2nd Fixes for Merge of Advanced Locomotion & Weapon Component

  Рет қаралды 3,141

Brian Aldridge

Brian Aldridge

Күн бұрын

Пікірлер: 24
@JerryFranzen90
@JerryFranzen90 5 жыл бұрын
First, thank you Brian for all these great tutorials. Your work helps me continuing with my hobby. Second, I also struggled with the ragdoll sending my character to space, especially when I had several weapons on my character. What I did was, in addition to having my character drop the current weapon on ragdoll, is changing "PhysicsBody" under "Collision Responses (Object Responses)" In the "Details" of "BPA_ParentWeapon" under the collisions section. This way, the character could still drop his current weapon but the weapon on his back wouldn't interfere with his fall. Third: I've only got a limited understanding of blueprints and coding, so I've no idea what this means or what I've done, but it seems to be working fine at the moment.
@Alaa_alshahed
@Alaa_alshahed 5 жыл бұрын
Thank you so much I was searching for this solution :)
@rileylewand2219
@rileylewand2219 5 жыл бұрын
Yeah, I was actually dealing with this myself. From what I was seeing it appears as if the collision proxies from the weapons are clipping into the character's physics bodies when it switches from using the single capsule component in non-ragdoll mode to the skeletal mesh's referenced physics asset which has significantly more collision bodies but better accuracy. Now my guess is what is happening is either due to one of the collision body's size and position, it is mostly like inside or intersecting one of the physics asset's collision bodies and Unreal ends up trying to do some really strange arithmetic in order to separate but just causes the madness of the character flying around. Although, I'm already planning on using it as a feature to just use that when I want the character to be blasted halfway across the map XD. But good for you, that's how the best of us learn is by dissecting other's work and troubleshooting these things!
@DeltaNovum
@DeltaNovum 5 жыл бұрын
Dude your work is very much appreciated! Thank you!
@Psymetry
@Psymetry 4 жыл бұрын
Two more issues left that I found. Running is stuttering on client. Fixed by plugging the walking speed and running speed variables in the select node in the modified sprinting event. Weapon aim offset is perfect on server but not smooth on client, still trying to figure out how to fix that one. Amazing tutorial man, plz expand it with the Ballistic pack that was free too, all that's missing is good FPS arms setup added to this :)
@ByReda87
@ByReda87 4 жыл бұрын
Hi thanks for all these videos they have helped me a lot, but I have a question this series will serve for "Advanced Locomotion v4" ? or just with "V3" is that my game is in "first person (multiplayer)", but "V3" does not work well, problems with the camera, however (V4) is fine in that sense , cheers and thank you again .
@William.scarth
@William.scarth 5 жыл бұрын
Really wanted this, thanks Brian
@relaxingtopology256
@relaxingtopology256 5 жыл бұрын
Thank you, Brian, I finally caught up! Moving on to your other vids.
@BrianAldridge
@BrianAldridge 5 жыл бұрын
There is a mistake in my video. Thank you Laf for catching it. At kzbin.info/www/bejne/gmK6e4CqbNV8iK8 You want to connect up the branches in a similar manner as the Forward/Back InputAxis. I missed connecting them.
@DereksDigitalDesigns
@DereksDigitalDesigns 5 жыл бұрын
Awesome job man. I was having issues with where the bullet goes on FPS camera, and I see below here why it’s a problem. FPS is not essential to my project but would be nice to have functional as well. I will try and adjust the tracers like you said. Thank you again for your tutorials!
@mustafasalah506
@mustafasalah506 5 жыл бұрын
Thank you very much dude! Keep it UP
@marcelhh5722
@marcelhh5722 5 жыл бұрын
Weapon is not in the right direction to the crosshair, when you turn it is always different
@Chaneldinara
@Chaneldinara 5 жыл бұрын
Thank you! Great work!
@MaximilianMitchell
@MaximilianMitchell 5 жыл бұрын
my hands when character dropped weapon goes back to the "shotgun" pose that you talked about ; Holstered Stance : gyazo.com/bbb8117bb4b227d67f3cbe68b312525f Dropped Stance : gyazo.com/06190c37b10869c2367ac36761745759
@jatinyadav1255
@jatinyadav1255 5 жыл бұрын
Thank for these tutorial Brain. But i got a question how can we lock the character camera to weapon? i created a dummy component at place where i want camera but it did not worked.
@theoneand0nly874
@theoneand0nly874 5 жыл бұрын
Dude did u ever figure out how to get the gun to shoot straight when in first person it shoots out of the third person camera
@BrianAldridge
@BrianAldridge 5 жыл бұрын
This is part of the issue with Weapon Component. It doesn't recognize first person. It was designed only for 3rd person.
@theoneand0nly874
@theoneand0nly874 5 жыл бұрын
@@BrianAldridge waht about the survival kit does that have a first person set up?
@BrianAldridge
@BrianAldridge 5 жыл бұрын
@@theoneand0nly874 The Survival Game Kit does implement first person correctly. Weapon Component can be adjusted to consider the first person camera, but you would need to go to the fire logic and have the traces link to the correct cameras.
@theoneand0nly874
@theoneand0nly874 5 жыл бұрын
@@BrianAldridge have you done that in one your tutorials if so I'm gonna have to look thru all of your videos its gonna be a while :)
@BrianAldridge
@BrianAldridge 5 жыл бұрын
@@theoneand0nly874 I have not yet, but I will add it to my list. "Add improved first person to Weapon Component."
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