AlenLoebUE4
cYsmix - Moonlight Sonata
updated
There will be other tutorials on this multiplayer series, this was just to show you how to package the game for testing it with your friends.
Discord channel link: discord.gg/ZhR2ecf
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Post questions in the comments OR join our Discord server using this link:
discord.gg/ZhR2ecf
I hope you understood everything I showed, if not, goto 3 lines above.
I hope your chat works nicely. Thanks for watching!
Let me know if you had any problems.
Discord Server: discord.com/invite/ZhR2ecf
Thanks for watching!
Discord Server link: discord.com/invite/ZhR2ecf
Part 1: (0:00)
Part 2: (3:55)
Ask questions in the comments and
thanks for watching!
Thanks for watching!
In reality, others ask questions in this server too, but I'm trying to be as brief as possible when answering them because it takes me too much time.
Ask questions in the comments.
Intro: (0:00)
Game Mode Emphasis: (0:10)
Start: (0:20)
Discord Server, Outro: (2:32)
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Also, if you want to remove that sphere trace drawing in the level, set Draw Debug Type on the node to None.
Intro: (0:00)
Fixing one thing: (0:17)
Passing the Tag: (0:36)
Choosing random Tag owner: (4:04)
Points: (4:30)
End screen: (5:19)
Back to Main Menu: (7:48)
Outro and Discord: (9:13)
Discord server for your projects: discord.com/invite/ZhR2ecf
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Intro: (0:00)
Game Mode and Player Controller: (0:23)
Spawning Players: (0:57)
Countdown timer: (2:11)
Disable/Enable Input: (4:26)
Match timer: (5:14)
Game State: (5:40)
Timer widget: (6:34)
Errors: (8:02)
Outro: (9:31)
Ask if you have questions in the comments.
Thanks for watching!
As always, thanks for watching
Intro: (0:00)
Game Instance: (0:28)
New Map, Game Mode, Player Controller: (2:05)
Widget blueprint: (2:30)
Testing and fixing issues: (6:30)
Thanks for watching!
Thanks for watching!
Discord server link: discord.gg/ZhR2ecf
Advanced Session Plugin: (0:00)
DefaultEngine.ini edit: (1:58)
I made this video to see how it well, you know, that goes.
I was hesitant at making this tutorial, but I guess that's the only way forward. Adding subtitles simply takes too much time. Although this video took me lots of time as well, but I think I will get used to it after 5 more videos.
Thanks for your support.
How to use progress bars: (0:00)
Part 2: (3:20)
Here you can try out the game: alenloeb.itch.io/bean-wish-well
Wish you good luck!
In case you don't know what Dyad is, it's a crazy tunnel racer game, where you have to pull photons on the sides of the tunnel to pull yourself ahead and increase your speed. Then you get to use ziplines, lances, etchers, shields, etc. Definitelly a game you should go check out.
Here's the link to my Itch io page, where you can download the game demo: alenloeb.itch.io/volley
This is me playing with myself on a keyboard and a controller.
If you fully understand everything in this tutorial, with some experience you can probably imagine how to finish the game.
Thanks for watching.
If you fully understand everything in this tutorial, with some experience you can probably imagine how to finish the game.
Knowing how to combine ingredients will make it easier to understand the next tutorials on how to do stuff with ingredients.
Thanks for watching.
Instead of using instanced meshes, I made chunks of procedural meshes, which gives us quite good performance.
Here the link to a gameplay of my prototype: youtube.com/watch?v=K6lBJkx59dg
Here the link to a gameplay of my prototype: youtube.com/watch?v=K6lBJkx59dg
If you haven't played this game, you better try it out, because it's so much fun, dynamic, you can play it with 3 more people or alone.
Music: youtube.com/watch?v=kVGA5T6qhic
Quick summary:
- Sound Class is a container of multiple settings that can be applied to a sound wave class
- Since UE4 can't change sound class's properties during runtime, you'll need to make a Sound Mix, which contains multiple sound classes and can modify their volumes, pitches and some equalizer effects.
- To make a sound mix affect sounds, call Set Base Sound Mix
- To change sound mix's attributes, call Set Sound Mix Class Override, where you can change volume and pitch
Here's the link to my Itch.io Kliniindeske web page: alenloeb.itch.io/planks-n-wedges
You can also write comments on the Itch.io page.
Thanks for playing
Quick summary:
- Camera Shake blueprint consists of:
Oscillation duration (shaking duration),
Oscillation blend in and out duration (smooth fade in and out),
3 types of oscillation: Rotation, Location and Field of View
- Rotation oscillation contains pitch (up, down), yaw (left, right) and roll (tilt) rotation axis and each one has Amplitude (strength) and Frequency (speed) options.
- To spawn a camera shake blueprint, use PlayWorldCameraShake function, set it's epicenter near a camera you wish to shake in world space and inner and outer radius to cover an area of effect.
Thanks for watching!
Quick summary:
- Firstly I made the bomb, which slowly expands in size before it sets off using a timeline
- when the bomb explodes, it spawns 4 explosion actors from an explosion blueprint, which contains a box for overlap events and a particle system, that leave a trail behind (like smoke).
- The explosion moves in it's forward direction until it reaches a travel distance limit. To set this limit, we use a box trace for objects to make sure, that the distance is set to max or to the distance between hit location and explosion's start location.
- Once it reaches the limit, the actor gets destroyed after a quick delay.
- The explosion particle system contains a Spawn Per Unit module, which spawns more particles when moving. Type Data is set to GPU Sprites because it allows us to run the particle system on the GPU without any performance issues.
Thanks for watching!
Quick summary:
-I based my player movement on using forces in 4 directions: forwards, backwards, left and right.
-To avoid flipping over while sliding, use constraints on rotation
-Speed limiting is basically checking if the velocity vector is bigger than a certain amount. If true, than set the current velocity to the clamped current velocity on X and Y components.
Thanks for watching!
I want to thank everyone for supporting me on my way through making these tutorials. To make my tutorials better I would like to ask you to write comments on these next videos with critics about my tutorials. I won't ignore them. I have a strong soul so you can write both negative and positive things about my videos; it won't break me down. But without any threatening comments or anything like that, please ;).
Quick summary:
-OnComponentBeginOverlap delegate needs a function, which it will call if the delegate fires.
-You must list all parameters the OnComponentBeginOverlap delegate contains in the function.
-Cast function needs a class as the first parameter and an object, which you can get from the Overlap event as the second parameter.
-To check if the Cast function was successful, use an if statement.
Thanks for watching!
Quick summary:
- Functions in ue4 c++ are declared using the UFUNCTION tag, which is very similar to UPROPERTY because it can also take in certain options
- The SetTimer() function is a member of a FTimerManager class, which can be found in a UWorld class
- 1st parameter is an FTimerHandle object, which identifies a timer
- 3rd parameter is the function you wish to call. Don't forget to write your class and an & character .
- 2nd parameter is an object that's setting the timer
- 4th parameter is a float delay, which is the interval rate between function calls
- the last parameter is a bool option to loop a timer or not.
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Quick summary:
- The SpawnActor function is a member of the UWorld clas. That's why you need to include it's header from the Engine's folder:
#include "Engine/World.h"
- It needs 3 parameters to work: a UClass *class, an FVector &location and an FRotator &rotation.
- Then last 2 parameters are addresses. To give addresses, use the & character in front
- TSubclassOf object points at the other object's UClass as a pointer.
Thanks for watching.
Quick summary:
- a constructor fires the moment a class gets created and a deconstructor fires when a class is destroyed/removed from a simulation
- begin play acts the same as in blueprints; is fires once a class/blueprint starts running BUT fires after the constructor
- tick event fires every frame
- Never include .h files in headers because it might cause circular dependencies (2 headers including each other)
- use the forward declaration method to quicken compilation times
- UBoxComponent, USphereComponent and UTextRenderComponents have their headers stored inside the Components directory
- CreateDefaultSubobject takes 2 parameters to work: object class and a name. This function creates an interface for components inside the editor
- Use either EditAnywhere or VisibleAnywhere options to make a component editable
- If you're searching for components in the Components folder type Components/ in the ""
- Try to solve the quick test I gave you in the video
Thanks for watching
Quick summary:
- Create a class by right-clicking in the Content browser - new C++ class
- In blueprints create a source class (an empty class named source), generate visual studio project files and reopen the editor. Create a class you want and to remove the error after creating the class, remove Intermediate and Binaries folder and reopen the editor. If the solution loads incorrectly, open it manually.
UPROPERTY() is a way of declaring objects with a variety of options, which can change its accessibility, the way of editing, ...
Here's the link to all UPROPERTY() options of them: wiki.unrealengine.com/UPROPERTY
A quick revision:
- C++ is supposed to be way better in difficult calculations, that happens very often. You can find such things in:
- Shooting
- Changing parameters of dynamic material instances
- Array sorting algorythms
- Perlin noise calculations
- AI behaviour code ...
Classes can be used to create custom blueprint "structures" (I said in the video) or "formats" so that all blueprints of that same class have exact same somponents, variables, events and functions available. This can come handy with event dispatchers too.
There are 2 file types in a class:
.H FILE: In here you create variables, functions, events, components, etc.
.CPP FILE: In this file you write all logic for functions, that can change components, variables, trigger events. This is basically Event graph and Contruction script in one.
If you're intrested in how I made certain game mechanics for this game, tell me in the comments and I might make a tutorial for that.
This part of my WIP coding puzzle game was made in 2 weeks and I'm hoping to finish it in the next 2.
Facebook page: facebook.com/AlenLoeb
Music:
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No music
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Here are the links I mentioned in the video:
- Download project here: mega.nz/#!VUkkhaAB!HQrymxRt0KiQLht8dnYUVgeo8XRop94-PDOdOkYpuww
- Xbox controller emulator page here: x360ce.com
Note: I'm not using an Xbox controller meaning that it works with other controllers too.
Also if you want to include the emulator with the packaged game you have to include the license besides it. You can find it here:
github.com/x360ce/x360ce/blob/master/x360ce/COPYING.txt
Facebook page: facebook.com/AlenLoeb
Music:
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[No Copyright Music] Dreams - Joakim Karud
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UE4 vesrion: 4.19.2
Music:
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[No Copyright Music] Longing - Joakim Karud
[No Copyright Music] Say Good Night - Joakim Karud
Hip Hop Rap Instrumental (Crying Over You) - Chris Morrow 4 (Free Copyright Music)
[No Copyright Music] Keep On Going - Joakim Karud
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Thanks for watching and see you next time!
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
Music:
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[No Copyright Music] Life Is - Cosimo Fogg 201
[No Copyright Music] dizzy - Joakim Karud
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Thanks for watching!
For the summer part I didn't have any idea, what kind of particle system to make so I chose green squares as leaves (though they rarely see them fall of threes in summer).
Unreal Engine 4 version: 4.18
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
To summarise everything from this tutorial:
- Static lights allow baked lighting, which has the best performance and it is also the most realistic looking.
- Stationary lights are can allo baked static shadows and dynamic shadows if there are any movable objects in the scene.
- Movable lights allow realtime shadows, but they are the least efficient type of lighting.
- There is a big difference between Preview and High buil quality in terms of baked global illumination. While building your level it is better to use preview and at the end of the day check your work in high quality build.
- Static lights don't affect movable objects, that's why you can disable them after a lighting build.
- Light source angle defines the size of shadow penumbras (partially dark shadows). I find best results at 0.5.
- Area shadows allow penumbras to show up, also theyre used with static lights by default.
- You can disable SSAO by unchecking Ambient Occlusion option in project setting. Then in World setting enable Use Ambient Occlusion option, which allows AO to be baked and at the end it's more efficient.
Music:
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Groove Grove - Kevin MacLeod (No Copyright Music)
Bumper Tag - John Deley (No Copyright Music)
Called Upon - Silent Partner (No Copyright Music)
Kevin MacLeod ~ Wallpaper
Waltz of the Flowers - Tchaikovsky (No Copyright Music)
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Thanks for watching!
Unreal Engine 4 version: 4.18
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
Music:
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Right Place Right Time - Silent Partner
Bumper Tag - John Deley (No Copyright Music)
Gypsy Dance - Topher Mohr and Alex Elena (No Copyright Music)
Jazz In Paris - Media Right Productions YouTube Audio Library
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Thanks for watching!
Unreal Engine 4 version: 4.18
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
Music:
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[No Copyright Music] Jazz Comedy - Bensound
Farewell Frog - Lounge Piano Jazz [Copyright Free Vlog Music]
Kevin MacLeod - Modern Jazz Samba - Music Without Copyright
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Thanks for watching!
Unreal Engine 4 version: 4.18
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
Music:
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[No Copyright Music] Imaginary - Broken Elegance
[No Copyright Music] That Feeling - HookSounds
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Thanks for watching!
Unreal Engine 4 version: 4.18
Lumberyard Engine: aws.amazon.com/lumberyard
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
Music:
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Lets Party - HookSounds
Live The Life - Edwin Ajtún
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Thanks for watching!
Unreal Engine 4 version: 4.17
JOIN OUR NEW DISCORD SERVER HERE: discord.gg/7puBPvX
Patreon: patreon.com/AlenLoeb
Facebook page: facebook.com/AlenLoeb/?ref=aymt_homepage_panel
Music:
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[No Copyright Music] Aerial Ace - Muciojad
[No Copyright Music] That Feeling - HookSounds
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Thanks for watching!