I've commented here before and I'll say it again : You became one of my favourite UE5 youtubers. Thanks for this Tutorial and I'm patiently waiting for new videos
@peanut_games4 ай бұрын
That makes my day, I wish I could post more and show off larger projects but in the meantime I really appreciate the patience :)
@coolguy-xb2ynАй бұрын
does the underwater postprocess/waterline line up with the water surface for you? using water body custom, mine is very misaligned, and sometimes doesn't even appear at all when placed at certain Z heights.
@peanut_gamesАй бұрын
Yes I'm looking back on the project and for this video I just placed it at the right Z value lol.. Water body custom is a disaster, use other water bodies if you can, uncheck affects landscape
@Dodo_ozc2 күн бұрын
When my character goes in water he moves like he is slipping, how can i fix that?
@peanut_games2 күн бұрын
that's air friction in the character movement component
@Dodo_ozc2 күн бұрын
@peanut_games Thanks a lot
@AadhirBaskar2 ай бұрын
broo thirdperson please🙏
@astralstormgamestudios12594 ай бұрын
Couldn't see from the tutorial, but can he swim on surface? I made a swimming system but he could only swim under water. Couldn't figure out how to swim on surface
@peanut_games4 ай бұрын
Yeah it works pretty well if you swap the jump with another input for movement that only moves up the Z axis
@JustinJohnStanleyАй бұрын
Any tips how i could make it so that while I'm in water, my buoyancy constantly tries to pull me to the surface? (But i can still fight it and swim down). Love the video!
@peanut_gamesАй бұрын
Epic's buoyancy is only for physics, so I'd say simplest way is to create a new ticking component that applies force via "Launch Character" or similar nodes, and gets deleted when the buoyancy component detects exit from water.
@JustinJohnStanleyАй бұрын
@@peanut_games thanks I'll try that!
@peanut_gamesАй бұрын
@@JustinJohnStanley I should add, for anything that ticks with an effect you'll have to adjust the amplitude by frame rate, otherwise advantages will be given to laggy or high fps players depending on what it is. It's Target Framerate ( 60 ) divided by ( 1 / Get World Delta Seconds ) will give you the multiplier. Put it into a universal function library and call it framerate scale or something.
@lobot50mc153 ай бұрын
I'm having a problem where in the ocean if i keep swimming and looking up while moving to a wave i will keep the flying effect
@JustinJohnStanleyАй бұрын
Me too
@peanut_gamesАй бұрын
@@JustinJohnStanley Check if the on exit water is even firing with a print string node. If not, that's epic's problem lol and you may have to use tick to check if you're in water every frame 💀
@julianwardmusic4 ай бұрын
What is the swimming movement mode? Could you perhaps link me to a tutorial for how to use it?
@julianwardmusic4 ай бұрын
Oh, I see that I could probably infer from what I am seeing in this tutorial.
@peanut_games4 ай бұрын
the default swimming movement relies on a manually placed collision box in the level to trigger swim so it wouldn't allow you to swim up large waves for example