. Hopefully I will be able to fix it :)

    • @Cronza
      @Cronza  4 ปีที่แล้ว

      Im sorry to hear about that! If you continue to encounter issues, I can try to help out the best I can

  • @WargohdenhanPL
    @WargohdenhanPL 4 ปีที่แล้ว

    How to add some item in my hand to do this?

    • @Cronza
      @Cronza  4 ปีที่แล้ว +1

      This is a very difficult question to answer, as it can be answered in many different ways. You would need a system that can register whether the player is holding something. This can be something complex, or as simple as whether a boolean called 'hasTool' is true. Whatever that check is that you decide upon, just after the harvest input action, use a branch to check whether the held condition is true

  • @nicholassouidhou
    @nicholassouidhou 4 ปีที่แล้ว

    Im new to Programming and blue prints. The Tutorial is great and you seem very smart and have first class presentation skills but as a tottal average joe begginner i didn't learn how to figure things out by myself. How can i learn blueprints in such a way that i learn to be creative with it enough to start creating code without watching tutorials on step by step procedures. Because theres not going to be a step by step tutoral on how to build the game i want.
    Any advice please let me know, im not the best at learning i admit that and i feel im in the deep end im struggling to learn watching tutorials.
    Is there a step by step learning process to creating code with blue prints? Like a ciriculum so i can understand what you are doing in these videos rather than me copying your work and passing it off as my own.
    All advice welcome thanks.

    • @Cronza
      @Cronza  4 ปีที่แล้ว

      Hey Nick!
      You asked one of my favorite questions, and one I wish every beginner would ask. I'd like to offer the answer that I ended up with when I learned to code. Take a system that you feel passionate about, and try to build it. For me, this was an inventory system. I started with trying to build it by myself using the limited understanding I had, and with each issue I ran into, I used online resources to help me along.
      It's very, very easy to follow a tutorial and blindly create what you see, but if you can find a system that you really want to create, try asking yourself how it is built. Focus on individual pieces. For the inventory system, my very first challenge was "How do I use an array in UE4?". It can be boiled down to tiny questions just like that

    • @Cronza
      @Cronza  4 ปีที่แล้ว

      If you are new to programming, I'd recommend trying to follow some fundamental tutorials on programming. Learn about the basics like Arrays, Data Types, Functions, etc. I have a few videos on these subjects, but I'd highly recommend expanding your search. Python and C# are very beginner-friendly languages (CodeAcademy is where I originally learned Python). Once you start to understand what those concepts are, try to envision how a system could be built using them. That will start to generate the questions that will lead you to understanding blueprints far more than any tutorial could teach

    • @nicholassouidhou
      @nicholassouidhou 4 ปีที่แล้ว

      @@Cronza Well thank you Cronza for taking the time to reply with a very constructive answer. That was actually my first question on the whole of You Tube so replying so fast meant a lot. I have so far read up on variables and what the common ones do. After watching this video learned a lot by pausing the video every time i didn't understand what something was and googling it ect. Now i need to do some creating on my own like you said i need to find my own system. Now i am trying to create a top down RTS game something that plays like Age of Empires. But what i am passionate about, is the building part of my game, the gathering many different types of resources to enable you to construct different types of building and the many different types of tools needed to do so. I thought the best thing to do first was put resources in my world first right? What exercises would you recommend me do on UE4 that would aid my learning to develop my skills? Maybe if you gave me a few basic exercises to do to understand certain concepts, then after that things would start clicking together (hopefully). What would you recommend? Because building a Resource/Harvesting system sounds extremely complex lol and i was actually shocked how much work goes into it.
      I was thinking of learning BluePrints because i thought it would be easier to learn is that true?
      Sorry for the long post, hopefully you understand what i mean and i really appreciate your advice.
      Iv'e had an idea for a game for over 10 years and still it has not been created. Im so passionate about it that im willing sacrifice my day job to learn programming in order to play my own game.
      Diversity and replay-ability is what all games lack these days and i have a found a game concept that meets that requirement without it being over complicated to create.
      Sorry for long post once again im new to this forgive me lol.

  • @jeremywebb1571
    @jeremywebb1571 5 ปีที่แล้ว

    Hi i am wondering if anyone could lend a hand please leave a comment if you are willing to help (otherwise the comment would be a paragraph and a half)
    i we already have a resource system for our crafting and building, but we are experiencing and issue where it adds and infinite amount of resources even when the node is completed. i will obviously go into more detail if some is offers assistance, help would be gratefully appreciated, thanks in advance

    • @Cronza
      @Cronza  5 ปีที่แล้ว

      Hi Jeremy Webb, it sounds like you might have a looping error in your code or something equivalent. Feel free to reach out and I can do my best to help!

  • @yessnowww5345
    @yessnowww5345 5 ปีที่แล้ว

    Version Unreal ?

    • @Cronza
      @Cronza  5 ปีที่แล้ว +1

      I believe for this video, I used 4.21

    • @yessnowww5345
      @yessnowww5345 5 ปีที่แล้ว

      @@Cronza Thank you very much, does this system work under V4.20? and behind small question, can you or you have a tutorial concerning the morphing of the personage at his creation before beginning the game that the player can modeled a can the physical atres of his perso :)

  • @llll-qz9kr
    @llll-qz9kr 3 ปีที่แล้ว

    441 stopped harvestin empty function 1128 called 1950 event for stopped harvesting added
    1644 is not a check functionality it's a process of subtraction
    material drop chance array not explained-- until 2018 where loosely mentioned it's gonna determine how many "resources are in the resource"
    1837 adding integers is not influenced by the sequence of the integers input
    also, the pace of video lags behind or gets ahead of voice a number of times, mind is processing what you're saying from the past/future while seeing things from the opposite, dual input altho same .. or something.. it's annoying af.
    ie.1342-1346 4sec gap, doing variables while saying right click in graph. mind doesnt map the audio to the visual, its bat.