Thanks for the vid! I'm now adding a penalty system for when you complete deplete all your stamina. In case anyone has problems make sure to Set your "Can Replenish Stamina" bool back to true after subtracting Stamina:) Also, no need to keep setting walk speed, just reroute back to your retriggable delays each time:)
Correct me if I'm wrong, but this design causes the HUD to check the stamina and run a calculation for the percentage every game tick. I wouldn't recommend this design. You should use event dispatchers in the character class to notify the HUD that it's stamina bar should be updated. It's a bit more work, but definitely a more efficient system. A simple HUD for a singleplayer game probably won't be too much of an issue, but if you continually use this design pattern you're going to end up with a very inefficient game at release time. Better to take the time and do it correctly in the beginning before you start learning bad habits.
I've come back to this video like 5 times just for the simple percentage math D': my math skills are absolutely horrible but this video saves me every time lol thanks dude!
For those who are having an error of having to wait to finish recharging stamina before being able to run again, I did the following: In the custom event Increase Stamina, after the SET node I put another branch asking if IsRunning is true, and then I set the Increase Stamina? variable to false. If Is Running is false, then I follow the same code from the video, asking if the stamina is greater than or equal to 100, if it is, then I can't increase the stamina, if it's not, I set the Increase Stamina variable to false. It worked well for me.
yes u have to just put a and boolean and put is running with a not boolean and put increase stamina in the other link and put to the condition to the branch
Edit: FIXED. Right after the "AddStamina" custom event, you must add a Branch with condition Get IsRunning, to only continue if False. That solves the issue where tapping sprint can let you keep running with stamina regen, because the stamina regen logic NEVER ENDS until it reaches 100, thats why we have to interrupt it mid-flow any time we start running. For this and the Healthbar tutorial, i recommend viewers to set a "MaxStamina" and "MaxHealth" variable, which is then used instead of manual numbers in the calculations. This so that if you ever have items or systems that increase either one, the new max will be used. But with this said, im having bugs with this stamina setup. If i tap shift while running (so it flickers on and off between canincreasestamina), it ends up replenishing stam even while running, or it ends up never replenishing at all.
May have found a fix: I attached the "True" part of the branch to the "Cant Increase Stamina=False" part of the code, and so far it has fixed both problems.
Excellent tut. If you don't want all the booleans, after +/- stamina and before set stamina just add a 'clamp float' node with the min and max set to 0 and 100. This will stop the stamina from going under 0 or above 100. Do this for health picks ( you have 90 health and the pick up gives you 20. It will only give you 10, for example) or anything you want to clamp the values for.
I'm just learning UE5 and your video made it so easy to understand the blueprint system. I like that you made really straight-forward. Thanks for the content!
Hey man, just wanted to thank you. I'm slowly getting into unreal engine with absolutely zero programming experience and thanks to your tutorials i'm learning a lot. It may not be much but after i watched your video, i managed to make a working sprinting and stamina mechanic on my own. Thank you very much! 😄
For those who are having an issue with cant add event begin play, just use the default begin play, connect it as in video and then continue to connect movement.
Thanks for the tutorial. Very helpful.. It needs a few fail saves though.. As my kid figured out, if you spam the sprint button, you can sprint for much longer. So I added in a new retriggerble delay of 0.5 to prevent sprint spamming. Also added “can not sprint if velocity is less than 10. I also added an extra stamina cost when pushing the button to further decrease to feeling of spamming the button.. But great tutorial, and a very good way of doing it 🙂👍
Found 2 problems with this #1: Holding shift and standing still will make the stamina bar go down. #2: While the stamina bar is increasing if you try running the stamina bar will try to increase and decrease at the same time.
For your first problem you could Get Velocity then drag and get Vector Length then from there get a > with 0 as the bottom value and plug that into a Branch at the start of the event and plug True back into the rest of your code 🙏💯
2# Problem Hi, if someone have problem if your stamina regenerates while running i have a solution. After branch inregen stamina on false add new branch with boolean is running, false Can incrise stamina yes, true can incrise stamina no. I hope it helps, ALSO I DID IT ALONE IM SO PROUD OF MYSELF
If anyone is having the issue, where when you try to run, the stamina is also trying to regen and the character runs and stops rapidly, put a branch with your isrunning condition connected right before the event to regen stamina and after the retriggerable delay node, make it so it only continues if it's false.
I think i see a big problem. Try to press the Sprint Button without moving... IsSprinting should only be true if the button is PRESSED and there is a velocity in x or y axis. I've learned a lot from you. Thats why i can notice this. Have a good one!
If anyone has the "Event BeginPlay" set up for something else, you can just add a "Sequence" Right after, and connect the pins to the different events.
Thanks dude i used this button map to create a walk speed aswell. Little clunky going from sprinting to walking but run to sprint run to walk great so thanks for the stamina bar and for the base for other ideas.
Hey in 11:33 I am trying to connect As BP Third Person Game Mode to Target in Stamina but it says "BP Third mode person character object reference is not compatible with BP Third Person Game Mode Object reference." Can you help me with that please?
I got an issue,sometimes while i sprint,even that i have stamina if i release shift and press again my character would start sprinting and stop immediately even tho i have stamina left
Right after the "AddStamina" custom event, you must add a Branch with condition Get IsRunning, to only continue if False. That solves the issue where tapping sprint can let you keep running with stamina regen, because the stamina regen logic NEVER ENDS until it reaches 100, thats why we have to interrupt it mid-flow any time we start running.
Great video. While your character is standing static and you key left shift, your health automatically begins decreasing without moving. How would I go about fixing this issue please?
Yeah i missed that one 🤣 So when you press shift before doing all what we do, just get the "character movement component", then get the velocity from it (the yellow one because it's a vector), and then from it a vector length. Then you can make a branch, and in the vector length make a > bigger than and put 0. and in true you plug it into what we did, hope this helps!!
So I understand everything your saying but I don’t understand what ‘Connect it to what we did’ means. Maybe it’s because I’m a beginner but I could seriously use someone’s help. 😢😢
If you still need info I think I have worked it out past this hurdle. dragging out of the end of each node as you progress add to your blueprint: Character Movement -(found in the components panel) Get Velocity (Scroll down list to find the one with the yellow tag on left) Vector Length > (greater than) Branch Disconnect the "USE STAMINA" node from the SET (stamina) node, Connect the custom event "Use Stamina" to the new BRANCH node ,Connect the BRANCH TRUE to the SET (stamina) at the start of the blueprint. @@Mooshroom_RoadGhost
hey i know im too late but i have 2 probs, 1. the stanima still in the top right corner with the cyan numbers. 2. if i press shift its still decrease the stanima while i stand and dont move
Well as I still beginner I’m not quite sure how to fix the problem involving the movement part but I do know that to get ride of the cyan numbers you simply just need to delete the print node. Hope this helps
I have a problem with widgets they don't show up on my screen so you know the fix? I've tried so many things I did it right and everything I double checked it just doesn't show up
Hey! I like your tutorials, it's easy to understand for beginner (like me). Just want to ask, how to add the delay when they use all of the stamina to increase the stamina back.
Gorka, hi, I have 2 problems: 1) when I stand still, but at the same time I press the shift, the stamina begins to fall, although I do not move. 2) During stamina regeneration by pressing the shift, it is spent, but at the same time it is restored. Please help me. I did everything according to your guide. I will be glad if you answer
Hello I'm having trouble pressing shift. Pressing quickly doesn't activate running acceleration every time, but stamina decreases each time. Where to look for the problem?
Hello, first of all very cool video, however I have a problem. I can't add the "EventBeginPlay" because it's already at "Add Input Mapping". As a result, the stamina bar is not displayed to me. How can I fix this?
What I did was I made the code then added the begin event play before the stamina widget then after adding to viewpoint I attached the cast t player controller and the code behind it.
Hello. Very nice video. I would like to ask you if you can make a tutorial about a recommendation system or about recommendations to users (NPC) regarding their profile. I know it is very hard. Any advise or a tutorial would be much appreciated. Thank you
I figured out why this blueprint is broken. After shift clicked event after use and increase stamina the branch has to go back to retriggerable delay not to set. Hope that help and sorry for my bad english
Okay so i started trying to make a game in unreal engine and i used your tutorial but i dont know if im the only one but im having problems. The main problem is that when i use the stamina when its on 100 i can run but when its below 100 i cant run anymore until it is 100. Ill be very happy if anyone can help me with this problem.
Hey, i know its been 9 months bit if you want i can help. After custom event ( incrise/add stamina) make a branch and for condition set "Is Running".And continue the code with false. (True don't connect to anything)
hey love the tutorial however i am running into an issue, when the stamina goes down if i try to use stamina again my character just stutters and does not go back to full speed with remaining stamina, is there a way to fix this please? thanks.
Hey there 1 problem with this is there can only be 1 event begin-play so after following your tutorial to add a health bar and using it. i now cannot use the stamina bar as it requires another event begin play is there a way around this? [figured it out if you use a sequence it can run up to 5 events]
Thanks! What do you exactly mean? So is that an issue that you are having that when you press any key it stops regenerating, or is that something that you want to implement?
@@GorkaGames it is an issue I am having. I can press the stamina button (left shift) and it drains stamina then regens just fine. But if I were to press Q, for example, my stamina would no longer regen after draining.
@@GorkaGames yes it is connected. It drains on pressing and regens stamina on releasing as it normally should until any other key is pressed. Then it will drain, but not regen.
two ways to do it. when your not sprinting set the widget to be remove from parent. when sprinting make the widget come back add to view port. other way is hide the stamina bar only with a code.
Great tutorial ! I'm just having an issue. When I run the stamina is decreasing but when i stop it doesn't increase except if I press shift again. Like instead of using stamina, running increases stamina. edit: Sorry i'm just stupid lol
@@mage_2575 if you mean the progress bar, you just change its size so its vertical, and in the progress bar properties change "Bar Fill Type" to Top to Bottom
The tutorial was amazing but would this work for multiplayer clients? since it says, "set max walk speed." so would it effects all players? I'm new to Ue5
depends on how many playable characters you put in the game and if those characters all have the same walk speed or if you set them up to have individual speeds
pressing shift quickly after releasing it will bug the system, character wont run and stamina will stuck because it is both replenishing and draining, whats the problem?
Fix it by adding a Branch directly after the IncreaseStamina custom event, which has "IsRunning" as the condition. Only proceed if false. This breaks the loop, otherwise it will continue to 100 stamina no matter what you do.
Hi mate Thank a lot. Very helpful your all videos. Also i tried the stamina bars, but some reason don't let me on the graph screen add the other "Event begin play" . I had one all ready but if i swap it my character stop movements. You have some advice ? Thank you
Para a galera que está com problema de regeneraçao ( de a stamina ficar aumentando quando corre pela segunda vez ) é so você adicionar um branch antes do increase stamina e depois do retriggerable delay ai voce adiciona tambem a condiçao IsRunning? e marca como falso para o increase. Espero ter ajudado.
Hello! So far the videos great but at 11:37 you add the begin play event. But when I try to add it, it just takes me to the add input mapping begin play event and does not want to add a new one do you know why?
its because you chose the third person template, just move the event begin play to the left and add the same stuff he did and then connect the add to viewport node into the cast to player controller
Well I’m not sure if you have fixed this or not but when you go to the beginPlay that’s already in your project then from that add a sequence. When you add the sequence connect/link up the Then 1 to where you would want to add the BeginPlay (so connect the Then 1 to the Create WP stamina widget) Hope this fixes everything but if not I’m sorry(pretty sure it’s unlikely for it to not work though
@Mooshroom_RoadGhost thanks for the reply. I did end up figuring out that, bit weird but makes sense. I wish people showed adding it on instead of it just flash appearing with a cut. Confused the hell outta me early on
Well I’m not sure if you have fixed this or not but when you go to the beginPlay that’s already in your project then from that add a sequence. When you add the sequence connect/link up the Then 1 to where you would want to add the BeginPlay (so connect the Then 1 to the Create WP stamina widget) Hope this fixes everything but if not I’m sorry(pretty sure it’s unlikely for it to not work though
I have a problem, I followed the video and it generally works but it has this weird problem where my character is only capable of running when the bar is at full, I can't run at half stamina for example and even though I cant run, pressing the left shift button still causes the stamina bar to decrease despite the fact my character isn't running can anyone help with this?
if you hold shift and you hold still keep drain the stamina you can fix by: pressed --> branch get velocity the vector !== A and then with the condition line it to the branch, then true in to the set runnig.
For some reason when my stamina hits zero, my character continues to infinitely sprint. I cannot find a solution to this issue. Do you know of any solutions? Please let me know! Love your videos! Thank you! Just subscribed!
hey viewers im having an issue where if I run and deplete some stamina and while it is not completely but just a little or halfway depleted I try to run I am not able to run as in I'm trying to understand how to get it to deplete while I try to run while the stamina is not complete
Everything works fine, but I have a problem with footstep audio. I've been learning mostly from horror game tutorial, so I've got everything set up like in that video. But unfortunately, when I press shift to run, there 's no footsteps audio. When I walk there's no issue. Footstep sound is merged with walk animation. Did someone come up with solution? I would be grateful.
It's not working for me. I mean it works somehow but sometimes you can run and not lose or gain any stamina, sometimes stamina is going down but im not running, and even if I'm not walking and just press shift stamina is going down.
@@Bio_GD Hmm, add a boolean that enables when you are holding shift and disables when not holding. And in Decrease Stamina event add a bracn at the beginning and if the boolean is true continue.
@Gorka Games i can only run when my stamina is at full how can i fix it? ive searched in the comment and try what other people said but still doesnt work
I was adding this to an existing project with an advanced input action and im having issues where the string will not print while I hold shift but when I let go of shift it will print the string a single time.
I know this an old video. Can you tell me how to make it so it wont consume stamina if I'm crouching? In my character i have a simple "key bind" > crouch/uncrouch. and have can character crouch checked to true. Additionally, is there a way to allow to sprint once more if it reaches a certain value of stamina, but to stop increasing stamina if I choose to sprint once more?
Retrace your "StopFillStamina" and "isRunning?" strings, make sure they are in correct order and true/false at each point. sometimes these get mixed, breaking the function.
after following the tutorial, i have ran in an issue, the stamina bar only decreases every time it is pressed by the set decrease value once, and then immediately goes back to full, anyone have any idea how to fix this?
when i reach 0 stamina then spam the sprint key it allows the stamina to go into the negitives, when sprinting after the regen starts it still regens, and when pressing sprint and standing still it still drains stamina. any fixes would be apreciated.
My stamina bar doesn't fill up when i release shift midway, it only does after the bar is empty and when i let if fill, it doesn't get empty when i run
HELPPPPPP..... I can't make two begin plays because one is already used in the Add Input Thingy. I can't move if I use it for the other one and I can't use the bar If Its connected to the other one. Pleeeasseee
Hi, if someone have problem if your stamina regenerates while running i have a solution. After branch inregen stamina on false add new branch with boolean is running, false Can incrise stamina yes, true can incrise stamina no. I hope it helps, ALSO I DID IT ALONE IM SO PROUD OF MYSELF
Yeah, you will need to create an event exact as the drain stamina but have a higher value on decreasing. And then when you call the input to jump, you call that function
@@GorkaGames Hi Gorka, I tried to make this work. So when my Character is Moving in any direction while jumping, it decreases the Stamina I believed that's because of the Velocity and Vector length. but the problem I have is that when I hold the Jump, It continues to jump but doesn't decrease the stamina.
@@GorkaGames that’s actually some good advice to know, Iv been stressing over the landscape for weeks. We know where it’ll be, we know how we want it to look but none of us have a powerful enough machine to make it 🫣! Appreciate your replying and advising bud 💚
@@CostaGeo6683 no problem man! I am here to help, also if making the landscape inside UE is too performance expensive for your machine you could try to make it in a 3rd party application, suchas "Houdini" or "WorldMachine", and then export it to UE.
Thanks for the vid! I'm now adding a penalty system for when you complete deplete all your stamina.
In case anyone has problems make sure to Set your "Can Replenish Stamina" bool back to true after subtracting Stamina:)
Also, no need to keep setting walk speed, just reroute back to your retriggable delays each time:)
Thank you for watching!! Yeah good observations there!! Everyone take note! ✍️
Thank you! Worked.
Correct me if I'm wrong, but this design causes the HUD to check the stamina and run a calculation for the percentage every game tick. I wouldn't recommend this design. You should use event dispatchers in the character class to notify the HUD that it's stamina bar should be updated. It's a bit more work, but definitely a more efficient system. A simple HUD for a singleplayer game probably won't be too much of an issue, but if you continually use this design pattern you're going to end up with a very inefficient game at release time. Better to take the time and do it correctly in the beginning before you start learning bad habits.
I've come back to this video like 5 times just for the simple percentage math D': my math skills are absolutely horrible but this video saves me every time lol thanks dude!
For those who are having an error of having to wait to finish recharging stamina before being able to run again, I did the following:
In the custom event Increase Stamina, after the SET node I put another branch asking if IsRunning is true, and then I set the Increase Stamina? variable to false. If Is Running is false, then I follow the same code from the video, asking if the stamina is greater than or equal to 100, if it is, then I can't increase the stamina, if it's not, I set the Increase Stamina variable to false.
It worked well for me.
thx bro worked for me
Yep, much better now
yes u have to just put a and boolean and put is running with a not boolean and put increase stamina in the other link and put to the condition to the branch
Could you make a video? I’m having trouble understanding.
@@arrayofarts2560 give me you'r discord i send u
Edit: FIXED. Right after the "AddStamina" custom event, you must add a Branch with condition Get IsRunning, to only continue if False.
That solves the issue where tapping sprint can let you keep running with stamina regen, because the stamina regen logic NEVER ENDS until it reaches 100, thats why we have to interrupt it mid-flow any time we start running.
For this and the Healthbar tutorial, i recommend viewers to set a "MaxStamina" and "MaxHealth" variable, which is then used instead of manual numbers in the calculations. This so that if you ever have items or systems that increase either one, the new max will be used.
But with this said, im having bugs with this stamina setup. If i tap shift while running (so it flickers on and off between canincreasestamina), it ends up replenishing stam even while running, or it ends up never replenishing at all.
Can you explain this further? So confused with the writing
Tried that. Still having problems - see my comment above.
Thanx! That fixed the issue!
How do you get the MaxStamina variable into the stamina bar widget? Without this the bar is stuck with a single setting for max stamina display.
May have found a fix:
I attached the "True" part of the branch to the "Cant Increase Stamina=False" part of the code, and so far it has fixed both problems.
Excellent tut. If you don't want all the booleans, after +/- stamina and before set stamina just add a 'clamp float' node with the min and max set to 0 and 100. This will stop the stamina from going under 0 or above 100. Do this for health picks ( you have 90 health and the pick up gives you 20. It will only give you 10, for example) or anything you want to clamp the values for.
I'm just learning UE5 and your video made it so easy to understand the blueprint system. I like that you made really straight-forward. Thanks for the content!
Thank you so much!! I really appreciate it!!
Hey man, just wanted to thank you. I'm slowly getting into unreal engine with absolutely zero programming experience and thanks to your tutorials i'm learning a lot. It may not be much but after i watched your video, i managed to make a working sprinting and stamina mechanic on my own. Thank you very much! 😄
For those who are having an issue with cant add event begin play, just use the default begin play, connect it as in video and then continue to connect movement.
There’s only one for me
use seuquence to fix it
Thanks for the tutorial. Very helpful.. It needs a few fail saves though.. As my kid figured out, if you spam the sprint button, you can sprint for much longer. So I added in a new retriggerble delay of 0.5 to prevent sprint spamming.
Also added “can not sprint if velocity is less than 10.
I also added an extra stamina cost when pushing the button to further decrease to feeling of spamming the button..
But great tutorial, and a very good way of doing it 🙂👍
how did you add can not sprint if velocity is less than 10
@@stickxddx get the velocity of the player character. Make a branch, if the velocity is less than 100, then do nothing
Found 2 problems with this #1: Holding shift and standing still will make the stamina bar go down. #2: While the stamina bar is increasing if you try running the stamina bar will try to increase and decrease at the same time.
Yep. This guy sucks
For your first problem you could Get Velocity then drag and get Vector Length then from there get a > with 0 as the bottom value and plug that into a Branch at the start of the event and plug True back into the rest of your code 🙏💯
2# Problem
Hi, if someone have problem if your stamina regenerates while running i have a solution.
After branch inregen stamina on false add new branch with boolean is running, false Can incrise stamina yes, true can incrise stamina no. I hope it helps, ALSO I DID IT ALONE IM SO PROUD OF MYSELF
@@Losmhi THANK YOU SO MUCH!
@Losmhi Thank you so much, it really helpt me a lot. 😊
If anyone is having the issue, where when you try to run, the stamina is also trying to regen and the character runs and stops rapidly, put a branch with your isrunning condition connected right before the event to regen stamina and after the retriggerable delay node, make it so it only continues if it's false.
Can you help me make a tutorial video, please? I still don't understand.
You saved me!!!
Thank you.
THANK YOU! Just subbed to you as a thanks!
@@ard3nt417 lmao
I think i see a big problem. Try to press the Sprint Button without moving... IsSprinting should only be true if the button is PRESSED and there is a velocity in x or y axis. I've learned a lot from you. Thats why i can notice this. Have a good one!
how do i check if there is a velocity in the x or y axis?
@@slimergaming7915 get character movement get velocity convert it to vector length XY = your ground speed
If anyone has the "Event BeginPlay" set up for something else, you can just add a "Sequence" Right after, and connect the pins to the different events.
THANK YOUUUUU
Thanks dude i used this button map to create a walk speed aswell. Little clunky going from sprinting to walking but run to sprint run to walk great so thanks for the stamina bar and for the base for other ideas.
You are a life savior brother! Stay safe 🤘
Hey in 11:33 I am trying to connect As BP Third Person Game Mode to Target in Stamina but it says "BP Third mode person character object reference is not compatible with BP Third Person Game Mode Object reference." Can you help me with that please?
I got an issue,sometimes while i sprint,even that i have stamina if i release shift and press again my character would start sprinting and stop immediately even tho i have stamina left
Right after the "AddStamina" custom event, you must add a Branch with condition Get IsRunning, to only continue if False.
That solves the issue where tapping sprint can let you keep running with stamina regen, because the stamina regen logic NEVER ENDS until it reaches 100, thats why we have to interrupt it mid-flow any time we start running.
@@magic_relic2429Thanks bro
Great video. While your character is standing static and you key left shift, your health automatically begins decreasing without moving. How would I go about fixing this issue please?
Yeah i missed that one 🤣 So when you press shift before doing all what we do, just get the "character movement component", then get the velocity from it (the yellow one because it's a vector), and then from it a vector length. Then you can make a branch, and in the vector length make a > bigger than and put 0. and in true you plug it into what we did, hope this helps!!
Sorry Can you please explain this in detail because I am beginner
@@GorkaGames ME SALVASTE GORKA SAPEEEEEEEEEEEE
So I understand everything your saying but I don’t understand what ‘Connect it to what we did’ means. Maybe it’s because I’m a beginner but I could seriously use someone’s help. 😢😢
If you still need info I think I have worked it out past this hurdle.
dragging out of the end of each node as you progress add to your blueprint:
Character Movement -(found in the components panel)
Get Velocity (Scroll down list to find the one with the yellow tag on left)
Vector Length
> (greater than)
Branch
Disconnect the "USE STAMINA" node from the SET (stamina) node, Connect the custom event "Use Stamina" to the new BRANCH node ,Connect the BRANCH TRUE to the SET (stamina) at the start of the blueprint. @@Mooshroom_RoadGhost
Thanks goat!!! This really helped a lotttt :)
Урок отличный,все получилось,даже лучше чем хотел)
hey i know im too late but i have 2 probs,
1. the stanima still in the top right corner with the cyan numbers.
2. if i press shift its still decrease the stanima while i stand and dont move
Well as I still beginner I’m not quite sure how to fix the problem involving the movement part but I do know that to get ride of the cyan numbers you simply just need to delete the print node. Hope this helps
Delete the print string
hey, is there a way to stop the stamina depleting when I press shift but I'm not moving? Everything else is great though!
same problem
same
I have a problem with widgets they don't show up on my screen so you know the fix? I've tried so many things I did it right and everything I double checked it just doesn't show up
Thank you bro I just followed this :)
Hey! I like your tutorials, it's easy to understand for beginner (like me). Just want to ask, how to add the delay when they use all of the stamina to increase the stamina back.
Thank you I really appreciate it! So in the "Increase Stamina" event add a branch before anything and ask if "stamina" is
thank you for such a clear and useful video😀😀
Thanks Gorka.
Gorka, hi, I have 2 problems: 1) when I stand still, but at the same time I press the shift, the stamina begins to fall, although I do not move. 2) During stamina regeneration by pressing the shift, it is spent, but at the same time it is restored. Please help me. I did everything according to your guide. I will be glad if you answer
the first problem i cant solve but for the second one change one of the retriggable delay to 0.4 and it might fix the problem
We definitely gotta put gorka in the credits of our games for helping us. Thank you for the amazing videos
Thank you bro
Please make a new video with all the corrections written in the comments.
Hello
I'm having trouble pressing shift.
Pressing quickly doesn't activate running acceleration every time, but stamina decreases each time.
Where to look for the problem?
Go to the delay timer in the sprint action and set it to .05, that delay sets how long after you hit sprint it activates
i love the videos! i already have a event begin so what should i supplement for?
ALSO cant sprint when stanima is generating
all work good thank you bro! nost realistic stamina
Hello, first of all very cool video, however I have a problem. I can't add the "EventBeginPlay" because it's already at "Add Input Mapping". As a result, the stamina bar is not displayed to me. How can I fix this?
What I did was I made the code then added the begin event play before the stamina widget then after adding to viewpoint I attached the cast t player controller and the code behind it.
@@Phabic Thank you, it works
@@darknex2 Nice
Or another way is to add a sequence node right after the EventBeginPlay.
@@atomicplays8478 Yeah that would also work :)
Hello. Very nice video. I would like to ask you if you can make a tutorial about a recommendation system or about recommendations to users (NPC) regarding their profile. I know it is very hard. Any advise or a tutorial would be much appreciated. Thank you
I figured out why this blueprint is broken. After shift clicked event after use and increase stamina the branch has to go back to retriggerable delay not to set. Hope that help and sorry for my bad english
Okay so i started trying to make a game in unreal engine and i used your tutorial but i dont know if im the only one but im having problems. The main problem is that when i use the stamina when its on 100 i can run but when its below 100 i cant run anymore until it is 100. Ill be very happy if anyone can help me with this problem.
Same Problem :( Are you were you able to fix it?
same here
Same problem
Hey, i know its been 9 months bit if you want i can help. After custom event ( incrise/add stamina) make a branch and for condition set "Is Running".And continue the code with false. (True don't connect to anything)
hey love the tutorial however i am running into an issue, when the stamina goes down if i try to use stamina again my character just stutters and does not go back to full speed with remaining stamina, is there a way to fix this please? thanks.
same I made the whole blueprint twice and still..
Has any further progress been made on this issue?
Hey there 1 problem with this is there can only be 1 event begin-play so after following your tutorial to add a health bar and using it. i now cannot use the stamina bar as it requires another event begin play is there a way around this? [figured it out if you use a sequence it can run up to 5 events]
yeah, you can use a sequence to have more code on the begin play more organized
yes mb , use 'sequence' for the multiple Actions on Event Begin Play .
works good but if i hold the sprint key it drains stamina without even moving any fix?
Awesome tutorial! After implementing it, what would cause the stamina to stop regenerating after pressing any key other than Left Shift?
Thanks! What do you exactly mean? So is that an issue that you are having that when you press any key it stops regenerating, or is that something that you want to implement?
@@GorkaGames it is an issue I am having. I can press the stamina button (left shift) and it drains stamina then regens just fine. But if I were to press Q, for example, my stamina would no longer regen after draining.
@@marshmallowwp Hmm, so did you connect the "increase stamina" event on the released connection on the left-shift right?
@@GorkaGames yes it is connected. It drains on pressing and regens stamina on releasing as it normally should until any other key is pressed. Then it will drain, but not regen.
@@marshmallowwp Could you send me a screenshot of the code perhaps by twitter?
Does Anybody know how i can edit it to make it disapear when nothing is happening with the stamina bar? thanks!
two ways to do it. when your not sprinting set the widget to be remove from parent. when sprinting make the widget come back add to view port. other way is hide the stamina bar only with a code.
How can I hide the blue numbers on the left? Great video btw
you can just delete the print node
thx man your videos it a true help thx
Great tutorial ! I'm just having an issue. When I run the stamina is decreasing but when i stop it doesn't increase except if I press shift again. Like instead of using stamina, running increases stamina.
edit: Sorry i'm just stupid lol
Thank you!! Try this, set the "can increase stamina" bool back to try after subtracting the stamina
Great vid!
One question is how to you make the stamina run out vertically
did you find out? if yes could you explain?
@@monkeebomb2971 Sadly I have not
@@mage_2575 if you mean the progress bar, you just change its size so its vertical, and in the progress bar properties change "Bar Fill Type" to Top to Bottom
The tutorial was amazing but would this work for multiplayer clients? since it says, "set max walk speed." so would it effects all players? I'm new to Ue5
depends on how many playable characters you put in the game and if those characters all have the same walk speed or if you set them up to have individual speeds
Idk why but for a reason i need to change the retrigerable delay to a bigger number in order to run. For example if i put 20 i can run for 20 seconds.
pressing shift quickly after releasing it will bug the system, character wont run and stamina will stuck because it is both replenishing and draining, whats the problem?
Fix it by adding a Branch directly after the IncreaseStamina custom event, which has "IsRunning" as the condition. Only proceed if false. This breaks the loop, otherwise it will continue to 100 stamina no matter what you do.
@@Baleur Thank you! You fixed my problem as well! Cheers!
I’m having the same problem I don’t know if I’m doing something wrong or if it’s just me being a beginner but it doesn’t seem to work.
Hi mate Thank a lot. Very helpful your all videos. Also i tried the stamina bars, but some reason don't let me on the graph screen add the other "Event begin play" . I had one all ready but if i swap it my character stop movements. You have some advice ? Thank you
you should be able to connect it to the end of whatever is at the end of that line. Create widget then add to viewport
Thank you @@LyteRetro
When I stop running before the bar is empty and start running again my character has trouble running and the bar doesnt fill or empty.
Para a galera que está com problema de regeneraçao ( de a stamina ficar aumentando quando corre pela segunda vez ) é so você adicionar um branch antes do increase stamina e depois do retriggerable delay ai voce adiciona tambem a condiçao IsRunning? e marca como falso para o increase. Espero ter ajudado.
boa !!!
Salvou dms, vlw
Hello! So far the videos great but at 11:37 you add the begin play event. But when I try to add it, it just takes me to the add input mapping begin play event and does not want to add a new one do you know why?
its because you chose the third person template, just move the event begin play to the left and add the same stuff he did and then connect the add to viewport node into the cast to player controller
@@rqcun9441 tysm
@@Ricks1271YT np
@@Ricks1271YT lemme know if you need any help on the rest of the video, im decently experienced in unreal engine.
@@rqcun9441 yeah dude thanks
Thank you. very Thnak.
Tus videos son geniales, estoy aprendiendo mucho, sigue así
Muchas gracias!! Asi seguiré! 💪💪
im very proud of myself for understanding that
i cant make multiple Event BeginPlay's... when i press it. it takes me to the one already there??
Well I’m not sure if you have fixed this or not but when you go to the beginPlay that’s already in your project then from that add a sequence. When you add the sequence connect/link up the Then 1 to where you would want to add the BeginPlay (so connect the Then 1 to the Create WP stamina widget) Hope this fixes everything but if not I’m sorry(pretty sure it’s unlikely for it to not work though
@Mooshroom_RoadGhost thanks for the reply. I did end up figuring out that, bit weird but makes sense. I wish people showed adding it on instead of it just flash appearing with a cut. Confused the hell outta me early on
i have a question i cant create node event bedinplay cuz i already have it in the begining of the project and it wont let me what should i do ?
Well I’m not sure if you have fixed this or not but when you go to the beginPlay that’s already in your project then from that add a sequence. When you add the sequence connect/link up the Then 1 to where you would want to add the BeginPlay (so connect the Then 1 to the Create WP stamina widget) Hope this fixes everything but if not I’m sorry(pretty sure it’s unlikely for it to not work though
I have an issue where if you are holding the w key to move and hold for sprint the bar depletes but the walk speed of the player does not change
I have a problem, I followed the video and it generally works but it has this weird problem where my character is only capable of running when the bar is at full, I can't run at half stamina for example and even though I cant run, pressing the left shift button still causes the stamina bar to decrease despite the fact my character isn't running
can anyone help with this?
YOU'RE THE BEST!)
thank you!!
if you hold shift and you hold still keep drain the stamina you can fix by: pressed --> branch get velocity the vector !== A and then with the condition line it to the branch, then true in to the set runnig.
yooo im having this issue, can u explain a little clearer please ? so if left shift is pressed into a branch into get velocity ?
For some reason when my stamina hits zero, my character continues to infinitely sprint. I cannot find a solution to this issue. Do you know of any solutions? Please let me know! Love your videos! Thank you! Just subscribed!
He could update the video, shows the problems we can have and show the solutions (becasue im noob xD)
hey viewers im having an issue where if I run and deplete some stamina and while it is not completely but just a little or halfway depleted I try to run I am not able to run as in I'm trying to understand how to get it to deplete while I try to run while the stamina is not complete
just holding the shift also drains the stamina, even character is not running
Cool music in the background, what's it called?
Everything works fine, but I have a problem with footstep audio. I've been learning mostly from horror game tutorial, so I've got everything set up like in that video. But unfortunately, when I press shift to run, there 's no footsteps audio. When I walk there's no issue. Footstep sound is merged with walk animation. Did someone come up with solution? I would be grateful.
It's not working for me. I mean it works somehow but sometimes you can run and not lose or gain any stamina, sometimes stamina is going down but im not running, and even if I'm not walking and just press shift stamina is going down.
can you please help if you don't use all your stamina and start running again then he won't run how to fix it
And when I use W without shift stamina decreases. Please, help to fix this
Make sure to set your "canIncreaseStamina?" boolean back to true after subtracting stamina
@@Bio_GD Hmm, add a boolean that enables when you are holding shift and disables when not holding. And in Decrease Stamina event add a bracn at the beginning and if the boolean is true continue.
Thank you! I will try it
@@GorkaGameshow do I do this
Thanks :)
@Gorka Games i can only run when my stamina is at full how can i fix it? ive searched in the comment and try what other people said but still doesnt work
Amazing videos
thanks!
how do I start with a different key like "R" instead of left shift? thanks.
All you have to do is left click and type the key you want in your case R then look for R keyboard or something like that let me know if it works
I was adding this to an existing project with an advanced input action and im having issues where the string will not print while
I hold shift but when I let go of shift it will print the string a single time.
I had the same issue but instead of creating an input mapping i just used the "Shift key" just like he did in the video and it worked.
How do you get the use stamina blueprint it doesn't show up for me
2:05 here my man!! watching carefully :3
He named the event 'use stamina' check what you named yours. I had the same issue but remembered I named mine 'Drain Stamina' Hope this helps :)
I know this an old video. Can you tell me how to make it so it wont consume stamina if I'm crouching? In my character i have a simple "key bind" > crouch/uncrouch. and have can character crouch checked to true.
Additionally, is there a way to allow to sprint once more if it reaches a certain value of stamina, but to stop increasing stamina if I choose to sprint once more?
just basically add a branch to your crouch keybind and assign the "isRunning" variable to it and if false then crouch but if not, dont enable crouch.
It's not regenerating when i stand still and it goes down when I just hold shift when standing still
How can i add the stamina bar to my viewport, everytime i go in and move it around in the canvas it still wont appear on the screen
How to hidde the stamina bar when player is not running?
How can I make the numbers on the top left go away?
When you click start again until it is topped up, it throws an error, how do I fix it?
How do I make the character animation faster so it look like I’m sprinting
Anyone having problems setting the “Use Stamina Node.” It connects to the Retriggable delay?
I have a problem when i use all my stamina and stop running after i regain stamina and sprint it doesnt go back down ANY FIXES?
Retrace your "StopFillStamina" and "isRunning?" strings, make sure they are in correct order and true/false at each point. sometimes these get mixed, breaking the function.
ty but i fixed it lol@@GrimeTimeGamer
Now, how would I be able to replicate this?
after following the tutorial, i have ran in an issue, the stamina bar only decreases every time it is pressed by the set decrease value once, and then immediately goes back to full, anyone have any idea how to fix this?
when i reach 0 stamina then spam the sprint key it allows the stamina to go into the negitives, when sprinting after the regen starts it still regens, and when pressing sprint and standing still it still drains stamina. any fixes would be apreciated.
in the drainStamina custom event, use the node Clamp (float) after the get stamina, and change the ranges that you want (im using min: 0 and max: 100)
This worked thanks.
your Welcome!! @@name_isme3245 😄
When i sprint and turn... sometimes... the player goes all glitchy and turns in spikey, sudden impliments.
I think I'm too late but for some reason my stamina bar just won't drain
My stamina bar doesn't fill up when i release shift midway, it only does after the bar is empty and when i let if fill, it doesn't get empty when i run
SAME, DID U FIND FIX??
HELPPPPPP..... I can't make two begin plays because one is already used in the Add Input Thingy. I can't move if I use it for the other one and I can't use the bar If Its connected to the other one. Pleeeasseee
just carry on after whatever code you used on begin play itll just run
or create a sequence node and attach it on 2
Bro ,Can you or anyone reading this comment ,Why he used Retriggerable delay node made that loop
how I get the "Use Stamina"?
He named the event 'use stamina' check what you named yours. I had the same issue but remembered I named mine 'Drain Stamina' Hope this helps :)
@@MrPlugPod thx
Hello i want to uwe that fr another skills howcan i link this stamina
Hi, if someone have problem if your stamina regenerates while running i have a solution.
After branch inregen stamina on false add new branch with boolean is running, false Can incrise stamina yes, true can incrise stamina no. I hope it helps, ALSO I DID IT ALONE IM SO PROUD OF MYSELF
i have an problem, it does not regenerate (i am in first person)
dude for 5.3 the event beginplay is already in action thats the thing
Can you show how to make it so you lose stamina when you jump?
Yeah, you will need to create an event exact as the drain stamina but have a higher value on decreasing. And then when you call the input to jump, you call that function
@@GorkaGames Hi Gorka, I tried to make this work. So when my Character is Moving in any direction while jumping, it decreases the Stamina I believed that's because of the Velocity and Vector length. but the problem I have is that when I hold the Jump, It continues to jump but doesn't decrease the stamina.
@@OdyGonzales might be too late but you could try using a do once node on your jump function to prevent multiple jumps while holding the jump key
Your literally writing my mechanics 😂
🤣 yeah I just realized 🤣
@@GorkaGames I’m definitely not complaining 😂😂! I can probably do all the mechs prior to making the environment though
@@CostaGeo6683 yeah 🤣🤣 that is actually the "right way" to start, first doing all the main mechanics than the enviroment
@@GorkaGames that’s actually some good advice to know, Iv been stressing over the landscape for weeks. We know where it’ll be, we know how we want it to look but none of us have a powerful enough machine to make it 🫣! Appreciate your replying and advising bud 💚
@@CostaGeo6683 no problem man! I am here to help, also if making the landscape inside UE is too performance expensive for your machine you could try to make it in a 3rd party application, suchas "Houdini" or "WorldMachine", and then export it to UE.