Unreal Engine 4 Tutorial - Interaction & Interfaces

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 52

  • @V67Snick
    @V67Snick 6 ปีที่แล้ว +17

    This has got to be the most clear and concise tutorial I have seen on this often confusing topic! Thank you!

  • @KillerBearsaw
    @KillerBearsaw 3 ปีที่แล้ว

    So many tutorials show the wrong way of doing something and never show the best practice method. Or they only show you the correct way without explaining why it's the best practice. You did all that in like 4 minutes. All your videos have been so clear and concise, it's a shame you're not making them anymore. Hope you're doing wonderful things!

  • @TeslaUE4
    @TeslaUE4  8 ปีที่แล้ว +11

    Back doing tutorials/tutoring now! Some thing's didn't pan out as planned this year, but I'm back doing what I love. I'm back working on Galaxy Heist too and we've got some big changes coming to it! So make sure to check it out! Stay tuned for lots of new and updated tutorials! =D
    This one is kind of a theory tutorial, looking at different ways we can setup interaction.

    • @adriannica1566
      @adriannica1566 8 ปีที่แล้ว +1

      Thx for the tutorial , I really like how you make them short and straight to the point.

    • @nyxi6689
      @nyxi6689 8 ปีที่แล้ว

      glad you're back!

    • @cybersamurai99
      @cybersamurai99 6 ปีที่แล้ว

      Yay:)

  • @emilasplund4462
    @emilasplund4462 4 ปีที่แล้ว

    Wow. I have watched like 10 different tutorials on BPI and I couldn't really understand when and why I should implement them. You just hit the nail on the head there. Perfect. Great job!

  • @SamHammoudeh
    @SamHammoudeh 3 ปีที่แล้ว

    Hey brother. I know you're working and probably don't check these comments, but I just wanted to let you know that this tutorial has help me overcome a major hurdle in my game that was taking weeks to figure out. Appreciate it.

  • @user-nt5et9jb4h
    @user-nt5et9jb4h 5 ปีที่แล้ว

    Woah ! I'm still spaghetti blueprint level after 3 years of ue4 (as I do environments and visualizations), and you just told me how i'm gonna work from now on. This is the type of tutorial where you understand something first try and at a pretty fast pace as well.

  • @BeeGameDev
    @BeeGameDev 8 ปีที่แล้ว

    Welcome Back! You are such a great learning resource for the unreal community, thank you for your amazing contribution to this great community!

  • @tampajoeyz230
    @tampajoeyz230 5 ปีที่แล้ว

    Great tutorial Tesla. Obviously it is possible to use a collision event instead of the line trace method shown in the video. So, the interactive interface is utilized by a collision event instead of the F input requirement.

  • @KIKUSIKO
    @KIKUSIKO 4 ปีที่แล้ว +1

    My question is how do you get it to work with the Level blueprint...
    The raycasting / line casting works fine with other blueprints but with the level blueprint? Big fat NO... How do I fix it ? :D
    Thanks in advance

  • @schumirc2
    @schumirc2 8 ปีที่แล้ว

    Our new tutorials , man you helped me a lot when I started to develop games, thank you, and continue with the good work !

  • @scottbez6872
    @scottbez6872 8 ปีที่แล้ว

    Good to see you back. Your tutorials are very good

  • @gboodhoo
    @gboodhoo 5 ปีที่แล้ว

    Fantastic one. Has changed the way I'm using Unreal. Thanks!

  • @edcatmull9253
    @edcatmull9253 3 ปีที่แล้ว

    This is a great video. Is the tag necessary? Would it work without?

  • @MuhammedSagrl
    @MuhammedSagrl 4 ปีที่แล้ว

    Our languages are not the same but you helped me understand the subject very well. Thank you (;

  • @theJellerShow
    @theJellerShow 3 ปีที่แล้ว

    Great video, thank you. But how could I make the interact work with a radius around my character instead of using the linetrace? What node would you recommend as a replacement?

  • @bat4019
    @bat4019 5 ปีที่แล้ว

    Interfaces are just another way to interact between blueprints without having to cast them to each other, benefits are fewer changes to the code when changing one blueprint with another also good if you want to create components

  • @Thunder_Owl
    @Thunder_Owl 7 ปีที่แล้ว +2

    I think file link is dead...

  • @Theawesomeking4444
    @Theawesomeking4444 3 ปีที่แล้ว +1

    nice thanks for tutorial
    now i dont need to cast 30 times

  • @Matthew.1994
    @Matthew.1994 6 ปีที่แล้ว +1

    how can i have an outline of a object that has the interact tag when looking at it and when i look away the outline disappears?

    • @Trastaroots
      @Trastaroots 5 ปีที่แล้ว

      th-cam.com/video/Fc8xsU29lUM/w-d-xo.html

  • @Thunder_Owl
    @Thunder_Owl 6 ปีที่แล้ว +1

    Hello. Sadly, that project download link is dead. Will it be maybe up again? Thank you.

  • @wesleylvr
    @wesleylvr 8 ปีที่แล้ว +1

    Awesome!!! Welcome back :D

  • @ShojikiGaming
    @ShojikiGaming 6 ปีที่แล้ว

    Thanks for this video Tesla. It explained interfaces very nice and simply. One question i have is how would i implement this so that when i hover my crosshair over an object, the object's name would display over the item? I'm assuming it would be a constant linetrace either with EventTick or a timer, however i'm unsure how to then retrieve the info i need to display it on my "Item Info" widget..

  • @gameboy2557
    @gameboy2557 5 ปีที่แล้ว

    can you make it so it can only work at a certain distance

  • @pencilgun4934
    @pencilgun4934 5 ปีที่แล้ว

    Hi Tesla thanks for the tutorial. What is faster in terms of engine overhead Casting or Interfaces? :-)

  • @MetehanYengil
    @MetehanYengil 4 ปีที่แล้ว

    Great tutorial! Thanks man

  • @FF-FAN9999
    @FF-FAN9999 6 ปีที่แล้ว

    great tutorial! but it seems like the problem is it doesnt work if the object doesnt have dynamic collision(which is a problem if i want to make some objects not collide with the player. Any ways around this?

  • @nyxi6689
    @nyxi6689 8 ปีที่แล้ว

    If I want to make readable notes, what is the best way because I am aiming to have a large set of notes and making a BP for each and casting to it does not seem as the best solution.

  • @derocktyler9882
    @derocktyler9882 5 ปีที่แล้ว

    This was explained so well. Thank you

  • @jirikaminsky9851
    @jirikaminsky9851 7 ปีที่แล้ว

    hello , break hit results are not available under context sensitive menu, after i found
    it in non context sensitive menu , i am still unable to connect out hits to break hit result. Any help please. Unreal 4.18

    • @anon4588
      @anon4588 7 ปีที่แล้ว

      Lol, had the same problem. Just saw that i used the MultiLine not Line. Check it :D

    • @MikeHazeJr
      @MikeHazeJr 7 ปีที่แล้ว

      you also can right-click on the Out Hit pin and click 'split struct'

  • @felipesalazar2139
    @felipesalazar2139 4 ปีที่แล้ว

    unfortunately the project file is no longer available :(
    but the tutorial is still amazing!

  • @novaria
    @novaria 4 ปีที่แล้ว

    Here are my notes for myself and anyone else to read on:
    Let's say I want my character to interact with actors. One way of doing this is via Blueprint Interfaces. For that I can do the following:
    1. Create custom events inside my actors. Let's take a door for example and implement a custom event Open/Close
    2. Create a Blueprint Interface. Let's call it Interact_BPI
    3. Create one function inside the Interface without any input nor output pins.
    4. Make our Door Blueprint implement the Interact_BPI Interface
    5. Connect the Interact event from the Interface to our Open/Close custom event
    6. Inside our character call the Interact event via the Blueprint Interface Message (note that the player does not need to implement the interface to do this. It suffices to just have the Interface "lay around".
    There is no need to check whether the other actor implements the given Interface or not. The Interface Message will just fail if that's not the case, leading to much less spaghetti overall.
    great tutorial! One thing though: What's the point in using tags if your actors implement an interface? Wouldn't it be more useful to call the ActorImplementsInterface node instead of using tags? This just feels like an extra step with no additional benefits to me. Again, just nitpicking here.

  • @TheDarkDima
    @TheDarkDima 8 ปีที่แล้ว

    Welcome back :D

  • @Nanopan
    @Nanopan 8 ปีที่แล้ว

    Thanks! It was really helpful! How can I trace a line using Top Down Template?

    • @Nanopan
      @Nanopan 8 ปีที่แล้ว

      Don't worry! I figured it out! :D

    • @alvarobernabeu37
      @alvarobernabeu37 4 ปีที่แล้ว

      @@Nanopan I know its like 3 years late, but how did you do it? I'm having the same problem!

    • @Nanopan
      @Nanopan 4 ปีที่แล้ว

      @@alvarobernabeu37 Alvaro hablas español? Creo recordar algo sobre el tema, pero debería mirarlo con más detenimiento.

    • @alvarobernabeu37
      @alvarobernabeu37 4 ปีที่แล้ว

      @@Nanopan Si, finalmente lo arreglé! Contesto en inglés por si a alguien más le pasa.
      So i discovered how to do it. Basically, get actor location -> to start LineTraceByChannel. Then GetHitResultUnderCursorByChannel's hit location -> to end LineTraceByChannel. Here's an image!
      imgur.com/a/slGZd56

  • @blendtecrocks08
    @blendtecrocks08 6 ปีที่แล้ว

    Just looking at the major engines like Unity, GMS 2, and UE there are some similarities in the way we interact with the interface. UE and Unity seem to be more hands on also they are built for 3-d worlds. And the building process for both UE and GMS 2 share similarities. Seems like UE has the best of both worlds. Seems like GMS 2 uses more of a Python/Java code style where as UE is more Java/C++

  • @n3m3s1s360
    @n3m3s1s360 8 ปีที่แล้ว +2

    This is great!

  • @TheDarkDima
    @TheDarkDima 8 ปีที่แล้ว

    Amazing it will be so useful to delete all 30 of my cast :D thanks again

  • @programthis3805
    @programthis3805 5 ปีที่แล้ว

    incredible!

    • @TeslaUE4
      @TeslaUE4  5 ปีที่แล้ว

      Thanks! :)

  • @fepigfpejvcq1
    @fepigfpejvcq1 5 ปีที่แล้ว

    cool

  • @etranimations1018
    @etranimations1018 8 ปีที่แล้ว

    Lol first like and first comment