Dynamic Footprint System Part 2/2 - Unreal Engine 4 Tutorial

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Matt Aspland

Matt Aspland

Күн бұрын

Пікірлер: 24
@uncletrashero
@uncletrashero Жыл бұрын
Why not cast the line down from the foot socket, with a very short line vector, (and any slight offset you might need to line up the footprint decal with the actual foot) then when hit is returned you can get hit location, and the normal of that face, and apply your footprint at that hit location with normal vector rotation (inversed), plus any dust vfx, plus any footstep sound, all in the same moment. then if the foot doesnt actually hit the ground even though the center root of your character IS on the ground, it doesnt place footprint, make sound, etc.
@uncletrashero
@uncletrashero Жыл бұрын
also might be nice to just make a global function, in a library maybe , that takes an input of surface type you hit and which type of foot is hitting the ground, then output the appropriate footprint,VFX,and sound for that footstep. so you send in "Grass, Left human foot, soft shoes, current character movement velocity (so you can manage footstep volume), hit location+normal" and have the function place the fx and play the sound at location. this way its more modular and you can use it on many different type of walking actors. you can have "Paws" or "Hooves" for example as "type of footstep"
@abdullahsohail5395
@abdullahsohail5395 3 жыл бұрын
Nice video it will help me alot in my project
@MattAspland
@MattAspland 3 жыл бұрын
Thank you, happy to help! :)
@TheDakieda
@TheDakieda 3 жыл бұрын
Hi, if I wanted to toggle the visibility of the footprints on a keypress, how would I do so? I am trying to make a sort of tracking system where you can investigate with a keypress to make the footprints appear.
@Torpedo07
@Torpedo07 3 жыл бұрын
0:45 I hope you enjoy ??? Oh hell yes
@MattAspland
@MattAspland 3 жыл бұрын
Ha thank you so much!! Glad you enjoy them! :)
@redfoxsis
@redfoxsis 3 жыл бұрын
good works
@MattAspland
@MattAspland 3 жыл бұрын
Thank you! :)
@camilleachour3319
@camilleachour3319 2 жыл бұрын
Hi and thanks for the tutorial. I don't see the vector - vector in UE5. Do you have any idea of the alternative I can use instead. Thanks a lot
@kaydonhigginbotham
@kaydonhigginbotham 2 жыл бұрын
Is there anyway to account for slopes? The print goes under the terrain
@compas6286
@compas6286 Жыл бұрын
hi thanks you ! but i don't see my footprint in game and i follow all the step on your first and second part of your tutorial. Can you help me please?
@NN-mi8hv
@NN-mi8hv 3 жыл бұрын
wow all of your videos are 300% excelent explained and we can learn a lot. I really hope you grow up very soon and have success in any of your projects . You has a videogames channel (playing videogames)? or have you considered it? I see a lot of potential in your voice and I think you could be a good streamer or something like that lol Unreal engine audience is very low :(
@MattAspland
@MattAspland 3 жыл бұрын
Wow thank you so much man, I really do appreciate that support and feedback, it means a lot! So happy to hear I'm helping out. I don't currently have a channel where I play games, but I've thought about it and might do it in the future, it sounds like a great idea. I just don't know what to name it lol. But thank you man, that means a lot to me. I'll probably give it a go :) Thanks again and I wish you all the best of luck with your future! :)
@uncletrashero
@uncletrashero Жыл бұрын
DO you think theres a way you could keep track of the path walked in sections that can be translated to maybe a spline, and then replace a section of say 10 of each footprint with a single long decal containing 10 footprints ? (they wouldnt be in the exact location you actually placed the original footprints but could probably get them close), and then that single decal can be allowed to exist for Much longer ?
@uncletrashero
@uncletrashero Жыл бұрын
if this worked maybe you could add up multiple overlapping footpaths, and convert them all into an actual path spline? so basically the more times you walked over an area the more it beats a permanent path into the ground ?
@nextanvil3346
@nextanvil3346 3 жыл бұрын
What would you prefer? Doing unreal engine in c++ or blueprint
@MattAspland
@MattAspland 3 жыл бұрын
Personally right now, blueprints mainly for ease and to help others with it too, but C++ is definitely more advanced and has more possibilities in it. Blueprints is a great introduction to coding however and teaches you a lot about C++ too.
@mjesensky2760
@mjesensky2760 2 жыл бұрын
Thank you so much Matt, this is very useful! Very clearly explained, nobody teaches UE4 better than you.
3 жыл бұрын
How to create fog?
@MattAspland
@MattAspland 3 жыл бұрын
Hey, I made a video where I cover the basics of this plus having it only where you want. Hope it helps :) Fog only outside: kzbin.info/www/bejne/hIfaoIB5Z8ysrKM
@asswine12
@asswine12 3 жыл бұрын
its better to get the Z axis of the socket rotation of the feet by split struct and the X and Y axis of the actor rotation by split struct for the trace instead of just getting the actor rotation
@megtwin
@megtwin 3 жыл бұрын
Really well done tutorial, good paced, clear instructions and it doesn't depend on other code like most tutorials end up doing. Thanks so much. Works perfectly!! One quick question, I have layers painted on my landscape. How do I get the materials to read from those layers? Using v4.23
@megtwin
@megtwin 3 жыл бұрын
@@norasDESIGN Thank you!
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