Just some mistakes to correct/things I didn’t mention. 1:40 - Play or ALT+P to play in editor, NOT ctrl. 1:44 - esc to stop playing and F11 to toggle full screen. 3:03 - What I didn’t explain here is that I copy and pasted my selection. Ctrl+C, Ctrl+V. 3:21 - hold ctrl and left click to move the wires around I also want to add that this logic can be easily copied and transferred over to a basic thirdpersoncharacter and I’ll go over that and how the actual nodes work in future tutorials. It’s basically just copying and pasting all the combo stuff, retargeting the animbp, and modifying it to your liking. If you know your way around, you can just copy and paste the needed logic from the animbp into your own. This first part is specifically for making the fastest possible hack n slash character. Easily 15-20 minutes tops. For future reference, I use paid assets for enemy ai and hit detection, so once I get to that point of implementing enemy interactions, assets will need to be bought to follow, or you can look up ai and collision tutorials which I’ve found are very lengthy. Also for future reference here are my planned set of topics! Topics surrounded with (parenthesis) marks means I’ve finished recording but haven’t added voiceover yet. Topics unmarked means I haven’t recorded yet. (Implementing Paragon logic into a new character blueprint Retargeting animations, animbp, and using a custom character Stance system and multiple movesets Extended charge/heavy attack) (Third stance implementation Prevent being able to spam charge attacks Turn while attacking in root motion Fixing upperbody movement Dodging & dodge cancelling ) CameraLag CameraShake KawaiiPhysics Sound, FX and trails Enemy interaction and collision Auto aim / softlock Perfect dodge with slowmo
@tmvwulf34232 жыл бұрын
Dude, This IS AWESOME! I absolutely love this, I started doing game development just 7 months ago, and have learned a lot, however I actually owe you thanks, bc I found the inspiration from watching PROJECT REMNANT videos. I'm sure you can imagine how hype I was to find this channel just yesterday lmao. Keep up the great work!
@Benjathe10852 жыл бұрын
The video was great bro, I look forward to the second chapter, greetings from Argentina
@ZaynNaz2 жыл бұрын
Great tutorial, looking forward to more
@hellosuishe2 ай бұрын
Brother IDK why but the event garph of these models have only forward, right and fire inputs. player is not going right or backwards
@taki_ue58662 ай бұрын
@@hellosuishe hm not sure what you mean by that. The paragon models come with full locomotion right out the box. Inputaxis forward technically means forward and backwards, because a negative value on inputaxis forward is the opposite of forward. Same with inputaxis moveright. Negative value means left. Hope this helps
@hellosuishe2 ай бұрын
@@taki_ue5866 I just figured that yesterday. I feel so dumb
@Speedy-nq9ro Жыл бұрын
Hi followed your tutorial just wondering how to disable the running animations as it’s overlapping the attack animations ?
@taki_ue5866 Жыл бұрын
Hi! Sorry for the late reply I’ve been inactive on this channel and haven’t been getting comment notifications. kzbin.info/www/bejne/r6nbqGuldpV2rLs Check out this video and go to 8:30 to find your solution
@user-cd1uq3gj7f Жыл бұрын
bro how did u throw up ur sword in the start.. i just cant figure out on how to move weapons not on my hand socket in an animation
@taki_ue5866 Жыл бұрын
That’s just her animation, I haven’t looked at her skeleton completely but there’s likely a weapon bone to control weapon movement. Weapons with twirling, hand swapping, and other intricate movements usually require a weapon bone to be controlled. In the case of something like ghost samurai you can use transparent material and master pose component to mask your character over the ghost samurai mesh (or any other marketplace animset mesh that manipulates weapon slot) to achieve the effect without having to add a weapon bone.
@user-cd1uq3gj7f Жыл бұрын
@@taki_ue5866 thats kind of u, thank u for ur answer.. im pretty new to this stuff, the thing with the weapon bone was what i was thinking but i cant seem to add or activate the weapon_r bone.. gotta find out what u mean with mask and master pose component, but ty that something i can try to work with
@jakejuan-ue4pg Жыл бұрын
you should make a series of Tutorial bro.
@Olejka_play19412 жыл бұрын
Man, this is really cool, but I'm wondering if it's possible to substitute mine character in the place of this woman?
@taki_ue58662 жыл бұрын
Yes absolutely, this tutorial can be followed using any paragon character. Unless you mean using a custom character, yes. All you have to do is copy and paste the combo nodes and variables to your player character and copy saveattack and resetcombo related stuff from the paragon character's animbp to your own (or just retarget the paragon character's animbp to yours and modify it) you’ll also have to plug in your own animations to the montage. next tutorial will be all about this; implementation into a custom character and retargeting.