I don't know if it was my mistake but footprints were not aligned to character's movement direction in my case. But there's a fix I came up with, maybe it's gonna be useful to someone. From Character BP Node -> Get Character Mesh ->Get Forward Vector->Rotation FromX Vector->Break Rotation into Axes->To Rotation input via another Rotation FromX Vector (choose the axis that works for you, depending on the mesh alignment). Anyway, a great tutorial, thanks a lot!
@rubickeyboard8864 ай бұрын
Hi, I am having this issue. Where am I pluging the first node into? And I also don't have "Get Character Mesh" node. If you can take a screenshot of all the nodes that will be great. Much appreciated if you can help me with this, thanks!
@NahorCA Жыл бұрын
- The notify issue wasn't about "references not properly removed", it was you mixing "footstep" and "footprint" (see 7:58: footprint R/footprint L/footstep R/footstep L/footstep R/footprint L) - The Z rotation ought to be set based on the character rotation otherwise the footsteps are always facing "north", regardless of where the player is facing.
@protophase Жыл бұрын
How would you get the character rotation? I'm new to this
@NahorCA Жыл бұрын
@@protophase GetActorRotation. But that's one of the most basic functions for 3D programming. So if you don't know it, you really should check more basic tutorials first. For that matter, you should also check tutorials on how to use UE, since the editor's contextual completion would also have given you the answer.
@protophase Жыл бұрын
@@NahorCA But that's the thing. I tried to search for various terms like "get character controller rotation" but I couldn't find the reference for it so I'm missing something here.
@Yggdrasil7772 жыл бұрын
No worries, it happens. Glad you are still at the mini-tutorials.
@TomMooneyUE4 Жыл бұрын
Another option is to spawn X footprint decals into an array at gamestart and then just get a rolling integer value from the array to update a decal to the needed location, so the oldest gets moved to the current location only when player moves; that way you don't have to fade them out or destroy them, or watch them approach you whenever you stand still. You should also set their material on update location based on the physical material of the surface the player is standing on. Since the footstep is always spawned, the location update would need a function to trigger a parameter lerp if you need wet footsteps to dryout or soften normal over time (if filled by snow for example). I'd guess that doing an array entry position update each footstep is cheaper than spawning an object at a location per footstep, unless the array is very big.
@Cryofluid Жыл бұрын
Nice! I will try this one too
@NahorCA Жыл бұрын
If your game has problem spawning a couple footstep per seconds, I would think you have more serious problems 😉. Now if the game contains thousands of characters each spawning new footsteps... The drawback of the array is also that the footsteps always exist, even when the player is on dry/unmarked surface. If you implement similar arrays for bullets holes, burn marks, scratches, ..., it could add to a lot of memory (and cpu, depending on how UE handles such decals). And you're making your game/level slower to start, especially if you have a lot of such arrays to initialize at the beginning. A middle ground would be to fill/expire the array with decals as they are needed, i.e. a LRU cache rather than a permanent & pre-allocated one. That way you don't need to create/destroy decals constantly while they are actively used (except at the beginning/end of course), but they don't use memory/cpu if they haven't been used in a while. And your game/level will start faster.
@jumpieva Жыл бұрын
have you seen any relevant tutorials that lay this out? i'm interested in dynamic displacement of the material as you said...be it snow or sand, mud, etc. i also would need some sort of parameter that is based on 'weight' of the model (aka deeper if you're a 300lb guy than 100lb guy)
@PatrickTheDM2 жыл бұрын
Leaving the mistake in was a good choice. 👍
@galtogalaxy2 жыл бұрын
Few days back you said that you will be taking a break for about 3 weeks... But since then u are regularly uploading the videos😂😂😂 Btw, amazing tutorial as always
@andrijas55152 жыл бұрын
Can you show us how to interact to npc, mybi he giwe us some qest to do??
@yvngkuba2 жыл бұрын
Are you able to make a whole series of guides on how to make your first game?
@jeorhan1262 Жыл бұрын
Great stuff buddy! Keep em coming! How to make decals slowly fade out over time instead of disappearing after a timer?
@xTzilo2 жыл бұрын
I was wondering if there was a way to make the footsteps follow the orientation in which the character is going? For now they only go in one direction. Thanks
@chrischandras339011 ай бұрын
@TZILOAO in ABP_Quinn, find the node we used to get the world location from your foot prints (the reference node for the plane we created in our character BP). From that, drag off and "Get Socket Rotation". Split the pin and connect the pins for Z (Yaw) from Get Socket Rotation to Spawn Decal At Location. I had to rotate my left footprint 180 degrees on the X axis. Hope this helps and makes sense!
@artistscreek8 ай бұрын
@@chrischandras3390 Thank you so much it worked for me
@jumpieva Жыл бұрын
I'm a bit confused because the point of these footprints is to actually go over snow. is this just going to 'place' it over the snow? what about an actual pressing down /weighted effect on top of snow -- especially multi materials? I'm trying to work on actually having the weight of the model press "down" into the snow and leave the footprint. I don't know if decals is the best way to do this ?
@rifat.ahammed Жыл бұрын
great and simple
@ProjectCity12 жыл бұрын
Very underrated
@sulphurous26562 жыл бұрын
"Huh? Whose footprints are these?"
@TrojanLube692 жыл бұрын
Bigfoot
@KaaNAPeche Жыл бұрын
Just found out a solution to the orientation issue, may not work for everyone (since i just did tryed out with Matt Images) : - In the ABP, to set the good rotation (lets do it with the right step) you need to take the world >ROTATION< from the Foot R (for right foot), then you break structure pin of both the result and the entry of the " Spawn Decal at location", you can directly connect the X Value, for the Y you keep the -90 that Matt Shown and for the Z you just create and add float + float, connect the Z and the second value is -180 then connect the result as Z entry cause i don't know why but unreal decided that Character should go backward in their animation. Hope that helped someone out here, Just Comment if you have any questions
@natzos6372 Жыл бұрын
what do you mean by "and for the Z you just create and add float + float, connect the Z and the second value is -180 then connect the result as Z entry "
@KaaNAPeche Жыл бұрын
@@natzos6372 it’s just a miss tap I meant « an » not « and » hope that answer your question !
@rubickeyboard8864 ай бұрын
hey, I am having this issue. what do you mean by break structure pin of both the result ? Do you mind taking a screenshot of the solution please. Really appreciate if you can help me with this, thanks!
@therealorbit Жыл бұрын
Hey matt, i am making a game and i know this is a very specific request but i reeaally need a good tutorial on how to touch something and a text comes up and then you click to get off it
@EosoSss Жыл бұрын
how can i do it in the fpp? i have no animaton....
@TheFallenSlasher2 жыл бұрын
A while ago you made a tutorial on how to make an animal AI, I've been following it recently and it works great. However I was wondering if you could make an aggressive AI that chases and attacks the deer. Thanks for all your hard work.
@kreesgaming2 жыл бұрын
Hei Matt can you do tutorial about if the player get hit drop blood idk tell you In Inglish and if he die drop alot blood
@HenDoGames.2 жыл бұрын
bro it's great, but it's working in only one way, how to repair it, that it will follow that location where you are going
@吴佳芮-d6u Жыл бұрын
Maybe I have found a way to fix the problem mentioned in the vedio: recreate planes in charater's blueprint. I did this because the left plane couldn't be moved at all while the right one was totally nomal, as a result, decal of left footprint didn't appear on the ground. After recreating them, both sides finally appeared at the same time!!! ヾ(≧▽≦*)o
@weverson65282 жыл бұрын
Matt, please go back to your minimap video, and explain why if you put more than 1 player in the game, only 1 moves the minimap. The rest do not have their own.
@weverson65282 жыл бұрын
Please man!
@SandyM1993 Жыл бұрын
You've got that backwards. We leave prints in the snow. We don't leave snowprints on the dry surface unless we come inside from playing in the snow.