Thank you, man. I've been looking through unreal docs and numerous tuts, but your case was the ideal implementation for me (clicking objects with mouse without using UMG). Cool cool cool
@@gisli I have one tutorial idea i cant seem to find, How do you make an Off click. example: i click on box, it changes color to red, if i click anywhere else it changes back to normal color.
create a video on click event when you hover on any object its shows interact and when you click its give you option to select.. hope you understand this type of video is not available on youtube.
Hi! Thanks for the comment! It really depends on the use case. - If you have a relatively simple game aimed for the PC platform (which is usually pretty powerful) then using the blueprint tick to do things is fine. - If you make a more complex game with many dynamic entities then the first thing to do is to see if the tick logic can be refactored to be event based. So instead on continuously ticking and checking, you can react to an event to do the action. - If you find that you need to tick, then you could consider having the actor tick less frequently. Maybe only tick 4 times a second for example. This can be configured in the actor settings. And if you really need the performance, you can move the logic over to c++ where it is (potentially) faster. A good thing remember is that its might not be the tick itself that's slow, but rather what you are doing. So if you are doing an expensive ray cast into the world on tick, then it wont matter (too much) if its called from a c++ tick function or a blueprint tick function
The video actually shows both, The first bit is doing it via UMG's but then later I show how to trace into the world and send a message to the actor through a mouse click. But the video should probably open with that :)
you are going so fast, that its hard to sometimes know what you are changing or doing. Feels a little like you are showing off more than trying to teach. But of course, this may not be meant for a beginner like myself. But thank you!
Thanks for the feedback! I've been told both that I move to fast and that I speak to fast when making videos so this is definitely something I'm working
It is a lot easier when you know your way around unreal lol, but these are the best kinds of tutorial when you are just doing random fun things! It could help new developers to go slower and even say why things may work more than others and why you wouldn't want to do one thing over the other!! I love the reasons why I should do something when I'm learning it rather than just do this then do this! Great video and I can't wait to mess around with it making a puzzle game of some sorts!
Hola yo quieor 1 visualizar el maus 2 darclick aun objeto que tengo en el mapa 3 que el objeto se destruya cuando haga sierta cantidad de click Muchas gracias
¡Utilicé el traductor de google! Espero que esto sea correcto If I understand correctly, you want to: Show the mouse Cursor: - You can do this by opening up the player controller, going into class settings and activating "Show Mouse Cursor" Click on an object: In the player controlled blueprint, call use the function "GetHitResultUnderCursorForObjects". Make sure that your object types is the same as the object in the world (WorldStatic for example). Out of this you get a "HitResult" Drag out of the hit result and do "Break" One of the properties on in the HitResult is "HitActor". Destroy the actor: Now it easy as calling "DestroyActor" on the HitActor Déjame saber si funciona!
got a little problem, everything seem to working fine, but when i try to add a second cube, the first cube stop working and only the second workin (if i delete the second, the first sart working again) how can i make each cube indepedant and all working ?
Hi! I've been circling you comment for a while trying to figure out how best to respond :p Did you figure it out yet?. If not I'd be happy to connect through discord and take a look to see if I can help out ".gisli"
@@gisli i kindy find a solution but now i'm dealing with a bigger problem ... and for this one i think i will need to have a real programmer working with me cause i'm on a massive project and i think i just throw myself on a project too big for me x)
Thank you, man. I've been looking through unreal docs and numerous tuts, but your case was the ideal implementation for me (clicking objects with mouse without using UMG). Cool cool cool
Glad it helped!
I was exactly looking for a function like that (GetHit Result Under Cursor). Thanks Gisli !
Happy to help 🙂
Mann thanks for this, Idk why but NOT many tutorials for mouse games like top down, to teach mouse interactions. thnx again and please make more :)
Thanks! Í agree there should be more tutorials for top down games with mouse, hopefully I can make some in the future!
@@gisli I have one tutorial idea i cant seem to find, How do you make an Off click. example: i click on box, it changes color to red, if i click anywhere else it changes back to normal color.
Спасибо большое! То, что мне нужно было!
Рад, что смог помочь!
thanks for your help, you help this concept used to my problem solved 😇😇
Happy to help, good luck with your project!
Great Video!
Thanks! Glad you like it 🔥
Hi Gisli, Can you upload a video on how to make separate clickable buttons on a sphere which rotates when the sphere is rotated
Thats a really good idea! i'll put it on my list and hopefully can make something useful
This is dope thanks
Glad you like it!
create a video on click event when you hover on any object its shows interact and when you click its give you option to select.. hope you understand this type of video is not available on youtube.
Do you have a video showing where you made BP_BouncingBall?
Geht
Great video
Thanks ! Glad you liked it
is it a good idea to use event tick? performance bro
Hi! Thanks for the comment!
It really depends on the use case.
- If you have a relatively simple game aimed for the PC platform (which is usually pretty powerful) then using the blueprint tick to do things is fine.
- If you make a more complex game with many dynamic entities then the first thing to do is to see if the tick logic can be refactored to be event based. So instead on continuously ticking and checking, you can react to an event to do the action.
- If you find that you need to tick, then you could consider having the actor tick less frequently. Maybe only tick 4 times a second for example. This can be configured in the actor settings.
And if you really need the performance, you can move the logic over to c++ where it is (potentially) faster. A good thing remember is that its might not be the tick itself that's slow, but rather what you are doing. So if you are doing an expensive ray cast into the world on tick, then it wont matter (too much) if its called from a c++ tick function or a blueprint tick function
good!
Thanks!
I was trying to do how to click on objects not Widget
The video actually shows both, The first bit is doing it via UMG's but then later I show how to trace into the world and send a message to the actor through a mouse click. But the video should probably open with that :)
I've added chapters to the video so you can jump straight to the mouse click logic
you are going so fast, that its hard to sometimes know what you are changing or doing. Feels a little like you are showing off more than trying to teach. But of course, this may not be meant for a beginner like myself. But thank you!
Thanks for the feedback! I've been told both that I move to fast and that I speak to fast when making videos so this is definitely something I'm working
It is a lot easier when you know your way around unreal lol, but these are the best kinds of tutorial when you are just doing random fun things!
It could help new developers to go slower and even say why things may work more than others and why you wouldn't want to do one thing over the other!! I love the reasons why I should do something when I'm learning it rather than just do this then do this! Great video and I can't wait to mess around with it making a puzzle game of some sorts!
Hola yo quieor
1 visualizar el maus
2 darclick aun objeto que tengo en el mapa
3 que el objeto se destruya cuando haga sierta cantidad de click
Muchas gracias
¡Utilicé el traductor de google! Espero que esto sea correcto
If I understand correctly, you want to:
Show the mouse Cursor:
- You can do this by opening up the player controller, going into class settings and activating "Show Mouse Cursor"
Click on an object:
In the player controlled blueprint, call use the function "GetHitResultUnderCursorForObjects". Make sure that your object types is the same as the object in the world (WorldStatic for example). Out of this you get a "HitResult" Drag out of the hit result and do "Break" One of the properties on in the HitResult is "HitActor".
Destroy the actor:
Now it easy as calling "DestroyActor" on the HitActor
Déjame saber si funciona!
@@gisli te are saber
Muchas gracias
got a little problem, everything seem to working fine, but when i try to add a second cube, the first cube stop working and only the second workin (if i delete the second, the first sart working again) how can i make each cube indepedant and all working ?
Hi!
I've been circling you comment for a while trying to figure out how best to respond :p Did you figure it out yet?.
If not I'd be happy to connect through discord and take a look to see if I can help out
".gisli"
@@gisli i kindy find a solution but now i'm dealing with a bigger problem ... and for this one i think i will need to have a real programmer working with me cause i'm on a massive project and i think i just throw myself on a project too big for me x)
@@Picaxe45 Glad to hear!
I think this is the best way to learn! Dig yourself into a hole and figure out the way out :D
@@gisli well i hope i'll find the way out because it's only going deeper since i start my project like ... 6y ago XD