Really loving this Bite size content. Don't get me wrong, no issues with full length tutorials but to make a mechanic in under 10 mins is pretty impressive. Thanks !
@LeafBranchGames Жыл бұрын
Thank you, glad to hear you like it! :)
@danteplays777 Жыл бұрын
Man Thanks Brooo I Was Really Searching For This Not Got A Single Video For UE5 Under 10 Mins. You Killed It Bro🔥
@LeafBranchGames Жыл бұрын
Thanks
@steve_rico Жыл бұрын
Looking forward to seeing your channel grow, loving your content
@LeafBranchGames Жыл бұрын
Thank you very much, appreciate the kind words. :)
@emirisik Жыл бұрын
Best UE tutorials out there :)
@kellowattentertainment Жыл бұрын
Without a doubt
@LeafBranchGames Жыл бұрын
Thank you. :)
@tomhikon Жыл бұрын
Looks awesome thank you for sharing!
@LeafBranchGames Жыл бұрын
My pleasure. :)
@justsharki6 ай бұрын
Some important things about the homing projectile are first the projectile should have no velocity by default because if it does it will create an deviation equal to the velocity and your projectile might not hit your target. Second your target should have collisions or your projectile will just non-stop pass through your target.
@kylewalker8907 Жыл бұрын
Hey boss, trying to follow along and got stuck right at 2:35. I cannot place any reference to ProjectileMovement into the EventGraph. It keeps saying that ProjectileMovement is out of scope. I'm sure this means I missed something, or did something wrong? How would I fix this?
@kylewalker8907 Жыл бұрын
Nevermind, it was a strange bug. I had to close the engine and reopen it, then it suddenly began working properly.
@LeafBranchGames Жыл бұрын
Glad to hear you solved it.
@PatrickVitelaYourAverageGamer3 ай бұрын
nice JOBB liked and subscribed!
@LeafBranchGames3 ай бұрын
Thank you for the support. :)
@PostrakCDP8 ай бұрын
how do you have both the player start and the thirdPersonCharacter in the scene?
@LeafBranchGames8 ай бұрын
You drag in a player start and a third person character into the level.
@ethanchristensen270813 күн бұрын
My projectile just falls straight down? How do I fix this?
@LeafBranchGames13 күн бұрын
This tutorial goes into more detail and shows things like that kzbin.info/www/bejne/j4SkaYOmmrJrlac
@SchriztopherGaming9 ай бұрын
I'm having troubles getting my default gun and projectiles to stay with me after opening a new level. I'm using game instance to get the gun to stay with me using a "hasGun" boolean on actor overlap, but can't figure out the projectile. Can you help me please?
@LeafBranchGames9 ай бұрын
If you are looking to make items persist easily over levels, I would suggest you make this powerful save system tutorial so it is all handled for you: kzbin.info/www/bejne/bZjJcmCHhJqjd5o
@SchriztopherGaming9 ай бұрын
I'm going with more of an old school approach where there is no save game though, like a platformer game over start from the beginning style game. Sorry, I should have mentioned that in my previous question. Definitely saving this video you mentioned though. @@LeafBranchGames
@LeafBranchGames9 ай бұрын
@@SchriztopherGamingThe idea is exactly the same though, regardless if you use a save game or game instance. You still need to "save" and "load" that information somehow.
@SchriztopherGaming9 ай бұрын
@@LeafBranchGames okay I'll dive deeper into it. Thank you very much!
@squishylover3 Жыл бұрын
missed the videos!
@LeafBranchGames Жыл бұрын
Appreciate it. :)
@unrealdevop10 ай бұрын
Thanks for the tutorial, although I feel that the Homing feature of the Projectile Movement component is really lacking. I would prefer it to move in more of an arc but still be accurate but I actually find that all the player has to do is stand still and it will just orbit around him coming close but never hitting him. The only way to make it more accurate is by lowering the Initial speed to a point that it starts off basically aiming directly at him regardless of the angle your shooting from.
@unrealdevop10 ай бұрын
I did manage to get it setup so that I was ok with it, just wish the homing feature gave you more control.
@LeafBranchGames10 ай бұрын
I can understand this sentiment. If you know what kind of arc you are after, you could create dynamic splines and have a missile follow that path. That is move involved than just activating homing functionality though.
@unrealdevop10 ай бұрын
@@LeafBranchGames Yeah the thought crossed my mind. It took a little work but I got it fairly close to something like what I had in mind.
@AlexHall567811 ай бұрын
How do I set the Default Homing Target in the ThirdPersonCharacter BP if I'm making a first person game?
@LeafBranchGames11 ай бұрын
First person and third person is no difference other than the camera perspective. If you are using a differently named class as your player pawn, then you of course use that one isntead.
@chick3nm4n9 ай бұрын
Hey! loved the video, having a problem though, how can i get the projectile to track the player instead of a static mesh?
@LeafBranchGames9 ай бұрын
Replace the target reference with the player instead.
@chick3nm4n9 ай бұрын
@@LeafBranchGames I am able to place a first person character in the level and have the projectile track that, but not the one i am playing as, any advice?
@LeafBranchGames9 ай бұрын
@@chick3nm4n What you need to do is either communicate to the blueprint that you are the target or you need to have that blueprint get that reference itself. So you have to communicat that at runtime. Either that or autopossess the character you placed in the level.
@snowyy9884 Жыл бұрын
nice nice
@LeafBranchGames Жыл бұрын
:)
@djtc2093Ай бұрын
How tf do you have homing component exposed on your projectile actor. lol
@LeafBranchGamesАй бұрын
By harnessing the force.
@Nudtanun15 күн бұрын
yum yum
@LeafBranchGames14 күн бұрын
:)
@Jack1Wilians Жыл бұрын
1st
@LeafBranchGames Жыл бұрын
Indeed!
@stormrungaming5 ай бұрын
My CLASS for my SpawnActor from class is chosen from a BP STRUCTURE on the input pin. So the Homing target Component goes away when I connect the pin but IS there when I disconnect the pin and select the BP manually.. However I have many attacks that can be chosen and I would rather not make a spawn actor for each. Is there a way to make the Homing Target Component stay there?
@LeafBranchGames5 ай бұрын
The construct variable is available when it knows what class is being used.