please come back.. we need you now more than ever!!
@darion7224
Ай бұрын
Great video! But it would be much appreciated if you explained what you were doing before you did it so that people who want to use your tutorial for similar but different games can do so more easily
@TROYSOLLY
7 ай бұрын
Thank you so much for the series, John!
@AdamWoolnough1981
4 ай бұрын
for some reason move to building would always fail, had to add 50 to y location for drop off building location, so it wasn't exactly in centre
@itanocircus2077
10 ай бұрын
33:52 - If you're in UE5.3 you might not find "Particle System". Instead, choose "Cascade Particle System Component" to get what you need.
@jordanthomas2031
2 жыл бұрын
Thank you for this tutorial series.
@kodomonkigamingbeyond8124
2 жыл бұрын
Enjoying videos so I can get network features in my game, one slight issue on the episode. @48:40 adding team numbers still doesn't update the widget. During debug, values are their but widget on client still not updating to that value
@ivomollov3073
6 ай бұрын
Awesome tutorial, thanks a lot! Everything works well for me but for some reason when i try to spawn a truck and the spawn location is taken the newly spawned truck gets thrown in a random direction. Any advice what is causing this?
@pierreseaumaire6988
Жыл бұрын
Hope i can achieve this shortly
@pierreseaumaire6988
Жыл бұрын
hahahah
@pierreseaumaire6988
Жыл бұрын
YOU AGAIN HERE
@alejandrosimoes5275
Жыл бұрын
I did everything like on the video, but when I used more than 1 player the truck doesn't get to the resource node to collect the gold. Someone got the same error and knows how to fix it?
@DragonFang253D
Жыл бұрын
39:29 future me looking through the code for issues and reading "multicast not working " and wondering why isnt it working and what happened
@rhomphaiagameprojects2173
2 жыл бұрын
Hey Jon Got a Question, I have 4 Resources that Can be Collected and I have Enum to Help the Game recognize Each One. I am Trying to use them in the Process of the Drop Off, I figure I would call on the Enum as after the Resource is collected, so it could set what kind of Resource it is. So I did a "Branch" Asking if the Resources is "Metal" if so give 10 Metal. But, the Unit would not go back to Mine More Instead he remained at the Storage Building I set up for Units to Drop Off Resources, plus it is not seeing that my Resource is a set type. Is there a way to do this? A Small Update: I did Get it to realize Types of Resources as it puts it into the Storage, but still having a problem of getting the unit to recognize different resources based on the Resource Actor themselves (such as tree, rock, etc.)
@kriswintf2027
9 ай бұрын
My one of these truck often came crashing into other one and send it flying,how to avoid it?
@victorgross3722
Жыл бұрын
Once again, did everything exactly the same in the video but not getting the same on my end. My new resource collectors will not change color. It wasn't all that complicated, either, so I can't figure out what the issue is. I've watched/gone over this dozens of times at this point and there should be zero issues. It's got me stuck at the first 10 minutes of the video. But now, I have another problem, too. My buildings all lost their color, which is especially weird because I didn't change a single thing on them or even open their blueprint. The units when produced are both colored correctly, but that's it.
@Klarrann
Жыл бұрын
You need to change the material of the Nose and Spinner to be your M_TeamColorMesh (or whatever material you used to color the teams)
@Milka7925
7 ай бұрын
@@Klarrann thanks a ton ! I was getting crazy over this and forgot we created that other material
@memedianajones
Жыл бұрын
How would I go about making a building that generates resources?
@DragonFang253D
Жыл бұрын
I would assume that you would use the same concept as the mineral node you create in this video, but set it inside a building instead. In gamedev you don't want to look for "exactly" what you want to make, you look for logic that can work the same way as something you want to make.
@WalterRDK
Жыл бұрын
Resolution video is to high for youtube, i can't read
@middleagedshred
10 ай бұрын
Yea it is a bit high...extra magnification needed...)
@andrewm4975
2 жыл бұрын
You have good logic but sir you need to step your naming convention game up. Blueprints are BP_Blueprint and widgets are W_Widget...custom events CE_Event - know what I mean ? Consistent naming conventions are important in game development - create your own conventions as it suits you but deff stick to some sort of structure.
@buildgameswithjon7641
2 жыл бұрын
There is a structure! I put "RTS_" in front of all the game mode classes, "Parent_" for parent classes, suffix materials with "_MAT", and then just a normal description for everything else. Also very handy in UE5, it show's you the file type below each icon in the content browser (ie "Blueprint Class" "Widget Blueprint" "Texture", etc). So you certainly don't need to identify like "BP_" and "W_" anymore. Sometimes you have to slide/size the content browser a bit to make the names show up, not sure if it will be addressed or intended behavior.
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