you should add a Occluding Objects fade so nothing gets in between the Character and Camera
@treehousebandit4 ай бұрын
great idea
@vladhristev4813 ай бұрын
very useful! how would you go about so the character will always follow the mouse cursor, even when not moving? but also using the animation setup like head turning and turn-in place. I imagine somehow setting the control yaw from the mouse position?
@treehousebandit3 ай бұрын
Thank you glad it helped! For this I would utilize the AIM input that is included in the sandbox character (right click). In the event tick where you are checking if add movement is true or false, off of the false branch get player controller and create a 'set control rotation node' and also a 'controller focal location' node. Plug the 'controller focal location node' into a 'find look at rotation' node. For the target of the 'find look at rotation' node use the same location of the mouse hit result (the same hit result location that is also being plugged into the 'To' in the 'find unit direction' node). Plug the return value of the 'find look at rotation' into the 'set control rotation' node you created at the beginning of this comment. Then in game use right click and move the mouse around and it should work ( I tested it before commenting )
@vladhristev4813 ай бұрын
@@treehousebandit amazing, thanks so much
@treehousebandit3 ай бұрын
@@vladhristev481 yw, thanks for the idea, I enjoyed adding it
@TheStoneyQuail4203 ай бұрын
Great video! Very informative. Is there any chance you know of a way to make the player character look in the direction of the cursor, using the WASD keys for movement and would possibly do a tutorial at all? Been having a fair bit of trouble implementing this to the Game Animation Sample however with the technique I use I can easily add it to my own project. Furthermore, I can’t manage to get the character to use an orient rotation movement with the sample, if you have any idea how you could add it I’d love to hear how. Thank you
@HerdetzyАй бұрын
^ please
@bucketsoflove65628 күн бұрын
in event tick you may be able to alter the update rotation function to follow the cursor
@aidenallen11675 ай бұрын
fantastic
@treehousebandit5 ай бұрын
thank you, I learned the code from dev.epicgames.com/community/learning/tutorials/e2V/your-first-game-in-unreal-engine-5
@CGgazer5 ай бұрын
its great, planing to create RTS but with realtime camera switch into 3rd person, top down gameplay 🤔still figuring out how to manage that type of gameplay
@ulasonat50425 ай бұрын
perfect!
@treehousebandit5 ай бұрын
thanks for the idea
@diondevriessАй бұрын
Hi! Would it be possible for you to create a quick tutorial on how to turn the Game Animation Sample into a side scroller? I saw the other comment about it, but after trying out multiple things in the blueprint / event graph I'm still unable to get it to work. It would help me a lot! :)
@DJDCRYPTER2 ай бұрын
by any chance does anyone know how to change the camera in the UE 5.5 version? Quite a few changes ive noticed and the method shown here does not seem to work.
@dannydeans25 ай бұрын
Great video, forever subscribed! I was looking for a tutorial like this. I have two questions, if you don't mind. I wanna change mouse input so that instead of holding it down, pressing it once will set the course for our character to go there. I'll try couple of things today after work, I believe I will come up with a solution 1) But what I'm more curious is if it possible for our NPC to auto climb if we click on a higher altitude place, instead of us pressing the jump button when we're near a object? 2) Suppose I achieved that, so when our character comes across this climbable objects, it will climb automatically. I think of a possible issue: - Suppose I also set up the navigation mesh and one click input with AI Move To, so if there's like stairs to a higher location, our character will take that course. But if there's a climable object that is near the character I will want it to take that course and climb from there automaically without player pressing jump again. I think this is a issue because AI Move To would take the longer path, since its doesnt know if there's a climbable object nearby
@treehousebandit5 ай бұрын
it's a good question , i should play around with it. I would maybe try a trace between starting location and target location and if it hits something, check if it's traversable and if it is, reset target location to traversable actors location and then try a traversal action when it reaches that actors location. if traversal action is successful, reset target location to original target location and start trace again for travesable objects. it could get messy if there are a lot of actors in between starting location and target location.
@PieceOfSchmidtt_Games4 ай бұрын
if at the end of Aim imput you add wants to strafe as false in the false output and true in the true output it will change it to auto change back from strafe to normal so you could use it for a walks backwards while shooting (bc we still have walk imputs in WASD) with the mouse but i cant figure out how to make the aim link to the mouse he just stares at the floor
@treehousebandit4 ай бұрын
kzbin.info/www/bejne/rGXRlWuvd66en9Esi=OnmeWVYHInSbel3g is this kinda what you are going for? I could think about adding a second video that does something like that.
@PieceOfSchmidtt_Games4 ай бұрын
@@treehousebandit yes basically that. but bc the character is linked to look towards the camera when you enter aim offset or strafe mode then you just stare at the floor I've been trying to figure out how to unlink them so I could switch it to that
@treehousebandit4 ай бұрын
@@PieceOfSchmidtt_Games sorry I'm not 100% sure what the fix wold be off the top of my head, it sounds like a controller issue, sounds like the camera is telling the controller to look down along with it, try setting the controller rotation manually to see if it changes anything.
@НетНет-ы7б5 ай бұрын
how to fold the camera like in a side scroller?
@treehousebandit5 ай бұрын
you would want to rotate the spring arm so that the camera is facing the player like in a side scroller and then prevent the player from being able to rotate the camera, you would also want to remove the players ability to move on the Y or X axis depending on your level design. www.unrealengine.com/marketplace/en-US/product/side-scroller-template-2d-movement-camera-starter-kit-multiplayer-ready?sessionInvalidated=true is a free side scroller template for you to get an idea of how they did it too.