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@realrunnow
@realrunnow 17 сағат бұрын
Hi, good content, thank you for putting time into this! Could you test any sort of hardware stressing array operation? When I was making my variable size inventory grid system, I inclined for c++ because of occupied inventory slot checks, since inventory elements can by any size on the x and y axis. I used bitmasks and bitwise operations to check collisions. I would be interested if this even is possible in bp. I wanted to do it with blueprints and just iterate through the array of items in the inventory every tick, and id be interested to see if that would have been a viable solution. Id be also interested to see how you organise your games/projects, as in which objects do you use for what purpose(im talking about GameModes, GameInstance, GameState, PlayerState, PlayerController, CharacterController, HUD and the LevelBlueprint) and in what way do you resolve communication inbetween those classes. (example: You have a stamina, a quest tracker component, Quest UI, stamina UI, and the question is, how do you make them work tougether, and where do you implement the functionality) I know this is quite a long comment, and I understand how time consuming is doing content creation while also working a job, going to school or making personal projects, but I am just throwing these ideas out there, since there isnt much if any videos on these topics, and Id be interested to watch those
@TicToxicStudios
@TicToxicStudios 16 сағат бұрын
Thank you for the thoughts and feedback! Most of the things that you mentioned early in the comment I would consider very advanced. While incredibly useful (things like bit shifting and bit masks), they really only resonate with top level users. Unfortunately these types of videos tend to not do well in broad groups. And that level of optimization really only applies for a large game with very limited resources. As for how I organize my projects, I have this video already planned the pipeline. But like you said, Time is a very hot commodity. lol. The key factor to all the systems that you listed is determined by how modular I want the project to be. If I don’t mind having those systems tightly coupled, I’ll just add them within the player blueprint. Otherwise, if it’s very modular like my online manager, I’ll usually create a subsystem for each of these under the game instance.. This allows me to get a hold of it anywhere I need to from a process that’s already running. I’ve been very focused on creating videos that beginners can follow but maybe I should include a series of advanced techniques? Some things that I’ve learned over the years that I wish I had started doing earlier. I guess one long comment deserves another! I appreciate you taking the time to leave a comment. Thank you for the thoughts as they’ve sparked future ideas for me! Thanks for watching!
@realrunnow
@realrunnow 15 сағат бұрын
@@TicToxicStudios thank you for your reply. Id be excited to see a series, or just one video of things you as an experienced developers wish you knew earlier. I think its probably one of the most valuable kinds of education video for any developer. As for the blueprint vs c++ benchmarking, could you at least do a test itating through an array and performing a check on each element, or maybe sorting arrays? I really wish to know how fast these are, in blueprints, especially the for each and for loop.
@maiworld_
@maiworld_ 11 күн бұрын
wouldn't hate you to continue you this tutorial series
@TicToxicStudios
@TicToxicStudios 11 күн бұрын
That’s fair. I had to pause making the next part because they changed some minor things in version 5.4. Nothing major, but enough to require an update before I can continue. Expect the update and part 2 soon!
@maiworld_
@maiworld_ 11 күн бұрын
@@TicToxicStudios dope im about to get the EOS integration kit and use EOS vs Steam so hyped for the tutorials !
@TicToxicStudios
@TicToxicStudios 11 күн бұрын
The EOS integration kit is a really good plugin (however kind of expensive) to easily use EOS. Hopefully, when this series is done you can do everything that you can do with this kit for free. I very much like the plugin (I don't own it) as it allows convenience and time saving to not have to set up your project with your own code and the ease of use in the plug in is top notch. I hope that with work and home life, I can stay on a good production schedule and work on this video series soon! But they are high up in the production line.
@maiworld_
@maiworld_ 10 күн бұрын
@@TicToxicStudios yea that would be sick (full disclosure i copped it yesterday lmao) so i'll be diving into that heavily. and hey man no rush, do your thing. do what you like and have grace and patience with your creativity, i love the recent tutorial as well on bp vs cpp. indie devs can use all the tutorials we can get !!
@Cpt.Tripps
@Cpt.Tripps 16 күн бұрын
Edit: Unfortunately the test in the video has serious issues (addressed in comments) and the results are not adequately comparing C++ vs BP performance. -- original message -- Very interesting. When I did similar tests a few years ago (video in my channel), C++ actually has been considerably faster than BP and only using the Blueprint Nativization feature brought the two closer together. Looks like UE5 got rid of that feature simply because they managed to make BP that much better performing compared to UE4. Almost hard to believe that they pulled this off. Thanks for the video.
@TicToxicStudios
@TicToxicStudios 16 күн бұрын
Thank you for the insight! This further confirms my suspicion that the "C++ is faster than BP" is a time remanent from earlier versions of Unreal Engine. I should repeat this test on UE4 to verify. I'll have to watch your video because I am curious about what tests you ran. Thank you for taking the time to leave a comment!
@Cpt.Tripps
@Cpt.Tripps 16 күн бұрын
​@@TicToxicStudios It's a bit hard for me to follow from the video, especially that at the end larger offscreen changes to the routine are being mentioned. Can you give a broad overview what happens when the test starts and what actually is being measured? I noticed, that the Total Test Time differs significantly from the combined C++ and BP results (by an order of magnitude), why's that? Is it counting delays, etc.?
@TicToxicStudios
@TicToxicStudios 16 күн бұрын
I didn't change the actual tests off screen, just how I was calling them and how it was displayed. For each test I'd create and start a timer and generate 1000 random numbers and add them to an array. After they were created, I added the array together and divided by 1000 to create an average. This was just work to do, it doesn't mean anything. I'd then move on to the next tick cycle. After I did it all again over 100 tick cycles, I'd save the time taken and add that value to an array to be averaged over 10 runs (to even out the extremes). Both (C++ and BP) tests were exactly the same. Everything was called in the same order and did the same amount of work per tick for the same number of ticks. The test times varying was always do to the frame limit slowing the test down. ie 30 fps could be no faster than 66.6 secs total time but 60fps would be 33.3 total time. At very high fps (over 400), the background load (windows, screen recording, etc.) begins to interfere with the testing and can randomly cause one of the tests to slow down slightly and disrupt the average. Resulting in sometimes BP running faster than C++ or both tests running slower than expected. Hope this helped!
@Cpt.Tripps
@Cpt.Tripps 15 күн бұрын
​@@TicToxicStudios Ok, got it, so [20:31] is the actual workload (with 1000 elements instead of 100) and everythin5g else is there to run multiple tests and track the time. 100 cycles per test. Looking at it more closely, I don't think your benchmarks count what you think they do. Your executable shows me, @30fps: 3.30s for each, C++ and BP, @90fps: 1.1s and @1000fps (running at around 220-230fps in my case) of 0.44 seconds. It shouldn't be the case that the same workload takes (exactly proportionally) longer based on frame rate. I don't think you are correctly benchmarking the execution time of the workload but rather are returning the entire frame time. Example: 3.3s = 3300ms / 100 cycles = 33ms, which is exactly how long a frame takes at 30fps. 1.1s = 1100ms / 100 cycles = 11ms, which is exactly how long a frame takes at 90fps. 0.44s = 440ms / 100 cycles = 4.4ms, which is how long a frame takes at around 220-230fps. Your displayed times are returning that entire frame time, that's why the difference between the two test groups is negligible. I've never used Timers to benchmark code execution and am not certain their ElapsedTime can give you correct results in such a use case. Personally, I'm using PlatformTime::Seconds() and the Now node to benchmark execution times. I've recreated that workload in a simplified project (no GUI, no tick, no timers, no frame rate concerns). For me, that code executes in Blueprint in 5-6ms in PIE and 1.4-1.5ms in Standalone. In C++ it takes 0.16-0.19ms.
@TicToxicStudios
@TicToxicStudios 15 күн бұрын
@Cpt.Tripps I appreciate the time you have devoted into checking my work, as well as indulging me in civil debate (which is hard to find on the internet!). While, theoretically, @30 fps a frame should take 33.333(repeating)ms to complete, the test times are typically faster (for me around 33.0001ms) due to the engine finishing the workload and waiting to preserve framerate. It isn't until you are attempting more work and the program now waits for the work to complete that the times will increase. This shows that my timers are counting the work time and not entire frames. For example, in my same program, I changed the workloads from 1000 to 5000. @30 fps both still ran at 3.30001s. But @60 fps BOTH times increased to around 2.45s. Only a frame rate of 40.39fps since it was unable to do the work within the allotted time. The point I hoped to make was that it doesn't matter what work was done so long as the timers recorded the same amount of work in each test. And that I am not trying to make anyone change their mind about what to use, just pointing out my discoveries the best I can. Once again, thank you for the mental resources you have put towards thinking about this and I hope others can benefit from reading deeper here as well. (My mind is stuck on " not certain their ElapsedTime can give you correct results" I believe that I will have to test this now, thanks for that! lol)
@ozzygarcia21
@ozzygarcia21 17 күн бұрын
This was an awesome analysis. Thank you for taking the time to show us the difference. Being such a visual learner myself, I’m glad the difference can in fact be minimal. One day I’ll tackle learning C++ for the added engine functionality though!
@TicToxicStudios
@TicToxicStudios 17 күн бұрын
I'm so glad that you found this informative! Like I said in the video, when ever you dive into C++, focus on good coding practices! Do you think I should make a "C++ for beginners" video? Maybe something geared towards those with some practice in UE5. Thanks for watching!
@ErenGultekin-pt5jm
@ErenGultekin-pt5jm 19 күн бұрын
Good informations thanks .
@TicToxicStudios
@TicToxicStudios 19 күн бұрын
Thanks for the feedback!
@greengamerguy623
@greengamerguy623 23 күн бұрын
I like the tut not the musixc that music makes it very hard to concentrate very distracting took me a while to get thru this or to even get to it kept getting distracted due to the noise so fast and the music is so distracting and loud
@TicToxicStudios
@TicToxicStudios 23 күн бұрын
Thank you for the feedback! I agree with you. The audio in this video was overall a mess. I have learned from this mistake and now use better background music that is MUCH softer and less distracting. Lessons learned. Thank you for spending the time to leave the feedback and help me improve future videos and better the tutorials for future videos. Thanks for watching!
@johnterpack3940
@johnterpack3940 27 күн бұрын
If it's this easy to make NPCs that don't have x-ray vision, why have I never seen it in a game? That's one of my big gripes with games. I hate when they use "external" information to cheat. Like bandits that only show up when you have gold in your pocket. About the only improvement I can think of is that the NPCs really shouldn't stop where they lost sight of you. In a real chase the pursuer would usually have some clue as to which way you went. Especially in a closed course like this where there is only one way to go. This kind of feels like, "I don't know, boss. He just disappeared, so I quit chasing." How might you tweak it to change viewing distance based on conditions? Fog, rain, low light, etc.
@TicToxicStudios
@TicToxicStudios 26 күн бұрын
Thank you for the feedback! Oddly, the more "real" you make your ai in a game ... the more gamers complain. I think there is a certain level of "NPCness" that the player expects from AI. It's almost EXPECTED that an enemy stop looking for the player fairly quickly, otherwise the player feels like the AI is too hard. Sometimes, a well made NPC is bent to the will of the paying players. For limited conditions, you could shorten the vision distance or make it more narrow. You could also add a SECOND sight component that is wider and have that be the "I think I saw something" vision and you the one in the example as a "A-HA! I found you!" vison. Thank you for watching and the great question!
@johnterpack3940
@johnterpack3940 25 күн бұрын
@@TicToxicStudios Kind of funny that they don't want smart NPCs, but they do want multiplayer. Though I guess it is fairly easy to make an NPC that's smarter than the average gamer. Heh. So basically create a "visibility" variable that gets set based on ambient conditions. And that variable then modifies the sight range. My main goal isn't to make hugely popular games. I want to make games that I want to play. And I figure others share my tastes as well. Sure, it'd be great to make the Next Big Thing. But I'd be content if I could just pay a few bills with it.
@musigool
@musigool Ай бұрын
At first, I found myself focusing to follow what was going on. After a short while, I began to understand what was going on. I thank you for the explanation, which makes you research the topic until it sticks in mind. Indeed, the explanation is comprehensive and effective. Thanks again and keep it up.
@TicToxicStudios
@TicToxicStudios Ай бұрын
Thank you for the feedback! This was exactly my goal! I wanted more than showing how to do it. But, teach what happens enough for viewers to feel comfortable making changes and adjust to their needs. I’m glad this video helped and thanks for watching!
@jamievasales4028
@jamievasales4028 Ай бұрын
Liked and subscribed! Great guide :)
@TicToxicStudios
@TicToxicStudios Ай бұрын
Thank you for the kind words! I hope that I can continue to make each video better than the last! Thanks for watching!
@armicron
@armicron Ай бұрын
Really good! Nice to see a tutorial that isn't 1 hour of stammering in broken English while trying to teach people how use a mouse to click.
@MrPangahas
@MrPangahas Ай бұрын
is it possible to track like a heat map using this.Purpose is to possibly track where players mostly go and die in the game.
@TicToxicStudios
@TicToxicStudios Ай бұрын
This system can track any (and as many) stats as you desire, as long as the value is an integer. With some clever coding, you could easily create a realtime heat map of players position or death locations. If I were to look at building this system, I would consider creating a numbered grid over the whole map and sent what grid number they were in when they died to the stats server and increase the count by one. You could then pull from the server all of the grid numbers and color each of the grid tiles based on what grid has the most deaths. This is a very clever use of the stats system! Thanks for watching!
@projectportal7284
@projectportal7284 Ай бұрын
I pressed apostrophe and tried pressing 1, 2 and 4 but nothing happened. Am I meant to press something before hand?
@TicToxicStudios
@TicToxicStudios Ай бұрын
I’m sorry to hear that it isn’t working for you. There are many possible problems from possibly your key bindings are different to you are accidentally pushing comma instead to maybe you missed a step or have the nav mesh modifier instead of a nav mesh, or anything in between. Thank you for watching and I hope you solve the issue!
@YoutubeAccountMan
@YoutubeAccountMan 2 ай бұрын
Great video, but drop the background music for something simpler and do NOT increase it's volume on your transitions. Pretty jarring when it constantly happens for 1.5 seconds
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Thank you for taking the time to leave feedback! I agree, the music doesn’t always match the flow and comes in a little loud. Thankfully, I am learning and trying to get better each video. Thanks for watching!
@etudenc
@etudenc 2 ай бұрын
Your videos are great, for their content and for how they're edited - very lean and to the point. Thanks for putting the extra time in!
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Thank you for the feedback! It’s a hard line to walk when trying to balance between “to the point” and “too fast to follow”. I’m glad the pace works for you and thank you for telling me! I hope I can keep the flow in my future videos and keep making them useful. All I can hope for is to make each video a little better than the last. Thanks for watching!
@etudenc
@etudenc 2 ай бұрын
@@TicToxicStudios looking forward to more content - already subscribed and will pass along the good word!
@Zer0tw0ii
@Zer0tw0ii 2 ай бұрын
Great tutorial i really like how you explain things!! hope you make more videos like this but with sound detection and more AI things to make the ULTIMIT AI smarter then my friends haha
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Glad you found this helpful! I could go forever just talking about AI and behavior trees, the more time you spend adding branches, the more lifelike they become. I will CERTAINLY go back and add more to these AI systems including sound detection along with a system to randomize tasks to make them more lifelike. Thanks for watching!
@electronicinfection
@electronicinfection 2 ай бұрын
Thanks!
@Daronchic
@Daronchic 2 ай бұрын
Hey man, thanks for the lesson! You explain things better than many channels with millions of subscribers! It would be awesome to see a video from you about the EQS
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Thanks for the feedback. EQS is definitely on my to do list. I just need to work through it so that I can explain it the best way possible!
@johansmas453
@johansmas453 2 ай бұрын
Super hard to follow due to the speed of the video :D
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Sorry to hear that! I’ve gone a bit slower in the videos since then.
@rtkartist
@rtkartist 2 ай бұрын
This was so much easier to understand than most other blackboard tutorials.
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Thank you for the kind words!
@GormBraarvig
@GormBraarvig 3 ай бұрын
Maybe a metahuman that can communicate with the face?
@TicToxicStudios
@TicToxicStudios 2 ай бұрын
Great idea! I will have to research this first. But I think this would be a great video!
@d_Howard
@d_Howard 3 ай бұрын
What I would like to see is a tutorial on NPCs doing more complex behaviors. There are so many animations available on Mixamo but no explanation about how to implement them for NPCs. Even animals come with lots of animations! I would like to make a deer walk down to a stream, look around, bend over and take a drink, look around again. If a PC gets close enough, the deer runs away.
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
This is a wonderful idea, I just worry that this would require a much longer video to explain well. Do you think a 30-40 minute tutorial would fly? Or, is that too long to sit through?
@jkasso7
@jkasso7 3 ай бұрын
@@TicToxicStudios I'd watch it👍
@d_Howard
@d_Howard 3 ай бұрын
@@TicToxicStudios I don't agree with the idea that Unreal Engine tutorials can be too long, especially if they're well done and helpful. (Yours are!) People can always pause, and come back later if they need a break. Alternatively, you could do a tutorial series consisting of several shorter "chapters" to cover the topic well. Word will get out. They will come.
@nishanthapaliya4444
@nishanthapaliya4444 3 ай бұрын
Perfect tutorial !
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
Thank you for the feedback! So Glad it could help you!
@user-pn3ut7rw6c
@user-pn3ut7rw6c 3 ай бұрын
Thanks for this video. Liked.
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
Thanks for liking!
@WAR_1933
@WAR_1933 3 ай бұрын
Hey thank you for hitting this part of the process a lot of people over look this.
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
Thanks for the feedback! I agree! I had someone asking about it and rather than just explain it to one person, I thought it would be better to document it for the world. Hope it helps someone!
@miraclewhit1794
@miraclewhit1794 3 ай бұрын
Song goes hard
@tim.martin
@tim.martin 4 ай бұрын
Love this. I'm on mobile so I cannot try it yet. Therefore, Questions: (1) is the fracture pattern the same for each cube? If yes, can the pattern be randomised at runtime? (2) can the small fragments be returned to a physics simulation state (i.e., they have momentum when shot)? By 'small' I mean the bits too small to refracture. Future video: the builtin chaos vehicle is quite lame. Can you spice it up with realistic drift physics and decent engine sounds. There are tutorials for this elsewhere but mostly they miss the mark and don't fix the problems that exist with the chaos vehicle's engine/transmission woes.
@TicToxicStudios
@TicToxicStudios 4 ай бұрын
Thanks for the feedback! In this tutorial, the fracture pattern would always be the same. To have different ones you could create multiple geometry, collections and create multiple broken cube blueprints, and spawn a random one. Getting the small pieces to move with the field is a little tricky. You would have to prevent them from falling asleep. I played around with actually waking them up, but it didn’t always work. Personally, using a third fracture pattern in the style that I did in this tutorial will basically let you shoot them until dust where the pieces are so small it doesn’t matter.
@bluegizmo1983
@bluegizmo1983 4 ай бұрын
Yes, but how do I make behavior trees for real people? 😂
@TicToxicStudios
@TicToxicStudios 4 ай бұрын
Project settings> unpredictable behavior>dumba** friends >apply behavior tree
@TheAngryRubberDuck
@TheAngryRubberDuck 4 ай бұрын
I really liked this video. I have an understanding of the basics, so this felt like a great way to get information! Make a million more! The explanations through MSPaint were great!
@TicToxicStudios
@TicToxicStudios 4 ай бұрын
@TheAngryRubberDuck Thank you for the feedback! I'm glad my FANTASITCAL artwork was useful. I didn't want to go TOO much in detail, but still give the basic idea so that viewers would be comfortable playing around on their own and know what is happening. Glad you enjoyed this!
@Mikester4411
@Mikester4411 4 ай бұрын
Could you do this with the Save Pose Snapshot in the Anim BP instead of having to make a separate BP for dead enemies with a posable mesh?
@TicToxicStudios
@TicToxicStudios 4 ай бұрын
Yes, you can! However I found it unreliable (the posable mesh would sometimes twitch) and memory expressive (I didn’t research why). This felt like an easy to understand way that fairly performant. Plus could be optimized better using interfaces to avoid some of the casts. Thank you for the thoughts and feedback!
@Dennis-np2dn
@Dennis-np2dn 4 ай бұрын
As opposed to some people in the comment section, I actually liked the sped up blueprinting since you're mostly explaining the design of the feature instead of being very specific about the blueprinting. I have occasionally paused the video to look at your code which worked well for me. Great tutorial! Short, concise but filled with a lot of content. Keep up the great work :)
@TicToxicStudios
@TicToxicStudios 4 ай бұрын
Thank you for the feedback! I’m glad you found the video helpful. Personally, I appreciate fast and to the point videos also. It’s easy to back up and pause, but it doesn’t hurt to slow down at the important parts as I have started doing in future videos. I have also started displaying completed code longer at the end of each section so pausing and double checking code is easier! If you have any ideas to make my videos better I’d love to hear it!
@miraclewhit1794
@miraclewhit1794 5 ай бұрын
Looks awesome! I love the editing in the video too. Wouldn't hate some side videos/another channel on doing the video edits
@aweeds84
@aweeds84 5 ай бұрын
Sign me up!!!!
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Long way to go, but I’ll keep you posted!
@rileyb3d
@rileyb3d 5 ай бұрын
The quality of your info and teaching is fantastic. Thanks for sharing.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thank you for the kind words and feedback! If I ever start slipping, call me out! Plus, ideas about how to improve future videos helps everyone!
@williamquaresma2529
@williamquaresma2529 5 ай бұрын
how can i make a wall block his line of sight or hear noise behind a wall? i think that this would be a good part 3
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
If that wall has visibility collision enabled (on by default in the blockall preset) the NPC shouldn’t be able to see through it.
@Saz-Ansari
@Saz-Ansari 5 ай бұрын
the thing is the poeple who want to learn don't mind longer videos so if you slow the video a little the poeple who searched for this thing will watch as every dev know its important to understand evrything so we do not face any gliches or errors while working
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thank you for the feedback! I agree and have slowed down my videos since then. Still trying not to waste time, but giving it the proper time to learn!
@washynator
@washynator 5 ай бұрын
Very good video! Was it just me or was there a weird echo in your narration?
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thanks for the feedback. I noticed the echo after I posted. EXCUSE: the furnace kept turning on and making noise in the mic. Fixing that in post caused other oddities in the audio. Long story shortened: I messed up and I didn't have time to fix it properly. I'll take better care to keep clean narration in future videos. Hope it wasn't TOO distracting!
@washynator
@washynator 5 ай бұрын
@@TicToxicStudios Nah chief, all good! Keep these videos coming!
@user-vi6xk1gi1c
@user-vi6xk1gi1c 5 ай бұрын
Now how to make them attacking and keep distance
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
I will absolutely cover this! Unfortunately, it might be just a bit before I can. Stupid real world work always getting in the way! I hope to get to that video in the next few weeks.
@Jesters-Jinx
@Jesters-Jinx 5 ай бұрын
Another fantastic video.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thanks! Hope it helps or inspires great work!
@WAR_1933
@WAR_1933 5 ай бұрын
Very good stuff.. I Have a idea for a future video I would love to see npc behavior change at health% 100% 50% and so on, sort of like the bosses we see in some games.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thanks! I like this idea, it's surprising easy using states in the behavior trees. I will make sure I cover this when I get to states as I WAS just going to do alive, attacking and dead.
@WAR_1933
@WAR_1933 5 ай бұрын
Thank you everything.. the information you share with us is greatly valued.@@TicToxicStudios
@dajajax
@dajajax 5 ай бұрын
Great tutorial! a bit fast to my linking but can modify the video speed on youtube so not really an issue. It really helped me with and unrelated issue I was having. In my case, a spawned actor was not moving towards its target, since it seem that Unreal set its IA to false on spawn by default.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thank you for the feedback! So glad that this helped you! Isn’t it amazing how something so small as one setting being wrong could be so maddening?
@dajajax
@dajajax 5 ай бұрын
@@TicToxicStudios Especially since so many examples tend to drop the character directly on the screen. I'm new to Unreal and was unaware of this setting. Looking forward to Your series.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
@dajajax I’ve been debating a video idea, Would a very beginner video series about using Unreal Engine be useful to a beginner like you? Like a “Your first day using UE5” where I go into detail about the settings and properties of different parts?
@dajajax
@dajajax 5 ай бұрын
​@@TicToxicStudios In my case, I'm more used to search for videos of mechanics, like this one. What could be a really nice adition, and something not very often seen, is if you could do, after showing a couple a mechanics, a video of how to integrate them in the same proyect. Allow me to divert a bit, lets say for example, you have made a video after this one, of Actors attacking the player after reaching it. That chould totally articulate with this video (and part 2), and for my experience what newcommers are lacking the most, is the understanding of how to implement several blueprints at the same time. I hope my response ends being of use to you.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Excellent feedback! Thank you! You have sparked an idea that I think I can apply to a large group!
@grit-mike
@grit-mike 5 ай бұрын
Would love to see a video,or ideas around an architecture, for how to "assign" tasks to your NPC players. For instance, having a couple of commands you can assign to an NPC: "Flank", "Take cover" etc, essentially allowing you to coach your team of combatants. If that makes sense? Essentially like having your playbooks of plays like a coach in football. :)
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
I like the ideas here. Most of these are heavy in animation to have smooth transitions. I'm not very strong in the animation department, but I am working on it. Once I get better, this will for sure be a video. I'm thinking that I will follow the "soldier" style NPC and have them patrol, search area, attack/shoot, cover, and reload. Flanking would be a group or squad mechanic, which will require more explanation so would probably need its our video. Thanks for the great feedback!
@user-ny2by6xo1w
@user-ny2by6xo1w 5 ай бұрын
I have a query about nav bounds mesh. Can you make multiple navigation bounds and have them variable and particular. i.e. an example to try explain is (you have a villager who you want to walk around a town and maybe forage but you don't want them walking to the other side of the map and into a enemy camp. But a soldier you would possibly want them too.) Hope this makes sense. I am going to follow your tuts, personally you teaching style works for me👍
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
This is an absolutely brilliant question! In unreal engine 4, this was a built in function. But it was SUPER performance heavy and wasn’t used. They got rid of it in UE5. Honestly, I hadn’t tried to find a solution. I will give it some time to try to find a solution and post a quick video about it when I come up with an answer! Thanks for the question and feedback!
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
@user-ny2by6xo1w This question haunted me all day! I ended up making a video that I will edit in a day or two about this. Long story short, I couldn't find a way to use nav meshes easily. BUT I did find a lightweight way to do it. I'll post the solution soon!
@WAR_1933
@WAR_1933 5 ай бұрын
Hey this is a great topic to cover many people just gloss over AI details. However you break everything down and make it easy for people that are new to UE5 to grasp.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thank you for the kind words! I’m hoping this series helps new developers (and veteran ones) more understand how and why everything works over just being shown one more example.
@WAR_1933
@WAR_1933 5 ай бұрын
very true I look forward to more of your content you make solid work@@TicToxicStudios
@Jesters-Jinx
@Jesters-Jinx 5 ай бұрын
Awesome. This is so good. A second follow up for hearing would be great. Maybe explain how stealthy tactics could be used?
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
This is a great suggestion! This would pair well with crouching the player and controlling noise levels. Also external stimuli that make noise, like throwing a pebble to distract them or knocking a bottle over. Thank you for the feedback!
@Jesters-Jinx
@Jesters-Jinx 5 ай бұрын
@@TicToxicStudios that all would be awesome. I was thinking the whole time how I could do those. I think I could figure out smell for animals (putting together a action survival shooter like farcry) but sound seems a little more advanced.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
@Jesters-Jinx Smell could become very challenging since there isn't an AI perception already built in. I imagine a system like Red Dead Redemption 2 would be fun to build, but would be hard. I don't know if I would cover that in the future due to the potential complexity. (It could be easy... never tried it) I'd have to play around when I start on the ai sound part. Another great idea!
@Jesters-Jinx
@Jesters-Jinx 5 ай бұрын
For your next video, can you do a spawn an AI, perform and action and then despawn? That would be amazing.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Such a great idea! I could show a few ways to spawn ai and maybe have them search for the player or pick up a spawned item and disappear!
@Jesters-Jinx
@Jesters-Jinx 5 ай бұрын
That's awesome.
@Jesters-Jinx
@Jesters-Jinx 5 ай бұрын
Great Tutorial, subbed.
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Awesome! Glad it helped!
@ricardo22448
@ricardo22448 5 ай бұрын
Is it not just possible to change the collision so it automatically goes through the ground and then destroy the character when not visible anymore. But i guess you won't have control of the speed it sinks
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
@ricardo22448 Exactly! Having control is usually important, but you could just let it fall if you wanted. I was considering flinging them into space... that would have be fun. Hindsight is 20/20.
@Lilium___
@Lilium___ 5 ай бұрын
Great tutorial, I hope we'll get to see more in the future
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Thank you! Is there anything you want to learn about in a future video?
@Lilium___
@Lilium___ 5 ай бұрын
A follow up to AI would be great. There are many ways to implement AI behavior, but it's hard finding the right way. Taking behavior tree tasks as example, there are some blueprint nodes you cannot use inside a task. This leaves the question, which logic you put into tasks and decorators and which logic into for example the character blueprint. For example, where do you start animations or react to outside events. If you have a patrolling NPC and want it stop patrolling if it got hit by the player, how would you do it? Also debugging behavior trees is a pain, the logic in the character blueprint has a debugger with breakpoints while the behavior tree just shows the current state, is there a good way to debug behavior trees ?
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
@@Lilium___ Great suggestions! I plan to cover these in part 2! Specifically seeing the player to attack them if they’re an enemy, being hit by a player and running away, and returning to the patrol when the player is out of range. Adding the debugging and testing into this video is a terrific idea.
@Bakahira
@Bakahira 5 ай бұрын
This helps alot!! Thank you!
@TicToxicStudios
@TicToxicStudios 5 ай бұрын
Your welcome! Hope future videos help also!