SKG Shooter Framework #10: Aiming
2:24
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@alxdrksoul
@alxdrksoul 7 күн бұрын
Thank you my friend, it worked even in UE5.5 :) I just skipped the step where we delete the binaries folder.
@MelatoninMadness
@MelatoninMadness 8 күн бұрын
I think this looks better than gray zones tbh
@Sydneyxiii
@Sydneyxiii 9 күн бұрын
I have a issue. All the lines of code when like yours, I'm just learning. I run it on 2 clients. I take items, put them in a chest, drop them and use them - everything works. but when I kill one of the clients, he writes an error and some of the items do not fall. logs show that after an error, there is a duplicate of items and because of this they are not on earth = Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: CurrentNum == InitialNum [File:M:\Unreal Engine Gameworks\UE5\UE_5.4\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 253] LogOutputDevice: Error: Array has changed during ranged-for iteration! LogOutputDevice: Error: Stack: LogOutputDevice: Error: [Callstack] 0x000001f3d2dd26df UnrealEditor-ReddarSingleton.patch_0.exe!UInventoryComponent::DropAllInventory() can u help me mate?
@SneakyKittyGameDev
@SneakyKittyGameDev 8 күн бұрын
Array is being modified while its being iterated over, basically you would want to create a copy over what is being looped over so a change in the array doesnt affect it if that makes sense?
@YILMAZ_STUDİOS
@YILMAZ_STUDİOS 9 күн бұрын
Do you have discord ?
@SneakyKittyGameDev
@SneakyKittyGameDev 9 күн бұрын
Linked in description
@YILMAZ_STUDİOS
@YILMAZ_STUDİOS 9 күн бұрын
@SneakyKittyGameDev thanks 🤝
@il4w
@il4w 10 күн бұрын
Hey man what is that darkness effect called around those edges of the scope when you move around the scope. I mean in terms of unreal materials what is that called ?
@SneakyKittyGameDev
@SneakyKittyGameDev 10 күн бұрын
Thats the eyebox, its not anything specific in terms of a shader. I use a sphere mask to drive the opacity and color for it
@michaelsellmer4910
@michaelsellmer4910 11 күн бұрын
Hi friend
@Vakumba
@Vakumba 11 күн бұрын
if you add hand animation it will be perfect
@legendaryMomentsFootball
@legendaryMomentsFootball 11 күн бұрын
Thank you so much for this tutorials very helpful
@DeeOdzta
@DeeOdzta 11 күн бұрын
This is awesome! nice work!
@РоманПлахотник-ю3м
@РоманПлахотник-ю3м 11 күн бұрын
Its removed from dropbox. Can you share it again?😊
@staskravcenko7324
@staskravcenko7324 15 күн бұрын
Thx!
@Delarocky
@Delarocky 19 күн бұрын
Only video on yt that explains this in c++.. thank you. I have a huge game project with a big build mode and i want clients to also build, couldn't get the spawning of objects to work! now i do!
@tammamjahjah1
@tammamjahjah1 21 күн бұрын
Hi .. i cant find 4.27.2 on unreal engine github page
@SneakyKittyGameDev
@SneakyKittyGameDev 20 күн бұрын
It's the 4.27 Chaos branch. Search for 4.27 and it will come up
@jimb196233
@jimb196233 22 күн бұрын
And how to use them, thank you. So many good vids leave that part out, which make the vids useless to me, its so aggravating.
@BBKING734
@BBKING734 25 күн бұрын
hello, when i want create a new project i have this error. How to fix this An error occurred while trying to generate project files. Running D:/LOGICIEL/UE_5.4/Engine/Build/BatchFiles/Build.bat -projectfiles -project="D:/SEA/MyProject/MyProject.uproject" -game -rocket -progress Using bundled DotNet SDK version: 6.0.302 Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -projectfiles -project="D:/SEA/MyProject/MyProject.uproject" -game -rocket -progress Log file: C:\Users\Neo36\AppData\Local\UnrealBuildTool\Log_GPF.txt Some Platforms were skipped due to invalid SDK setup: Win64, IOS, Android, Linux, LinuxArm64. See the log file for detailed information Generating VisualStudio project files: Discovering modules, targets and source code for project... No available Windows SDKs found Total execution time: 0.83 seconds Windows SDK must be installed in order to build this target.
@julianaskuratovsky8701
@julianaskuratovsky8701 26 күн бұрын
Amazing!! Thank you very much! You are a lifesaver
@MikeKelly440
@MikeKelly440 27 күн бұрын
that is so hot 🥵
@ToddClancy
@ToddClancy 28 күн бұрын
Excellent video, i appreciate the detailed explanation. Thank you!
@DimitryArsenev
@DimitryArsenev 28 күн бұрын
I can connect from my PC, but other PC cant connect by IP - port. I not have a router and firewall disabled.
@WhiteNorthStar1
@WhiteNorthStar1 29 күн бұрын
Very useful, thank U! :)
@MariusBadarau
@MariusBadarau Ай бұрын
Work with same method to migrate in 5.5. Only with in 5.5 no error appears in C++ and it works from the first without creating a separate folder.
@heartmype1
@heartmype1 Ай бұрын
I had some trouble to make it work with visual studio, but it worked perfectly with rider. Thx for the tutorial man
@americansatan29
@americansatan29 Ай бұрын
works with 5.2.1? bcz i dont have 5.2.0
@aaronwe9850
@aaronwe9850 Ай бұрын
Cool tutorial. One question: If the game doesn't crash, how can I set breakpoints in a packaged game? My game's Hud looks fine in the editor but it doesn't work in shipping mode. I need to step through and try to get a clue what's wrong.
@Timo-Epis
@Timo-Epis Ай бұрын
lol, you are one of those guys that made a tutorial on guided hacking about bhop and stuff :D
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 0:43 W_InventoryItemを編集 0:56 ここまで編集及びW_InventoryItem内のBPを編集 ■AddItem関数ノード内の処理を編集 1:11 ここまで編集及びテストプレイ
@Guy_6397
@Guy_6397 Ай бұрын
Whenever I do this I get loads of ABSL libraries that need to be linked, any way to avoid this?
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 1:15 W_InventoryItemを編集 1:45  ここまで編集 2:08 W_Inventory内のBPを編集 3:03 ここまで編集及びテストプレイ(グリッドの個数の確認) 3:16 ここまでテストプレイ及びW_Inventory内のBPを編集 3:32 テストプレイ 3:46 ここまでテストプレイ 4:30 W_InventoryItem内のBPを編集 6:14 ここまで編集及びテストプレイ 7:03 ここまでテストプレイ 7:52 W_InventoryItemを編集 7:59 W_InventoryItem内のBPを編集 ■AddImem関数ノード内の処理を編集 8:37 ここまで編集およびテストプレイ 8:47 ここまでテストプレイ 9:05 W_InventoryItem内のBPを編集(7:59で編集した内容を削除)
@briansimpson1740
@briansimpson1740 Ай бұрын
Super helpful thank you
@PLUTOZ.TECHNO
@PLUTOZ.TECHNO Ай бұрын
Hey, i bought your plugin and implemented it in my project. But i have the Problem, that, as soon, as i add any type of main menu, the character has a doubled weapon in it‘s hands. Do you know a solution for this?
@johnnyque7684
@johnnyque7684 Ай бұрын
Hey there, how do you include the debug symbols installer for source builds?
@SneakyKittyGameDev
@SneakyKittyGameDev Ай бұрын
There should be a checkbox in project settings or packaging settings. I cant recall off the top of my head
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 0:56 プレイヤー.hおよびcppをコーディング UpdatetoInventoryWidget関数系を削除。 1:03 ここまでコーディング 1:28 プレイヤー.hをコーディング。 AddItemtoInventoryWidget関数名をAddItemAndUpdatetoInventoryWidget関数名に変更 2:04 プレイヤー.cppをコーディング。 OnRep_InventoryItems関数内の処理を変更 2:32 プレイヤー.hをコーディング。 AddItemtoInventoryWidget関数内の変数を変更。 2:41 コンパイル及びプレイヤーBPを編集 3:07 ここまで編集 3:23  W_Inventory内のBPを編集 3:40 ここまで編集 4:19 W_Inventory内のBPを編集。 ■4:51  Update関数ノード内の処理を編集 5:07 ここまで編集 5:16  プレイヤーBPを編集 5:32 テストプレイ 5:50 ここまでテストプレイ 6:00 プレイヤー.cppをコーディング。 AddInventoryItem関数内の処理を変更 6:19 コンパイル及びテストプレイ 6:28 ここまでテストプレイ及びプレイヤーBPを編集 7:03 ここまで編集及びW_Inventory内のBPを編集 7:53 ここまで編集及びテストプレイ 7:58 ここまでテストプレイ及びプレイヤーBPを編集 8:18 ここまで編集及びテストプレイ 8:23 ここまでテストプレイ 8:53 W_Inventory内のBPを編集。 関数ノードを新規作成 9:35 ここまで編集及びプレイヤーBPを編集 9:46 ここまで編集及びW_Inventory内のBPを編集(11:54にノードをほぼ削除) 11:20 ここまで編集 11:54 W_Inventory内のBPを編集 ■ 12:17 AddItem関数ノード内の処理 ■ 12:25 ここまでAddItem関数ノード内の処理 ■ 12:37 ShouldAddNewItem関数ノード内の処理 13:09 ここまでShouldAddNewItem関数ノード内の処理及びプレイヤーBPを編集 13:56 ここまでプレイヤーBPを編集及びテストプレイ 14:11 ここまでテストプレイ 14:20 W_Inventory内のBPを編集。 ■ShouldAddNewItem関数ノード内の処理 PrintStringを追加。 14:31 ここまでW_Inventory内のBPを編集及びテストプレイ 14:41 ここまでテストプレイ 14:47 W_Inventory内のBPを編集 ■ShouldAddNewItem関数ノード内の処理。PrintStringを追加。 14:55 ここまでShouldAddNewItem関数ノード内の処理及びテストプレイ 15:01 ここまでテストプレイ 15:04 W_Inventory内のBPを編集 ■ShouldAddNewItem関数ノード内の処理。PrintStringの追加。 15:11 ここまでW_Inventory内のBPを編集及びテストプレイ 15:14 ここまでテストプレイ及びW_Inventory内のBPを編集 ■ShouldAddNewItem関数ノード内の処理。PrintStringを追加。 15:22 ここまでShouldAddNewItem関数ノード内の処理 ■ 15:32 Update関数ノード内の処理 15:40 ここまでUpdate関数ノード内の処理及びテストプレイ 15:57 ここまでテストプレイ
@demonitgames
@demonitgames Ай бұрын
How to implement it to other projects
@SneakyKittyGameDev
@SneakyKittyGameDev Ай бұрын
Bring over the anim layer and plugin to the project and your ready to start
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 2:07 プレイヤー.hをコーディング。 変数Health,HungerのUPROPERTY内の記載を変更。 OnRep_Stats関数を追加。 2:41 プレイヤー.cppをコーディング。 GetLifetimeReplicatedProps関数内の処理を変更。 OnRep_Stats関数を追加。 3:34 プレイヤー.hをコーディング。 Surver_UseItem関数を追加 3:53 プレイヤー.cppをコーディング
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 0:01 テストプレイ 1:39 W_InventoryItemを編集。 デフォルトのアイテム所持数を変更する 1:49 ここまでW_InventoryItemを編集。 2:37 キャラクター.hをコーディング。 UpdateInventoryWidget関数を編集 2:51 キャラクター.cppをコーディング。 UpdateInventoryWidget関数を編集 2:58 ここまでキャラクター.cppをコーディング 3:31 キャラクター.hをコーディング。 UpdateInventoryWidget関数を編集 3:47 ここまでキャラクター.hをコーディング 3:58 W_Inventory内のBPを編集 4:28 プレイヤーBPを編集 4:33 W_Inventory内のBPを編集 4:53 ここまでW_Inventory内のBPを編集 5:27 W_Inventory内のBPを編集 7:18 ここまでW_Inventory内のBPを編集 7:40 W_InventoryItem内のBPを編集。 Updateノードを追加 8:19 W_Inventory内のBPを編集 9:10 ここまでW_Inventory内のBPを編集 10:04 W_Inventory内のBPを編集 10:30 W_InventoryItem内のBPを編集 10:43 テストプレイ 10:59 W_InventoryItemを編集 11:13 W_InventoryItem内のBPを編集 11:29 テストプレイ 11:58 W_InventoryItem内のBPを編集 12:16 テストプレイ
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 0:22 W_InventoryItemを編集 アイテムスタック数をテキストで追加し、レイアウトを調整 3:03 テストプレイ 4:02 Structs.hをコーディング。 アイテムの所持数を追加 4:15 ここまでStructs.hのコーディング 5:50 プレイヤー.cppをコーディング。 ・インベントリ内のアイテムがクラスのアイテムが一致するかを調べる処理 ・アイテムの所持数を変更する処理 8:32 プレイヤー.hをコーディング。 UpdateItemToInventoryWidget関数を追加 8:53 プレイヤー.cppをコーディング。 AddInventoryItem関数内にUpdateItemToInventoryWidget関数を呼び出す処理を追加 9:24 ここまでプレイヤー.cppをコーディング 10:26 コンパイル及びW_Inventory内のBPを編集 10:44 プレイヤーのBPを編集 10:55 W_Inventory内のBPを編集 11:16 プレイヤーのBPを編集 11:24 テストプレイ 11:48 Structs.hをコーディング。 アイテム所持数をデフォルトで1に設定
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 0:32 プレイヤー.cppをコーディング for文を追加し、以下の内容を記載する。 ・アイテムデータとインベントリのアイテムが一致した場合、インベントリのアイテムの所持数を-1する 2:10 コンパイル及びテストプレイ 2:39 W_InventoryItem内のBPを編集。 インベントリアイテムの所持数が0の場合の処理を追加 7:36 テストプレイ 8:14 ここまでテストプレイ
@thereaper1847
@thereaper1847 Ай бұрын
dose the google drive link not work no more
@jayaprakash7959
@jayaprakash7959 Ай бұрын
great tut helped a lot
@emeraldskelly
@emeraldskelly Ай бұрын
I'm having a bit of trouble with this. I'm using UE5.4. Before switching to EOSPlus, Logging in to EOS with the DevAuthTool worked and I got the overlay. But now, if I have steam open, it logs into steam properly and shows the overlay, but doesn't log into EOS and gives the error: "EOS: Login(0) failed with EOS result code (EOS_Auth_ExternalAuthInvalid)". If steam is NOT open, I get a successful login callback and am able to create a session, but the Epic overlay doesn't show up. Additionally, if I have steam open, I cannot create a session because "the user is not logged in". You would think that logging into steam would satisfy this. Does anyone have insight into why this might be happening or how I can fix it? Thank you
@Tomanegi0707
@Tomanegi0707 Ай бұрын
自分用 1:02 1:35 テストプレイ
@parchinbales9211
@parchinbales9211 Ай бұрын
Where did you get this character class from? I cannot find it in my solution.
@SneakyKittyGameDev
@SneakyKittyGameDev Ай бұрын
Thats the default ACharacter class that comes with the Engine, when you make a first or third person example project it comes with it
@HPVideoArchive
@HPVideoArchive Ай бұрын
Support for recoil patterns would be cool.
@Blendermasterhacks
@Blendermasterhacks Ай бұрын
Drive link doesn't work :(
@sourcelocation
@sourcelocation Ай бұрын
Helped me a lot with getting started on Unreal Engine. Switching from Godot, and this video was super helpful. Thank you! Going to watch the entire series for sure.
@gasby_V
@gasby_V Ай бұрын
When you put it in the world then can you edit the wall to make a window or a door?
@gasby_V
@gasby_V Ай бұрын
Does this work in ue4.2+?
@orionthegreat7858
@orionthegreat7858 Ай бұрын
thanks!!!
@drumandbassob0007
@drumandbassob0007 2 ай бұрын
Great tut i will start using these modules, keep up the good work