The Game Dev Cave
The Game Dev Cave
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Custom Primitive Data -- Unreal Material Course #8
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system!
Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300
Or here for youtube members : ua-cam.com/video/Ocdd7rvDNec/v-deo.html
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Переглядів: 332

Відео

Inventory Course : Bonus video - Replacing drag drop with Clicking
Переглядів 267День тому
Many of our games will require some sort of inventory system! And let me tell you, there are too many ways to count to make something like that but today, lets take a look at how you can get started on building your own inventory system! Bonus Episode: www.patreon.com/posts/intenvory-bonus-100356841 ua-cam.com/video/TKCzpJ kdo/v-deo.html Finished Course Project files : www.patreon.com/posts/inv...
Material Functions - Unreal Material Course #7
Переглядів 199День тому
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ua-cam.com/video/Ocdd7rvDNec/v-deo.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ua-cam....
PLEASE just use CASTING
Переглядів 6 тис.День тому
For 70% off 3 months free NordVPN here : nordvpn.sjv.io/TCG Casting is... a problem, but not as big a problem as people often seem to think. For sure, you need to be aware of the issues with it but blindly avoiding casting is just straight up wasting your time. So let's talk about that. Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ua-cam...
I Worked on This Bossfight for 3 MONTHS! Here is the Result...
Переглядів 462День тому
Get your first month of Skillshare for free at : skillshare.eqcm.net/TGC Every game needs boss fights but... you know, they are a lot of work. I spent about 3 MONTHS making just 1 of them... now, that was partly because I wasted some time... but also because there just is a lot of stuff to make to get to the point where you have a working boss battle! So, let's talk about it! Join the discord f...
Material Param Collections - - Unreal Material Course #6
Переглядів 1902 дні тому
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ua-cam.com/video/Ocdd7rvDNec/v-deo.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ua-cam....
Unreal Save Slot Meta Data - Showing Save Slot Data Before Loading
Переглядів 23814 днів тому
Is there anything worse than a game with only 1 save file? Probably, but it still is really annoying so today let's take a look at an easily expandable system to give your players as many save slots as they need! Get the project files here: for patreons: www.patreon.com/posts/104715772 for youtube members: ua-cam.com/users/postUgkx6cWTTjAW4saCz9jJc3QMwWOlDx0Ub6jA Join the discord for any help y...
Vertex Colors - Unreal Material Course #5
Переглядів 39314 днів тому
Vertex Colors - Unreal Material Course #5
Material Instances - Unreal Material Course #4
Переглядів 46614 днів тому
Material Instances - Unreal Material Course #4
How to make Multiple Save Slots in Unreal
Переглядів 48421 день тому
How to make Multiple Save Slots in Unreal
Unreal Materials : Clamp, Lerp and If - Unreal Material Course #3
Переглядів 29821 день тому
Unreal Materials : Clamp, Lerp and If - Unreal Material Course #3
Explaining Material MATH (it's not that scary, don't worry) - Unreal Material Course #2
Переглядів 47721 день тому
Explaining Material MATH (it's not that scary, don't worry) - Unreal Material Course #2
Render Camera to Texture in Unreal Engine
Переглядів 46728 днів тому
Render Camera to Texture in Unreal Engine
Explaining Unreal Material Outputs - Unreal Material Course #1
Переглядів 417Місяць тому
Explaining Unreal Material Outputs - Unreal Material Course #1
Unreal engine Inventory Course - FREE Full Course
Переглядів 1,5 тис.Місяць тому
Unreal engine Inventory Course - FREE Full Course
Unreal's new AUTO Retargeter is MAGIC
Переглядів 444Місяць тому
Unreal's new AUTO Retargeter is MAGIC
I Spent 12 HOURS Developing My Game and THIS is What Happened...
Переглядів 515Місяць тому
I Spent 12 HOURS Developing My Game and THIS is What Happened...
Modular Control Rigs Make Rigging RIDICULOUSLY EASY in unreal 5.4
Переглядів 1,3 тис.Місяць тому
Modular Control Rigs Make Rigging RIDICULOUSLY EASY in unreal 5.4
Nanite Displacement Tessellation in Unreal 5.4 is INSANE
Переглядів 1,7 тис.Місяць тому
Nanite Displacement Tessellation in Unreal 5.4 is INSANE
Unreal Engine JUST made Animation blending TOO EASY
Переглядів 3,8 тис.Місяць тому
Unreal Engine JUST made Animation blending TOO EASY
Unreal Inventory System Course - #12 Shop Buying and Selling
Переглядів 447Місяць тому
Unreal Inventory System Course - #12 Shop Buying and Selling
Using Video Textures in Unreal Engine
Переглядів 445Місяць тому
Using Video Textures in Unreal Engine
Unreal Inventory System Course - #11 Shop Interface
Переглядів 315Місяць тому
Unreal Inventory System Course - #11 Shop Interface
Unreal Inventory System Course - #10 Chests
Переглядів 314Місяць тому
Unreal Inventory System Course - #10 Chests
Unreal Engine : Events V.S. Functions
Переглядів 1,1 тис.Місяць тому
Unreal Engine : Events V.S. Functions
Unreal Inventory System Course - #9 Drop and Delete items
Переглядів 378Місяць тому
Unreal Inventory System Course - #9 Drop and Delete items
Unreal Inventory System Course - #8 merge stacks
Переглядів 3112 місяці тому
Unreal Inventory System Course - #8 merge stacks
Unreal Engine : Decals
Переглядів 7352 місяці тому
Unreal Engine : Decals
Unreal Inventory System Course - #7 split stacks
Переглядів 4072 місяці тому
Unreal Inventory System Course - #7 split stacks
Unreal Inventory System Course - #6 Drag and Drop
Переглядів 6182 місяці тому
Unreal Inventory System Course - #6 Drag and Drop

КОМЕНТАРІ

  • @leavemealoneimjusttrynavib2687

    My line trace keeps going to the corner of the map, its hard to explain so is there someplace I can contact you? To send photos?

  • @Jackroutube
    @Jackroutube День тому

    Can you please show us how to add separate slots that only set categories can be placed in for weapons also when it is assigned to said equip able slot it attaches to a set bone or socket ?

    • @Jackroutube
      @Jackroutube День тому

      I’m new to unreal and made a inventory system by following a tutorial that used a vertical box and you had to manually assign it to the equip able slot by doing this it applied the selected item it a set bone / socket. Using the knowledge I learned I made my attack system around that. But the only down side to that for me was not being able to auto assign slots and drag and drop things around the ui. So I decided to follow your guide which so far has worked great and was exactly what I was looking for, my only issue now is I have no clue how to add a equip able slot to this ui. Because I can’t do this I can no longer assign my sword to my custom socket meaning I can no longer use my attack :(. Have you please got any tips on how I can go about solving this issue ? I would also love to see you cover this in a future episode. Regardless of my issue I thank you for this very handy guide ⭐️⭐️⭐️⭐️⭐️

  • @Zatellia
    @Zatellia День тому

    I am trying to follow along however I can't get past the error at 8:18 where the includes are showing an error. I have followed your steps and have even restarted a couple of times to make sure i didnt do something different. When i open my thirdperson character it doesnt have the ability system either. Any ideas?

    • @thegamedevcave
      @thegamedevcave День тому

      make sure you properly build from visual studio, not just use live coding. Aside from that, what does that error say when you try to build?

    • @Zatellia
      @Zatellia День тому

      @@thegamedevcave No errors except the #includes (cannot open source file "AbilitySystemInterface.h and AbilitySystemCompnet.h) and the fact the ability components are not showing up on the character. I did rebuild. I am using 5.4 but i just restarted with 5.3 to see if that makes a difference

    • @Zatellia
      @Zatellia День тому

      Made no difference if its 5.3 or 5.4

    • @Zatellia
      @Zatellia День тому

      Well I got the includes for the AbilitySystemInterface.h working but now the includes for TestCharacter.generated.h and TestCharacter.h are 'cannot open source file

    • @Zatellia
      @Zatellia День тому

      Disregard, stupid mistake on my end lol

  • @IndieGamesWTF
    @IndieGamesWTF День тому

    Thank you for sharing! what if I wanted to export the model with rig in a FBX and each single animations in separated files (one per animation)?

  • @Samy_aza
    @Samy_aza 2 дні тому

    How the fuck do you make a human. I literally typed in “how to add human” and this fucking video along with 10 other ones show a human without how to add a human. Like. How the hell am I going to rig anything if I can’t even add a fucking human to rig in the first place?

  • @wildbard4112
    @wildbard4112 2 дні тому

    I have a question. I'm making a Metroid Roguelike and I have it set up so that the projectiles from your gun deal damage using the gameplay event system. And I want to set it up so that the gameplay abilities spawn the projectile but I need information from the gun component such as location and what projectile to spawn. How would I do this? Any help would be appreciated.

    • @thegamedevcave
      @thegamedevcave 2 дні тому

      if it's not an ability that's reused anywhere else, simply cast and create a function that returns that information. if the ability is something you'll want to reuse for other characters ( like the enemies), set up an interface with a function that'll return that info.

    • @wildbard4112
      @wildbard4112 2 дні тому

      @@thegamedevcave Gotcha, thanks!

  • @abolfazlghobadi1656
    @abolfazlghobadi1656 2 дні тому

    Quick Tip: You have to disable Nanite of the mesh you wanna use, otherwise its not gonna bend/deform regardless of how high poly it is.

  • @baalrog
    @baalrog 2 дні тому

    I've started creating a material function that just holds and labels all my CPD values. I don't need to worry about remembering numbers and can reorder things as needed, updating every material that needs it.

    • @thegamedevcave
      @thegamedevcave 2 дні тому

      that's probably a good idea to be honest!

  • @sandy00
    @sandy00 2 дні тому

    Is there any advantage to using PlayMontageAndWait vs PlayAnimAndWait? PlayAnimAndWait node has adjustable blend in and blend out time

    • @thegamedevcave
      @thegamedevcave 2 дні тому

      if youre just playing a single animation as a montage i dont think it matters, you can probably stick with play animAndWait. I assume that will just override your animation blueprint and force it to play that animation. Play montage is nice for when you have more complex montages or when you want to be sure that it plays it as part of your animation blueprint so it can follow the logic you set up in there

  • @phil.d6449
    @phil.d6449 2 дні тому

    There is the typo in your thumbnail text "PRMITIVE"

  • @F4Phantom5657
    @F4Phantom5657 3 дні тому

    Same here. Awesome lesson 👍

  • @dantenajera9687
    @dantenajera9687 3 дні тому

    thanks bro, you're the best

  • @psyco4452
    @psyco4452 3 дні тому

    all cute and all, but got a wierd question, why can't i access the spline as a child actor inside a actor itself ( doing a procedural world creation with world blocks ) yet i wanted to replace my 36 fixed actors Bp inside that block with something less memory eating. i was thinking about that exact procedural track but can't seem to move the spline points nor addind new ones :/ ( tried a spline mesh component form the 5.3.2 UE yet no success and if i want that soemthign close to yours i have to extend my meshes manually ( blender ) and do all sort of math deformations for only 1 part wich is dum and unpratical .)

    • @psyco4452
      @psyco4452 3 дні тому

      wait im might be just dumb enough... think il need to set straightly splines instead of trying to impliment the 'created actor' inside the world blocks actor . so in term copy pasta this function and script inside each worldblocks xD edit : doing so works out. now i have to set pool objects so the engine doesn't create new blocks but reload ( objects into it, enemies spawners and all ) pre-existing ones and relocating

  • @SPOOKLYVR113
    @SPOOKLYVR113 3 дні тому

    I, need the scripts bc I can't make them myself there is too much to write

  • @GreyManFaustus
    @GreyManFaustus 3 дні тому

    Finally understanding how material instances work goes brrr

  • @user-og8fo3nl2v
    @user-og8fo3nl2v 3 дні тому

    Hello and thank you. I have a question, how we could make Displacement Magnitude as a parameter in material? When I mixed Displacement with multiply of course it change heightmap intensity, But I need "nanite displacement Magnitude" value which is available in material self in editors. Thank you

    • @thegamedevcave
      @thegamedevcave 3 дні тому

      editing that value directly? i dont think that's possible, i'm pretty sure that gets compiled to a constant value like most other options in the details panel. so you'll have to add your own scalar parameter and multiply with that instead I think

  • @Spacemarine658
    @Spacemarine658 3 дні тому

    😅 i like to keep my memory usage small and my code flexible so my rule is if i need to chain casts or if the thing I'm casting to may not always be loaded ill use interfaces or didpatchers but i think like most thing its a tool you just need to know how to use

    • @thegamedevcave
      @thegamedevcave 3 дні тому

      yeah for sure, dont JUST use casting, people going around telling everyone to avoid casting comes from the issue of people overusing casting and not understanding it. It's all about knowing what the impact is of the choice of tool you make :) if that impact is very small and you can use a cast, you should feel free to cast to something. Just have to be careful about it but don't need to entirely avoid it :)

  • @WhiskeyDogNonsense
    @WhiskeyDogNonsense 4 дні тому

    Very helpful. Thank.

  • @wildbard4112
    @wildbard4112 4 дні тому

    This is awesome, but for some reason when I try to access the BasicAttributeSet on an actor I get a violation and it says it is trying access none.

  • @user-wi6fk1kw4o
    @user-wi6fk1kw4o 4 дні тому

    man you best i want children from you

  • @brunskiy
    @brunskiy 5 днів тому

    SplineCraft PRO plugin is advanced tool that available in the Marketplace - it also solves similar problems.

  • @Daphatus
    @Daphatus 5 днів тому

    thank you so much !!!!!!!!

  • @zoravibes
    @zoravibes 5 днів тому

    A good analogy could be like when you tell children to stay away from fire. Fire can be very dangerous when handled improperly, and children are just too inexperienced to explain, and be expected to retain, when it's safe and when it's not safe to use it. So to avoid any chance of it becoming a hazard, you warn them to stay away from it completely. Which is why I get why people say to avoid casting. But like fire definitely has its uses, there are many many uses for casting, and eventually you'll mature enough to understand how to be responsible with it.

  • @antonthomsen4043
    @antonthomsen4043 5 днів тому

    how do i get rid of those ghost like shadow artifacts?

  • @789alizaidi
    @789alizaidi 5 днів тому

    amazing. this is real preem

  • @gregoriopasserini8044
    @gregoriopasserini8044 5 днів тому

    My enemy just walk in the obstacles, any solution?

  • @kmtsvetanov
    @kmtsvetanov 5 днів тому

    Nice. More inventory videos. Thank you 😊

    • @thegamedevcave
      @thegamedevcave 5 днів тому

      decided to publish this video,, which was initially a members/patreon bonus video now since i will be doing a follow-up series on the inventory later this summer :)

  • @pimeine
    @pimeine 5 днів тому

    Thank you for that video!

  • @gabrielorellana7962
    @gabrielorellana7962 5 днів тому

    I thought the dependency of casting is not recommended when it's used to access a class of a general actor/object reference, instead an interface can be used, because it's easier to maintain. An example is the magnet ability in Zelda BOTW, when it's activated all metallic objects glow and are selectable. Traditionally, all those objects would be children of the same Metallic Object class, so, when they are selected you need to cast to the parent class. Then let's say Nintendo bought an asset from the marketplace which contains ready to use metallic weapons, but they are not children of the metallic object base class, then, they need to re-write the objects instead of just implementing an interface on them

    • @thegamedevcave
      @thegamedevcave 5 днів тому

      yes, for a lot (by far most) cases setting up your code to use interfaces will both preform well and be easier to scale up in scope. Certainly don't throw casts all over the place but if you understand what the actual downsides of a cast are, you can also decide when they are worth using. For the example you give here, the player class doesn't need (and shouldnt) to know about every single possible object to interact with so it just uses an interface and lets the object itself figure things out. That way, specific objects can also easily implement their own unique code when interacted with. Now instead, let's say we have a weapon and that weapon needs to know some of the player's stats in order to do something (assumeing damage calculation is done on the weapon). there is no real harm in casting from the weapon to the player here, since the weapon is never going to exist without the player and the weapon simply needs to access a variable that exist on the player. Now, that does mean that this weapon now can only be used by the player but if you design your code with a bit of forsight, you probably would have a parent class "Combatcharacter" or something like that, which has all the combat related values on it, and you can cast to that instead, now it will also work on any other class that inherits from "CombatCharacter" and there's no real downside to it anymore. about 95/100 times interfaces will end up being smoother to work with and better for memory, but those 5/100 times that they're not, it's dine to use a cast if you know when to :)

  • @KnitterX
    @KnitterX 6 днів тому

    I guess this is the part where the differences between the different versions of Unreal start to show because in 5.4 I can no longer find any "granted tags" in the GameplayEffect. But I guess you can also somehow do something similar using the "Activation Owned Tags" in the GameplayAbility. But I have the problem that the tag gets removed after a second or so and doesn't stay over the course of the whole ability.

  • @italocassini
    @italocassini 6 днів тому

    Very nice video! I've always had this feeling casting is being injustice in some situations.

  • @KimicYT
    @KimicYT 6 днів тому

    Thanks for the series! I'm really struggling to find answers to a question I have though which is what if you're trying to have an ability that spawns in an actor at the users cursor location. In multiplayer, of course we know the server doesn't know where a clients cursor location might be, so how can I pass in the cursor location to a gameplay ability to ensure the server knows where I want to execute my logic? Thanks!

    • @thegamedevcave
      @thegamedevcave 6 днів тому

      not 100% sure, i'd probably keep the cursor position on the player character as a replicated variable maybe? and try to get that through an interface inside the gameplay ability.

    • @KimicYT
      @KimicYT 5 днів тому

      @@thegamedevcave Thanks for the response!

  • @themoodoflk1
    @themoodoflk1 6 днів тому

    I am wondering if this could solve the mirror issue in unreal engine 5 and especially in 5.4 since the raytracing deprecated is not an option anymore. So basically to make a render camera to texture that moves perpendicular to the opposite direction of our view point

    • @thegamedevcave
      @thegamedevcave 6 днів тому

      that's more or less what planar reflections do (although its more optimized than using a camera to a texture I believe)

    • @themoodoflk1
      @themoodoflk1 6 днів тому

      @@thegamedevcave yes but in that case I have to use screen space as GI right?

  • @anytng999
    @anytng999 6 днів тому

    great tutorial on animation bp!

  • @AdrikPradhan
    @AdrikPradhan 7 днів тому

    bruh,its not working

  • @jdrewlayton
    @jdrewlayton 7 днів тому

    So refreshing to get real explanations. Your videos have helped me understand so many things in the engine from “why” instead of just “how.” More of these please!

  • @MichaelPeckJr
    @MichaelPeckJr 7 днів тому

    So apart from using tons of booleans as flags, are there any other performance boosts to using gameplay tags, other than cleaning up the variables?

    • @thegamedevcave
      @thegamedevcave 6 днів тому

      no real performance impact either way. any performance difference between the 2 is purely theoretical and won't likely have any actual impact. this is just a workflow thing. and make it easier to setup interfaces to toggle the tags instead of having to cast to acces the bool variables (which, depending on how you do it, can lead to a noticeable performance hit)

    • @MichaelPeckJr
      @MichaelPeckJr 6 днів тому

      @@thegamedevcave Thanks, that helps, I'll have to start using that and see how much cleaner I can keep my blueprints.

  • @ParrotOG
    @ParrotOG 7 днів тому

    I've seen so many people use an interface function with an isvalid macro to get a blueprint reference. like bro, you're literally casting with extra steps 😪

  • @CrystalizeVR
    @CrystalizeVR 7 днів тому

    What about models with no legs?

    • @VTMattie
      @VTMattie 3 дні тому

      Delete the bones that would be used for the legs

  • @Fizzor
    @Fizzor 7 днів тому

    Crunch!! from Paragon!

  • @maxleveladventures
    @maxleveladventures 8 днів тому

    I searched for an hour through forums and youtube to find out why in the hell I was getting over a dozen animations when importing to UE5, even though I only had one armature. The animation worked, but I couldn't figure out why I had so many individual actions. I still don't understand why, but this video got me to a solution. For anyone else that might be having the same issue I had: I named my action, pushed it down, starred it so it would be the only exported action, and followed this person's export settings. When I imported to UE5, I had the right number and types of files and the animation was still working as expected. I don't know why it was getting split into so many actions before and I'd like to know for my own future self because I'm guessing that I'm doing something wrong somewhere in my rigging process. So, if anyone knows, please educate me <3 Thanks for the video!