7.61 Produced Resources [UE4 - RTS Tutorial]

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Welcome to the 61st video of this #UE4 RTS #tutorial series. In this video, we create a produced/manufactured resource. This is a resource you cannot harvest but use harvested resources to make.

Introduction - 0:00

Steps 1-2 - setting up for produced resources
Step 1: Adding Resource variable and and setting max - 1:30 (Fixing mistakes - 32:28 and 33:15)
Step 2a: Adding to main game UI - 5:09
Step 2b: Setting up Building UI - 10:46 (skipped part of this step, fixed at - 21:45)

Steps 3-6 Producing resources
Step 3: Creating primary function - 16:13
Step 4: Stop resource production (out of required material and flip flop) - 22:55
Step 5: Checking resource Storage - 26:28 (during the testing stage of this step, I resolve mistake I made in Step 1)
Step 6: Visual cues to resource production - 34:57
Clean from testing: 39:19

In the next video, we will set up our ability to manufacture vehicles.

If you have any suggestions for content or topics you want to see covered, please let me know below, on twitter @TwoNeuronstream, or on Reddit.

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Section 7: Resources, Units, and buildings
Lesson 44: Harvesting resources
Lesson 45: Ending harvest
Lesson 46: Bringing resources to buildings
Lesson 47: Handling of max resources
Lesson 48: Fixing Sun rotation and Finishing Harvesting
Lesson 49: UI for unit Recruitment
Lesson 50: Unit Recruitment Part 1
Lesson 51: Unit Recruitment Part 2
Lesson 52: Special unit Prep
Lesson 53: Engineer unit part 1
Lesson 54: Engineer unit part 2
Lesson 55: Support Unit
Lesson 56: Training Queue UI
Lesson 57: Infantry Unit Part 1
Lesson 58: Infantry Unit Part 2
Lesson 59: Updating Recruitment Queue
Lesson 60: Support unit part 2
Lesson 61: Produced Resources
Lesson 62: Manufacturing Vehicles
Lesson 63: Manufacture Queue
Lesson 64: Fog of War (part 1)

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The plan for this series is roughly:
1. Movement
2. Time and HUD
3. Resources (basic)
4. Units/NPCs (basic)
5. Construction (basic)
6. Combining Units and Construction (basic)
7. Resources, Units, and buildings
8. Unit/NPC behaviour

There will be more topics that will be covered, than what is listed above.

The order of presentation may change based on your feedback. Additionally, I may drop the intros if you guys do not find them useful.

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Why when I plug my switch widget index it doesn't work ? x'D
It triggers the code, but ... Does not render my index 2 stuff. I'm gonna restart my project to see if it changes anything.

EDIT:
- I found the issue origine, it's because we binded the visibilty of the BuildingSpecificWindow visibility to check if the current building isBuilt and a training post, just had to add a OR node to check other buildings and it fixed the issue.

Spetnaz
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Thanks again for these awesome lessons! Why burden the system with that tick at the end? In the PlayerController Start/Stop Production Events I take our TargetBuilding, get the BuildingHUDRef, get the ProduceButton and set ColorAndOpacity after setting each IsProducingResources variable. Works fine.

pigpoliticallyincorrectgam