Loved that the tutorial finished with a clean, visually appealing result that feels great to use, I followed along in Third Person example with no difficulty!
i know Im asking the wrong place but does any of you know of a method to get back into an instagram account? I stupidly lost my password. I would love any help you can give me!
@Emerson Jedidiah Thanks for your reply. I got to the site through google and I'm waiting for the hacking stuff atm. Looks like it's gonna take a while so I will get back to you later when my account password hopefully is recovered.
Love this project!! I just only followed the tips and tricks u made here at all but I have created my project of cannon ball prediction path. Thanks a lot!
Loved this tutorial, thank you! Quick question, in your example when you move around the spline looks like it vibrates in some manner. I'm guessing these artifacts are due to the destruction and creation of the actors per frame? Is there an easy way to make it smoother when you are moving the player character around?
Hi, nice tutorial but there is a better way to setup Draw Prediction Spline - after create prediction spline I've set up the set timer by event node with Get World Delta Seconds in it and plugged Draw Prediction Spline to it. Because of that, Draw Prediction Spline is called only when the input is pressed by the player, not every tick and it works as well. Then, after the grenade is released, its only matter of clearing and invalidating timer by handle and the timer is reset.
This is awesome! How could you make it so that the spline gets predicted towards a targetpoint (for example the mouse position in a third person shooter). So that you don't have to adjust via the mouse wheel but the target of the prediction is just always on your mouse
Could you make a tutorial which takes into account the entire projectile path including the bounce, which could work on uneven surfaces including bouncing off of multiple surfaces in a single projectile path? Great Tutorial btw!
Hello! Great tutorial, I've folowed it and everything works just fine exept one thing: my "grenade" actor goes straight through every object in the scene, seems like it's collision doesn't detect anything or it's just simply off. I've tried adding different colidiers but it didn't work. What could go wrong ?
Hi, very clean turorial. I have a question though. I use the make noise function to distract AI but the sound spawns on the player(where the projectile starts). How can I make the sound to spawn on the location where the projectile lands?
Thanks for the great tutorial! I'm having a weird issue towards the end, though. As I press to fire, no projectile shows up. The prediction spline path disappears but no projectile shows up... I followed the tutorial to a T and everything....know what could be wrong? I am using the third person template, and I did not already have a fire function (so I created my own)--leaving the "Prediction Spine Valid" at 30:27 to have no Is Not Valid... is that affecting things, or did I just mess up?
Hey, great tutorial but I have an issue, when I throw my "grenade", it is sometimes accurate and sometimes goes in a different direction so I have to aim my object away from my desired target, any idea of how to fix?
What do you mean by dynamic crosshair system? I have a tutorial on creating a shotgun reticle which changes based on bullet spread, the same logic can be used for other types of reticles
@@ReidsChannel I mean when you keep firing steadily, the sight should grow or fade and your sight should vibrate. Ok I will check it out. Thanks for your quick reply.
Thanks for the tutorial! I have a question. I'm using enhanced input action binded to right mouse button. In my case end points spawn without destruction, I mean I move a mouse and there appears a lot of end points and they don't disappear. If I use action event everything works fine. So, maybe someone knows how to fix it?
This can be solved by making something use "Dynamic Lighting" by default most things use "Static Lighting" under mobility select "Movable" this should solve that.
Trying to do this with 3rd person and it is all working except for one thing. The spline mesh becomes distorted and rotates based on character movement. Anyone experience this or have idea's on a solution?
this also happened to me. to correct it, in the "draw prediction spline" macro, at about 26:07, i changed the coordinate space on "get location at distance along spline" from "local" to "world"
Loved that the tutorial finished with a clean, visually appealing result that feels great to use, I followed along in Third Person example with no difficulty!
i know Im asking the wrong place but does any of you know of a method to get back into an instagram account?
I stupidly lost my password. I would love any help you can give me!
@Davian Jabari Instablaster ;)
@Emerson Jedidiah Thanks for your reply. I got to the site through google and I'm waiting for the hacking stuff atm.
Looks like it's gonna take a while so I will get back to you later when my account password hopefully is recovered.
@Emerson Jedidiah it did the trick and I now got access to my account again. Im so happy!
Thanks so much you saved my account :D
@Davian Jabari happy to help xD
Love this project!! I just only followed the tips and tricks u made here at all but I have created my project of cannon ball prediction path. Thanks a lot!
thanks. very clear and understandable tutorial
Amazing tutorials again Reid! Thank you!
Thank you so much for your work! Great tutorial as well as the channel itself!
Thank you.
You are the best!
thank you sir , thank you very much once again you have proved this that you are a really good person thank you : )
Loved this tutorial, thank you! Quick question, in your example when you move around the spline looks like it vibrates in some manner. I'm guessing these artifacts are due to the destruction and creation of the actors per frame? Is there an easy way to make it smoother when you are moving the player character around?
I'm currently trying to work that out, if by any chance you did it already could you point me into the right direciton. Thanks
Hi, nice tutorial but there is a better way to setup Draw Prediction Spline - after create prediction spline I've set up the set timer by event node with Get World Delta Seconds in it and plugged Draw Prediction Spline to it. Because of that, Draw Prediction Spline is called only when the input is pressed by the player, not every tick and it works as well. Then, after the grenade is released, its only matter of clearing and invalidating timer by handle and the timer is reset.
I really like alllll yout tut show much content and very good tut nice job man it pay off at a time!!
Thanks :)
Thank's it was very useful for me :)
Works great! thank you
This is awesome! How could you make it so that the spline gets predicted towards a targetpoint (for example the mouse position in a third person shooter). So that you don't have to adjust via the mouse wheel but the target of the prediction is just always on your mouse
probably through line trace
Could you make a tutorial which takes into account the entire projectile path including the bounce, which could work on uneven surfaces including bouncing off of multiple surfaces in a single projectile path? Great Tutorial btw!
Hello! Great tutorial, I've folowed it and everything works just fine exept one thing: my "grenade" actor goes straight through every object in the scene, seems like it's collision doesn't detect anything or it's just simply off. I've tried adding different colidiers but it didn't work. What could go wrong ?
Hi, very clean turorial. I have a question though. I use the make noise function to distract AI but the sound spawns on the player(where the projectile starts). How can I make the sound to spawn on the location where the projectile lands?
SOLID
Cool !!!!
Is it at all possible for you to show how we would combine this with your targeting tutorial?
Thanks for the great tutorial! I'm having a weird issue towards the end, though. As I press to fire, no projectile shows up. The prediction spline path disappears but no projectile shows up... I followed the tutorial to a T and everything....know what could be wrong? I am using the third person template, and I did not already have a fire function (so I created my own)--leaving the "Prediction Spine Valid" at 30:27 to have no Is Not Valid... is that affecting things, or did I just mess up?
Hmm its hard to say whats wrong with out seeing the code. If you want to join my discord channel (link in description) I can help you out
Hey, great tutorial but I have an issue, when I throw my "grenade", it is sometimes accurate and sometimes goes in a different direction so I have to aim my object away from my desired target, any idea of how to fix?
Thank you for this great tutorial. Can you make a tutorial about dynamic crosshair system? That will be awesome :)
What do you mean by dynamic crosshair system? I have a tutorial on creating a shotgun reticle which changes based on bullet spread, the same logic can be used for other types of reticles
@@ReidsChannel I mean when you keep firing steadily, the sight should grow or fade and your sight should vibrate. Ok I will check it out. Thanks for your quick reply.
@@eyupalemdar You can derive how to do that from my shotgun. It lets you change the reticle size and bullet spread at runtime
how do i make the ball throw if i dont have the first person shooter template
Thanks for the tutorial! I have a question. I'm using enhanced input action binded to right mouse button. In my case end points spawn without destruction, I mean I move a mouse and there appears a lot of end points and they don't disappear.
If I use action event everything works fine. So, maybe someone knows how to fix it?
Reids, do u know how to "turn off" red notification about "lights need to rebuild"?
This can be solved by making something use "Dynamic Lighting" by default most things use "Static Lighting" under mobility select "Movable" this should solve that.
Trying to do this with 3rd person and it is all working except for one thing. The spline mesh becomes distorted and rotates based on character movement. Anyone experience this or have idea's on a solution?
why am i not getting vector multiply by float option to multiply by the speed variable
Chances are you're in UE 5.x. Right click on the vector at the bottom of the multiply option and select Convert To Pin and choose float
My spline is in zig zack shape I followed everything same
this also happened to me. to correct it, in the "draw prediction spline" macro, at about 26:07, i changed the coordinate space on "get location at distance along spline" from "local" to "world"