In this tutorial I'll show you how to draw a line trace with bullet drop over time/distance. Patreon: / mizzofrizzo Subreddit: / mizzofrizzo_tutorials Facebook: / 884349679908510
Пікірлер: 45
@PitchforkAcademy6 ай бұрын
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
@DysLex13376 ай бұрын
I am a member
@PitchforkAcademy6 ай бұрын
@@DysLex1337 Were you playing The Finals a few hours ago???
@DysLex13376 ай бұрын
@@PitchforkAcademy no wy I'm not home right now ._.
@PitchforkAcademy6 ай бұрын
@DysLex1337 Just a funny coincidence but I played with someone called dyslex...
@DysLex13376 ай бұрын
@@PitchforkAcademy lol xd
@MrSlime9196 ай бұрын
bro,? HOW TF YOU DONT HAVE A MILLION SUBS those tutorials are the best in the internet
@PitchforkAcademy6 ай бұрын
I'm getting 1k new subs per month... 😉 Thanks for your kind words! 😁
@brim-skerdouglasson6 ай бұрын
Thanks for the tutorials!
@PitchforkAcademy6 ай бұрын
Thanks for your donation! 🙏
@OwnthethronebyRXINC5 ай бұрын
interesting but very very un-optimised for gameplay. I did how ever manage to use this concept in a C++ file and got it to work. So thanks for the cool idea!
@excelsian5123 ай бұрын
I was thinking the same thing, i can't imagine this being very performant
@CoolSmek3 ай бұрын
This is so cool! I learned a lot, especially how to make a sniper rifle that launches bullet casings and ejects bullets! 🤣 But seriously a great tutorial for physically simulating a bullet!
@PikabobAlex3 ай бұрын
Thanks I was looking for this the whole time. I am using projectile movement component inside my projectile actor, but it would go throught the wall. Finger-crossed to setting this calculation inside my projectile class together with my weapon class.
@Marvin-bm1de2 ай бұрын
Great Tutorial. I will implement it. Thank you! But is it just me or is the firelane off center and a little to the right? How can i fix this?
@PitchforkAcademy2 ай бұрын
@@Marvin-bm1de You could spawn the projectile BP based on the camera's location and forward vector instead! 🙂
@BluboxBattleSquad5 ай бұрын
Hello there ! Amazing tutorial ! I've got a question : For a multiplayer game with nice bullets trails effect (niagara ribbon ?) that keeps alive for few seconds, what would be the best solution for performances ? This Linetrace with bullet drop technique or classic projectile with sphere collision etc. ? Thanks for your answer !
@deeplyfri3d4725 ай бұрын
Hehe this question i started wondering as soon as I started looking at the video, at the moment I’m using a projectile, but also curious which one of this and projectile that would be most beneficial for a multiplayer, and not only talking about specificly sniper now but for all the guns in the game, would there be a reason using projectile for some and lone trace for some?
@drumandbassob00076 ай бұрын
Cool tutorial i think i might implement it in my game. I had watched your Control rig fps vid and saw you were doing some similar to what i was trying to do in my own project and i then you did it better than my project i think. At the moment with any weapon that isnt a sniper i have it firing a line trace out to 75ish meters and if i dont get a hit i then i spawn a projectile with bullet drop, but i might switch to this approach because it looks good and i think it might be a bit more performant. I will keep my snipers with just projectiles tho , at the moment my snipers have much more drop than my assault and smg rifles which i know is daft but its for weapon balance , we dont really have to worry about perfermance with sniper bullets with there low rate of fire but with the smgs and assault rifles it important to use linetraces when possible with them firing at 600-1000 rmp
@Tahakhan-rg6tp3 ай бұрын
btw how do we can use this sinper scope its making me confuse
@FFTVYoutube3 ай бұрын
Very useful, Can i ask why you dont line trace from the muzzle location?
@PitchforkAcademy3 ай бұрын
@FFTVKZbin Oh I do, but when recording the intro it wasn't set up correctly that's all...
@FFTVYoutube3 ай бұрын
@@PitchforkAcademy oh OK 👍
@PitchforkAcademy3 ай бұрын
@@FFTVKZbin You're welcome
@gymgains536 ай бұрын
How could I add scoping in to the rifle?
@gamengined4 ай бұрын
great tutorial! How would i be able to make the line trace come out of the camera rather than the muzzle?
@tonirak241Ай бұрын
when you spawn the bullet, on "spawn actor from class" you plug the camera transform instead of the muzzle
@gamenginedАй бұрын
@@tonirak241 thank you dude!!!!
@Merlock1010Ай бұрын
Has anyone perhaps done a benchmark using this? Im modding a game so only have access to blueprints and i want to add a fast firing projectile based weapon so im trying to look for the more performant way doing so. Would this be more performant than spawning a projectile with a movement component? I assume some performance can be gained too by using an object pooling system. But I'd love to hear if this is a better approach
@RiPPiNGSTiCKS3 ай бұрын
how would this perform in a multiplayer setting , with it being on tick? i actually would imagine it wouldn't matter that much as the projectile line trace wouldn't be valid for long, as long as that tick is only running while it's in the air i think it might do fine actually. going to try
@MWE-TV6 ай бұрын
Dude, I love your videos and I'm in desperate need of your help with the "Making your first game" tutorial that was the zombie wave game. Is there a way you can help me out?
@PitchforkAcademy6 ай бұрын
It really depends what it is you want help with...
@MWE-TV6 ай бұрын
@@PitchforkAcademy My game maxes out at 24 enemies. Once it reaches 24 enemies, I don't get anymore waves. For example, if it's 3 enemies per wave, I only get 8 waves then it stops. If I make it 6 enemies per wave, I only get 4 waves and so on. I'm at an absolute complete loss.
@PitchforkAcademy6 ай бұрын
@xMattWilson Oh damn! Sorry I don't know what the issue is there. It's kind of supposed to be a learning experience then you move on to the next thing... 🙂
@MWE-TV6 ай бұрын
@@PitchforkAcademy Dang, alrighty. Well, thanks for replying and thanks for the videos! I really appreciate you taking the time to get back to me :)
@vibi1n5 ай бұрын
Is the static bullet mesh necessary? When I hit an enemy they get pushed by the bullet and it looks yanky. I deleted the bullet mesh and the line trace now works perfectly, my damage gets applied and the enemy doesn't get pushed by the bullet. Is there any concrete reason for the mesh?
@PitchforkAcademy5 ай бұрын
@masterlkm just select the static mesh component and remove its collision...
@vibi1n5 ай бұрын
@@PitchforkAcademy Right but I'm just curious why there actually is a static mesh there, what purpose does it serve? Just cosmetic? I'll add it back and disable collision, weird I didn't think of that :D
@DylanPlayzz8716 ай бұрын
This is a bad ass video. Just out of curiosity. Rather I’m just not seeing it or what, but I did implement one of your weapon systems you showed about 8 months ago. From an older out of date series. In like unreal engine 5.2 And I’m wondering if you’ll show how to add ammo count and reloading to that weapon system? I’m stuck on how to do it and I’d like to continue from the same person teaching. Because learning from others how to do it they do it in a way that don’t really work with your system. Edit: directly after I commented this a video showed up in there recommended showing your video on adding ammo and stuff. Man idk how I keep missing this stuff
@ESTBEATS6 ай бұрын
i dont wanna be that guy but , you need to change your video settings or someting when you record. it´s a bit botato and sometimes its so bad i cant even see what are you doing there. good tutorials tho
@PitchforkAcademy6 ай бұрын
Hmmm, over 29,400 hours of my content viewed and this is the first time anyone has said anything like this. 🤔
@LupusMechanicus6 ай бұрын
I dunno frizzo, I think line trace is the koalas claws for melee too.