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Download "Делаем ДИАЛОГ. Часть 6 - Создание игры в Unreal Engine. Урок 47"

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  • ruRussian
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00:00:00
friends Hello everyone And we continue the
00:00:02
creation of our game in the last video we
00:00:04
made such a thing that we can
00:00:06
click on these dialog boxes and
00:00:09
our text changes. You see. So,
00:00:11
pick me three apples and accordingly
00:00:14
we can answer differently and we
00:00:16
will have different answer options today in the
00:00:18
same video I would like to show how to
00:00:20
set up such a thing so that let’s say,
00:00:22
look, here I click, let’s say he
00:00:25
sends us and we so that our widget
00:00:27
closes, we can continue to walk with our
00:00:29
character and we will also configure it so that
00:00:31
we can the widget did not appear for us
00:00:34
right away, only when we approach
00:00:36
our character, that is, we
00:00:38
approach, press the button for us, this widget
00:00:39
launches like this, this is how I want to
00:00:42
configure everything. That is, today we are doing
00:00:43
the following, we are setting up the input, turning on
00:00:47
the widget and exiting the dialogue when we
00:00:51
we will be able to control our character Do not
00:00:53
forget to subscribe to the channel also I
00:00:54
remind you about my boost where are you If
00:00:58
you think that my video lessons If
00:01:01
you think that my video lesson was
00:01:02
useful to you, you can thank me,
00:01:05
including you can leave a comment but we are
00:01:06
starting
00:01:08
So first of all To I wanted to do
00:01:10
this by setting up an exit from our dialog, that
00:01:13
is, making an exit here is actually
00:01:14
easier than entering this very widget,
00:01:17
so the first thing we will do
00:01:19
now is we will go to Dialog behawear 3
00:01:26
and, accordingly, this is the logic that we
00:01:28
did in the last video and Pay attention Please
00:01:29
note that here we have a bow
00:01:31
that we made, let’s say, here we
00:01:33
answer and we have Here is the text that
00:01:36
our
00:01:37
NPC character speaks, it seems to freeze in our eyes.
00:01:41
Well, that is, they did a video for this in the past
00:01:42
and in order to give us a way out of
00:01:46
our dialogue we need create a new
00:01:48
task so click here and select the
00:01:51
five-story blin Base and we call it
00:01:55
BT
00:01:57
and Dialog
00:02:00
click Save
00:02:03
and accordingly we are immediately
00:02:05
here we click verify and execute
00:02:08
execute
00:02:11
[music]
00:02:12
then we create a new key variable
00:02:16
that will contain the value of our
00:02:18
widget therefore, here in Real Type we
00:02:21
put a case selector, in principle, we have
00:02:23
already gone through this many times
00:02:25
and let's call it
00:02:33
Dialog widget
00:02:37
blackboard key,
00:02:40
pull it out Now here and it turns out
00:02:44
we write it here, that is, Get blackboard
00:02:47
value subject That is, we have this
00:02:49
object key key us will be like an object and
00:02:52
let’s still probably I yes here we
00:02:55
get to make Caste exactly our
00:02:58
widget that is Give the lacquer widget
00:03:00
accordingly this blackboard Key
00:03:03
it will contain exactly ours
00:03:05
this widget
00:03:07
and it turns out we extend it here
00:03:09
and further We are from here we draw out the following here, we
00:03:11
register the visibility set here, that is,
00:03:14
we make our widget invisible,
00:03:15
let’s say here we select hidden, we
00:03:17
can also select it, so it turns out to be
00:03:20
collapse Yes, here’s collapse, but we will select
00:03:23
hidden, this will be enough for us,
00:03:30
let’s move it here and then we
00:03:33
go to Dialog Controller and look,
00:03:37
we get it Here What is the logic that
00:03:39
we have this controller, that is, the creation
00:03:41
of a widget, it appears at the very beginning of the
00:03:44
game, that is, if we look here
00:03:46
we have even Event begin Play, that is, at the very
00:03:49
beginning we begin Launching
00:03:51
this very same
00:03:54
widget But we need to do what we
00:03:58
need here exactly in the Dial Controller,
00:04:01
look, we didn’t do the last video
00:04:03
in the past, even in the first videos we did
00:04:05
this event thing to exit
00:04:07
the dialogue, so I propose to
00:04:10
redo this a little, that is,
00:04:12
How we are now create,
00:04:14
right-click
00:04:18
and here we register a custom Event,
00:04:24
that is, we created an event. I suggest
00:04:26
calling it
00:04:29
end of Dialog like
00:04:32
this and then here we
00:04:35
get right-click
00:04:36
Here we get the Brain component That is, we have
00:04:39
this controller, it
00:04:40
contains it’s like the brain before Brain is the brain of
00:04:43
English That is, it contains
00:04:44
a component and we write Stop
00:04:47
Logic here, that is, we stop
00:04:48
our logic here and it turns out that we do what we do
00:04:51
next next This is all the logic
00:04:54
I’ll move this a little, even we can, in principle,
00:04:57
delete all this I’m just copying the logic,
00:04:59
that is, Please note that we
00:05:02
did this in my opinion in the second or
00:05:04
first lesson on creating our
00:05:06
dialog system. Please note
00:05:07
here I double-click the mouse and
00:05:10
alt moves it down for our
00:05:12
convenience. That’s basically all I can
00:05:13
delete for us. here at this
00:05:16
stage it is not necessary so, in principle, all
00:05:19
this is here. We move there
00:05:21
and we can comment it out, that is,
00:05:25
I press Control C and let this
00:05:26
be called the event of the end of the dialogue like
00:05:30
this, press campile So
00:05:33
we have an error here, yes we need this this we
00:05:35
need to delete it, we don’t need it, we
00:05:37
did it in the previous videos, we delete it and we
00:05:40
extend the logic further here, click
00:05:41
Save, we don’t have any errors now,
00:05:43
so then we go to 5 and Dialog
00:05:47
and call this very event that we
00:05:50
just created, that is, Let’s
00:05:52
first let's make a Cast Give varnish controller,
00:05:56
then we extend this firing into the owner
00:06:00
Controller, that is, we do What
00:06:03
happens we indicate that this
00:06:07
controller that we have is
00:06:09
controlled more precisely by this one, this
00:06:13
task is controlled by this
00:06:14
controller, that is, like this
00:06:16
I don’t know how to really
00:06:18
explain it, it’s all difficult, the main thing is to
00:06:20
just figure it out, then we go into the
00:06:23
hidden controller Yes, we have Intel Give Lacquer
00:06:25
it’s called and we call this very
00:06:28
event, that is, we stretch out here and
00:06:30
write ent of Dialog here it is there we
00:06:33
have called the event itself,
00:06:35
then we extend here we write the finish
00:06:38
execut that is, we are here, as it were,
00:06:40
finishing our management, that is, Ay,
00:06:42
finishing our management of the compile safe, we have some kind of
00:06:45
error here, it
00:06:46
turns out Here it
00:06:49
turns out that we need this
00:06:52
Well, it turns out that we need to push this Target
00:06:55
here, click campile Save
00:06:58
everything is fine and so on we
00:07:00
go to Beha Egor 3 and it turns out that
00:07:02
we are doing here, so we can Now
00:07:05
put our answer here, where we
00:07:08
send our NPC, we can
00:07:10
trigger this very event here we
00:07:11
stretch and register and Dialog like
00:07:15
this,
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click Save and look, we have an onion here that costs
00:07:20
infinity. Yes, that’s why
00:07:22
now, in my opinion, nothing should work for us.
00:07:24
That is, look, I’m
00:07:26
clicking now and we see that we have this
00:07:29
the widget does not disappear for us. Therefore,
00:07:31
to fix this, we now do
00:07:33
the following. We go into bihaver 3. And where is
00:07:36
this bow, we see the
00:07:38
Infinite loop before checkbox is here and we need
00:07:41
this checkbox to still
00:07:43
be there, by the way, this is 5 n dalyah
00:07:45
here look here I select here in
00:07:47
fact you need to do the following We go into
00:07:49
ilac Task and this thing that we
00:07:51
created we do instable compile
00:07:54
Save And now we can we now see
00:07:57
this very same key before
00:07:59
which we created
00:08:02
so that in in principle, you see Yes, it
00:08:05
appeared And so on and look,
00:08:07
we go further again to the Infinite
00:08:10
loop club, we have a check mark here
00:08:13
and here since we have -1 and 0, then for us it
00:08:16
works as if indefinitely, so
00:08:18
we can set how much we will have
00:08:20
here seconds so here you see loop
00:08:24
Infinite infinitely we can
00:08:26
put here let’s say three for three seconds we
00:08:28
see yes that bow for 3 seconds also
00:08:32
Make sure that all the keys are here
00:08:33
press safe and Let’s now see
00:08:36
how it all works for us here I press
00:08:38
this button wait 3 seconds
00:08:41
and that’s it for us, this widget disappears and
00:08:43
we get control of our
00:08:45
player back, that is, let’s take three seconds.
00:08:47
That’s probably too much, let’s double
00:08:49
-check now,
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and three seconds pass and that’s how it goes.
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Yes, we can walk around and control the control, we have it
00:08:58
in our hands again. Well, let’s 3
00:09:01
seconds is a lot, I’ll put
00:09:03
one here Let’s look again, a
00:09:07
second passes and that’s all, that is,
00:09:10
control of our player, it returns to us,
00:09:12
everything is fine,
00:09:14
by the way, this is what we did in the first
00:09:17
lesson, in my opinion, so please note
00:09:19
that you should also have this like this
00:09:23
Next, what we do is
00:09:27
this: in principle, we can click on this
00:09:29
button so that properties appear,
00:09:32
yes. But this is not necessarily just
00:09:34
for convenience, so that it is visible, but I
00:09:36
will leave it easier for me to navigate, that
00:09:38
is, Now we can generally
00:09:39
click on almost any event and us We
00:09:42
can
00:09:44
launch the end of the dialogue almost anywhere so that this
00:09:47
widget closes for us, that is, we can
00:09:49
add several negative answer options,
00:09:51
our widget will
00:09:52
close. Therefore, in principle, this is how
00:09:55
all this works flexibly. So what
00:09:57
do we do
00:10:01
next? look here I want so that
00:10:04
the widget works for us only at the moment when
00:10:05
we enter this very cube that
00:10:08
our
00:10:09
NPC has Yes, you see Yes, these
00:10:11
outlines seem to be around it, so
00:10:14
let’s for now, I’ll
00:10:16
close all these things, we don’t need them, we’re
00:10:18
here in principle, everything was set up, the only thing
00:10:20
that was given by the controller Yes, look here, the
00:10:22
game starts, it begins to create a
00:10:24
widget immediately at the beginning of the game, that is,
00:10:26
because we have a Play event here,
00:10:28
so we don’t need it, we
00:10:30
disconnect it, bring it up here, in
00:10:33
principle, we can even delete it, we do
00:10:34
n’t need it you need to right-click and
00:10:37
register a custom event, we will create
00:10:39
our own Event and let it be called
00:10:41
warms Give the varnish
00:10:45
and push it here, that is, this
00:10:48
event will be created by our widget
00:10:50
And in fact, I would probably
00:10:52
rename it, I would add a UI here just
00:10:54
for for our convenience, this is how we
00:10:58
look at the logic, we have everything right here,
00:11:01
everything is fine, everything is fine, then we
00:11:03
click
00:11:06
and we see that now we have
00:11:08
this widget but it doesn’t start from the very beginning, that
00:11:10
is, we can come up, I press the button
00:11:12
Our widget doesn’t work naturally,
00:11:14
so what we need to do next, I
00:11:17
want that when we approach
00:11:19
our character to this and only
00:11:21
then we can press the button for the
00:11:22
widget to launch so what do we need to
00:11:26
do
00:11:27
and look We created in one of the videos
00:11:30
So now I will find it turns out Man
00:11:32
carector Let's go to exactly into our
00:11:34
character that we play BP Warrior and
00:11:37
look, we created something like this here
00:11:38
on E, we get a
00:11:40
set and among the forequests. Well, by
00:11:43
the way, this can actually be removed. Well,
00:11:45
let it be. That is, on the E button
00:11:47
we have will take the quest we have already
00:11:49
completed this we have already done this in the first
00:11:51
videos if you don’t have this then
00:11:53
go back So everyone remembers
00:11:56
from the Middle forquest our variable is called
00:11:58
close this and it turns out
00:12:00
that we are doing here we go to our
00:12:03
NPC
00:12:05
go here and see what we need here we
00:12:08
need to do And here we have events
00:12:10
that work, that is, I see the text
00:12:12
follows us only when we
00:12:13
enter this very collision box, that
00:12:15
is, our character enters this very
00:12:16
box and we need to mark this somehow.
00:12:19
Therefore, we create a new
00:12:21
variable here we call from Ector overlap
00:12:24
and Please note that these variables
00:12:26
will be pulled out here set
00:12:29
pulled This is here we click
00:12:31
the check mark and here we click pull
00:12:34
here that is, we are now here this
00:12:36
variable stores our value that Yes,
00:12:38
here we have a component this
00:12:40
component was crossed who is this
00:12:41
player of ours, respectively, we
00:12:44
crossed everything perfectly and now what do we
00:12:47
need to do next? Here we click
00:12:48
campile Save, then we go to the
00:12:50
Dialog controller, or rather, in the folder with the
00:12:54
NPC NPC doyla, we find it here, so it
00:12:57
turns out the dayla component Yes component
00:13:00
and look here there is
00:13:01
our behaver 3 running in this very component
00:13:04
that we also created and it
00:13:06
all hangs on by Gameplay that is, we do
00:13:08
n’t need it, we disable it, in principle
00:13:09
we can delete it and see what
00:13:12
the logic will be here now,
00:13:15
right-click and
00:13:17
create here event further from here we
00:13:20
extend Get actor of Class and
00:13:23
here we register,
00:13:24
select our NPC with whom we
00:13:27
communicate, that is, we can now do this as a
00:13:29
kind of Cast, we can now
00:13:31
get from here the values ​​​​of what she is
00:13:33
interested in here, the value from overlapen which
00:13:36
We just prescribed Get from
00:13:38
actroverlapin that is, here it is, this is the
00:13:40
variable itself,
00:13:43
next we need to make another
00:13:45
Cast, it turns out we right-click
00:13:49
and set it to 100 BP Warrior, that is,
00:13:52
exactly for our player, but here look
00:13:54
here the input value is required, you
00:13:56
see and so that we don’t need this
00:13:59
that is, we don’t need this, click on the
00:14:00
right mouse button and click
00:14:03
convert to pure Cast, that is, we do
00:14:06
n’t need any kind of input
00:14:07
values ​​here, click here and we see that
00:14:10
now nothing is needed. Here, stretch
00:14:12
further here from firing, then we register
00:14:14
Get Player
00:14:17
0 with index 0 and it turns out Here Now
00:14:21
we need to get That same variable
00:14:23
so it turns out whatever it’s
00:14:25
called, we go to our player it
00:14:31
turns out yes from Freddy forquest
00:14:33
we now need to get this very variable We
00:14:36
go to the dayla component and here
00:14:40
we register from Get ready forquest in
00:14:44
this way and further we need to
00:14:46
check to do a double check, as
00:14:48
if
00:14:49
look, let's now pull out branch here
00:14:56
and here we do here we pull out and
00:14:58
write here and that is and
00:15:00
boolean so this is what I hold down Control I
00:15:03
pull here for convenience This is what I
00:15:05
drag here This is here that is we
00:15:07
now we do a double check. That is,
00:15:09
we
00:15:11
get, have we crossed this
00:15:13
Trigger that we have in our
00:15:15
NPC and have we pressed the E button in our
00:15:19
very
00:15:20
Warrior, yes, that is, among the forequest, that is, a
00:15:22
double check, that’s where we
00:15:24
get it and and it turns out that if two
00:15:26
two of these conditions are true for us and
00:15:28
we need them to be true,
00:15:30
accordingly, we have the
00:15:32
following here, let’s move this here now
00:15:37
and it turns out that I’m pushing it here, I
00:15:40
press campile we have now and Sofia but
00:15:42
now it won’t work either,
00:15:44
because there is a rather
00:15:45
interesting thing here, click and see. Even for
00:15:48
us, nothing works, we return to the
00:15:50
component and we need to
00:15:53
call here the very event
00:15:56
that we created, that is, here it
00:15:58
shouts the event itself to our doyla
00:16:01
controller that we created,
00:16:04
so we go into the component, the component
00:16:08
will spawn before when we go to
00:16:11
our Trigger and when we press and
00:16:14
so here the set we stretch out, we
00:16:16
write the following since we
00:16:18
already have it called Creeda Lucky
00:16:23
warms Daylak UI so Excellent Now we
00:16:27
get this here this here
00:16:33
this we stretch here and it turns out
00:16:36
Target we stretch here
00:16:39
let's expand this a little
00:16:43
click campile Save and look what
00:16:46
we get now now it
00:16:47
will work for us but it will work with
00:16:49
small jambs so I click
00:16:54
and we we see that our widget is working,
00:16:56
well, somehow it’s not that is, the widget has somehow
00:16:58
been transformed. Yes, there is, how can I
00:17:00
put it, for the worse, and all these buttons do
00:17:02
not press anything, that is, we
00:17:04
see that why is this because we have
00:17:07
all this hanging here logic We go into the
00:17:09
dialo component, we have it all hanging on
00:17:11
evantick and in order to solve this problem, it’s
00:17:13
actually solved, it’s all simple, we’re
00:17:16
here brange, we do it all once,
00:17:18
that is, we don’t create each frame,
00:17:20
I see this one there, yes, but we create it one
00:17:23
once that is, we register the duence
00:17:25
and everything, in principle, everything here should
00:17:28
work for us, so check now Yes, everything
00:17:31
works, press campilesave and look
00:17:33
now everything should work for us in general,
00:17:35
just perfectly, pressing and Yes, that’s all How
00:17:38
we have it, that is, hello here for the first time
00:17:40
I need your help will work and, in
00:17:42
principle, the buttons are still pressed. That is,
00:17:44
everything works for us, the widget
00:17:47
closes, everything is fine And everything
00:17:49
is great. Therefore, this is
00:17:51
how we created it all here. So
00:17:53
let’s probably
00:17:55
close it all here so that we do
00:17:58
n’t have anything it didn’t interfere here
00:18:18
and this is how everything works for us now.
00:18:20
We go into Dialog bhavor 3 and we
00:18:22
see that we, in principle, are already
00:18:25
done with our widget.
00:18:27
We have a task that is like here we are.
00:18:30
Where can we answer and where are we our
00:18:33
character answers something, our bot says what it
00:18:36
says, and so on. So we can
00:18:38
call n days at any time, yes, that
00:18:40
is, we can finish the dialogue, let’s say
00:18:42
here we took the quest before some and
00:18:44
Let’s see how we do it now
00:18:45
will work I go into the game by clicking I
00:18:48
select and so he asks me Yes
00:18:50
here for the first time what do you need collect
00:18:52
this apple for me I write Okay I will help you all the
00:18:54
widget closes and we can all
00:18:55
go in the next video we will do such a
00:18:57
thing that let’s say let me do this I
00:19:01
’ll delete it now because I don’t need it right now,
00:19:02
that is, we can generally
00:19:03
write very large ones here,
00:19:07
the main thing is not to get confused. But this is
00:19:09
still the best method, in
00:19:11
my opinion, and in the next video we will do
00:19:13
the following, that is, we will let Approach
00:19:15
we take some kind of quest for him, and
00:19:18
after we take the quest, we have
00:19:21
something like this, there will be a Hint that
00:19:23
let’s say in the upper right corner, what’s there to
00:19:26
collect, let’s say there are 3 apples here,
00:19:27
let’s say there will be somewhere, that is,
00:19:30
we collect apples We approach it, click
00:19:32
and we have another widget launched there
00:19:34
where we allow it there, we can give it the
00:19:37
apples there before us, this task will
00:19:39
be completed here, that is, this is
00:19:40
how it all works, that’s why,
00:19:43
in principle, we are almost done with the dialogue system There is
00:19:47
only a little cosmetic
00:19:49
issue left because I don’t really like
00:19:50
our buttons, but nevertheless,
00:19:52
Subscribe and comment, see you
00:19:55
in the next one

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