Thanks for sharing! Another option would be to use GetOwner( target Actor Component) > Get Component by Class, where the Component Class is of type Shape Component. This way you can add the Interaction Component to anything.. Character (Capsule), healthpack (sphere collision), crate (box collision). One Component to Rule them All!
Once again, your videos and work are incredible! Always among my favorites. It is very detailed, offering you alternatives and shortcuts that we unfortunately do not see much in other trainers. Congratulations
I hate how I always like your videos immediately, but never watch them entirely. I'm in my first year of computer science uni and I don't have time to make games yet. 😢 I'll be back though.
@@arc7498 not really, my main goal is to teach, not really to sell assets, I do of course appreciate all the support I get on Patreon as it allows me to continue teaching, that's why I offer the project files on Patreon for very little.
@@AliElZoheiry Is merging your projects to create a game framework something you would do in a future video then? I'm watching all your tutorials so that would benefit people like me immensely. Thank you for your answer :)
I'm not sure why you used the cast node at all when you had an Interaction Blueprint Interface. You could've created a function to get the Capsule Component in the BPI Interact.
how is this diffrent to using a Intraction interface then just implementing that in any intractable actor and On "E" You get the hit actor for the trace and call Intraction message
@@benn3124 an interface is used to share "structure" but not functionality, so if you implement the interface in one actor, and you want to reuse the same functionality in another actor, you'd have to copy it or centralize the logic and share it, and actor components are he way to centralize and share logic
Then you make it a variable on the actor component that each actor can configure independently. Just like you can change the movement speed of the character movement component in each actor that uses it independently. I have a full video on actor components on my channel if you wanna learn more th-cam.com/video/xo0sbSeWKe4/w-d-xo.html
I've seen so many interaction system tutorials, but yours is just the best !
Great job and can't wait for part 4 ^^
Thanks for sharing! Another option would be to use GetOwner( target Actor Component) > Get Component by Class, where the Component Class is of type Shape Component. This way you can add the Interaction Component to anything.. Character (Capsule), healthpack (sphere collision), crate (box collision). One Component to Rule them All!
Once again, your videos and work are incredible! Always among my favorites. It is very detailed, offering you alternatives and shortcuts that we unfortunately do not see much in other trainers. Congratulations
I hate how I always like your videos immediately, but never watch them entirely. I'm in my first year of computer science uni and I don't have time to make games yet. 😢 I'll be back though.
I love your tutorials, so well planned and executed.
Ali’s yt notification! It is a yes 🤘🏼
Hmm are you planning on merging all your tutorial systems at the end and release a game framework on the marketplace to buy?
@@arc7498 not really, my main goal is to teach, not really to sell assets, I do of course appreciate all the support I get on Patreon as it allows me to continue teaching, that's why I offer the project files on Patreon for very little.
@@AliElZoheiry Is merging your projects to create a game framework something you would do in a future video then? I'm watching all your tutorials so that would benefit people like me immensely. Thank you for your answer :)
Great stuff as always sir!
I'm not sure why you used the cast node at all when you had an Interaction Blueprint Interface. You could've created a function to get the Capsule Component in the BPI Interact.
how is this diffrent to using a Intraction interface then just implementing that in any intractable actor and On "E" You get the hit actor for the trace and call Intraction message
@@benn3124 an interface is used to share "structure" but not functionality, so if you implement the interface in one actor, and you want to reuse the same functionality in another actor, you'd have to copy it or centralize the logic and share it, and actor components are he way to centralize and share logic
do u think this series is good for practice for beginners not literal beginner i learned blue print basics and ue5 developer UI
What if I have to use different animations with different interactible actors?
Then you make it a variable on the actor component that each actor can configure independently. Just like you can change the movement speed of the character movement component in each actor that uses it independently.
I have a full video on actor components on my channel if you wanna learn more th-cam.com/video/xo0sbSeWKe4/w-d-xo.html
waiting for part 4
LETS GOO