Комментарии:
is this person have channel
ОтветитьAbsolutely amazing explanation! Thank you ZAK and Unreal Team, please make more content like this!
ОтветитьGreat tutorial, I went through the whole video and it was awesome. Thanks for teaching like this. I could get every word. The presentation was great and it was easy to understand. Thank you soo much Zak
ОтветитьSuper easy to understand along with those funny remarks on the way :)
ОтветитьMany Thanks for this! Love this kind of Learning things!
ОтветитьI love how timeless this lesson is. While he uses examples utilizing specific nodes, the underlying principles are the same in Unreal 5.1 and beyond (probably).
Ответитьyes, thank you for this video
ОтветитьSuper useful, I resort back to this video often and I'm 1 year into development lol. Sometimes you just can't remember how exactly to do something.
ОтветитьGreat video!
ОтветитьMore than two hours with gray power point slides, but it is the most dynamic and clear tutorial I have ever seen. 😄
ОтветитьLOL on his "SuperHealingVolumew": "...because the 'w' is silent...." Made me lol. :)
ОтветитьIs it possible that, if you have one sender and multiple receivers you use event dispatcher. If you have multiple senders and one receivers you need direct casting. Finally if you have multiple senders and multiple receivers you need an event interface.
ОтветитьZak Parrish is an amaizing teacher. Very engaching and professional.
ОтветитьThis is the most important video in all of Unreal Engine.
I've told people to watch this hundreds of times in the past 6 years. Im writing this comment after telling someone else to watch it. Dont skip it. It sets you up to win.
I started getting into unreal no more than one month ago. The first two weeks I got lost in the "tutorials labyrinth". I had a lot of information but it was disorganized.
Only after watching this master class I started getting blueprints communication, specially Interfaces. Thanks Zak! You're a great teacher. It shows that you enjoy sharing knowledge with others. If you ask me, that's a superpower 💪
This was an absolutely amazing tutorial for someone that understands the concepts of OOP to wrap their head around Blueprints in UE. Outstanding tutorial! Thanks for all your hard work.
ОтветитьCould you help me with literature to be able to program a blueprint to change one chair for another in unreal 5 please.
ОтветитьVery useful, thank you! Sounded like the guy had an unhealthy amount of RedBull in his veins, but it was definitely engaging :)
Ответитьpoor Chance
ОтветитьIsn't this too outdated?
ОтветитьPoor Chance and his twitter account. Great video
ОтветитьI love this guy, He is a good teacher to me
ОтветитьAwesome tutorial! "Chuckle chuckle" cracked me up
ОтветитьOMG this is one of the best tutorials i have found on anything ever!
ОтветитьI like that 4th itteration countless patch and still noone can use cast to without an overlap event xD such a dogshit situation. It's like
Hey I want to edit the size of a box.
Okey reference it then. Uhm.... it's the only box in the scene... I named it bob, can I
OVERLAP!!!
Super clear explanation, it's a shame that these tutorials have been tucked away in a dark corner, not even a single playlist available.
ОтветитьI have a problem with INT.. I made a topview game, I want the mouse pointer widget image to change when my pointer is over a mob. How can I do that with Int ? do I need to send the ref of the widget and then in my BP retreive this reference to be able to change the pointer ?
Ответитьi followed this video to a T yet it seems that the ui is not using the Udate UI.
ОтветитьI just found this video while doing some boring stuff, but what I heard is like... hmm...
- "Casting is just a way to verify what you're talking to"
Well.. checking 'Class is Child Of' is a way to directly verify 'what' you're talking to. ('Is Instance Of' in other languages).
Casting is a way to get the functionality and variables based on an expected class definition, it gives you what type of class you want to talk to and does not simply verify the class type, although that is a by-product of the UE4 casting node.
Even if the casting node under the hood does a 'Is Instance Of' check before 'cast failed', then still using a direct instance of check would make more sense?
In other languages Casting an object and catching failure is less efficient than directly checking 'Is Instance Of' for determining 'what' you're talking to.
Potted plants don’t do anything.
Ответитьbig thanks
ОтветитьThis video is beyond helpful, the amount of stuff I've learned thanks to Zak is immeasurable. Thank you ;)
ОтветитьAll videos with Zak presenting? I find he has the best teaching style.
ОтветитьWould a blueprint auto-compile feature be beneficial or detrimental to the general workflow of most? Perhaps if it were called along with crtl+s or when certain things like when interfaces are added, would that be useful? Is that already something someone out there implemented in some way?
Ответитьi want more big the zoom in the code of Blueprint
ОтветитьThis is the best two hours I have spent while learning Ue4. Zak rules.
ОтветитьI've watched a lot of videos on blueprint interfaces and every single one has been super confusing.
ОтветитьThe Unreal Engine.
Ответитьshiggles? I use "Shirts and Giggles" because my channel is family friendly, but I know what you mean. Thanks for the help. I had to go over this a few times, mind is not what it used to be. Very clear, well done.
ОтветитьWhat a passionate teacher! Like the way you talk, and thanks for your sharing!!
ОтветитьI miss this format, when there was less chit chat.
ОтветитьI'm new to blueprints or coding and having trouble understanding how to use the nodes.
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