If using UE5, get AI_Look, break to vector 2D, follow the video. Also if your gun blueprint is rotated the wrong way, just rotate it on the blueprint it self (correct?I don't know it worked)
@TrespasserAlt Жыл бұрын
how do i get the AI_look? you misspelled it i think, its IA_Look
@stabbedbyapanda9 ай бұрын
This worked for me, and it was IA_Look, you use it to replace "Get Look UP"(Y Value replaces this one) and "Get Turn"(X Value replaces this one)
@alphashow50468 ай бұрын
Have you found better fix for the gun rotation ? If so, please share, I would appreciate a lot
@Bazztoner3 жыл бұрын
I really like these tutorials but I feel they should be a little longer to explain some of the logic behind them, just to not be like copying and pasting nodes. Maybe in your course this is different, tho!
@notwods Жыл бұрын
I’d have to disagree, though I get where you’re coming from. I personally think the short format works well for these types of videos, given it’s not a very complex system
@CanCodeyt2 жыл бұрын
easy, quick, and strait to the point thank u
@cedricson9686 ай бұрын
Has anyone figured out how to do the exact same thing for the arms? I'm having a weird issue where my arms completely disappear..
@morganlak43373 жыл бұрын
You can also do a blendspace in an animation blueprint which is what I would personally consider the "right" way since you have a lot more control. But this is good too
@CobbDev3 жыл бұрын
Yes, using a blend space as additive animations is also a very viable way of achieving this effect. I would argue the amount of work it takes outweighs the extra control since you have to make the 4-8 animation poses yourself. Of course it's a case by case basis, but this method will work for most projects just fine
@tetmayer20152 жыл бұрын
Great tutorial! IMO setting negative values for dragging motion is way more natural
@freakfreakfreak_ Жыл бұрын
if you're in ue5.1 you'll need "get IA_Look" then "Break Vector 2D" and follow how Cobb Dev multiplied into set final rot
@Shykar0 Жыл бұрын
Thats a wonderful advice thank you so much! How did you use the get relative rotation one though? thanks!
@Shykar0 Жыл бұрын
Forget my question, UE didnt recommend the option to me :^) ur comment was nonetheless super helpful!
@mixthewiz Жыл бұрын
thanks a lot
@freakfreakfreak_ Жыл бұрын
You're welcome
@kendarr Жыл бұрын
Don't forget to call for the function lol, I was pulling my hair when I noticed
@Elmosco_2 жыл бұрын
please continue with this series!!!
@CommanderColson7 ай бұрын
You're a life saver dude. Have yourself an ice cream!
@andrewrodman382 жыл бұрын
Question, when I aim up/down, drag is the top left corner or bottom right corner, never directly up or down. Any fix?
@hasanbasryand68803 жыл бұрын
Hello. I have a question. I could not import animations that consist of more than one piece in blender, such as the rotation of gear wheels, into the unreal engine. So the pieces were imported, but the animation does not work, and for animation to be an animation, they must be in their parts separately. How can I make them one piece and make the animation work? I want to. You can also suggest an instructive resource that you know. Have a nice day
@CobbDev3 жыл бұрын
Were the pieces imported separately? When importing the fbx make sure to choose "combine meshes" so it imports as one mesh
@MrChipoclas Жыл бұрын
great tutorials I liked the results very much
@lukaaleksic42422 жыл бұрын
I would pay money for these tutorials
@alphashow50468 ай бұрын
Why when looking up and down it seems to freeze a bit, but it not as smooth as horizontal for sure, any fix?
@craigroostan96462 жыл бұрын
i cant find the values get turn and get look up
@aice232 жыл бұрын
It's his names for his camera axis mappings, Get turn = Look Right/Left and Get look up = Look Up/Down
@stig63392 жыл бұрын
it works but weapon model rotates 90 degrees when i start the game and i cannot fix that
@arturosukovich30472 жыл бұрын
same here, except it doesn't sway at all for me.
@stig63392 жыл бұрын
@@arturosukovich3047 i managed to make it work in a starter first person project But in my custom project it still doesn't work Author should've explained it better
@stig63392 жыл бұрын
@@arturosukovich3047 dude if you're still interested kzbin.info/www/bejne/j5LLko2Ia7qgrtE here i found a better solution it's better cuz it's simple and work via animation blueprint and not some weird characterBP functions but's it's for fps character with arms
@aaronrizzo655 Жыл бұрын
I had the same issue. Make sure all your animations are facing positive X when they're brought into Unreal. I made arm animations in blender facing positive Y and I rotated the model about the z axis in Unreal to compensate, but that caused the same issue when I implemented this code. I had to go through all my blender animations and re-orient them and re-import.
@m4dm3rt56 Жыл бұрын
You just need to put an subtract after the clamp (float) that goes into the make rotator at the end and put the rotation you want your 3D model to rotate to. In my case I had do put 90 in it so it faces always the front. Hope that helps, even if the discussion is 1 year old.
@ChickentNug Жыл бұрын
is it possible to kind of feather the ends of the sway "animation" so it isn't so abrupt stopping?
@meestuinier4486 Жыл бұрын
After 2 hours of struggles this is working for me. The issue that remains is that the sway only seems to work at 2fps. The motion is really snappy. The rest of the scene is running buttery smooth, any thoughts?
@iHavo Жыл бұрын
You've likely fixed it by now but just in case, that would be in your "RInterp To", your Interp Speed setting. In this video he set it to 2.5, though I promoted to variable and messed around with it a bit!
@nicolaykoriagin2 жыл бұрын
Brilliant. Thank you very much!
@stormstudios12 жыл бұрын
how would we add arms to it and be able to customize the arms look
@kendarr Жыл бұрын
My arms and gun are parented together, I wonder if this will look odd, will try, thank you.
@Minty3752 жыл бұрын
have you fixed being able to ads while switching weapons or did I just miss that in one of the videos?
@s3armoredyt849 Жыл бұрын
hello i know its a bit late but if your still looking for problem. after the equip animation finishes you place "player controller" node with "is key input down" make sure the key is the aiming key, place a branch node and attach the return value of the "is key input down" as the condition. plug in the true to "ADS" custom event
@nature46752 жыл бұрын
Is you zombie game dev course is applicable for unreal 5
@fuzzypanda16842 жыл бұрын
I'm having trouble getting the characters hands to attach to the weapon, the weapon placement is attached to the camera so you can't use a socket from the mesh, I can't figure out how to get the gun to be in the characters hands! Please continue the series so we can use this system because it's a nice system.
@Lewis-dq2xb2 жыл бұрын
They call it the swimming effect.. you need to use virtual bones with sockets to stop it. See unreal documents on virtual bones.
@fuzzypanda16842 жыл бұрын
@@Lewis-dq2xb Thanks! I've seen some videos on virtual bones but never dived on too deep because many of them took you to Blender and I'm not very good with Blender. But I'll have to check it out and see what can be done in Unreal. I did eventually get it "good enough" just by playing with the animations and gun placement for many hours. It looks good enough that you wouldn't really notice the guns not actually attached unless someone told you or you looked hard.
@finngomezgamer2 жыл бұрын
Can you do a tutorial on how to make the bote horse mechanics?
@sirgwindortvinuel2 жыл бұрын
for some reason my gun turns upside down when i press play you know why?
@OpenMawProductions2 жыл бұрын
This makes the default UE4 gun point off to the right. Very strange!
@OpenMawProductions2 жыл бұрын
Ah! I see. The reason it does that is because the default UE4 weapon and its hand are rotated slightly to fit on the screen best. Is there a way to over-ride the "zero" for where the model is pointed and use that as the "zero" instead? I was trying to figure out how that might be done, but I didn't have any luck.
@_g_boi_2 жыл бұрын
@@OpenMawProductions You could create a scene component thats at 0 and parent the mesh under it and then use the scene component for the calculation instead of the actual mesh that is slightly off
@andreilazar599611 ай бұрын
I dont have delta time in function
@Minty3752 жыл бұрын
are you still doing the black ops zombies' tutorial?
@CobbDev2 жыл бұрын
Yes! There's been a ton of delays but I still have quite a few episodes left to make
@Mdogg20052 жыл бұрын
@@CobbDev Awesome to hear! :)
@kstudioofficialchannel9431 Жыл бұрын
1:07 what get turn?
@tragiicninja2503 Жыл бұрын
if you never figured it out sorry for the late response but you have to create an axis value in your project settings called turn and assign it to mouse x then it will be there
@kstudioofficialchannel9431 Жыл бұрын
@@tragiicninja2503 thank you!
@fuzzypanda16842 жыл бұрын
Hmmm....this is the first one of your tutorials that hasn't worked for me...I'm sure the problem is on my end, time to do some troubleshooting!
@Witz_rider Жыл бұрын
Can i do this In ue5
@moritztorsiep51612 жыл бұрын
Great Tutorial. Fast and effective. In my opinion a bit too fast. I kind of like to be able to follow the tutorial in realtime and not having to stop every 5 to 10 seconds so I can catch up. This might give you more time to explain some of the stuff you are doing. But thats just a minor complaint. Keep up the good work :)
@freakfreakfreak_ Жыл бұрын
@Grivz Shorts if you're in ue5.1 you'll need "get IA_Look" then "Break Vector 2D" and follow how Cobb Dev multiplied into set final rot
@ayoubtouaty82552 жыл бұрын
Hello i love your videos 😍. Can you do a tut about how to set up a second camera for fps or separate fov to avoid weapon clipping into the wall .it will be a great video as usual 😇
@CobbDev2 жыл бұрын
Sadly, Unreal Engine doesn't support this type of rendering (blanking on the name at the moment) like Unity does. The best workaround in my opinion is to make the gun smaller so it fits inside your character's capsule. If the pivot point of the gun is the same as the camera, it won't appear any smaller in game. This is how old Call of Duty (and many other) games set up their first person characters.
@ayoubtouaty82552 жыл бұрын
@@CobbDev but it can be done in c++ right?
@CobbDev2 жыл бұрын
@@ayoubtouaty8255 No, it has nothing to do with the programming language. The engine is simply not built to render things on separate layers with separate cameras
@ayoubtouaty82552 жыл бұрын
@@CobbDev mmmm no wonder every ue game doesn't use this method
@salsalvador83172 жыл бұрын
@@ayoubtouaty8255 there are actually 3 main ways to avoid weapon clipping 1) make arms and weapon smaller and closer to camera (not recommended as it might result bad looking) 2) create a specific material that will make your camera always see the weapon in front of whatever there is behind (recommended method) here is the tutorial kzbin.info/www/bejne/sKLJq6l-eMipkNU or 3) you can simply make an animation that will mechanically avoid the clipping by rotating the arms and the weapon upward or downward
@TheGaminator8002 жыл бұрын
Do a zombie next.
@franklimburns79382 жыл бұрын
Lol I've already got ur course. Im on section 9 AI.
@fuzzypanda16842 жыл бұрын
Nice, I'm seriously considering it, how do you like it so far?
@HiraethGame9 ай бұрын
Too short - disappointed! Thanks!
@TorQueMoD2 жыл бұрын
Good tutorial, but not what I would have considered weapon sway. I thought weapon sway was the movement of the weapon while you walk. What you made is like Weapon Lag.