When my character goes in water he moves like he is slipping, how can i fix that?
@peanut_games12 сағат бұрын
that's air friction in the character movement component
@Dodo_ozc12 сағат бұрын
@peanut_games Thanks a lot
@muddypuplogdog2 күн бұрын
Hey footsteps keep on going when I'm not walking unless I press shift is there a way to fix it
@iansmith33014 күн бұрын
Every Epic dev that works on the engine that handles these blueprints should be required to watch 2 hours of this on a loop. That's the pain devs have felt when deleting a single array entry and having cascading engine crashes >:(
@peanut_games4 күн бұрын
hahaha I support this motion
@TheWeeky4 күн бұрын
In my case the boat and it's movement is a separate BP_Boat that i made, if anyone elses boat is not moving at least in a similar setup click on the BP_Boat or whatever you named it and go into the details panel and search for Input, a setting called Auto Receive Input was set to Disabled for me and the boat didn't move, i set it to Player 0 and now it works
@Mannkrieg5 күн бұрын
I found your channel when I tried to implement Source like ladders in my game. Your Ladder tutorial really helped me. After that I looked through your videos and they are really helpful. Especially the Ladder and boat videos for me at least. Thank you for making tutorials like these. :)
@peanut_games4 күн бұрын
Welcome, glad to hear and thank you for watching :)
@TheWeeky5 күн бұрын
What a shame the foam doesn't work with Follow Player, can't use it in a river like setting
@interprosDaz6 күн бұрын
Well done on the template! I do feel like 189$ is crazy to ask though, considering what's on the market for way way less pricing. One could even argue that add and extra 50-70$ and you basically have a complete game.. But hey, who am I to judge.
@peanut_games6 күн бұрын
Thanks, I hear you. There is insane variation in prices, but yes exactly, the intention is it basically is a complete game to just be skinned. Working on a video to show that off as I have not covered everything, on top of adding new stuff, bows and arrows are pretty much added now... just kinda getting swamped in random things. In any case we'll see what sales Epic proposes and go from there. It's not entirely rigid. Plus Fab is still kind of jacked, apparently Mac users are having issues just downloading stuff. 😒
@interprosDaz6 күн бұрын
@ Yeah, i respect it though! These templates help a ton of people out and theres always something out there that fits someones need. So good on you! I'll follow the process on this one. Fab is horrible.. I have no idea where my wishlisted stuff has gone and not being able to read reviews and questions related to a product is insane 😂
@peanut_games6 күн бұрын
Yeah honestly I might have even delayed the launch longer if I knew Fab was going to cause so many problems. Although it is listed for windows someone asked about Mac and I said well, there's no reason it shouldn't work for Mac in terms of the project, I just don't have a Mac that's all. Apparently Fab has an issue though! Yeah... oh well, refunds can be done and so can manual file transfer through email. But it's like... if this stuff happens and people DON'T ask for support, that leads to a very bad review for something Fab did and I wouldn't even know because they can't leave text 😭. Ach anyway, thanks again for the chill feedback
@trevb19766 күн бұрын
This doesn't seem to work. The error messages 'Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Node: Set Value as Object Graph: Set Target Function: Set Target Blueprint: BP_Enemy_Base' Additionally, the enemy doesn't do anything, doesn't move, doesn't chase, etc.
@jamesa58906 күн бұрын
You've obviously been focusing on all the core stuff so no level design yet, but regarding the game you're using as inspiration, it seems like one of the more frustrating things to encounter whilst playing would be getting into tight spaces and corners and needing to turn around etc. May I suggest a drift mechanic? :) Guessing the game won't have jumping, and maybe not sprinting, so shift/space would be ideal; By drift I basically mean the back end of the ship turns significantly with the front end being fairly static, basically swinging it's ass around to turn 180degrees. Some possible upsides/additional features that I think come with this: - If allow the player to hold the key rather than a single input, they can control the amount of turning, so they can stop turning at only 90degrees etc. - Allows for turning to shoot sideways quite quickly and as the combat is about 2 different orientations, having movement mechanics that better allow for controlling orientation seems fun - If seems too strong or likely to be spammed/annoying, could always include downsides; For example could make the visual for the turn that they drop anchor to do it, meaning you could somewhat stun the player after the turn as they have to pull the anchor up etc. Might be too much to get into or not match the concept you're aiming for etc. Just something I noticed watching the gameplay footage of shipwreckers :) I could see this mechanic making movement in that game feel smoother and more player agency/control. Interested to see rest of where this goes :D Keep up awesome work <3
@peanut_games6 күн бұрын
In the original I'm pretty sure you could just rotate in place, I'm not sure yet if I want it like that, and they use powerups like speed boost etc. There may even be 'jumping' in the form of geysers if I recall correctly and that works with the fun wacky theme. I'm thinking you'll be starting with a pretty normal ship and leveling up with permanent levels, equipped items as well as temporary powerups. Drifting could certainly be one of the latter 2 with the 'downside' being it doesn't use input but actually modifies the handling and unequipping it restores it to normal.
@phylogenusdelacroix46327 күн бұрын
very good video, very interested in the continuation without water in the boats
@peanut_games7 күн бұрын
Here's the Playlist kzbin.info/aero/PLJUbZgHL1TY39pciuN8W07BJy7jAubtNn
@CaptainNoob-z1t7 күн бұрын
possible to make this possible on MacOS, i'll pay for it :)
@peanut_games7 күн бұрын
It's blueprint so it shouldn't make a difference, but yeah I don't have a mac so I have no way to verify it 🫤
@CaptainNoob-z1t7 күн бұрын
@@peanut_games thanks man :)
@CaptainNoob-z1t7 күн бұрын
take my money dude
@ToadieBog8 күн бұрын
Nice video. It would be neat to see how to not show water inside the boat, any ideas?
@peanut_games8 күн бұрын
Yeah that's the next one kzbin.info/www/bejne/iaWUdWyag7Rlfbc
@keefygeorge0110 күн бұрын
Thanks for putting the time into making this video. It all works perfectly but I have noticed that the fluid sim caps out at 6 boats. I have been trying to find where this cap might be defined but no luck so far. I have checked that all boats are inside of the resolution bounds but no matter what I do I can only get the foam to work on the first 6 boats. Any ideas?
@peanut_games10 күн бұрын
I'm not sure if that can be changed but for now it looks like if you use the node 'Register Projectile Force' instead of dynamic force it works, just plug everything in the same
@GamesporBrenoMancini11 күн бұрын
OMG just had the same problem on 5.3.2
@ramminus653912 күн бұрын
Hey for some reason I can't get the foam to work on the simulated waves, I have enabled foam on the material function and on the parent mateiral but have no luck, the depth foam does work though. i am using ue 5.4
@Jhonny_Green13 күн бұрын
Thank you very much, this tutorial was very good, do you have a tutorial teaching how to make waves on the beach, using the native unreal ocean?
@peanut_games11 күн бұрын
@@Jhonny_Green not yet, I'll probably explore that in the boat game videos, depends how quick it is to do
@maciejjaroszewicz230113 күн бұрын
Hey! Superb that you are taking this boat theme further, but please tell me - any chance for making "Boat template" for fab just like the soulslike system? I'd definetely use something like this, especially with ai. As for the game - i'd suggest evolving from smaller, weaker boat to a galleon level :D
@peanut_games13 күн бұрын
Yess that's the plan 😉 This project will help me refine it, I'm still thinking of a way to possibly dynamically generate the water occlusion mesh and avoid the trip to Blender, and still some jankiness with significantly changing boat size regarding AI. Ah yes a leveling system would be a cool touch! I assumed I'd have to make my own boat meshes eventually, even if just for the powerups.
@maciejjaroszewicz230113 күн бұрын
@@peanut_gamesthat's awesome - i was thinking of a game that would be similar to sid meier's pirates, but the boat part (buyoyancy, ai, wind, waves) of the game is such a headache i will insta buy the project once you publish it!!! As for the ship models - there are some low poly models in same style on fab, and also synty assets of course :)
@peanut_games13 күн бұрын
@@maciejjaroszewicz2301 Sweet, I'll definitely be sharing progress here on YT 😊
@maciejjaroszewicz23017 күн бұрын
@@peanut_games Counting on it bro, let me know if you'd need any help perhaps I will be of help :D
@JDAeroVR13 күн бұрын
well done!
@jamesa589013 күн бұрын
How complicated would it be to remove magic on the player side? Just hiding mana bar and anything in attributes that relates? :)
@peanut_games13 күн бұрын
Yep pretty much, bare minimum would be remove the input, hide mana bar, remove button in the inventory that navigates to magic slots. Removing attributes would basically be an efficiency decision at that point just to speed up the tick or two they're added on play. Could remove from savegame and player character but then you're messing with references and it's functionally pointless.
@jamesa589013 күн бұрын
@@peanut_games Legend, ty :)
@peanut_games13 күн бұрын
@@jamesa5890 oops the input is just Attack so not even that, just don't make magic weapons, minor correction 👀
@jamesa589013 күн бұрын
@@peanut_games :D Will have a gander when get it just nice to have a rough idea beforehand (and will still use this for reference, ty). Is there any archery combat? If the damage type comes from the animation (think i'm getting that right), how would that work for ranged attacks? like if you're throwing/shooting different types of projectiles; i'm probably missunderstanding it :D
@peanut_games13 күн бұрын
@@jamesa5890 No archery yet but it's on my list. I'd set it up like magic, so something like 'arrowtype base' class is equipped and stored as a reference variable in the player, and the animation triggers the arrow type to spawn its arrow which would have its own data asset like everything else, so each arrow can have its own damage values. I mean I guess that basically is magic, if you already don't want magic at all you could just repurpose that system - download some mixamo bow assets, replace mana check with quantity check, remove magic attribute from the game rules just so it doesn't appear in the widget, turn the fireball into an arrow, etc. The system is more or less there in magic, MY main obstacle is just a demo bow mesh and animations, I have to have the rights to them - so make them myself... but they just have to get the point across.
@cpuwolf14 күн бұрын
you saved my life in VR
@thecanticleofcrom478714 күн бұрын
DO you sell on any other platforms? I am not using FAB until they show respect to sellers and buyers.
@peanut_games14 күн бұрын
Oh yeah I've seen some of the forum posts. We don't even have sales info yet which was kind of jarring to discover. I don't have anywhere else and tbh I don't even know what other marketplaces exist now that fab absorbed like 3-4 of them. But I get it if you wanna wait, I even waited several days to announce, this video was done before the boat game one. They are acknowledging issues so I'm hopeful
@thecanticleofcrom478714 күн бұрын
@@peanut_games Thanks for the reply. It sounds a bit jarring indeed that you cannot get your sales info! Personally, I am waiting until the marketplace feels more competent before I buy/download/install/face potential issues. I don't want to see this affect peoples incomes, it is a shame the launch has not been better managed. Otherwise, congratulations on your new release, it looks great.
@LettersFrom3714 күн бұрын
Is there a completion/victory screen for defeating a certain amount of enemies, like for example you defeat the first boss you just get a victory screen but if you defeat the last boss you get a game completion screen?
@peanut_games14 күн бұрын
No but would be simple to add, not a bad idea for an update 👍
@WetSoggyCat114 күн бұрын
Wowzers
@peanut_games14 күн бұрын
thanks wet soggy cat 😺
@EcksDeeGaming14 күн бұрын
Love this solution! I've been meaning to find a nice solution for filling in the gaps between traces. Previously I've been taught a way that stores the current vector point per tick to then use it as the Start/End point for the next loop cycle. But that only really worked well if you had 1 single point. With a Weapon skeletal mesh with 2 vector points, I think this is a really optimal solution. Thanks for showing it off!
@peanut_games14 күн бұрын
Nice, thanks for watching. In my latest iteration I have it all inside a macro so it doesn't even require variables in the typical sense. I started a video on how to do it but realized it's more convoluted than I thought lol, I still plan on it but I need to figure out how to break it into palatable sections.
@EternalRecurrence8815 күн бұрын
Peanut Games, do you have a Discord Channel? I’m having issues with data tables i wanted to see if you couldn’t find a work around. In 5.4 i was able to get it working. I had to create a new Column i just named it 0 and left the rest of the rows black. UE5.4 will just consider that row broken and that was my work around. The problem is i cannot replicate this bug fix in earlier versions. I am trying to develop my product on as many versions of UE as possible, but cannot get anything less then 5.4 to take my data table, or even take it without some clever work around in 5.4
@peanut_games15 күн бұрын
I don't officially, no. Not really sure how I would manage it, basically. Anyway, earlier versions won't take anything. You have to always develop on the lowest version you want to support or remake the entire project -- they are forward compatible but not backward. 😕
@EternalRecurrence8815 күн бұрын
@@peanut_games thats what i’m saying. I was able to get it to take one of my data tables in 5.4 but not in 5.1… had to add an extra column to 5.4, but even doing that my table will break on 5.1 and so on.
@peanut_games15 күн бұрын
@@EternalRecurrence88 But originally what version were the structures and data tables developed on? Like if that data table wasn't created with 5.1 you'll have to make a new one in 5.1 and replace it. I mean either way my personal stance is what I said in the video, get rid of structures and thus data tables, they're super buggy, use Data Assets instead... and you said product so if this is a Fab product, I just wouldn't want to risk structures breaking somebody else's project if they want to add something.
@EternalRecurrence8814 күн бұрын
@@peanut_games my data table “CSV” is 8001 rows of data. It breaks while importing them on older versions. Even if i get valuable columns i cannot get the appropriate rows to read. I inserted a column called rows. (and numbered them) idk if thats why i am able to read the rows on 5.4 or not. But that column breaks on any older version. That column always breaks on other versions and doesn’t bring in all 8001 rows. If i find a solution on those other versions i would definitely document a work around for data tables breaking upon import. My 5.4 is project is mostly ready to ship, as long as no one wants to replace the data table they should be fine.
@EternalRecurrence8814 күн бұрын
The big problem is my 5.4 document is my game project. I could ship 5.4 project if it were not built into my existing game. My 5.1 project is user friendly for the consumer, i just cannot get the CSV imported right, and correctly reading from. (/Break Struct) My 5.1 blueprints are even set up like a table of contents. Tells the consumer/developer to “click here” if this is what you want to change and will redirect them to the correct blueprint and nodes. Or will give them variables they’ll likely need to change.
@facelessgoff432315 күн бұрын
do you have a discord as my boat the back of it just sinks while the front is more then enough
@mam9zyc16 күн бұрын
buzzin to see what u gonna do with it my guy 🤟🏻not really what direction you should go with the game tip, but small idea- particles on boat damaged would look sick if you'd replace cubes with wooden desks🤔
@peanut_games16 күн бұрын
oh yeah the thumbnail is from a few days later with explosion and cannon smoke, the 'death particle' is a bunch of random crap like crates, chests, barrels, whisky bottles lol. Next I wanna see if the chaos system can break the mesh apart, or I'll just do it manually
@mam9zyc16 күн бұрын
@@peanut_games sick! i've tried chaos on my small metal fence bp after it gets to 'hp' but it's soooo performance exhausting ffs👀
@skytoss676217 күн бұрын
It's look better than skullandbones
@peanut_games16 күн бұрын
Well it won't have microtransactions lol
@HotSadist18 күн бұрын
Hello, I have everything exactly the same but my boat only turns to the right and to the left, no force is exerted forward or backward.
@peanut_games17 күн бұрын
Is this 5.4?
@peanut_games17 күн бұрын
A couple people have said the same thing, it makes no sense and I haven't heard a solution. I know 5.4 has some weird physics bugs that I've run into, but this still works for me there. Still, maybe 5.5 will fix it. If these nodes just won't work you could try using a Physics Thruster component. It only has one force value so you'd need one for forward and one for backward ( it won't seem to accept negative thrust so you can rotate it 180 degrees in the viewport ), using the Activate and Deactivate functions.
@HotSadist17 күн бұрын
@@peanut_games YES 5.4
@ILL_Spills18 күн бұрын
How can I make a double tap button press to perform an action ?
@mrsmith511419 күн бұрын
Great video. Over my head, but learned somethings.
@hpbecraft19 күн бұрын
nah.
@ryanjdevlin8719 күн бұрын
great job man I remember that game was fun AF!
@peanut_games19 күн бұрын
Hell yeah, I even still have the disk I just need a CD drive 😅
@mam9zyc16 күн бұрын
@@peanut_games we, ppl born in 80/90, we're always having issues bro- from no internet at all/56kbps dial to no cd-drive laptops and usb-c only, fml 😂
@peanut_games16 күн бұрын
@@mam9zyc lmao my last PC had a CD drive and I was playing shipwreckers on it, but I never beat it before upgrading. My laptop from like 2010 could do it, but amazon has USB CD drives which I think I'd prefer
@avramcs20 күн бұрын
If the volume/cube is actually under the water this does not seem to work? Any idea how you would get it to work for a volume completely under the water?
@peanut_games19 күн бұрын
You mean like a submarine? It's a different approach, I'd say just make the volume change the interacting actor's collision with water. Like if the player is in the submarine, temporarily disable collision with WaterBodyCollision. That should disable the underwater effect and any buoyancy.
@avramcs19 күн бұрын
@@peanut_games Yeah exactly like a submarine lol. I will try out what you said, thanks for the quick reply!
@Mannkrieg20 күн бұрын
Awesome video! This is the only tutorial on these kind of Ladders for Unreal Engine 5 that actually shows everything. I saw one other video but there the getting off and on system didn't really work.
@peanut_games20 күн бұрын
Thanks 🙂hl2 really had the best ladders
@Matyanson20 күн бұрын
Oh no, I have cleared the error message, idk what to do now. Thanks for the vid anyway
@Matyanson20 күн бұрын
I't ok, it shows again after restart
@peanut_games20 күн бұрын
@@Matyanson Yeah it usually is able to correct everything for you, this was all just to say sometimes it doesn't so keep an eye out for proper collisions if you're having issues like not seeing the underwater effect
@BPGames21 күн бұрын
like subscribe!
@BPGames21 күн бұрын
Best info, thanks! What needs to be done to prevent the boat from sinking under the character?
@peanut_games21 күн бұрын
If it's just once you get in, uncheck Weld Simulated Bodies from the Attach node. This combines the player's weight and can make it sink, or increase buoyancy strength.
@BPGames21 күн бұрын
@@peanut_games Thanks for the quick response. The problem was in the conflict of the character's body physics since I have implemented interaction with the character's body physical actors. I solved this by creating a custom collision preset for the boat mesh.
@wesleyluz91522 күн бұрын
God bless your lifeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
@darkandsteveandsam26 күн бұрын
드디어 ! 이런 튜토리얼을 찾고 있었습니다! 감사합니다!
@kylemorrison8573Ай бұрын
This looks amazing! Does it use GAS?
@peanut_gamesАй бұрын
@@kylemorrison8573 Nope it's just components and my own functions, do you think it's worth using?
@markjustinebalisi6177Ай бұрын
Did you simulate your solid mesh because I have a problem with that, BP_Boat.StaticMesh LifeboatCOl__1_ has to have 'Simulate Physics' enabled if you'd like to AddForce.
@NatehawkeАй бұрын
Stumbled on to this video because the struct that formed the backbone of my weapon system shit itself for uh... the third time now. Was thinking the same thing - just going to bite the bullet and refactor the system to use data assets.
@peanut_gamesАй бұрын
Sorry to hear that. Absolutely if you want flexibility in the future. And if it's already broke, might as well rebuild it stable.
@youseiyАй бұрын
Structs in BP Suck Assssss. i personaly never use Structs, Interfaces and Static Libs in Blueprint, only on C++. Because you can use Core Redirects and its easy.