Unreal Engine 5 RPG Tutorial Series - #11: Blood VFX and Enemy Damage
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- Опубликовано: 7 мар 2023
- Hello guys, in this quick and simple tutorial we are going to continue with my UE5 RPG Tutorial Series in Unreal Engine 5! In today's episode we will finish off the core elements the combat system, adding blood vfx, and enemy damage and health!
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gorka is there a difference between setting up the positioning of the UI components (i.e the progress bar and text) with the alignment values rather than the position X & Y values?
Please bro keep this up you're the best❤️ looking forward to the parkour episodes
Bro i love this series i just wish i knew more about the direction of blueprint building. like how eerything can possibly work. ive been into blender about a year too and both programs are super worth investing research into. im gonna do a bunchhhh of research and all your tutorials i really appreciate you, and i will refer you to everyone i can!
Another fantastic tutorial. The best thing I am finding in this series is that you explain how and why you do things a certain way. This helps me work out how to apply the principles in my main project. At the end of this video, you made some changes to correct the BP_Dummy health bar and text not starting at 100%. Following an earlier video, we had set the values in the BP to 70 for demo purposes and when I changed them to 100, everything worked correctly.
Very Nice tutorial, putting the UI update nodes into a single function, then calling it on begin play and on decrease health cleans the blueprint up allot.
Great video!! For a second I thought we were going to make our own blood vfx from the free pack at the beginning lol
Really appreciate these tutorials! Thank you!
Some might find it useful to know about Blueprint Interfaces at this stage, which will help clean up the PlayerStats - you can instead have the player HUD & dummy health bar implement a BPI that the PlayerStats checks for, and pass through the health/stam/xp/level values to that interface. That way you can also decouple the player stats from the character type, and won't need any checks when setting the values :)
i got a bit lost when it came to the health and stamina system but i got it working another fantastic tutorial you legend ;-)
Thank u so much for amazing tutorial series
That is really great!
For those who want the Hp bar to Appear after being hit you can put the set visablity after event begin play and again between event any damage and play anim montage with new visability ticked
Can you tell me more about where to find it?
then at the end of the EVENT ANY DAMAGE string put a delay of say 5 seconds and set visibility off and it will dissapear after the set time
Also you can just select the widget and make it invisible by default. and not put the nodes in the event begin play
worked a treat Thanx
Very helpfull video again. But halfway through I changed a bit the implementation. I copied the BPC_Player_Stats renamed it to "BPC_Dummy_Stats" and kicked out everything that was not required for the BP_Dummy (XP-Function etc.). This was much easier to handle. But I wouldn't been able to do this without watching the previous videos. Great work! Thanks!
Amazing! Very cool 👍
Great tuts! I have been using these to learn new things, and just general feel for designing new systems. I love it whenever you correct yourself btw ^^ Also, for anyone who is using niagara systems or wants to use niagara systems instead of cascade just replace "Spawn Emitter" node with "Spawn System" node.
Thank you i waited for it
my pleasure!
I smell 20k subscribers by mid March!! Once I'm done my survival game course I'm jumping onto this video series by you. Very easy to follow and it is definitely a genre of game that I could see myself making.
haha thank you so much bro!! 💪💪 absolutely when you are ready to jump into the adventure, I will be waiting you 😄😄
@@GorkaGames 51.2k now 😂
@@GorkaGames and now a year later you're up to 92.9k
keep up the good work, I've started on the series again and have passed the point I was at before finally.
just when I thought I´d call it a day, lol.
Thanks, keep em rolling :)
haha my pleasure!! 😄😄
@@GorkaGames just one question: will you add ranged combat like either bow/ crossbow, throwing knives etc for player and/ or AI? I mean not tomorrow, just within the series
@@RSProduxx yes we want these
This is awesome! If in the end you can also create a multiplayer aspect and show how network replication works for animations, You will forever be the G.O.A.T!
create 2 custom events - 1 play montage run on server and 1 run on client (multicast)
Nice work!
Gracias, he aprendido demasiado y perfeccionado los conocimientos que ya tenia :D
Mission #11 Successfully completed !!!!!!!! TY !!!!
This is gold
Yay! I made it!
If you are using a widget asset like Dynamic Health bars etc for your AI, just duplicate the decrease Health function. Rename it and remove the set progress bar etc, then just call that instead in the dummy BP etc. Great tutorial so far but I am not a fan of all the ways the widgets are being created, as its really messy, probably better to setup a HUD BP and also bind your progress bars etc via the widget itself :)
Cool video again 👌
If you select the "HealthBar"(Progress Bar Object) or "HealthText"(Text Object) in the "Hierarchy" Content Tree of the W_HUD Widget. You can highlight these and copy/paste them right into the Enemy's Health Bar Widget. Then just reposition them to the proper location and anchor point :)
This is awesome, can you pls make a tutorial video on weapon/gun attachments like sight and silencer
great idea, I will note it down!
very helpful video
Amazing tutorial series dude! Could you make a mini tutorial so that when you do the assassination, the life bar disappears? Even if it's a tip or something
Hope to add world map and radar mini map on rpg series. Also hope the quest system will have find,kill,collect,reach,talk, objectives...
Thank-you
Perfect more more pleasee
yes!!!
ohh in am late again to make first comment to best game devloper 😥😥💖💖
haha no worries you are never late. Thank you man!! 💪💪😄😄
14:14 can copy and paste the text bar by selecting the Heath bar before pasting.
i love you
Will you be doing like elemental system? elemental resistance to certain element types and additional damage?
cool 👍👍👍👍
its never a verry easy tutorial to follow with you gorka
Just a question i am really enjoying these videos super clear and to the point, but will most or any of this be able to be made multiplayer?
Good Good
Are u gonna make freeflow combat system like assassin creed unity?
I was thinking of calling and checking for death on the trace hit stuff. Adding another branch in there before playing sounds again. Cuz the dead body keeps grunting after the ragdoll.
is there a way of removing the health bar after assassination?
Is it possible for you to please add like a character customisation system tutorial? Rpg style.
6:24
Since the particle's initial acceleration is in the Z direction, "MakeRotFromZ" is probably a better choice.
I can not speak English very well.
Once you cook content it will remove all meshes and whatever wasn't used from the final packaged product. FYI.
In what video did you implemented that mechanics that pushes the enemy back when you hit him? It looks awesome
one or two before this
Hello your tutorials are amazing but i got issue i did everything in order to you say but when i hit health bar not go down , blood is coming out but animation,sound and health bar is not working
Will you add riding horse like assasins creed?
18:12 please do a sequence,not that long execution code link long ,very long stuff
great video BTW !!
I'm making multiplayer game and I have a lot of troubles for replicating the sword combo, I tried replacing every event in the BPC_AttackSystem by a server event -> multicast event but it only works for damage, the client does not see the other player do the animations, I think this is a timer replication issue because I see the other player moving a bit his arms but not playing the whole animation, and when it punch the player the damage go to himself due to bad references because the players are from the same character BP
Does anyone know why if I approach with the sword without doing anything the enemy gets hit?
When you are going to recreate the Health Bar for the Dummy you can simply copy and paste the HealthBar of the player. You will only have to reposition it ;)
Same thing for the HealthText, ctrl c => crtl v
After the BP Dummy is dead, I can keep attacking (can't see another mesh) and I hear sound effects. Is this addressed later or did I miss something? Great tutorials.
On FREE ANIMAL VARIETY PACK. oh geez... I made levitating wolf. You see that ramp over there. How do you correct Wolf IK's Foot placement on ramp and falls ragdoll gravity?
The [LM] to assesinate is still there right?
Bow and Arrow tutorial
CopyPaste BPC_Playerstats and called it BPC_dummy stats. deleted all the exp function. works too
I get lost couple of times in dummy health decrease settings))
when the dummy is "dead", his mesh with collisions is still there ;) then you have two dummys, one with physics on the ground you can kick around and the second invisible one whos standing still there where you killed him ;) you even can assinate him or vault over him
I have this issue, is this issue addressed in a future video?
@@erikentrepreneur2000 i dont know i stopped this tutorials at 43 and there were more than this issue still there and not get fixed
@@kaneturace8723 Ok Thanks
The dummy I attack gets to zero health and doesnt ragdoll, any suggestions or ideas?
All of my widgets added to BP_dummy show up as black when set to world space, but appear correctly when set to screen space in 5.4. Anyone know a fix for this or something I missed?
27:16
red on health bar and dummy health bar not showing on start but gets updated need to be fixed
Id love to know why on mine, the second attack usually causes the dummy to be launched skyward
You probably have a collision issue. Squished assets usually go flying.
18:21 my set percent and set text for health looks different from the last time we touched that on bpc_playerStats...
so whats happening is my current "BPC_PlayerStats" *current health* is directly affecting the dummy. The health bar works as expected at 50 however when i set my current health to 100 the dummies progress bar requires 5 hits to get to 50 health and the the bar goes from full @ 50% to 0% in 5 hits. should be 10 hits to deplete bar, but first 5 are not doing anything...??
Gorka this is very good, but could we do it somehow so that if the Enemy dies, we get XP?
I´m sure we´ll come to that.
I haven't tested it, but I would try this: at 25:50 after the death sound, just call Increase XP. but how do I get the right target.
@@Wauzy you could start by making BP_XP,which has a green sphere actor,then add this actor by , Spawn actor from class,then grap location of the pawn,and spawn the sphere,
then get actor sbegin overlap and destroy the actor after the player overlap with it,set collision to overlap with playerpawn
you can then create a variable and make increment at every time you make a sphere disapear, AddXP + 100,
Hey random question, whenever I smack my enemy he flies away like if he has low gravity. Also happens whenever I run into him when he’s smacking me, any idea on how to fix that issue ?? Appreciate ur videos man they have helped me add a ton to my first game
Here is a reply from @sabalax in a previous video that resolved this for me:
"Hey bro i tried so many times and think about the problem and i just found how to fix it.
Go to BP_ThirdPersonCharacter and select your Sword Mesh.From the "Details" section find Collision -> Collision Presets Set it to OverlapAllDynamics from the BlockAllDynamics it's will fix it i knew that but i forgot the did it aahaha"
@@aewalla YOU ARE A STAR!!! This has been bugging me for ages lol
Everything is working correctly except the fact that my Dummy won't die when his health is 0 :D I still can attack him... Any idea where the problem could be?
I think the enemy widget must not appear all the time but only if we close to enemy or if we target him?
yes,you could just start with , event hit, and make the health bar widget set visibility to true when the enemy is attacked , or you could implement it right after a AI hearing or sight sense get info
@@andrakesh you did it in your project? Can you send me a screenshot?
@@TolisPiperas82 unfortunately , i'm working on another project settings, i'll see it tommorrow
just add a sphere collison and if the player is in it you make it show!
w
Will This still work if i skip this episode, i want the enemy to be one hit.
One Punch Enemy , LoL
What will be next vid
I comment it at the end of the video
How can I attack multiple enemies by one attack?
Add more Sphere traces (But this might be late)
Hey at 15:18, you can use size to content instead of trying to match the borders to the text size, keeps things more clean
Gorka do you check dms on discord?
yes i always try to check them, but I get many in the daily basis, so I can't always answer all of them. Whats your id?
@@GorkaGames Flan#2288