Man, your WTF series is the best way to understand Blueprint. Thank you very much!
@rivergus5013 жыл бұрын
@Jaylen Kylen Yup, been using flixzone for years myself :D
@kenalpha3 Жыл бұрын
0:55 pause for Code: How to get a Sphere/Capsule trace that is [100] units in FRONT (Forward vector) of the character. [Meaning how to make the Sphere shape start at the edge of the character and project forward, instead of the Sphere start at the center of the character (and we dont want to check for things that collided behind).] So use: Get Actor Location > feed into top pin of a + Node. Below that: Get Actor Forward Vector > Multi times 100 (Type * vector, and choose Vector * float). > connect to the bottom Pin of +. Feed Output of + into the Start and End location of [Sphere or Capsule Trace by Object / Channel).
@Taurickk7 жыл бұрын
These videos are so useful dude, any time I'm trying to figure something out I google it and here you are explaining it in detail. Cheers
@Slapdash863 жыл бұрын
Second that! If I'm trying to understand something I always check for a WTF Is?/HTF Do I? video first
@BlueHierophant4 жыл бұрын
Ugh! Thank you for this. I didn't know that forward vector was between 0 and 1 so nothing I ever tried that incorporated it would work because I thought it was producing like a world location vector or something, this is perfect. Thank you!
@noinoinoi20958 ай бұрын
Thank you so much for this! I've just started game dev but was confused with these concepts. Your explanation gave me a much better understanding of location/rotation/normalize/vectors.
@xfry3 жыл бұрын
Man the opening of your videos is Epic!!
@IDiziART7 жыл бұрын
Best teacher! Thanks so much!
@noxxarionroar542611 ай бұрын
Wonderful explanation. I Just fixed my Line trace by replacing my add with the correct multiply. I wondered why this matters, but with a vector from -1 to 1 its makes perdectly sense now ❤❤
@FitGameDeveloper5 жыл бұрын
Very helpful, thank you! I was having issues trying to always get the front vector from an out-rotation...Didn't know it would be different from plugging directly on an object reference. Also, the trace check helped. It seems the player camera manager is always pitched above and behind the actual head of the player (not helpful for VR). The solution was to reference the actual camera in motionControllerPawn, instead of player camera manager.
@ericksonderblohm86257 жыл бұрын
whew thanks for this man, I was going nuts trying to understand why my forward vector was not working as I intended.
@DarkSession6208 Жыл бұрын
Great explanation!
@shamanik13207 жыл бұрын
One of these days I'm going to understand gimbal lock with eulers and quaternions, and especially how they apply to animation. So does Unreal have a way to switch the X, Y, Z order in Euler rotation and do you have a video and any other that explain them really well in Unreal? I know some about them from the Humane Rigging Blender DVD on KZbin but I still don't completely "get it".
@yassiraykhlf59816 жыл бұрын
super helpful tink you
@Dire-Locke3 жыл бұрын
I'm new and I'm trying to figure out how to make an object move in its forward vector. I have tried getting the relative transform and adding to the x value and then setting that as the new relative location on an event tick but the object only moves in one world direction even when the object is rotated. What am I doing wrong? I'm thinking that I have to add its relative x rotation in somehow but I'm not sure how.
@0bennett0473 ай бұрын
Ever find a way around this? I'm trying to find a way to move a car in its forward facing direction when pressing a button while in the air (so like an air boost or air dash mechanic). Up until this point I'd been using the Set Physics Linear Velocity node to move the car upwards for the jump, though this node isn't helpful for moving the car in its own FORWARD direction, since it acts based on the World direction rather than a Local direction. I now get that I can use the Get Forward Vector, though I'm not sure what to do with those numbers, and how to apply them for boosting the car...
@SoyKhalerАй бұрын
Best intro ever
@SkSafowan2 жыл бұрын
Your Channel is a gold !
@NinjaThug3 жыл бұрын
Thanks for this!
@user-em9su3dd9y4 жыл бұрын
Really clear, cheers
@faisalee4 жыл бұрын
Is the forward vector always on the X axis? This is something that has always confused me !
@mch438563 жыл бұрын
I think it is, yes :D Unreal considers the x axis the forward axis
@dragonknightsofantar17377 жыл бұрын
You know you're an Unreal Rockstar!
@BurnzyNUFC8 жыл бұрын
could you help me? I am trying to figure out how to destroy an actor based on location above or below a specific value on the z axis. I understand how to get the actor location but don't know how to set a value based on the z axis. I was planning on comparing these locations using a less/more than float connected to a branch to get it to work.
@MathewWadsteinTutorials8 жыл бұрын
After you get the actor location you can right click on the output Vector3 pin and then split the struct. This would give you just the X,Y, and Z values. You can then hook up any of your logic based on it being higher or lower than a certain value on the Z.