In unreal engine 4 only it shows get forward speed the unreal engine 4 not showing forward speed mph any solutions for this can i use forward speed instead of mph
@jourverse2 сағат бұрын
mph is miles per hour. You can use forward speed instead just change the value relative to your desired speed.
@pubudu78112 сағат бұрын
This is fantastic!!!, Can you please do a tutorial series about how to build a shallow water simulation system within Unreal ? it would be soo awesome and it'll also solve the current issue with the coast lines/beaches.
@trypresident7742 күн бұрын
Can u make a tutorial on how to make the car need parts to be driven like say the car miter have 3wheels an u have to either find a full wheel r tired an rim then craft it for the car
@vortexplays49462 күн бұрын
When testing at around 43:00, i seem to be getting +-inf for the x and y of the future positions
@jourverse2 күн бұрын
Try check your prediction interval variable in Predict Future Positions. It should be equal to 1.
@vortexplays49462 күн бұрын
@@jourverse I don't know whether it was because I accidently used post-increment in the for loops rather than pre-increments or because i accidently used "<" rather than "<=" in one of the loops. Either way, i managed to fix it. Thank you for the great tutorials :D
@vortexplays49462 күн бұрын
Wonder if a minimap gps navigation can be added to this. Would be cool to try
@jourverse2 күн бұрын
Cool idea!🤯 I will try it when I complete this vehicle ai system.
@vehakhmer8554 күн бұрын
You speak like"តុងខ្មែរ"😅
@jourverse4 күн бұрын
Yep, I'm Cambodian. Are you a developer?
@vehakhmer8554 күн бұрын
@@jourverse I'm not a developer
@StudioVacant5 күн бұрын
=D
@jourverse5 күн бұрын
💓
@strooja90325 күн бұрын
Amazing video , thank you for that. Is it possible that you make the car for the destruction vehicle tutorial even more destructable? For example the car breaks into more parts, or tears into two big main parts. A bit like the game beam ng. So that more parts loosing the conenction to the main part. Or showing how to create a car destruction rig? Would be really really amazing
@IDKANYTHINGI5 күн бұрын
is it normal for my car to start moving the other direction in certain scenarios? Btw Great Series keep it up man!
@jourverse5 күн бұрын
Yes, it could be. If you follow the tutorial up to the latest one, most of the problems will be solved along the way. I'm working on improving and adding more features to the road network for this AI.
@IDKANYTHINGI4 күн бұрын
@@jourverse Thanks for the quick response ill need to finish the series and see what happens.
@DirectionGaming6 күн бұрын
is this inventory is on Map and you're switching camera? for inventory view. what approach you're using?
@jourverse6 күн бұрын
Yes, the inventory is spawn on map and I'm switching the camera. This inventory is in separate blueprint actor. When close the inventory, I delete this spawned inventory.
@DirectionGaming6 күн бұрын
@@jourverse thanks for response. I'm doing same thing.
@JanDevPL6 күн бұрын
Can you add destructable wheels to Destructible Vehicle Tutorial
@jiwik7317 күн бұрын
Great tutorial. But every time you set variable for casting - all you have to do is drag out blue pin and click on promote to local variable and just name it. Engine will do everything for you. Set the right type and connect it to casting. You waste a lot of time doing it like you do and risk to make a mistake.
@AbdulazizRwaily8 күн бұрын
If it is a game what the name of it is it on mobile too?
@jourverse7 күн бұрын
It is only on pc. A tech demo, not a complete game.
@AbdulazizRwaily7 күн бұрын
:( the game is so realistic crash@@jourverse
@KMiNT218 күн бұрын
As soon as I turned on the video, I felt a very familiar accent. I lived for some time on the island of Koh Samui. I'm sure it's a Thai accent. :)
@jourverse7 күн бұрын
Close guess! I'm actually Cambodian, from the country right next to Thailand. 😊
@KMiNT217 күн бұрын
@@jourverse Ah. I visited Cambodia. :) Siem Reap and Angkor Wat.
@STRAWTRIAD8 күн бұрын
Can someone send the project file finished for comparation use, i think i have problems with mine, does the project file in the description fully works? can i just open it and use the sim?
@michaelkukula592610 күн бұрын
Hello, I've followed you up until @26:14 for the New Control Rig section. However, I am using the new Motion Matching Character. So I don't know if I can proceed?
@cjmlima_art10 күн бұрын
Very nice, subscribing now!
@jourverse10 күн бұрын
Thank you.
@iamabot1211 күн бұрын
i followed your tutorial and trained my agents for round 2 hours. But they are only rotating and randomly shooting, not moving forward like yours. I cannot understand what i did wrong
@jourverse11 күн бұрын
Check your reward results to see if they improve over time. If you don't get good results after around 2000 iterations, stop training and identify what is missing.
@tzuihero11 күн бұрын
You Mf ruined 6 months of my work, i came to the part with the visual studio and downloaded shit and got errors build from source mannually and 2 more errors (would you like to rebuild from source...) and None of the tutorials worked for me on the internet. I Fricking hate You. Only thing You can do is to concact me and help me resolve it.
@nicolasmarin-k7t11 күн бұрын
new sub thx dude
@jourverse11 күн бұрын
Appreciate the support. Glad to have you on board!
@iop-w1t13 күн бұрын
Hello, teacher, I am really grateful to you for taking the time to teach us I want the maid cars to have Ai nervous system, is it possible to just replace the sports car with maid cars? How can you help me? I am new
@jourverse13 күн бұрын
@@iop-w1t Yes you can replace with any car. Just change the car mesh in the blueprint and change the wheels in vehicle movement component.
@iop-w1t13 күн бұрын
Thank you, respected teacher❤
@АсСо-ю7к14 күн бұрын
So i tried to implement this in ue5.4 and there seems to be a problem where if i move it in the y or x axis the plane gets halved. If i just move it in the z axis it works.
@jourverse14 күн бұрын
Is the tessellation still working? Is the moving problem happen still happen even after you follow this LOD Tessellation Update?
@АсСо-ю7к14 күн бұрын
@@jourverse The tessellation also gets halved on the x and y axis but is fine on the z axis. before using this nothing appeared if i moved it but now this happens. I will have a look at it later and report back if i can fix the problem.
@АсСо-ю7к13 күн бұрын
So it seems they updated the plugin so here is what i did. 1 replace the quadtree.h and .cpp with the ue5.3 version 2.delete anything in watermeshsceneproxy.cpp that gives you an error This is just a temporary fix i found until i can find the root problem when i have the spare time.
@warmachine40k9 күн бұрын
The problem with the 5.3.2 plugin running on 5.4.4 is the PSOPrecache section of the WaterMeshComponent h and cpp files. When I replace those lines with the ones from 5.4.4, the build pushes through but the editor gets debug broken and never goes up. I guess the problem lies with the PSO precaching. Everything else works except for the dynamic tessellation in 5.4.4.
@henarki14 күн бұрын
Try Right-clicking the emitters and inputs in NIagara Module, you can duplicate to other types....Also try a drag and drop of the attributes and inputs onto the blueprint area :) <3
@DestructibleGame15 күн бұрын
Thanks for another great series! Having trouble packaging the game before this video, getting an error ...Eigen\src\Core\util\Memory.h(308) : error C4702: unreachable code while compiling Eigen::internal::construct_elements_of_array<double> I'm still very new to c++ I'm sure it is something simple
@jourverse15 күн бұрын
To solve the packaging issue, you can follow this step. I will cover this in the next tutorial. We don't need to download Eigen library to include in the plugin, just use the already integrated version in Unreal Engine. ``` // Use Unreal Engine's built-in Eigen as a third-party dependency AddEngineThirdPartyPrivateStaticDependencies(Target, "Eigen"); ``` When there is the error when packaged the project unreachable code, we can suppress the error and continue to compile. ``` // Suppress compiler warning C4702 for unreachable code PublicDefinitions.Add("EIGEN_IGNORE_UNREACHABLE_CODE_WARNING=1"); ``` Suppress the warning in your local code. ``` #pragma warning(push) #pragma warning(disable : 4702) // Disable unreachable code warning #include "Eigen/Dense" #pragma warning(pop) ```
@DestructibleGame15 күн бұрын
@@jourverse Awesome, thank you!
@DestructibleGame10 күн бұрын
I checked out your newest video I'm still not sure how to fix this packaging issue to be honest I was never able to complete this tutorial went through the first 20 minutes a bunch of times did everything exactly as it was laid out but all the files were full of Errors for some reason it wasn't recognizing things like core minimal which is fine for me the road building plug-in is not necessary but if I can figure out the packaging issue I can update my game, like I said I'm really new to C++ I'm not even sure which files to put this code in and the ones I tried did not work, thank you for all your help!
@jourverse10 күн бұрын
@@DestructibleGame kzbin.info/www/bejne/qai4ZJ19jcp4jJosi=IkZXwLKGJicgj5hC This is how to fix the package issue. I’ll include this after tutorial 8. Let’s me know if this works.
@DestructibleGame10 күн бұрын
@@jourverse This did solve my packaging issue, thank you!
@elnurmehdiyev506216 күн бұрын
at 26:09 you bulk edit and enable root motion after which character, if you play it changes behavior of motion removing original height where character gets into the car and sits on the chair height. When I repeat the action enabling rootmotion character sits on the floor no matter what I do, please help! UPDATE: Found right animation in the comments section of this tutorial: kzbin.info/www/bejne/Z6S6loSKbKuoppo
@АсСо-ю7к16 күн бұрын
Will this work in UE5.4?
@jourverse16 күн бұрын
@@АсСо-ю7к Yes the tessellation will work in 5.4. But the water won’t.
@АсСо-ю7к15 күн бұрын
@@jourverse I was able to make the ocean work from previous tutorials and the buoyoncy but am having a problem with the tesselation i will comment here if i can get it to work. Thank you for your response.
@jourverse15 күн бұрын
@@АсСо-ю7к Thank you for letting me know. Is there any modification to get the water work in UE5.4?
@АсСо-ю7к15 күн бұрын
@@jourverse No i just followed the tutorial and everything seems to work fine.
@АсСо-ю7к14 күн бұрын
@@jourverse So i got it to work but i had it stop every so often because in the quadtree you have to disable the checks that happen with bisvalid. also replace the isfarmesh function in quadtree with the ue5.3 version.
@TheAnimeLibrary-16 күн бұрын
You are the best please make more water tutorials
@user-tb5sz1cr1g16 күн бұрын
Even with all Debug Controls turned off, I experience a frame drop every time I create a new spline. I've tested this with about 3 AI vehicles. Could the issue be caused by having multiple AI vehicles? If so, how can I prevent frame drops even with 3 vehicles?
@jourverse16 күн бұрын
I'll figure out how to optimize this system later, after I complete the full system.
@elnurmehdiyev506217 күн бұрын
Still no sound when vehicle hits scene objects? How to fix it?
@jourverse17 күн бұрын
In city sample original project also no sound when the vehicle hit scene object. If you need the sound, you need come up with your own logic. On vehicle mesh hit event, call the sound that you want.
@elnurmehdiyev506216 күн бұрын
@@jourverse got you thanks! Also when enabling root motion animation changes, 3rdperson no longer sits down high - on vehicle seat, but on the floor. Any idea how that can be sorted?
@Виктор-ы3о17 күн бұрын
6:05 I cant understand why my character stays in place but animation is playing(((
@재은이-b8i18 күн бұрын
"Blueprint Runtime Error: "Accessed None trying to read property Trainer". Node: Run Training Graph: EventGraph Function: Execute Ubergraph BP Learning Agents Manager R Blueprint: BP_LearningAgentsManagerR" I keep getting an error saying that the "trainer" variable is not assigned. Do you know how to solve it
@KADstudioArchitect19 күн бұрын
Thank you
@KADstudioArchitect19 күн бұрын
What is your background, you should work with big companies in game industry, aren't you?
@KADstudioArchitect19 күн бұрын
WOW again!!
@KADstudioArchitect19 күн бұрын
Man you're tutorials are in the next level, thank you
@KADstudioArchitect19 күн бұрын
WOW, amazing
@jourverse19 күн бұрын
Thank you.
@todzifushigur022 күн бұрын
u r the best
@jourverse21 күн бұрын
@@todzifushigur0 I’m working on pathfinding for this road network. You can my discord for latest information.
@todzifushigur021 күн бұрын
@@jourverse grerat man
@rajasekarr244123 күн бұрын
Thanks a lot Bro. My character is not able to turn left/right. It goes up/down. I followed all the steps. But the Camare Input Mouse looks different for me. I use 5.4. Please help.
@jourverse23 күн бұрын
@@rajasekarr2441 You need to change the input to use enhance input in UE5.4
@rajasekarr244123 күн бұрын
@@jourverse Thanks for the response bro. Is there any way i could reach out to you to get my doubts clarified. Video call/email. Something like that?
@elnurmehdiyev506223 күн бұрын
Woof that was long one!!! Why when I hit scene objects and car gets damaged there is no sound, is there an easy fix for that?
@jourverse23 күн бұрын
I can't tell what happen to cause your problem. You can check each blueprint actor, if there any yellow warnings or red errors.
@elnurmehdiyev506223 күн бұрын
@@jourverse but on your video tutorial it is the same, when you hit the wall, there is no sound.
@jourverse23 күн бұрын
@@elnurmehdiyev5062 Yeah, I remembered that. When we hit with other mesh different from vehicle, the vehicle only have a little collision sound. You continue to modify the logic.
@elnurmehdiyev506223 күн бұрын
@@jourverse would appreciate if you tell me the way forward, what and where to modify. Also when I hang the car in the scene, on game start it free fall, hit ground, get damages but no sound too.
@elnurmehdiyev506224 күн бұрын
Nice tutorial, thanks a lot!
@RaianMahmud124 күн бұрын
Please fix for 5.4
@jourverse24 күн бұрын
@@RaianMahmud1 I did update this project to 5.4 and it can package the project. kzbin.infoUgkx8cyEkXJlIrNwYSf4gLU7XuxOmLBnkW2L
@RaianMahmud124 күн бұрын
@@jourverse Thanks!
@ElopeStudio24 күн бұрын
how do i speed up the training by speeding up time? "set global time dilation" is not working for me.
@kanzarihaithem649625 күн бұрын
Awesom work men, I hope you can upgrade this tutorial, thank you
@jourverse25 күн бұрын
Thank you.
@elnurmehdiyev506225 күн бұрын
Thanks a lot, great tutorial. My metahuman turns wrong way and on exit appears in the middle of the car. how to change, rotate his movements? İt is currently 90 degree clockwise when opening the car and rotates to the wrong side on exit.
@elnurmehdiyev506225 күн бұрын
Great tutorial, thanks a lot! How to control glass deformation?
@oyundunyas376025 күн бұрын
Does it work in 5.4?
@jourverse25 күн бұрын
@@oyundunyas3760 Yes it work in 5.4. I did update this final project to 5.4 and it can build ship the project. kzbin.infoUgkx8cyEkXJlIrNwYSf4gLU7XuxOmLBnkW2L
@elnurmehdiyev506226 күн бұрын
Cant package the game: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
@jourverse26 күн бұрын
@@elnurmehdiyev5062 Follow this tutorial to package the project. kzbin.info/www/bejne/Y4bZmXyMhc2Kr7csi=hM8tPznNWqFRtUus
@elnurmehdiyev506226 күн бұрын
@@jourverse Big thanks to you man! that worked!
@elnurmehdiyev506227 күн бұрын
Im using UE5.3.2, since I have added animNode_CopyPoseRotations and all files assosiated with custom animations, I cant compile, build shipping files neither in VS nor in UE Editor. Please help!
@jourverse26 күн бұрын
You need to download the file from city sample UE5.3 and use it to add to your project. This file is for 5.0. I did update this final to 5.4 and it can build ship the project. kzbin.infoUgkx8cyEkXJlIrNwYSf4gLU7XuxOmLBnkW2L
@elnurmehdiyev506226 күн бұрын
@@jourverse I have downloaded CitySample through my Epic Game Launcher, is there 5.3 version CitySample other than that?
@jourverse26 күн бұрын
@@elnurmehdiyev5062 There isn’t any other than in unreal marketplace or in your launcher. Make sure to select the correct version. Than in the source file after you copy it, change the name of api according to your current project name.