3 years... Still one of the best channels for Unreal.
@skiez743018 күн бұрын
Spring arm method can be fine. The problem was that your project didnt have a arm mesh which is why it looked pretty bad. The clamping issue can be fixed by adjusting the speed but you need a arm mesh for it to look good.
@montgairaqi34Ай бұрын
how are u <i watch the course and i dont know how to make when character sprint play breath sound pls help me or do tut
@PANA_NZ02 ай бұрын
where s bpc health 😫
@PANA_NZ02 ай бұрын
bro bad tutorial
@Iobsterpeterson2 ай бұрын
OK but why? This teaches me nothing other than how to copy your logic. Why am I doing any of this?
@PIXLI_VR3 ай бұрын
this mf is not i show speed
@mooseywoosey87344 ай бұрын
Does anyone know what the UE 5.4 Equivalent for the node he's dragging off for casting at @2:52 . I'm just an artist with light blueprinting knowledge man, this is promising and much appreciated but I feel like I'm being strangled lol
@Will_Forge4 ай бұрын
Well I finally came to the end. I combined every tutorial so far into a single project and upgraded all of it to UE5.4 which was only slightly difficult but helped me better understand your code as a newbie to UE (I was working for years in Unity). I do wish you had gone into a z-target style lock-on feature or something adjacent. To be honest Zelda combat is why I came here in the first place as I've explained in previous comments on the other videos. 😅 The end result is pretty awesome, and will be a fantastic first step in making my own action RPG inspired by drawing connections in gameplay elements between Zelda, Fable, and Assassins Creed. It's based on an adventure my wife wrote and ran for us in D&D years ago. Next I think as you mentioned Code Like Me has a good RPG series that at a glance appears to have a softer lock-on system than I'd like, but the idea was to have 2 characters with unique controls. One will focusses more on Assassin's Creed adjacent stealth mechanics and combat which means a soft lock system was the plan there, and the other character focusses on classic Zelda style combat more like Ocarina of Time or Twilight Princess than Breath of the Wild. It's supposed to show the characters' unique approaches to combat, navigation, and puzzle solving more naturally. Another next step is to figure out split screen as the goal is to make the game have split screen multiplayer between the two characters, and maybe to look into online as a player option which I know nothing about. Anyway, I'm rambling. Thanks a ton for the series. I absolutely loved it. With how helpful it has been I feel that it deserves way more views even though I know it's kind of a niche topic and 5k+ is fantastic at this level of niche. I need to look into your games now and buy them as a sort of tip jar to thank you for this. Hmm... What are their names and what platforms are they on?
@Will_Forge4 ай бұрын
Hmm... I'm upgrading this to UE5 which has a different movement section in the character controller's blueprint. I just did everything up till 5:00 and mine doesn't move on the wall correctly. When I start climbing, mine moved in a direction based on its current momentum, so on a sheer wall it's always left or right, and on a sloped wall it can be up as well, but the issue is that as I hold movement in a direction it not only always moves in the direction of my inertia, but also slowly slows down. It gradually slows down until the climbing movement stops entirely as if the movement is exclusively based on that inertia and the physics engine is slowing the inertia down over time. I'm gonna have to go over everything again up until this point to debug the situation. Hopefully I can figure it out. I am also considering a more Assassin's Creed or God of War Ragnarok style of climbing system, though, so maybe if I can't figure this one out I'll comment out the code and set it aside for another tutorial. By the way the speed of the video is pretty aggravating. I wish it was at 1/2 this speed and 20 minutes long, and I might still slow it down a bit like that. More thorough explanations would also be appreciated to fully understand what's going on in the code since the less detailed you go the less future proof the lesson is to future versions of UE. Like how I'm having issues just updating this to the modern UE5.4.
@Will_Forge4 ай бұрын
Well I solved the stupid "movement being a deteriorating value of inertia" bug. I wish I could post screenshots to show how dumb this was, but I'll do my best to explain in text. In my WallClimbMovement function, in the calculation of my first line trace's End vector, I had gotten the capsule radius as directed din the tutorial, and then multiplied by 2. But my mistake was that I somehow outputted a vector from that multiply node instead of a float. That went into the other two multiply nodes as vectors and the whole thing was forked in grass, as they say. Now it's working great on a slope for climbing upward, and also for side to side, but it won't go down the wall at all. Further, it's not going up the wall on a sheer vertical wall either. Only sloped ones. I suspect my line trace isn't hitting anything when attempting to check for upward movement. Perhaps I need to pull the start of the line trace further away from the wall because maybe it's firing off inside the wall or something. I suspect this since on a slope it likely has more space due to the wall sloping away, but on the sheer wall it's likely too close and firing inside the wall. I'm speaking now without having actually done something about this because I'm still not 100% sure where to add something for that. This is why I preferred the more detailed explanations from previous tutorials in the series. EDIT: Oh, duh! I turned on a persistent draw debug type on the line trace at the start of WallClimbMovement, and it was absolutely missing the wall entirely when I went downward, and was inside the wall when I went up. Now I'm realizing that it's using the forward/back mathematical values to move the start point forward/back to the character, meaning further from or closer to the wall. The reason it won't go up on a sheer wall is because every single line trace is being drawn on a perfect horizontal axis. It's not moving the line up into the Z axis when I press "forward". So yeah, I don't go anywhere.
@Will_Forge4 ай бұрын
Oh my GOD, it's always something absolutely stupid. I didn't pipe in a "get actor up vector" into my WallClimbMovement for moving up and down the wall. I mistook the built in "get forward vector" node for being the one I needed. In other words I didn't adequately understand what I was doing when translating from your UE4 to my UE5. So dumb. 😅 That being said I would almost certainly not have missed this mistake had the tutorial not been designed for the Flash. 😆 Finally back to 5:00. Also my animations are jacked up, and my own "fix" did not do the job. I just moved the pelvis lower, but forgot to move the IK objects. Should have just moved the Root or something, I suppose. Gonna have to redo them as Quinn's feet are next to his ears. 😆
@Will_Forge4 ай бұрын
Oh, back to rapid fire mode. Obviously I'd love to see if learning the visuals on this one will teach me something new due to slight changes, but if it's truly so similar then it'll probably do me good to have to go over the old code again to translate it over. Lazy me wishes you covered it, but wise me is like "yeah maybe this is for the best". 😆
@Will_Forge4 ай бұрын
Finished it all up. At the very end you had divided the mass of the hit component by 2500. Just wanted to say for anyone following this that this initially felt like a bug but turned out to just be too high of a value because it always resulted in a value over 1, which was then clamped down to a max of 1. So the mass wasn't doing anything to the mouse movement as "Sensitivity" was always just being set to 1. I did some tuning and trials and came to find that dividing it by just 75 yielded a "Sensitivity" of just over 0.42 which felt just right and happens to be the answer to life the universe and everything as a bonus. Worked great! Final thoughts: You can't move the object closer to you or farther away. I'll probably get the vector of the camera object and just move it along that vector forward or back with some recycled inputs. I'm in UE5 so I'm using the newer IA input system and have been having to translate the UE4 input stuff to that the whole time. As an added bonus I'm already controller enabled immediately with each section. Fantastic stuff. Anyway, this is my last comment on this one before moving on. Excelsior, as they say. 😁
@Will_Forge4 ай бұрын
I'm at 12:00 and making it in UE5 and mine won't update the materials to the glow. I'm wracking my brain and going over everything multiple times and mine just won't do it. I guess I'll keep exploring for where the bug lies, but while everything else is great and functioning that just won't. Oh, I guess I should also mention that the Phys Material from the material applied to my cubes also doesn't seem to apply to the cube. I have to assign a Phys Material Override on the object itself instead to get the Magnesis to target and manipulate the cubes. I don't know if maybe this is related, but now as I type this I'm realizing it almost certainly is. The "Magnetic" surface type in my case is just not registering when I try to "Get Physical Material" out of any static mesh. Hmm... Google may be in order, but if anyone has an answer for me I'd love to see it.
@Will_Forge4 ай бұрын
Okay, I finally figured out how to fix the issue where the material wasn't applying its Phys Material to the object, and it did in fact start changing the appearance of the object like I suspected. So that was the cause. I think I failed to click "apply" on the material in the editor after adding the PM_Magnesis as its Phys Material. Glad that's sorted. But now that it's trying to change the material to highlight objects that are magnetic as it's meant to, they're just turning duller and lighter, so I still did something else wrong because it's not applying the glowing yellow material. Maybe I need to make sure I hit "apply" on all of them to be sure they're not just applying a white overlay or something dumb like that. The weird thing is that the material is just getting lighter. I had chosen a base object "M_Metal_Burnished_Steel" as my metal material, and the texture of the metal is still there, like the mottled rough look of it, but it seems to be getting a white overlay and the reflectiveness is going away, so maybe the Metallic or Roughness values are going haywire. Hard to say yet. Jonna go click "apply" and report back. Tracking all of this in case some other student comes through here having the same issue, by the way. Even if I do find the solution I like to record the bugs and how I found to solve them.
@Will_Forge4 ай бұрын
OH MY GOD! So fucking stupid... Solved, though. I had accidentally selected "M_Metal_Burnished_Nickel" in my "Select" node at the end of the line, emphasis on the "Nickel" since I was actually meant to use the "Steel" option as I had chosen for my magnetic metal objects (like I said in the last comment). Such a facepalm moment when I saw that. That Nickel material wasn't magnetic, which I suppose somehow lead to the blueprint settling on it and not trying to change it again since Magnetic =/= true anymore for the mesh meaning it ignored the object in one of the branches as it's meant to, but only because it's not meant to be that material in the first place! 😅 Edit: yeah, so I realized how it happened. I had liked the brushed steel, so I went with that, but I just realized while listening again that you had chosen the brushed nickel. So I just did it as you said it rather than switching to steel like I had in the other cases. Silly me. Didn't even need to make the change to the steel one, but I added an hour or so of debugging just for the fun of it I suppose. 😂
@Will_Forge4 ай бұрын
1:25 The "Multi Line Trace By Channel" node's "Out Hits" pin can no longer be plugged into the "Break Hit Results" "Hit" pin as a hard block rule as of Unreal Engine 5.4. It tells you "Only exactly matching structures are considered compatible. Derived structures are disallowed." when I try to follow your steps here. Off Google I found 2 possible solutions: A for loop, or a Get a copy. Since I'm trying to get a copy of the out hit when the function is called, I'm going with "get a copy". I know Cryonis makes multiple ice cubes, but if I'm following correctly this is finding a point at the end of a line traced from the camera for making just the current cube, so it's just 1 point to get at the moment and a copy of that one point is fine. It is MUCH harder to follow along with this new format, and I feel like I'm dangling off the back of a bullet train trying to hold on. I definitely preferred the previous style, but if it works out in the end I won't mind the change. I just know I never felt as unsure bug fixing the previous videos when dealing with changes between UE4 and UE5 or just fixing something you had overlooked. You generally fixed those later on, of course, but I still took the time to fix them ahead of time and generally came to the same solutions as you did. But so far I don't have that same level of confidence with this break neck styled pace. 😅
@Will_Forge4 ай бұрын
Yeah, getting a copy with the "Get" node worked great right off the bat. If it fails later on I'll come back and say so for the next person who has the same issue. Just wanted to say right away so I don't forget to come say it worked later on.
@Will_Forge4 ай бұрын
As if to make this silly little issue even more silly the "Line Trace For Objects" node's "Get Hit" pin can directly "Break Hit Results". Go figure.
@Will_Forge4 ай бұрын
As a self teaching noob to Unreal Engine and their blueprints it's hard to know what's available as nodes at times. I really liked the way you were doing the videos before as you took your time I was able to ingest the information and retain it easier. I'm only just at the start of this video so I'm not 100% certain I'll prefer the old method of editing to this new one, but I just want to say that the shift is making me nervous that I'll miss some long term mental growth and instead just end up following along to create something I still won't understand in depth. I'll come back and comment in response to this comment what I think about the change at the end. Thanks for sticking it out with this series over the years, and I look forward to seeing what else you've made. I just joined your Discord a couple of minutes ago.
@Will_Forge4 ай бұрын
Okay, I did have to run it at 0.75% speed, but I finished and it all worked out. I do still prefer the older slower style, but this does work. The one thing that's not working in mine is that I'm trying to get my Cryonis blocks to lift a door I made out of one of the third person template blue blocks, and the ice block won't move it. I can stand on it, obviously, but I might have missed a step when you set up the collision for the animated collision box or something, or maybe the door you had in your example doesn't function the same way as these physics object cubes. Hard to say at the moment. I'm gonna go back through the video to see if I missed something, and maybe I'll just muddle through solving it if there isn't anything there to explain. Kinda wish the door was included in the tutorial since the block interacting with environment objects is kind of half the point of the spell and it's a good starting point on those. But I'm not using Cryonis 1:1 in my game anyway. I'm gonna chop shop this thing and use it for other things like spawning in a "tanglebriar" thorn elemental and an animated snowman or something. May use this as a starting point for placing buildings in an RTS in the future too if I ever get around to making one of those.
@Will_Forge4 ай бұрын
Went through it all. I didn't miss anything. I'm wondering if you had a solution in the collision settings that you left out or if you made that door programmed to detect collision events with any ice cubes, and then move upward at the same rate of growth of the cube to the appropriate height off of the water.
@Will_Forge4 ай бұрын
Hey @Cobbdev I dunno if you're still supporting these tutorials and such, but your website doesn't appear to provide the icons from this tutorial anymore. I'm gonna look around online I guess or just throw together some slap dash versions of these since I can't use them in my finished product anyway. But if you happen to see this before I do and can still find the files to put into your google drive linked in the description I'd absolutely appreciate it. Also for any future indie devs coming here in search of guidance. Loving the series so far, and I do see that it's incomplete and about 5 years old as of today. I'm just gonna have to fill in the blanks after you signed off for the last video. The one thing I mainly came here for was to learn how to do the Legend of Zelda style lock-on and combat system. I'll probably be able to muddle through it myself, but damn if these tutorials you made haven't fast tracked a TON of the process for me and helped me learn more about Blueprints. I'm a Unity dev learning Unreal Engine 5 and I only started with UE5 last month so this has been invaluable. I tell you what. If my game somehow sells super well I'm gonna find a way to contact you and send you some funds as back-pay for these tutorials being so helpful. Looking at your website you only charge $50 for forever access, so if I don't end up grabbing that offer I'll definitely find you and send you that or more depending on the game's level of success. Could be a long time in the oven, though, so no promises there! 😆 I am not making Breath of the Wild, by the way, but simply a game inspired by Zelda gameplay. I've always felt that the Zelda combat system is the best including the manual lock-on.
@Will_Forge4 ай бұрын
Feeling good about my knowledge level from prior to this tutorial given I had paused between the previous video part and this one scratching my head about an issue I noticed in the script. I had already caught what you said at the end here that it can only update the last heart in the row, meaning it can only suffer up to 4 damage at a time. When you got to that at the end of this video I was like "Yes, I'm not crazy!" and keep in mind that I hadn't tested it myself by editing the damage collision boxes to -3 or more damage like you did at the end here. I just let the video play after finishing with the +1 and -1 that you had shown how to make. But yeah at the end I felt great realizing I had caught it early just off the blueprints and wasn't imagining the issue. Anyway, enough about that. Next video time. 😄
@Will_Forge4 ай бұрын
And now you're at 8.22k subs! You're doing much better than my own channel. Great job!
@Will_Forge4 ай бұрын
Retargeting animations is SO much easier now 5 years later.
@Will_Forge4 ай бұрын
All I wanted was some help designing the blueprints for the classic Zelda combat system with lock-on, dodge roll, etc. which is in BotW. I could figure it out myself but was hoping to find a means of expediting that process. Unfortunately, like, which of these videos covers the combat? None of them mention the combat system in the names. is it in the health system or something? I dunno I'll just go digging and find out I guess.
@bigcharlie962 ай бұрын
Last vid in the series mentions a video that covers combat systems
@Will_Forge2 ай бұрын
@bigcharlie96 ah, I finished the series but I haven't seen that video. Or do you mean the recommendation for "code like me"? Because I did see that and have been learning from that guy. His also is adding the multiplayer element I need, so I am enjoying his tutorials. For a number of reasons Code Like Me makes me move significantly slower on my work which is a downside, but it's pretty good otherwise.
@OKing7804 ай бұрын
this was an amazing video but im having a problem where the zombie seems to lag back every loop of the animation an ive redone it twice but this still happens
@brasssquire26725 ай бұрын
If you haven't already and are willing to in the future, a tutorial on the temperature mechanics and or weather systems would be very helpful and interesting to watch
@acegarner32485 ай бұрын
The rune Icons are no longer available on your project files
@Will_Forge4 ай бұрын
Man, I'm also going through these all these 5 years layer. I rebuilt them out of some icons online with some "off brand" style to them. Did you get yours sorted, or would you like us to link up so I can share them with you? I know KZbin won't let me just post an external link here to a folder in my Google drive since KZbin hates links in comments, but we could fine a way if you need them.
@androsiel5 ай бұрын
If someone’s character does not move after setting up the “wall climb movement” function, then this may be because in the “walltrace” macro the start of the line trace is inside the wall, so you can pull the start back a little (add to it a forward vector with a negative multiplier)
@ContinuingEdStudent116 ай бұрын
at 22:55, when and where did you make the variable for the "get mesh" event that you added?
@lihclore6 ай бұрын
if you have a diff ai zombie like i did, and the rounds won't wait for you to kill all the zombies, refer to his vid # 8. i had a separate zombie ai and you NEED to have the ai delete itself once dead. then, the at 12:40. took me hours to realize i should have followed his steps in making his ai lol, all you need is a simple function that decrements ultimately the value of the length to 0
@MisterBeast_Official7 ай бұрын
THEYRE MAGS NOT CLIPS
@juampicsl8 ай бұрын
Incredible tutorial
@cedricson9688 ай бұрын
Has anyone figured out how to do the exact same thing for the arms? I'm having a weird issue where my arms completely disappear..
@lucasdeming8 ай бұрын
Could you make a tutorial on how to make a heart container? when i tried to make a box collision to make my heath go up, it didn't work. it only worked in the level blueprint.
@lucasdeming8 ай бұрын
Never mind i fixed it
@lucasdeming8 ай бұрын
Great totorial though!
@sumantbag018 ай бұрын
how to do this with a full character body as the First Person ???
@velvaraart10079 ай бұрын
I have an issue where everything works perfectly only if i use unreal's basic shapes. As soon as i bring in a model from blender, or if i use brush editing on geometry, The character will attach correctly but moving will mess up the ortation and then stops at a weird angle(usually rotating downwards or sideward). I have tracked this issue to the "Set Rotation" node at the end of the "Wall Climb Movement" function. If I disable this, I am able to move on the mesh(with all the constraints from not being able to rotate). Once i plug it in again, it just attaches, turns if I move and gets stuck on that position until the character detaches from the wall. The closest to what I'm experiencing would be to put a "1" instead of "-1" before the "Rotation from X Vector" node that is plugged into the "RInterpTo" node before the "Set Actor Rotation" and trying to move once in the wall. Does anyone have any idea why this might be happening?
@CommanderColson9 ай бұрын
You're a life saver dude. Have yourself an ice cream!
@zephantong909 ай бұрын
Maybe this video is not so popular but it really helped me with my portofolio for job hunting, thanks to your channel.
@ApeirogonGames9 ай бұрын
Wow! That's a lot of info in 10 minutes. lol. It's like a 2 hour tutorial at max speed :P
@alphashow504610 ай бұрын
Why when looking up and down it seems to freeze a bit, but it not as smooth as horizontal for sure, any fix?
@dreamsprayanimation10 ай бұрын
Thatsh good informashion.
@ABentPaperclip10 ай бұрын
man that run looks like he shit his pants and he's trying to get to a toilet STAT
@bobjob11310 ай бұрын
waay too fast my man
@HiraethGame10 ай бұрын
Too short - disappointed! Thanks!
@jamaalsineke240510 ай бұрын
Awesome tutorial, do you know how I'd modify this for a Shadow of the Colossus style climbing system where I can climb a moving, animated skeletal mesh?
@Prd.RoyalHaze11 ай бұрын
Hi Cobb Dev, Great work on the tutorials! Just wondering if you or anyone else here could point me in the right direction for turning this into multiplayer? Any help would be appreciated.
@rocketpoweredchimpgamesphi779811 ай бұрын
FINALLY! After 4.5 days... I finished a 10 minute tutorial! Mostly seems to work although have some fiddling around with Camera Look direction in my game messing up some of this if you aren't looking dead ahead, also the Mixamo animations I used are rubbish (if you use the Climbing Up one, make another one which is the Climbing Up but played in REVERSE as the "Climbing Down" one they have is appalling, also the "Braced Hang" Mixamo animation actually jumps DOWN and then INWARDS so you end up inside things when used on this project (tried changed to force root motion, and root motion lock but didn't make a difference!). 10/10 for the code, 1/10 for the Speed it was presented at! Sorry! Update: Be very careful on what you set your animations to in your blend space, I "think" I may have reused by mistake (as I have other systems that use the same animation) an "hanging idle" animation sequence from another tutorial which HAVE "enable root motion" and "force root lock" set on it, this will prevent the character moving/transitioning in the animation blend space - totally preventing movement!!!! So watch out for that! :o)
@Kota-Kombo-87611 ай бұрын
How to make it so that you can’t use the glider when the stamina runs out until you land?
@Will_Forge4 ай бұрын
In the Glide function RIGHT after the function starts and before the "Line Trace By Channel" go ahead and add a Branch node. Make the condition "IsExhausted?" and lead "False" into the "Line Trace By Channel" node. On the "True" side you can then do something fun like print "I'm too tired to hang glide!" to the screen until something more final can be added. An idea for something final could be an audio queue and animation indicating you're exhausted, like maybe the character fumbling around in their pocket but being unable to produce the glider, or maybe even pulling it out and the glider rips out of their hands and flies away only to reappear next time. Something like that. Or just leave it at that and don't let the hang glider appear at all. Either way. Good luck! Also I hope you found the solution already and this was too late for you, but even if so it's good to answer your question for the next guy! 😆
@Kota-Kombo-87611 ай бұрын
Just press Shift in the air for everything to break!