Kinematic Tank with Ground Sensing from Scratch (Part 1) - Unreal Engine 5 Blueprint Tutorial

  Рет қаралды 8,280

Marco Ghislanzoni

Marco Ghislanzoni

Күн бұрын

Пікірлер: 30
@celsofernandes3937
@celsofernandes3937 27 күн бұрын
your tutorial is great, im adding the ground sensing routine to the previous kinematic car lessons, and everything is working fine. now i gotta work on making the vehicle keep going if it reaches the edge of a ramp, for example, and make it continue its movement on air (perform a jump)
@fernandolopez-wz4kr
@fernandolopez-wz4kr 11 ай бұрын
min 42:52 "I don't want to complicated things" 🤣🤣... Thank You
@marcoghislanzoni
@marcoghislanzoni 10 ай бұрын
Your are welcome 😉
@dalencon
@dalencon 6 ай бұрын
I loved your videos, you have a very good didactic rhythm, if you have more time, keep doing the videos, I really enjoyed them! Thank you very much!
@raccoon_05
@raccoon_05 Жыл бұрын
Just finished this tutorial and it all works so nice ;)) Thank you so much 👍👍👍
@brainiceland
@brainiceland 8 ай бұрын
This video has been a massive help - thank you, so much!
@deputyrook6232
@deputyrook6232 11 күн бұрын
hi, i imported the .fbx in 5.5 but the skeletal mesh, skeleton, and physics asset aren't in it even though i made sure import skeletal mesh was ticked. can you help me?
@Merialune
@Merialune 3 ай бұрын
In version 5.4, my tank model floats far above the ground, and I had to set the height offset to -21000 to try to align it, but it still doesn't sit flush with the landscape. Even making tiny adjustments results in half of the model being either buried in the ground or floating slightly above it. Additionally, the tank seems to spawn in a different position in-game than where I placed it in the editor. Is there a fix for these issues? Thank you!
@marcoghislanzoni
@marcoghislanzoni 3 ай бұрын
I think the issue may be with the scaling of your skeletal mesh. Check the scale of its root bone. I don't see any potential difference between how this should work in 5.4 respect to any previous version.
@Merialune
@Merialune 2 ай бұрын
@marcoghislanzoni scaling looks all right. I tried this with the asset you provided in the description and the base open world level and got it to work. however, as soon as I tried to add the blueprint to my level with a terrain I made in Gaea I got the same problems. The tank is either under the ground flickering or way above it and even changing minute numbers does not fix it
@marcoghislanzoni
@marcoghislanzoni 2 ай бұрын
@ I suspect something is off with the collisions of your imported terrain, but hard to tell without seeing them.
@Merialune
@Merialune 2 ай бұрын
@marcoghislanzoni I've tried it with different terrains by importing a heightmaps and had the same problems with each. I thought it could be due to the tank not having level ground to start with so I gave it a flat platform. Even that did not work. I'll look over the collision
@flashgordonrocks
@flashgordonrocks Жыл бұрын
Thank You
@lime2226
@lime2226 9 ай бұрын
Thank you!!
@johnaycliffe8162
@johnaycliffe8162 10 ай бұрын
Hello again, sorry to bother, but would it be possible to add all these movements into a pawn that doesn't have a skeletal mesh? I'm trying to add a kind of driving functionality to a PaperZD character.
@marcoghislanzoni
@marcoghislanzoni 10 ай бұрын
Sure it is perfectly possible to use any static mesh or even a sprite
@Amalgamdev0
@Amalgamdev0 3 ай бұрын
Check your height offset and set it to zero. I had the exact same issue and that fixed it (althought my tank was then buried) I plan to adjust the origin of my model (static mesh) to rest just ontop of the world origin to fix that issue.
@burhan3d930
@burhan3d930 5 ай бұрын
In my case it works good on even landscape but as soon as It reaches Hill or mountain of my landscape it starts jittering on Z axis like up and down throughout the way, Can you please tell me where I went wrong?. I loved the tutorial by the way.
@marcoghislanzoni
@marcoghislanzoni 4 ай бұрын
If you are on the edge of a very pointy mountain, the line trace may go from one side to the other quickly, hence the jittering. You can introduce a bit of smoothing in the traces by averaging the normal values across multiple frames or adjust your landscape to avoid such situations.
@ChaosStep
@ChaosStep Жыл бұрын
I want to apply this linetrace to the Kinematic motorbike you did before, without effecting the turn lean, what's the best method for this?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
I would threat it like the bike was always up right and, after all calculations, add the lean angle to the final roll result.
@andrewtafuri465
@andrewtafuri465 8 ай бұрын
Are the Event Ticks going to make this setup super heavy?
@marcoghislanzoni
@marcoghislanzoni 8 ай бұрын
If you want to continuously trace to the ground there aren't many alternatives. And Tick is not necessarily heavy, it depends on what you do on it. You can always profile your application and check if you are overdoing it. This is not the case for this one.
@kriswintf2027
@kriswintf2027 4 ай бұрын
@@marcoghislanzoni it‘s heavy to me, because i want to build a lot of tanks and put them into RTS game, not a driving game.😵‍💫
@marcoghislanzoni
@marcoghislanzoni 4 ай бұрын
@@kriswintf2027 You can optimize by having a central vehicle manager and running one single trace per tank. But how many you can run at the same time depends on the overall performance of your game.
@Jonathan-py2fd
@Jonathan-py2fd 11 ай бұрын
how would you go about adding acceleration?
@marcoghislanzoni
@marcoghislanzoni 11 ай бұрын
by interpolation to the target velocity
@Сма_йлик
@Сма_йлик Жыл бұрын
@markplatts6520
@markplatts6520 3 ай бұрын
HI downloaded some of your assets and not having much luck - i followed both tutorials and could not get my tank to move at all - if i added and rigged my own mesh, what else would i need to do to make it work properly?
@marcoghislanzoni
@marcoghislanzoni 2 ай бұрын
@@markplatts6520 if you follow the tutorial exactly as is, it is guaranteed to work. If you make variations you may break it. I suggest you first follow as is and then make changes step by step.
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