Still watching the video, but it would be nice to have a serie teaching it from scratch. Thank you for sharing your knowledge, just learning a lot with your tutorials.
@alessandromichelin-v1d2 күн бұрын
Hi, Great Tutorial. I have to implement something very similar and I follow your instructions with some degree of liberty. I have to work with world geocentric coordinates and so my Up/Down Axis is not the Z. I have disabled the default gravity and add my custom gravity. The strange thing is that your airplane model works just fine, but each model that I tried to convert like you did, setting up the bones and the weights... ...when it should be still, it slowing start moving increasing it's velocity in a direction that maybe depends on the terrain slope (minimal). I try to fix by adding frictions, brakes... ...but nothing seems to help. Any suggestions on why your model is the only one that stand still in rest position? Good Work, Bye!
@LOL1423derp922 күн бұрын
when is the propeller spin?
@timmygilbert41022 күн бұрын
Aw, i expected core locomotion with balancing instead i only got the trivial similar to every game 😢 thumb down
@NoWhereSharp2 күн бұрын
Yeah, I wanted to do as well, but I really don't know how to do it yet, and this was not meant to recreate the full game, just to study a little bit, but yet sorry for that
@timmygilbert41022 күн бұрын
@NoWhereSharp balancing isn't doing the full game 😔 but anyway try separating logic from visual, it's probably a counter based on angles of ground, or to represent it visually, imagine a 2d ball centered on the character, angles push the ball away from center in direction of angle at each step, character balance automatically ie push back ball toward center. Distribution of weight increase forces of angles on ball, and move the ball centering away from real center. There is also a boundary around the real center, if the ball is beyond the center, character falls. Use the position of the ball relative to center to drive the balancing animation, the further from center, the more the character blend balancing in animation. When character fall, compute baggage that detach. A reminder that ball is just a mental representation. The gameplay is that you have to counter balance and avoid overshooting in the other direction, think of it as another force on the ball, with angles forces and natural balancing forces, you can add other forces that tug the character such as high wind or slip factors.
@TrankeraGamer3 күн бұрын
a gente reconhece um BR a quilometros de distancia kkkk parabéns pelo conteúdo, abraços!
@osm3ver7283 күн бұрын
Honestly... Looks terrible. Death Stranding looks amazing today. You create a landscape with the grass material and the character with PS2 animations. Why? I mean... You don't show NOTHING better than the original , where is the remake? You really think this is good? I can't believe you.
@NoWhereSharp3 күн бұрын
I never said it would be good or amazing! As I said at the end of the video, this was just an experiment, I'm not a full-size studio to make an actual game like death stranding. You probably know that!
@smokysmoka3 күн бұрын
The enemyes part is the most intresting! love the black cloud loock, and the ai proces... i hope a tutorial of that. :) thank you!
@kolom16963 күн бұрын
Death stranding without its core movement system and character controls, its not DS anymore really. If u were to put a witcher 3 movement in DS or DS movement into witcher, it just wouldn't work. Besides downloaded character model from ds, and "find and collect" quest system is not even a prototype of a prototype of what DS like game is. If u would ever to expand on this project, just do a series and add like a "part 1" on this video tilte, then it wouldn't be thant much of a clickbait.
@NoWhereSharp3 күн бұрын
Of course, I'm not planning on making a full game. As I said at the end of the video, this was just something to experiment with and learn something new, I'm not making a complete game in the same scope as death stranding alone, but thank you for the feedback 😊
@amirhm64593 күн бұрын
Fan made game of Death Stranding is more suitable title. However it is not as click baity as Remade Death Stranding without asterix
@NoWhereSharp3 күн бұрын
Yeah, you're right. I wouldn't make all death stranding features alone, of course. That was not the intention
@all3n1k4 күн бұрын
Missed out by not making a tutorial on this instead of a showcase, those see far many more eyes on this app and the knowledge shared would’ve been priceless to newer creators
4 күн бұрын
SE FOSSE UM PARA MULTPLAYERS NO MESMO MOMENTO SERIA INTERESSANTE
@AKINGStudio5 күн бұрын
Better than the original version🔥🥂
@NoWhereSharp4 күн бұрын
Not really, but thank you!
@shahmaarbaba5 күн бұрын
how to make landscape in gaea and setup in unreal please make a detail tutorial
@NoWhereSharp4 күн бұрын
I have a tutorial on that in the channel it's called: kzbin.info/www/bejne/fpm3g4aqgpqXpcU
@shahmaarbaba4 күн бұрын
@@NoWhereSharp i already watch this but i want height map which u use in this game
@RomanDoes5 күн бұрын
remaking it was more fun than the game itself!
@NoWhereSharp5 күн бұрын
Yeah, definitely, hahaha 😂
@DavidGWilliams19815 күн бұрын
No, you didn't.
@NoWhereSharp5 күн бұрын
As I said at the end of the video!
@SamuTheFrog3 күн бұрын
@@NoWhereSharp then dont put it literally in the title to attract people and waste their time as they anticipate what you said in the title. Simple.
@SolarCookie3005 күн бұрын
You litteraly recreated death standing in Ue5, tu as mon respet
@augustasouza14325 күн бұрын
Muito bem que Legal
@darrylmorin71126 күн бұрын
Great stuff but it would have been better if you would have focused only on player inventory. all the extra stuff just adds to confusion and makes it harder to follow along
@yuan_miranda11 күн бұрын
Thanks alot for the tutorial bro your very underrated!
@NoWhereSharp10 күн бұрын
Thank you!!
@ThatDamnedGamer111 күн бұрын
Dude the first tutorial that I ran into that made everything work here.
@darrylmorin711215 күн бұрын
Awesome videos!! I do have an issue, at 16:30 my set text and Set visibility does not work. I cannot figure out why and because of this my text line does not show. Any suggestions for trouble shooting?
@darrylmorin711215 күн бұрын
Great tutorial!! I am having trouble with my slot creating the icon and trying to trouble shoot the issue. How can i tell if the item went to the data base?
@dmitriysushko550016 күн бұрын
Awesome. Thank You!!!👍👍👍
@darrylmorin711216 күн бұрын
Can you do a side video that only uses 1 widget. this would be less confusing and better chances for success
@darrylmorin711217 күн бұрын
It would have been better to only have 1 inventory widget to make it simple and shorter tutorial
@darrylmorin711217 күн бұрын
To many widgets. I created the container widget inside my player popup widget and have NO HUD. i am trying to figure out how all the widgets come together without a HUD and have my project work. It would be nice to have a video with only 1 widget to make it more simple to follow and have it work successfully. 👌
@npin37517 күн бұрын
It only shows up as "groom" when I paste it into the third person character mesh. looks normal in my metahuman blueprint. any ideas? thanks
@augustasouza-s5m18 күн бұрын
Muito bom que Legal
@borisblaze221218 күн бұрын
Super informative video! 💯💯
@saahilmahajan945319 күн бұрын
This is amazing, keep going🎉
@benjaminkeen525821 күн бұрын
Very helpful, thank you
@NoWhereSharp21 күн бұрын
Thank you!!
@Dri_ver_24 күн бұрын
Can you do a tutorial on bringing in rivers, lakes, seas from gaea and filling those areas with water in unreal?
@Dri_ver_24 күн бұрын
Can you do a tutorial showing how to use rivers and lakes from Gaea into unreal?
@stephaneboivin24 күн бұрын
wow, smooth and verry clear explication! Continue to make stuff like that, you are awesome! Thanks!
@NoWhereSharp23 күн бұрын
Thank you!!
@cukiris_25 күн бұрын
thanks so much. Instead I with photoshop change the BaseColor adding tattoos and put it in the textureimage node directly, work like a charm. The problem was that I want my tattoo in arm that is a curved surface and impossible doing with only painting the texture with an image.
@JesperRasmussen-p4b27 күн бұрын
YAY! im finally here.. Thank you so much for this series. Could you please tell me how i would make turn a little bit sharper (kinda like a snowboard) i did ask Chatgpt, but im nervous it would not work because the ai dont know how we coded the movement. Thank you. I would happily pay for your time in any way. Tell me how to contact you if you are up for an hour session. THANK you once agin!
@augustasouza143227 күн бұрын
Muito bom
@JesperRasmussen-p4b29 күн бұрын
Hello!! Thank you so much! really! if i were to use this system for a snowboard game, do you have any tips for how to do it? THANK YOU!!
@NoWhereSharp27 күн бұрын
Maybe you can ignore the hover part and just use the forces to control, and also create a physics material to set the friction to 0 this will help the snowboard slide better in the map, bu it depends on what you're trying to do
@whitesourd29 күн бұрын
I just finished the inventory series. I am a beginner in ue5, but I really appreciate your kind explanation. Especially the part about the random loot system was really great. Do you have any plans for a tutorial on equipping gear? Sorry for my bad English.
@piotrmusia567929 күн бұрын
Hi, brother. Is that working with cloth that i create in marvelous designer?
@NoWhereSharp27 күн бұрын
I didn't tested but it should work if you have a mesh with good topology!
@funnyfoggoАй бұрын
For torso part, there are 2 bone sets. One for nect and one for body. Do I have to individually transfer data for both bones using 2 data transfer modififer for working of torso?? Thanks!
@NoWhereSharp27 күн бұрын
You just need to transfer the data for one skeleton, the body one!
@funnyfoggoАй бұрын
How can I fix my weight paint?? Do I have to paint them manually for each bones? thanks!
@NoWhereSharp27 күн бұрын
Yeah! if the automatic one has some issues, you'll need to fix some weights manually!
@augustasouza1432Ай бұрын
👍👍👍
@augustasouza-s5mАй бұрын
muito bom que Legal
@irfanmizasАй бұрын
thanks bro
@brentsmith8578Ай бұрын
Something is not right here. I have doubled checked the code that you have here and I am shot up into the sky very rapidly. The Apply Force method is called on every tick which does not seem correct. Why would we be apply force every tick?
@NoWhereSharpАй бұрын
If you look at the tool tip for the "Add Force at Location" node, it's actually recommended to call every frame for the duration of the force, so that's why I'm calling every frame, you can try to add a limit for the hover force to prevent that from happening
@jesperrasmussen205828 күн бұрын
@@NoWhereSharp I am also flying up in the air. i modelled a mesh in modelling mode. i set box simple collision, what am i doing wrong? i am just spinning 10000 mph in the air. PLEASE! Thank you!!
@jesperrasmussen205828 күн бұрын
@@NoWhereSharp And also set simple collision as comples. because when it were set to complex, it didnt fall down and Unreal Said there was a problem with complex collision - Trying to simulate physics on ''/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_Board_C_UAID_001A7DDA7110122602_1743886794.Board'' but it has ComplexAsSimple collision.
@fikkichandradwiana3026Ай бұрын
nice video, but how to make the character swiming now?