Thanks haha, it's been a long time! Let me know if you have any questions.
@ajitsinghyadav172528 күн бұрын
@LocoDev good to see you back, youtube is all about consistency.. Look forward to more videos 😀
@itamihanzo28 күн бұрын
just what I was looking for , the preview looks really solid.
@LocoDev28 күн бұрын
Nice!
@abdoulraoufgambo27 күн бұрын
This tutorial was amazing ! I learn a lot ! I'd love to see a part two or a continuation. Broth please consider making one !😁
@LocoDev25 күн бұрын
I'll try to make more tutorials about weapon systems and stuff related in the future, thanks for the feedback!
@abdoulraoufgambo25 күн бұрын
@@LocoDev Yesssss !!!! Thank you !!!!
@Native_Creation23 күн бұрын
@@LocoDev would love to see this for other weapon types as well, great tutorial
@dauntless_games27 күн бұрын
Glad to have you back mate
@LocoDev27 күн бұрын
@@dauntless_games thanks🙏
@dauntless_games27 күн бұрын
@LocoDev I know you just got back but do you think you could remake your ledge climb system with the Game animation sample project?
@abdoulraoufgambo28 күн бұрын
happy to see you !
@LocoDev25 күн бұрын
Thanks, I'm happy to be here too!
@herbertpimentelКүн бұрын
This is awesome, loved the way you explain what you are doing and why
@LocoDev21 сағат бұрын
Glad you liked it! the most crucial aspect of any tutorial is the knowledge you gain from it.
@herbertpimentel21 сағат бұрын
@LocoDev I am web developer ok ove games and want to join this world, at least for hobby but it is really new scary world specially for those how does not have skills/knowledge on 3D 🥲 thanks for the care will keep my eyes on your content from know on
@napstablook2520 күн бұрын
Thanks for the tutorial. This was very informative and educational. One thing that I feel would greatly help is to point to another tutorial video of creating the animation assets.
@LocoDev20 күн бұрын
I can recommend this tutorial video of how to create animation assets: kzbin.info/www/bejne/hKGxgJ2boJyKa5o
@napstablook2518 күн бұрын
Wow. Thanks a ton. This would be really helpful. Merry Christmas to you and thanks again for making great content. :)
@ToasticussКүн бұрын
At 19:02 no animation curves show up when I open the ALS_PistolPoses in UE5.5, how did you get your curves to show up? Also, my characters legs stop moving when the pistol pickup animation montage is playing, did you have something configured that prevents the legs from being affected? At 26:06 the 'Wants To Aim' bool doesn't show up for me under the Sandbox Character, I had to go under Sandbox Character > Character Input State, to find it, the search seems broken for it.
@Native_Creation23 күн бұрын
This is a wonderful and thorough tutorial, great work, look forward to seeing your future releases as well.
@ShyrikRyss28 күн бұрын
Ура, новый тутор!)
@LocoDev28 күн бұрын
Точно! Постараюсь делать больше туторов почаще! Спасибо за поддержку, хаха!)
@TargayrenGaming3 күн бұрын
i needed this
@deunank24 күн бұрын
This is great! Keen to see some follow up tutorials!
@Lootboy30009 күн бұрын
thats the tutorial i searched for
@stormr28 күн бұрын
This works great, but no one seems to address that when adding a custom character the gun always floats in thier hands, any ideas and possible fixes for that?
@LocoDev27 күн бұрын
Then you would need to create a socket for that specific character model you wish to attach your weapon to and somehow get the reference of that skeletal mesh inside the character's blueprint.
@azesama28 күн бұрын
keep up! a new sub
@LocoDev28 күн бұрын
Thanks dude!
@TheDarkPandaTV9 күн бұрын
большое спасибо,многому научился ,подписался ,лайк поставил,возникла пару вопросов,при монтаже подбора пистолета если выкинуть пистолет,монтаж все равно продолжается ,и при ходьбе тоже самое,хотя при в забирание на уступ монтаж прерывается,еще интересует вопрос ретаргетинга ,как прикрепить оружие к дочернему bp ,и про переменные хотелось бы использовать таблицы вместо переменных чтобы быстро создавать разные виды оружия ,или хотя бы увидеть как это делаете вы? возможно некоторые вопросы не уместны так как до конца еще не просмотрел ,на воссоздание 30 минут видео у меня ушло 10 часов,подгонял анимации и решал баги иза модульности оружия😅
@TargayrenGaming3 күн бұрын
You Are Life Savior
@balek224 күн бұрын
Great Tutorial but i have a question how can i make the hand of the pick up animation go on the weapon to make a relaistic anim because here the hand go on the void if i'm not perfectly place
@LocoDev23 күн бұрын
Hi balek, great question! There are two primary ways to achieve realistic hand placement during a pickup animation: 1. Multiple Directional Animations with Blendspaces: Create Multiple Animations: Create or use several pickup animations, each corresponding to different approach directions (e.g., front, side, back). - Create a blendspace and fill it with those pickup animations so that you can use the blendspace to smoothly transition between these animations based on the character's orientation relative to the weapon. - This method allows the system to select the most appropriate animation by blending with the right animations added into the blendspace, ensuring the character's hand accurately reaches the weapon and avoids such gaps. 2. Inverse Kinematics (IK) for Refinement: You can use IK to adjust the character's hand position dynamically during the animation. This ensures that the hand accurately reaches the weapon, even if the initial animation isn't perfectly aligned. - Trigger the IK adjustments slightly before the hand reaches the weapon to allow for smooth and natural movements. - While IK can enhance realism, it may be unnecessary unless your game prioritizes highly realistic animations and mechanics. Implementing IK systems requires careful attention to detail to prevent bone distortion, which can occur in some games, including titles like Uncharted. However, sometimes these imperfections are unavoidable. If your game demands a higher level of animation precision and realism, try implementing the IK feature which will definetly enhance the hand placement accuracy.
@balek221 күн бұрын
@@LocoDev Thank's a lot i will try
@nohack671628 күн бұрын
If Any One Use Als And Have Problem With Two Hand Weapons You Have Tow Replace Hand R With Lower Hand L on Bone Modify And use Same Value of Lower Hand R
@carbonatedgremlin13 күн бұрын
How can I add a new animation like Super Mario punching up and breaking a brick? Can I add a brick break and crumble? Can I add an animation like Mario smashing down with a hammer? Can I add enemy animations of getting hit from a hammer strike? Can I get enemies to spawn and attack Mario?
@hotsauce712411 күн бұрын
Sign me up. I would like to learn how to do this as well.
@carbonatedgremlin14 күн бұрын
Hello, which one of your tutorials would I start with if I wanted to learn GASP?
@LocoDev12 күн бұрын
Hmmm, I don't have specific tutorials about learning the GASP system itself, but if there's a demand for it I could make a tutorial, however there isn't much to learn to be honest, the system is pretty much refined to use.
@DavidDhwane28 күн бұрын
Thank you very much ❤
@LocoDev25 күн бұрын
You're welcome!
@pavelpiskunov435818 күн бұрын
Thanks LocoDev.
@OiItsPhantom28 күн бұрын
Do you think you could add an update for weapon attachments? More specifically sights to aim in first person
17 күн бұрын
Do you have any Foot IK tutorials for enemies in unreal engine 5.4? My zombie slides in the walking animations.
@LocoDev12 күн бұрын
To reduce the zombie slide effect while walking, you can decrease the character's speed or adjust the animation's play rate. If you're using blendspaces, you'll need to tweak the walk speed values and the parameters within them.
12 күн бұрын
@@LocoDev Thanks for the tip! The hard part is fine-tuning those values to make the animations perfect.
@EvanXDev4 күн бұрын
Can we add shotgun and assault rifle and reticle sights?
@stefanpetrov1008 күн бұрын
Hello, first of all, thank you for the tutorial. I've reached the part where I've imported the animation montage. While picking up the pistol, I can still move around with the player. The animation montage is playing, and the pistol is attached to the mesh. However, during the animation montage, I can move the player (but there is no locomotion running). As soon as the animation montage finishes, the locomotion works again. I can even rotate the player during the montage. Is there something to block player interaction during the animation montage, or perhaps I missed something? It seems that this is not the case here.
@stefanpetrov1008 күн бұрын
Found it. I've used the character movement component, deactivate it before playing anim montage. Added delay of 4 seconds (just when the animation finishes) and then activated it again. It works :)
@originalkash237416 күн бұрын
Can I use this if I'm starting with GASP ALS? I'm using Polygon Hives updated project and just wanted to add in the weapons to use but not seeing a weapon state machine in here. Should I delete ALS and just start from scratch with no overlay states?
@LocoDev16 күн бұрын
It's up to you to decide which option feels more reliable! For instance, the system showcased in the tutorial illustrates how you can add an overlay state and set up simple shooting mechanics. Remember, this is a tutorial designed to help you learn and gather all the information you need to build your own project. So, the best way to get started really depends on what you enjoy and how comfortable you are with Unreal Engine, as well as the specific needs of your project.
@t1mchoff26 күн бұрын
Nice Job! Would like to know which animations you used for weapons, any link to marketplace? :D
@shingAMarie18 күн бұрын
I want to start your tutorial, but you seem to have started already with stuff in the project that i don't know how to setup yet, like gasp. can you show how you started first?
@LocoDev12 күн бұрын
I haven't made GASP, but if there's a demand teaching how to use GASP, I can make a tutorial about it.
@Burkhaniddin8 күн бұрын
@@LocoDev Hello. Can you please teach me step by step from the beginning?
@iansmith33019 күн бұрын
Where are the weapon animations from? Edit: Nvm, you linked them in Google Drive in the description.
@NightfallIGS28 күн бұрын
Could you work on a fishing system by any chance?
@LocoDev27 күн бұрын
@@NightfallIGS how would the fishing system be? I've never seen it before, do you have a game example?
@NightfallIGS27 күн бұрын
@LocoDev like fishing in Read Dead Redemption 2, or like in World of Warcraft for example
@NightfallIGS27 күн бұрын
@LocoDev or just able togather fish, and use them to restore health, or use for crafting
@joeHenane28 күн бұрын
where i can found animation for pickup the pistol and reload it ? i dint find in mixamo
@LocoDev28 күн бұрын
I've updated the link with the weapon pickup animation addition for the UEFN character, check the description. drive.google.com/file/d/1qfI2EHl6R32t-9cNoB-OYP-aGdk0hB68/view?usp=sharing
@hotsauce712427 күн бұрын
Hello may I ask, how can we add a "sword swing" attack to your pistol weapon system? Thank you Very Very Very much for making this tutorial. New Subscriber.
@onemoregame-o7h25 күн бұрын
Awesome video for some reason my player can't rotate arm 360 when aiming 😢
@onemoregame-o7h25 күн бұрын
Can not cant
@LocoDev12 күн бұрын
Can you recheck the transition rule condition of going from aim to ready?
@SLbadboy27 күн бұрын
(Creating the Weapon Holding Pose & State Machine )Pickup Animations not 😢
@Terapyy1828 күн бұрын
Hey where can i find this pistol pickup animation ?
@LocoDev28 күн бұрын
I've updated the link with the weapon pickup animation addition for the UEFN character, check the description. drive.google.com/file/d/1qfI2EHl6R32t-9cNoB-OYP-aGdk0hB68/view?usp=sharing
@hamzamustafa384817 күн бұрын
where did you get the als _pistol pose i can't find it and there are some other poses where are all of these
@LocoDev12 күн бұрын
Hello, I've added links to it in the description of this video!
@YoNatrix25 күн бұрын
When picking up the gun how can I layer so it only affects the upper body so i can move around with my legs?
@LocoDev25 күн бұрын
@@YoNatrix I'm still gonna try to do that and post it for premium members, but I'd use timelines, floats and booleans to work with that!
@YoNatrix25 күн бұрын
@@LocoDev oh okay thank you
@DiLearner28 күн бұрын
can you back to fix your rootmotion always stopping while walking at least explain us how to fix it
@LocoDev28 күн бұрын
To fix the problem: "If you hold down left or right and watch the character run, every 5 seconds or so they will quickly pop backward in position a little." To fix this, go to the "WalkLoop" animation in the animation sequence editor. Add the pre-existing curve named "EnableRootMotion" and set it to 1. This will disable root motion during walking. Note that the character may still snap slightly due to how the motorica animations were generated, but with root motion disabled, the character will no longer snap back as before.
@hamzamustafa384817 күн бұрын
when i import the asset which skeleton i will use
@LocoDev17 күн бұрын
@@hamzamustafa3848 UEFN !
@hamzamustafa384817 күн бұрын
@@LocoDev thanks for replying
@JarppaGuru27 күн бұрын
3:32 and AK47 100? xD so unreal
@YoNatrix27 күн бұрын
What version of unreal engine are you using here?
@LocoDev27 күн бұрын
@@YoNatrix hello, this is 5.4.4
@YoNatrix27 күн бұрын
@@LocoDev Would this tutorial work with the update gasp on ue 5.5?
@LocoDev27 күн бұрын
@@YoNatrix most probably yes!
@psapubgmobile807125 күн бұрын
not working
@LocoDev25 күн бұрын
@@psapubgmobile8071 what exactly?
@RavageTips23 күн бұрын
please sir , Can you provide the source Project 🙏 I am noob , please Sir ❤
@MorningStar442128 күн бұрын
all animations fail to import or dont work when importing, do you know a fix?
@MorningStar442128 күн бұрын
never mind figured it out
@anlag121521 күн бұрын
@MorningStar4421 how did you fix this bro?
@MorningStar442121 күн бұрын
@anlag1215 I imported them using the sk_mannequinn and then retargeted them, instead of using uefn mannequinn
@anlag121520 күн бұрын
@MorningStar4421 thx i try it
@MorningStar442120 күн бұрын
@@anlag1215 no worries
@wesleywinchester189028 күн бұрын
YOOOOOOOOOOO!
@akib21616 күн бұрын
am i the only one or the gun texture are missing and every custom mesh
@itsMBWAAA28 күн бұрын
ayooooooo!!
@LocoDev28 күн бұрын
Ayoooo
@combatizeforever3 күн бұрын
bro i am making game like rdr 2 but indian one plz support and ill add your name in credits
@iansmith33019 күн бұрын
There are quite a few bad Unreal practices in this you are teaching people; you should not put be putting weapon pickup logic in the character blueprint, you should also be using classes, interfaces, and the player controller blueprints to manage some kind of base weapon blueprint which can be used with other weapons. It's also a good practice to keep multiplayer replication in mind.
@LocoDev9 күн бұрын
It really just comes down to what your goals are for the tutorial and what level of complexity you’re aiming for. My main goal is just to show how to get a basic pickup-and-shoot mechanic working. For the weapon logic in the character blueprint: In a more advanced or larger project, you’d often keep the weapon logic in a dedicated Weapon Blueprint or a separate system. That way, you can swap weapons more easily, reduce dependency on the character, and keep your code more modular. For this tutorial a quick demo or when you’re just learning it’s perfectly fine to put logic in the Character Blueprint. It’s more straightforward and shows people the basics without diving into class inheritance and interfaces. For using a Base Weapon Class / Interfaces: If you anticipate having multiple weapons (pistols, rifles, shotguns, etc.), using a base weapon class (or an interface) allows you to reuse all that pickup logic (and potentially shared behaviors like reloading, firing, or aiming). It also makes your code more flexible if you ever want to expand. It might be overkill here because this tutorial is just one small step toward understanding basic Unreal workflows-picking up, attaching, and firing a single type of weapon-creating an entire inheritance tree or setting up Blueprint Interfaces can be too much overhead for beginners. For the Player Controller Blueprint vs. the Character Blueprint: Typically, movement or input is handled in the Player Controller, which then tells the Pawn (or Character) what to do. It keeps the separation of responsibilities clearer. It’s okay in this tutorial: For a single-player tutorial, reading input straight from the Character Blueprint is simpler. It’s a common approach for beginners and small-scale prototypes. For the Multiplayer Replication: If your game is intended to be networked, you do need to keep replication in mind from the start-otherwise, it can get complicated to retrofit your code. In this tutorial is focusing on a single-player mode although is not necessary to add an extra layer of complexity that can be confusing for someone just getting started. This is if When You’re Ready to Level Up If you or anyone following your tutorial-decide to build something more “production-ready,” it’s definitely worth learning those additional best practices: Create a BaseWeapon Blueprint (or C++ class) from which pistol, rifle, etc., can inherit. Use Blueprint Interfaces to handle interactions (picking up, dropping, etc.) without tying every action to a specific class. Delegate input to the Player Controller for better separation and easier replication. Plan for replication early if you’re going to do multiplayer. But to reiterate: for a small-scale, beginner-focused tutorial, you can absolutely keep it simple in the Character Blueprint. It’s a great way to learn the fundamentals without getting bogged down in architecture. As long as people know that there are more advanced ways to structure things for bigger or networked games, as in this tutorial we can just show learners a straightforward approach first. That said, your points are definitely something I’ll highlight for anyone looking to build a more production-ready or multiplayer-focused game. Once people grasp these simple foundations, they can transition into more robust systems-like using a base weapon class, interfaces, and proper replication. If you’d like to explore more advanced Unreal Engine topics, I have a Patreon where I share in-depth tutorials, and other helpful resources. It’s a place for those who want to dive deeper and learn at a more detailed level. Your support there also helps me dedicate more time to producing useful content. Feel free to take a look if you’re interested: patreon.com/locodev
@GrumpyGamer1128 күн бұрын
No premium project files for this?
@LocoDev28 күн бұрын
Hello, I'll be making a premium version of this soon, probably next week will be done!
@LocoDev28 күн бұрын
Let me know what you would like to see in the premium version as well.
@GrumpyGamer1128 күн бұрын
@@LocoDev that's great to hear, can't wait. It would be amazing if the weapon pickup animation would be based on height. Like if it's on the ground, you play a different animation that bends down. Idk
@LocoDev28 күн бұрын
@@GrumpyGamer11 Ok, I'll consider this as well! Also I'm planning to create explosive barrels.
@LocoDev17 күн бұрын
@@GrumpyGamer11 Just made the new version with that feature added: www.patreon.com/posts/118730714 Preview: kzbin.info/www/bejne/d5KpZqNmlqpnesUsi=iNT2sqoBKlOpkRQe