SabreDartStudios
SabreDartStudios
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UE5 Hub World MMO - Planning our next Ability
We start planning our next ability and I need your help!
Hub World MMO Setup Instructions: www.hubworldmmo.com/
Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp
OWS 2 Installation Instructions: www.openworldserver.com/
OWS 2 Source Code: github.com/Dartanlla/OWS
Переглядів: 1 265

Відео

UE5 Hub World MMO - Upgrade to Unreal Engine 5.3
Переглядів 1 тис.10 місяців тому
In this video I discuss Unreal Engine 5.3 and upgrading to it. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Network Optimized FX
Переглядів 69911 місяців тому
Last week we added a freeze effect by changing the texture and stopping the animation in place. This week we are going to improve the experience by adding some FX. In this video I outline a plan to optimize our FX for network replication. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www...
UE5 Hub World MMO - Frozen Effect, Material Slots, and Animation Pose Snapshot
Переглядів 76811 місяців тому
In this video we create a Frozen Effect using Material Slots and Animation Pose Snapshots. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Mob Nameplates and Gameplay Tag Delegates
Переглядів 60511 місяців тому
This week we use Gameplay Tag delegates to populate the buffs/debuffs in our Mob Nameplate. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Reaction Damage and Loose Gameplay Tags
Переглядів 59811 місяців тому
We start working on our reaction damage system and talk about Loose Gameplay Tags. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Custom Character Data
Переглядів 713Рік тому
In this video we discuss best practices for persisting our Custom Character Data. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
Unreal Engine 5.3 Preview 1 - Nanite Foliage: The End of the Story
Переглядів 13 тис.Рік тому
In this video I cover the new Shadow Cache Invalidation Behavior setting that can be used to tune VSM Cache Invalidations for Nanite Foliage. UE5 Hub World MMO Playlist: ua-cam.com/video/fB_n3jJjF9A/v-deo.html Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 S...
UE5 Hub World MMO - Improving our Icicle Ability
Переглядів 612Рік тому
We improve our Icicle ability from last week by applying the cold effect, having the icicle explode early if the projectile hits early, and use our damage formula to calculate damage. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dar...
UE5 Hub World MMO - Starting our First Ability
Переглядів 899Рік тому
Let's start working on our first Gameplay Ability: Icicle! Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Training Dummies
Переглядів 534Рік тому
This week we add training dummies to our project so we have something to attack. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Floating Combat Text
Переглядів 547Рік тому
In this video we configure the floating combat text system in the Hub World MMO example project. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Portals and Zones
Переглядів 834Рік тому
In this video I talk about portals and zones and show off the new simplified portal system in the Hub World MMO example project. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Damage Formula Math
Переглядів 824Рік тому
Fractions are your friend! Math is fun! In this video we use math to build damage formulas that encourage strategic gameplay. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Split Damage System and PreGameplayEffectExecute
Переглядів 871Рік тому
In this video we discuss the split damage system design and implement a simple version of PreGameplayEffectExecute. Hub World MMO Setup Instructions: www.hubworldmmo.com/ Open World Server 2 & Hub World MMO Discord: discord.gg/qZ76Cmxcgp OWS 2 Installation Instructions: www.openworldserver.com/ OWS 2 Source Code: github.com/Dartanlla/OWS
UE5 Hub World MMO - Post Gameplay Effect Execute
Переглядів 962Рік тому
UE5 Hub World MMO - Post Gameplay Effect Execute
UE5 Hub World MMO - Gameplay Ability Attribute Sets
Переглядів 1,5 тис.Рік тому
UE5 Hub World MMO - Gameplay Ability Attribute Sets
UE5 Hub World MMO - Per Project Gameplay Ability System
Переглядів 1,9 тис.Рік тому
UE5 Hub World MMO - Per Project Gameplay Ability System
UE5 Hub World MMO - Gameplay Loops
Переглядів 990Рік тому
UE5 Hub World MMO - Gameplay Loops
UE5 Hub World MMO - UMG Animations
Переглядів 1,3 тис.Рік тому
UE5 Hub World MMO - UMG Animations
UE5 Hub World MMO - Register and Login
Переглядів 1,6 тис.Рік тому
UE5 Hub World MMO - Register and Login
UE5 Hub World MMO - Why C++ for Hub World MMO
Переглядів 1,5 тис.Рік тому
UE5 Hub World MMO - Why C for Hub World MMO
UE5 Hub World MMO - How to Install
Переглядів 4,2 тис.Рік тому
UE5 Hub World MMO - How to Install
UE5 Hub World MMO - Introduction
Переглядів 4,3 тис.Рік тому
UE5 Hub World MMO - Introduction
UE5 Hub World MMO - Teaser Trailer
Переглядів 4,6 тис.Рік тому
UE5 Hub World MMO - Teaser Trailer
Unreal Engine 5.1 Preview 2 - A Story about Nanite Foliage w/ Free Plugin
Переглядів 23 тис.Рік тому
Unreal Engine 5.1 Preview 2 - A Story about Nanite Foliage w/ Free Plugin
Unreal Engine 5.1 Preview 1 - Are Landscape HLOD's working now?
Переглядів 15 тис.Рік тому
Unreal Engine 5.1 Preview 1 - Are Landscape HLOD's working now?
Tower Of Fantasy with OWS 2 and Unreal Engine
Переглядів 4,6 тис.Рік тому
Tower Of Fantasy with OWS 2 and Unreal Engine
OWS 2 - Creating your own Custom API's (Part 3)
Переглядів 9852 роки тому
OWS 2 - Creating your own Custom API's (Part 3)
OWS 2 - Creating your own Custom API's (Part 2)
Переглядів 9442 роки тому
OWS 2 - Creating your own Custom API's (Part 2)

КОМЕНТАРІ

  • @Intranduan
    @Intranduan 4 дні тому

    Love it <3 Amazing work you are doing :)

  • @vadimsolidity7228
    @vadimsolidity7228 16 днів тому

    Do we have loading screens between zones?

    • @SabreDartStudios
      @SabreDartStudios 14 днів тому

      Yes, there are loading screen between zones. UE5 doesn't support seamless transfers between UE servers.

    • @vadimsolidity7228
      @vadimsolidity7228 10 днів тому

      @@SabreDartStudios But what about the SpatialOS ? Isn't it designed to archive the same goal but without loading screens ?

    • @SabreDartStudios
      @SabreDartStudios 7 днів тому

      I don't follow SpatialOS that closely, but there are those in my Discord that do. I believe that was their original goal, I just don't think they achieved their goal.

    • @vadimsolidity7228
      @vadimsolidity7228 7 днів тому

      ​@@SabreDartStudiosthank you for the answer! I wrote a message to improbable. I asked them about the current status...let's see. Additionally I will join you discord to get another answer.

  • @user-th8ky9oq5j
    @user-th8ky9oq5j 22 дні тому

    CAn we use this custom Movemnt component for AI (NPC) charcters

    • @SabreDartStudios
      @SabreDartStudios 14 днів тому

      Yes, you can use custom character movement components for AI / NPC characters. However, if you add new movement modes, you will also need to write custom AI to use those movement modes (i.e. such as climbing).

  • @CrazyDevSurvivor
    @CrazyDevSurvivor 22 дні тому

    Well, this is actually not a solution but a workaround and works fine if you don't have wind in your game. Rigid means that the cache is not invalidated but the shadows are ADDED to the current cached map. In other words, if you have wind in your scene and the foliage shadow has some areas that are traversed by light (like foliage that is not very thick and allows light passing through leaves), you'll see the moving areas progressively being filled with shadows that will cover the whole area and remove all the light. Because, with rigid preset, it means YOU must invalidate the cache when you think is the case (like every millisecond, or after X number of frames). Yes, it's a better solution than the "auto" preset, which invalidates cache at every tick, but requires you to write your own invalidation, either in blueprints or C++, if you don't want to see weird shadows and artifacts

  • @Micshgasm
    @Micshgasm Місяць тому

    Still working in 5.4 thanks so much!!!

  • @lisowisko
    @lisowisko Місяць тому

    Would it be possible to use OWS but also Steam for player account?

    • @SabreDartStudios
      @SabreDartStudios Місяць тому

      Yes. Ideally, you would use some other battle tested account services system such as Steam or Epic Game Store with OWS 2.

    • @lisowisko
      @lisowisko Місяць тому

      @@SabreDartStudios But I couldn't use Unreal Engine Steam Subsystem for it, right?

    • @SabreDartStudios
      @SabreDartStudios Місяць тому

      That is correct. The Steam login has to connect to OWS 2 through OAuth.

  • @khuntasaurus88
    @khuntasaurus88 2 місяці тому

    The debugging session is GODSEND. It's not MMO specific (maybe a little bit hubworld-specific with this exact OWS setup) but its really invaluable to know how to effectively debug Unreal projects

    • @SabreDartStudios
      @SabreDartStudios 2 місяці тому

      Yep, debugging is huge! As programmers we spend the majority of our time debugging :)

  • @Im_Proxno
    @Im_Proxno 2 місяці тому

    Sublime presentation, incredibly insightful. Thank you!

  • @ABentPaperclip
    @ABentPaperclip 3 місяці тому

    would love an updated version of this since so much has changed with world partition and HLODs since 5.1! IE) you can now specify a default HLOD layer in world settings, etc

    • @SabreDartStudios
      @SabreDartStudios 2 місяці тому

      Yeah, I am really interested in what has changed since 5.1 preview for HLOD's as well. Many are using Nanite landscape, but I suspect HLOD's are still faster and are preferred for low spec PC's. We'll see. When I get some time I will test this and if I find anything interesting, I will make a video.

  • @ethanwasme4307
    @ethanwasme4307 3 місяці тому

    is this still relevant in 5.4? going to be going through a landscape import sometime this month

  • @lukej7745
    @lukej7745 3 місяці тому

    This doesn't seem to work in 5.4 they must of moved the setting as changing the screensize does nothing.

  • @selimarii
    @selimarii 3 місяці тому

    nanite is not optimized for game. You have 78 fps in editor mode and you dont use full screen mode. If you use full screen mode in editor, you will see maximum 50 fps in nanite mode. and the game is not just about characters. With the addition of characters, the addition of landscape textures, the addition of props and structures, the addition of vfxs and animations, the fps in the game will drop below 10. In summary, when you can get over 250 fps using nanite, only then nanite is suitable for games.

    • @SabreDartStudios
      @SabreDartStudios 3 місяці тому

      I understand what you are talking about with performance, but it is a bit more nuanced than that. Too complicated to go through in a UA-cam comment, but I will start working on a video to go through it in more detail.

    • @DarkSession6208
      @DarkSession6208 3 місяці тому

      This is not true buddy. Nanite performs great, the problem is people are using it wrong and theres not much documentation on how to properly use it for foliage. I don't want to gatekeep but its hard to explain in a youtube comment like sabre already said. But in a nutshell you can have 1.3mln Poly trees all around the map and still 70 FPS in WQHD. Like really dense vegetation. But most studios are too dumb to do just the slightest research, thats why so many UE5 games run bad. All you have to do is model your fucking trees actually yourself instead of using Speedtree or using assets. The Concept of using Alpha Masks is the problem. Nanite gets rid of geometry bottlenecks but people are too stubborn to understand that alpha maps are not geometry and cause overdraw. Im talking about this since months in the UE community and people just don't want to listen... model trees or vegetation like a hard object. Like a gun, a house, props etc. Everyone is using Alpha Masks or Leafcards and then suddenly says the performance is bad with nanite. People are just either too stubborn or too lazy to understand a high performance nanite tree needs to be fully modeled out. EACH individual leaf needs to be geometry. No ALPHA like in Speedtree or how 99% of the 3D modeling tutorials show. If people don't believe me i tell them to use the Megascans European Bornholm Trees from June '23. Those are 1.6-4.8 mln. Poly trees, you can spam your map with it and still have fluid framerates because they are the only assets that use low amounts of alpha mask, if you would completely get rid of alpha the performance would be better. Those Bornholm trees have better performance than a 30k low poly tree with nanite off. Place 50 of those low polys and you have 40% less performance than with the proper nanite trees.

  • @moussaibrahem9
    @moussaibrahem9 4 місяці тому

    You are legend bro Thank you a lot for your playlist i hope you don't stop uploading

  • @Tystros
    @Tystros 4 місяці тому

    have you tested it with 5.4 yet?

    • @SabreDartStudios
      @SabreDartStudios 4 місяці тому

      I installed 5.4 Preview 1 the other day, but have not had a chance to test it.

  • @EdGameplayer
    @EdGameplayer 4 місяці тому

    Hi! How do i add Facebook and Gmail authentication options to the login system here in Unreal engine 4 and Unreal engine 5? I want to develop a MMORPG

  • @EdGameplayer
    @EdGameplayer 4 місяці тому

    Hi! How do i add Facebook and Gmail authentication options to the login system?

  • @ba7op
    @ba7op 4 місяці тому

    Finally. Thanks for this. Suscribed!

  • @Herobuilder21
    @Herobuilder21 5 місяців тому

    How much of this series is still applicable for UE5?

    • @SabreDartStudios
      @SabreDartStudios 5 місяців тому

      Many of the concepts described in this video still work in UE5. Following along step by step my be difficult though. Some of the UI's have changed and some features may no longer exist. Keep in mind that this tutorial is also for OWS 1 which no longer exists. Most of OWS 2 is backwards compatible with OWS 1, but there may be some minor differences. I have a new tutorial series for UE5 and OWS2 here: ua-cam.com/video/fB_n3jJjF9A/v-deo.html If you run into any issues and need help, you can reach out on Discord here: discord.gg/bPExzpF5Kh

    • @Herobuilder21
      @Herobuilder21 5 місяців тому

      @@SabreDartStudios Thank you!

  • @MrANavarra75
    @MrANavarra75 5 місяців тому

    I was getting crazy abaout this problem!! thank yuo very much!

  • @itsnazake
    @itsnazake 5 місяців тому

    Another crucial piece of information besides respawning characters : If a player in your game will possess other pawns like mounts or vehicles, you need to include gas in the player state. Otherwise, transferring gas between player pawn and other possessed pawns while maintaining abilities, effects, and attributes will be challenging.

    • @SabreDartStudios
      @SabreDartStudios 5 місяців тому

      That is correct if you are using possess/unpossess, you will need to put GAS on the player state. I have a tutorial showing how to do mounts within the same Character BP. So if you use my method, then you don't need to use GAS on the player state to handle mounts. Generally, MMO style games, aren't going to use possess/unpossess, but it just depends on your game.

  • @LuizGamingYT
    @LuizGamingYT 5 місяців тому

    hello, what u think, how many players can handle one server with 10 map, and how many UE servers i can run (with different ports like 7777, 7778 etc) per one instance xeon 3.7ghz, 64gb ram, NET 1gb/s? I wonder how many people can be on 1 map and on 1 server, and on 1 dedicated machine. Game project - very low poly style without complicated game mechanics. I also wonder if I am able to host, for example, 200 players on 1 EU server, scattered over several maps so that they do not see each other too much, to avoid unnecessary replication. I know that in the case of Fortnite the server can carry 100 players, but on 1 map. Do u have any experience? Greetings!

    • @SabreDartStudios
      @SabreDartStudios 5 місяців тому

      Yeah, splitting players out into separate UE server instances is the key to how OWS 2 works. This is because the cost of replication increases exponentially for each additional player in replication distance. This means that 100 replication relevant players on a server takes where more than double the resources that 50 players takes. The server specs you mention are pretty powerful, but they may or may not good for running UE servers. It will be important to customize the server stats for your game and the number of instances you want to run per server. You may find that less instances per server and more, weaker servers is more cost effective. It will take testing with your game to know for sure. One of the goals of the Hub World MMO that I am working on is to try to break the 100 players per server barrier. I am hoping we can modify enough of UE to get to 200 or 300 players per server. We will see how it goes :) If you want to discuss this more, reach out to me on Discord: discord.gg/xyaa8Tvh

    • @LuizGamingYT
      @LuizGamingYT 5 місяців тому

      @@SabreDartStudios Thank you! <3

  • @mrbob4104
    @mrbob4104 5 місяців тому

    Awesome keep up the work. Also : later on, try add more advanced features and theoretical knowleadge for how Multiplayer games really work and package all that into a course you can put on udem or else. So the biginner free course will be on youtbe to attract people and for those who want more indepth knowleadge, they can purchase the course that comes with the biginner tuto plus more advanced courses including theoretical knowleadge about UE5 networking and different types of networking. This way you help lots of people and beginners while making money also on the side. Lastly, you can also make some small 5-10 min videos quickly explaining with example, networking features or other small tutos on UE5. Like that you, have small breaks from you main MMO tutorial while still making quick smaller content that helps your chanel grow. So I encourage you to make smaller quick diverse tutos on beginner and more advanced UE5 topics. Cause your content and the way you explain things is very very good, all you need is exposure and for that just put content out there. Someone might type "how to do ... on UE5" and your video pops up and then they browse your channel and find more content that they werent looking for but can actually help them. I say that cause thats how I just found your channel and it really helps. Also make VR AR tutos. Like Im REALLY encouraging you on this. Cause VR AR is slowly growing and there are very very few UE5 tutos about it so that could a place where you can actually start having visibility as it grows since youll be among the very few out there making tutos on it (even if you dont have the knlowleadge, just learn as you make tutorial videos. Cause thats how a LOT of successfull Unity channel started). Especially with Vision pro now. These can be small 5-10 min videos per week or however you feel. No need to have a full on course Like the MMO One. Just small 5-10 min videos explaining how a particular thing in UE5 works or how to do a particular thing. And then you can just put share parts of these videos on Tiktok so people can find your channel. Cause your content is really good. Just keep up the work and dont give up. You might end up making a living off of selling courses and youtube content. Just stay consistent. You can make your channel stand out by not just showing how to do things but explaining why doing it this or that way using powerpoint/visual presentation like you have been doing with your MMO videos. Cause that teaches people better than just copying what the person is doing.

    • @SabreDartStudios
      @SabreDartStudios 5 місяців тому

      Thanks for the advice! I am currently busy working for a AAA game studio, so I can't do any of the above now, but maybe in the future. Who knows. :)

  • @mrbob4104
    @mrbob4104 5 місяців тому

    Keep the work. the way you explain it is like a College course. So maybe try remaking a beginner tutorial of this for UE5, and then later on, add more advanced features and theoretical knowleadge for how Multiplayer games really work and package all that into a course you can put on udem or else. So the biginner free course will be on youtbe to attract people and for those who want more indepth knowleadge, they can purchase the course that comes with the biginner tuto plus more advanced courses including theoretical knowleadge about UE5 networking and different types of networking. This way you help lots of people and beginners while making money also on the side.

    • @SabreDartStudios
      @SabreDartStudios 5 місяців тому

      Beginner content definitely gets more views that is for sure! I just don't have much interest in beginner level content. There is so much of it out there already. But there is very little advanced content. Especially when it comes to multiplayer network programming, GAS, and MMO server architecture. So I have tried to focus on that type of content. If I was trying to make money doing this, I would definitely crank out "entertainment" and beginner style content for the big view counts, but that isn't my goal.

  • @peter486
    @peter486 6 місяців тому

    do i need this if i use nanite landscape?

    • @SabreDartStudios
      @SabreDartStudios 6 місяців тому

      That is a tough one. In theory, you shouldn't, because Nanite landscape is self-LOD'ing, but initial testing shows static mesh LOD's are MUCH faster than Nanite landscape, so it probably depends on your fallback plan and what hardware you are trying to support.

  • @xelad6159
    @xelad6159 6 місяців тому

    Hi there, great video thanks for such a good basic description - do you know if its still necessary to adjust the LOD0 setting before building?

    • @SabreDartStudios
      @SabreDartStudios 6 місяців тому

      I believe it is still required, but I have not tested this since 5.1, so I need to try it again in 5.3 and see what has changed.

  • @Mrpacanful
    @Mrpacanful 7 місяців тому

    I'm just wondreing why are you using database functions to operate on data instead doing it with code?

    • @SabreDartStudios
      @SabreDartStudios 6 місяців тому

      Database functions? Do you mean stored procedures? OWS 1 ran entirely on stored procedures. They are often faster than trying to access the database using code and they can have some favorable execution plan caching in MSSQL. OWS 2 is in the process of converting away from stored procedures, not because they are bad, but because OWS 2 supports multiple database technologies and that makes it harder to use stored procedures across all the different database types. I believe about half of the stored procedures have been converted to parameterized queries, but there are still more to go.

  • @joshuaross8471
    @joshuaross8471 7 місяців тому

    Is this in square km? ie earth is 509.6 million square km, and if play area of UE5 is square km we could have an effective map of 1:1 of earth?

  • @GloryOrDead
    @GloryOrDead 7 місяців тому

    A wonderful video, and when is the sequel? :D

  • @tie.garcia
    @tie.garcia 7 місяців тому

    OMG! I just find best tutorial. Thank u so much for this series

    • @SabreDartStudios
      @SabreDartStudios 7 місяців тому

      Yay! Keep in mind this is an old tutorial series for UE4 and some of the things in this tutorial series may no longer work. Some of the content is still useful though. I have a newer series for UE5 as well.

  • @hamzafarooq12
    @hamzafarooq12 7 місяців тому

    Why not use overlay materials?

    • @SabreDartStudios
      @SabreDartStudios 7 місяців тому

      Looks like that feature was added in UE 5.1. Thanks for the suggestion! I will switch to using that in a future version.

  • @user-sl2yh6qx9h
    @user-sl2yh6qx9h 8 місяців тому

    Great job! Looking forward for your next video !

  • @RafaelBrum
    @RafaelBrum 8 місяців тому

    How can I get access to Root Motion Tasks with a brand new project?

    • @SabreDartStudios
      @SabreDartStudios 8 місяців тому

      This video (and a few after it) show how to add the Gameplay Ability System which has Root Motion Tasks in it to a brand new project: ua-cam.com/video/AIKU2A-fHr0/v-deo.html

    • @RafaelBrum
      @RafaelBrum 8 місяців тому

      Thanks!@@SabreDartStudios

  • @matthewventures
    @matthewventures 8 місяців тому

    GAS handles client side prediction and rollback of actions Gameplay Abilities… (3:24) - Defined in BP. Called by keys or BP nodes. - Mainly used to apply effects and tags. - Can be initiated on server or client - Rich tag system, unrelated to standard UE4 tags - Gameplay Ability - tag usage (21:18) - The “Advanced → Replication Policy” setting of “Do Not Replicate” only prevents replication of the ability itself but the effects will still replicate. - The “Advanced → Instancing Policy” setting of “Non Instanced” basically means the ability will be static aka “only one” (rarely used). Otherwise you can set one per actor/invocation. - The “Advanced → Net Execution Policy” spawns warnings but doesn’t actually do anything. - (23:40) Costs and cooldowns - (24:37) Event Activate Ability -Called by a keybind or “TryActivateAbilityByClass” BP node -Every path in the graph must end with the EndAbility node - (38:34) Inheritance -You can use ability effects to represent when armor is equipped (just use an infinite duration). Gameplay Effects… (11:02) -Apply attribute mods -Gameplay Abilities can ONLY affect Gameplay Attributes -Gameplay Effect - tag usage (20:42) -Gameplay Cues… (17:13) -Displays on-screen the result of Gameplay Abilities -Update UI -Play Audio -Spawn FX -Cosmetic: they only run client-side (no server) Gameplay Events… (34:41) -Useful framework for any external system to use the GAS playback system. -Example: PhysX is necessary for sweeping collision checks (UE5 otherwise only checks collisions per-frame). In order to network PhysX hits, we listen for the PhysX system’s WeaponHit event and then send a Gameplay Event. Q&A (54:00)

    • @SabreDartStudios
      @SabreDartStudios 8 місяців тому

      This information is really old and I don't know how much of it is still relevant, but thanks for summarizing it so well and including timestamps :)

  • @martinxiao562
    @martinxiao562 8 місяців тому

    Nice tutorial! Thanks so much! Can I suggest that maybe it is good idea using cursor to point where you are reading or focus on in your PPT, that would be much clear for me.

  • @Trait74
    @Trait74 8 місяців тому

    LIFE SAVER INFORMATION!!!! EXTREME THANKS :D

  • @pannonianknight
    @pannonianknight 8 місяців тому

    Bro, of all the people of the internet making videos about landscape in unreal 5, your the only guy I see that has performance stat enabled. special kudos for that!

  • @andristefanus
    @andristefanus 8 місяців тому

    nobody cares about doesn't match it's own shadow, mate, as long ast it's leaves and branches shadows people will be busy surviving from the enemy in the game

  • @Soraphis91
    @Soraphis91 8 місяців тому

    Sadly the setting has a lot of visual artifacts, as the shadow is still using the world-position offset, but it just isn't recalculated every frame, but if one part of the shadow is updated without the rest of the tree the artifacts are clearly visible and the updating of the shadows is super visible

  • @arctech2010
    @arctech2010 8 місяців тому

    Your videos are exceptional clear and helpful! Thanks for uploading.

  • @arctech2010
    @arctech2010 8 місяців тому

    Fantastic series! Please keep em coming :)

  • @Yasunai
    @Yasunai 8 місяців тому

    3:43 "This time, we will get there" - last Upload 2 months ago.. Is there anything else coming?

    • @SabreDartStudios
      @SabreDartStudios 8 місяців тому

      Not sure if you saw this post or not: ua-cam.com/users/postUgkxOJpj9Cy0UEF6YdMbkhsy8ySyw5Yayt3M This series isn't over, but has been paused due to what I explain in the post. If you have any questions, feel free to jump in the Discord: discord.gg/KG5eM2ZV

    • @Yasunai
      @Yasunai 8 місяців тому

      @@SabreDartStudios No, I didn't see that, my bad. Congratulations on the job then, I think everyone dreams of working on AAA titles at some point. Have fun and success. I have joined the Discord

    • @SabreDartStudios
      @SabreDartStudios 8 місяців тому

      Thanks!

  • @unreal_metronomus678
    @unreal_metronomus678 8 місяців тому

    Awesome, thanks! Got a bit frustrated with nanite foliage , but this tip saved my ass.

  • @ecoleikr8619
    @ecoleikr8619 8 місяців тому

    Hi! I still seem to have the issue at 9:25, even after adjusting the LOD 0 Screen Size. Granted I am using 5.3, So I have no idea if things changed along the way. Do you have any knowledge into this?

  • @eggZ663
    @eggZ663 8 місяців тому

    Great find, but what a massive oversight by them. hope they sort this out in the future

  • @tbunreall
    @tbunreall 8 місяців тому

    Me watching the introduction: Ya I can't wait to start! Me 10 videos in: I guess I'm not making an mmo :(

    • @SabreDartStudios
      @SabreDartStudios 8 місяців тому

      It is a LOT of work, but I have been doing it for almost 10 years now and it is definitely worth it if it is something you love doing.

    • @elganzandere
      @elganzandere 6 місяців тому

      Care to elaborate further? I'm looking to build a persistent world, though i don't want any instancing/sharding, what have you. one persistent session. How does this alter the approach, if at all? Any chance you can assist in pointing me in the right direction to get started?

    • @SabreDartStudios
      @SabreDartStudios 6 місяців тому

      Yeah, infinite population single session games are something that has been tried many times, but as far as I know, no developer has been successful without certain side effects. SpatialOS had 500 million dollars to try to do this and wasn't successful. If you message me on Discord I can elaborate further on the different methods that have been tried and why each one fails. discord.gg/D9TpaXNz

  • @vree_
    @vree_ 9 місяців тому

    Most info is very basic but still very interesting to watch your approach. I didnt even know about FORCEINLINE and it was nice to see how it can be used! I have two questions. Q1: Will you do a tutorial on implementing GAS with the Enhanced Input System in the future? Since that seems to be one of the hardest problems to solve at the beginning. We solved it in our project with the Lyra approach but would be interesting to see how you solve it! Q2: Also isnt it a lot easier to implement GAS in a separate plugin and reuse it everytime? Since you can implement GAS in a super flexible way thats usually applicable to most RPGs.

    • @SabreDartStudios
      @SabreDartStudios 9 місяців тому

      Q1: I will be doing a tutorial on this. In the Hub World MMO example project (www.hubworldmmo.com/) there is an example of how to do it. It is an improved version of what is in Lyra. Q2: You can put your GAS implementation in a plugin if you want to make it easier to share between prototype projects for the same game, but you don't want to share GAS between games. GAS is not designed to be used as is and is meant to be customized per game project (as I explain in this video).

    • @vree_
      @vree_ 9 місяців тому

      Thanks a lot! Looking forward to your tutorial! :) @@SabreDartStudios

    • @vree_
      @vree_ 9 місяців тому

      @@SabreDartStudios One last question: I looked into your project and first of all cool stuff! But what exactly do you mean by "improved version of Lyra"? If it's too complicated to answer via text then dont bother with this Question and Im looking forward to your input video where you might explain some of the intricacies of your AbilitySystem. :)

    • @SabreDartStudios
      @SabreDartStudios 9 місяців тому

      Three improvements: GetShouldReplicateInputPressedEventsWhenActive, GetShouldReplicateInputReleasedEventsWhenActive, and TryActivateAbilityBatchedAndEndInSameFrame. If you jump in Discord, I can provide more details on what they do: discord.gg/RM6hzyPc

  • @Xenothang
    @Xenothang 9 місяців тому

    You can add a Key name in the BP Print function to make it not spaming the whole time. Any key name works as long its not overlapping with other names

  • @d12duke
    @d12duke 9 місяців тому

    This is incredibly interesting. I'd love to see if you'd want to make some extra cash implementing this into a production docker (or amazon) service. This seems quite awesome.

    • @SabreDartStudios
      @SabreDartStudios 8 місяців тому

      Unfortunately my job prohibits me from doing any outside work, but happy to answer any questions on Discord or help point you in the right direction: discord.com/invite/D5WJEeNM

    • @d12duke
      @d12duke 8 місяців тому

      Thank you!