Perfect! You did this in 6 minutes. I don't understand why other tutorials on this topic need to be 25 to 45 minutes long.
@spaaaaace895222 күн бұрын
This is barely a tutorial. You just jumped in the middle.
@Theos822 ай бұрын
thanks you so much, short and useful tutorial like we all want, keep up the good stuff !
@SmartLingua-f3s3 ай бұрын
Thanks for the excellent explanation, your tuts are treasure)
@MirrorsEdgeGamer014 ай бұрын
Thank you for this VOD. I am using a GameInstanceSubsystem to handle the navigation stack.
@leandrogamedev5 ай бұрын
Hi there, i'm struggling making the crowd start walking forward.... any help?
@sudokid5 ай бұрын
I would suggest following allow with kzbin.info/www/bejne/anzKepyna9iSr68 his tutorial is rather good. It's what I followed to get my system working
@MrButiier5 ай бұрын
Love the tutorial man! Really easy to follow along 🤌
@peacepeace94625 ай бұрын
Could I ask how you get CameraBoom->TargetArmLength component in c++?
@sudokid5 ай бұрын
`CameraBoom->TargetArmLength`
@peacepeace94625 ай бұрын
@@sudokid thank you I have figured out
@roadtoenviromentartist5 ай бұрын
@ChrisMotorK5 ай бұрын
Its getting better!
@roadtoenviromentartist5 ай бұрын
Nice content
@marcapouli78056 ай бұрын
What is this "SetUpPlayerInputComponent" function? You didn't explain that part, which makes the video impossible to follow for me...not very pedagogic 😅
@sudokid6 ай бұрын
I'm sorry you feel that way. The `SetUpPlayerInputComponent` is a default method that is part of the `ACharacter` when you create one from within the UE interface. It is not technically required. dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/GameFramework/ACharacter/SetupPlayerInputComponent?application_version=5.3 dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/GameFramework/ACharacter?application_version=5.3
@marcapouli78056 ай бұрын
@@sudokid Ah thank you! I still had to use something since I'm inside of the controller so I ended up with "UInputComponent* InputComp = this->InputComponent;" then use this for the cast, and it works :)
@melson-dy3kw6 ай бұрын
Excellent tutorial,can u do it for mobile input,for example - joystick,touch only right side
@sudokid6 ай бұрын
I don't do mobile development sorry
@yevgeni106 ай бұрын
Btw it zooms beyond the Character.
@sudokid6 ай бұрын
It's not supposed to, this is just zooming in and out. If you want to clamp it to a min and max you will need to add a min/max value and then use `FMath::Clamp(NewZoomValue, MinZoomValue, MaxZoomValue);`
@yevgeni106 ай бұрын
@@sudokid where do i add the Clamp if i have ? const float ZoomAxisValue = Value.Get<float>(); if (MinZoom >= ZoomAxisValue || MaxZoom >= ZoomAxisValue) { CameraBoom->TargetArmLength += ZoomAxisValue * ZoomStep; }
@sudokid6 ай бұрын
ZoomAxisValue will never be greater then 1 or less then -1. You would want something like this. ``` const float Direction = Value.Get<float>(); const NewTargetArmLength = CameraBoom->TargetArmLength + (ZoomAxisValue * ZoomStep); FMath::Clamp(NewTargetArmLength, MinZoom, MaxZoom); ``` `FMath::Clamp()` Is just your `if` statement but less error prone and easier to read because it's more direct.
@yevgeni106 ай бұрын
@@sudokid What is NewTargetArmLength ??
@sudokid6 ай бұрын
NewTargetArmLength is just a variable to hold the new value. Your code should look like this. ``` const float Direction = Value.Get<float>(); const NewTargetArmLength = CameraBoom->TargetArmLength + (ZoomAxisValue * ZoomStep); CameraBoom->TargetArmLength = FMath::Clamp(NewTargetArmLength, MinZoom, MaxZoom); ```
@Brad_04088 ай бұрын
thank you bro this works great
@snickers70808 ай бұрын
I hope the game come :D
@mirkostefanelli71258 ай бұрын
BROTHER, IS THIS REALLY THE RAMAKE OF ELECTRONIC ARTS FUTURE COP L.A.P.D. (1998)? NO JOKE BROTHER...........
@sudokid8 ай бұрын
It's a game heavily inspired by by Future Cop L.A.P.D
@Manadono8 ай бұрын
good video but how is do in bluepronts?
@sudokid8 ай бұрын
are you saying I should make a blueprint version?
@Manadono8 ай бұрын
@@sudokid always 🍝
@sudokid8 ай бұрын
@@ManadonoI'll think about it
@serbianguy14398 ай бұрын
Hey man,i have a problem my CoinPickupWidgetClass in HUD doesnt want to take my WBP_CoinWidget for some reason.I connected WBP with my coin actor.When i press on CoinPickupWidgetClass, it is just 1 item and its "None" xD
@serbianguy14398 ай бұрын
Nevermind i just compiled ant it worked.
@serbianguy14398 ай бұрын
You are fuckin savior
@sudokid8 ай бұрын
Happy this helps
@Green_Leader878 ай бұрын
THANK YOU! I've been looking for a good tutorial on collectible pickup items using c++ for a while. This was very helpful.
@HeavilyUngluedGuy8 ай бұрын
Great tutorial! All I wanted to know :)
@serbianguy14399 ай бұрын
Hey,thanks for great tutorial,now how to connect this with my widget blueprint,that it counts coins?Thanks
@sudokid8 ай бұрын
I created a tutorial for adding a HUD that tracks the coin picks in C++ kzbin.info/www/bejne/n32coKiMerSDh80
@Erama07079 ай бұрын
Very helpful! the simplest tutorial for this!😘
@GT_SPEED_BRAZIL9 ай бұрын
Very helpful, thank you very much!
@unrealdevop10 ай бұрын
No idea why but this didn't work for me. I got a BindAction error and as far as I know I did it like you did. I can only assume that you skipped a bunch of stuff given that you already had this setup for yours.
@3Dzaraki9 ай бұрын
nah he didnt skip anything, paste ur error here tho
@TAWY5106 ай бұрын
@@3Dzaraki I think they commented on the wrong video entirely, because nothing was even setup prior to the tutorial - they did it all step-by-step. I don't really understand what the user you replied to meant.
@marcapouli78056 ай бұрын
@@TAWY510 Are you kidding? He has copied and paste a bunch of code, even inside a "SetUpPlayerInputComponent" function already implemented. It really looks like we didn't see the same vid 🤔
@TAWY5106 ай бұрын
@@marcapouli7805 No, I'm not kidding - we saw the same video. The BindAction calls on the EnhancedInputComponent within "SetUpPlayerInputComponent" for Jump, Move, and Look exist by default in the Unreal Third Person Template. That is not code he wrote, nor copy/pasted. That is code that Epic wrote and it already existed. No worries
@marcapouli78056 ай бұрын
@@TAWY510 I'm not using a pawn ot a character, that's why I don't have any of these things. But that's fine, Sudokid already answered me and I made it work in my conreoller
@well-phaser10 ай бұрын
hey i do you know how i can pass an enum as an argument to a method which would change the Enum state to the state that i passed
@sudokid10 ай бұрын
You could do something like this. ``` void SetDoorState(EDoorState NewDoorState) { DoorState = NewDoorState; } ```
@ms2649 Жыл бұрын
in UE5.3.1 *const float NewTargetArmLength = CameraBoom->TargetArmLength + Value * ZoomStep;* seems to be causing a crash what can be done to prevent it? a temporary fix i found was to keep track of the length with another variable thats also set to the default one (but doesnt looks less clean that way)
@sudokid Жыл бұрын
I have not played around with UE 5.3 yet but I'll test this out over the weekend and get back to you.
@ms2649 Жыл бұрын
@@sudokid i have modified a slight bit from the video since I'm using enhanced input. EDIT: for some reason the CameraBoom has no parrent (idk how that happened) void AProject_1x1Character::CameraZoom(const FInputActionValue &IA_Value) { // input is a Vector1D (float) float Value = IA_Value.Get<float>(); if (Value == 0.0f || !Controller) return; // Either we dont have a controller or the input isnt actually anything const float NewTargetArmLength = CameraBoom->TargetArmLength + Value * ZoomStep; CameraBoom->TargetArmLength = FMath::Clamp(NewTargetArmLength, CameraMinZoom, CameraMaxZoom); ; if(GEngine) GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Yellow, FString::Printf(TEXT("Current camera distance is '%f' "), CurrentTargetArmLength)); }
@ms2649 Жыл бұрын
@@sudokid i remade the project and now it works -, I for some reason cant get the camera connected to the socket now-
@sudokid Жыл бұрын
@@ms2649 I'm guessing you got it all sorted out?
@ms2649 Жыл бұрын
@@sudokid yes, i ended up remaking the project and moving over all of the stuff
@paulcasanova1909 Жыл бұрын
Your video was ahead of its time lmao
@BigBowl9 Жыл бұрын
No way, i was trying to connect the double jump node to get this lmao.
@sudokid Жыл бұрын
UE has a lot of things in it and a lot of it is little known. I have found the best way to tackle a problem in UE is to assume that it's part of the engine until you have been proven otherwise.
@yevgeni10 Жыл бұрын
Did they changed Camera Zoom in Enhanced Input ??
@sudokid Жыл бұрын
The enhanced input system changes the way you interact with player inputs so sorta.
@yevgeni10 Жыл бұрын
@@sudokid I tried your Camera Mouse Zoom method but for some reason it don't work.
@sudokid Жыл бұрын
I'll try and get an updated version of zoom out that uses the new input system. The old one has most of the information but is missing some parts that could be hard to understand if you are new to UE@@yevgeni10
@sudokid Жыл бұрын
Let me know if this does the trick kzbin.info/www/bejne/aKi0p2eNZ5aAodU
@NexusAnimationsYT Жыл бұрын
thank you so much for sharing this information its going to help a lot of people bc of this unity issue
@sudokid Жыл бұрын
I'm happy that this video seems to be getting some love. The docs they made for this really are top notch.
@ИванСергеев-и2ш Жыл бұрын
thx for tutorial, one question: Why in float you type 90, isn't it int?
@sudokid Жыл бұрын
The FVector uses 3 floats to represent X, Y, Z cords so it would need to be cast to a float at some point and it offers more flexibility to the offset location. It just happens that 90 works for the coin but it could have been 50.5.
@BakinKoljac Жыл бұрын
who else is here as a "F*** YOU" to unity?
@laytonvicars4606 Жыл бұрын
This may get a lot of views :D
@sudokid Жыл бұрын
Viewership on it is picking up. Who could say why though.
@strick9red Жыл бұрын
lol
@roadtoenviromentartist Жыл бұрын
My friends the enumerators. Nice tutorial. ❤
@Charan_Vendra Жыл бұрын
Hi great tutorial. But an advice would be to make it short.
@sudokid Жыл бұрын
While I try to keep them short I may have missed the mark on this one.
@roadtoenviromentartist Жыл бұрын
Nice contribution!!!
@sudokid Жыл бұрын
Thanks man!
@roydash5657 Жыл бұрын
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please.. You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
@sudokid Жыл бұрын
This can be broken up into a couple different things. Item pickups, inventory system, playing animations, enhanced input system, combat system. Each one could stretch over multiple tutorials pending depth. I'm not sure you are at a point in which my style of tutorials are the right pick. My tutorials are mostly for people who already have an understanding of Unreal Engine with blueprints and want to move to C++. I would suggest taking a look at some of the following youtubers. www.youtube.com/@GorkaGames www.youtube.com/@SmartPoly www.youtube.com/@UnrealSensei www.youtube.com/@RyanLaley
@roydash5657 Жыл бұрын
@@sudokid THANK YOU SO MUCH
@iamekaj Жыл бұрын
Oh my god! This is exactly what I needed!! I'm starting to understand! Thank you very much for this!
@sudokid Жыл бұрын
Glad it was helpful!
@InkoiMK2 Жыл бұрын
Good stuff!
@sudokid Жыл бұрын
Thanks man
@cervantes3dart638 Жыл бұрын
How do i read?
@Phocusnick Жыл бұрын
Thanks, this video has helped me with understanding of Axis Mechanics!
@sudokid Жыл бұрын
I’m happy I could help :)
@Squid_Reject Жыл бұрын
A nicely made tutorial, I hope you can continue to make more like it in the future.
@TorQueMoD Жыл бұрын
Great tutorial! Thanks for sharing :) Can you do double jumping next?