If I want to use the strafe moveset, how should I go about it? I’ve done a few tests, but I couldn’t get it to work. When I turn off 'Use Acceleration For Paths,' it looks like a strafe move, but the acceleration feels off. On the other hand, if I leave it on, it switches to a pivot moveset.
@@Vic-VvV That's a good question I personally haven't toyed with that yet. Did you play with the acceleration rates at all in the character movement component if you did and that didn't work, I would think about checking if the NPC is facing the player or not and if they are you can set to strafe and if not you can uncheck it. I am going to get into behavior trees soon and that would possibly another way to do this and I will add it to that video if I can get it working.
Thanks fro this! Also, enabling acceleration for paths also helps for behaviour trees. The thing is switching the npcs gait. I've tried almost everything. Any ideas? 'Cuase for now I can only manually enable him to either walk or run but not working with decrators etc.
glad it helped, you're welcome! I do have a video for that but it can be confusing since it was one of my first videos and it's a little more intricate coding, check the comments of the video for help if you get lost : ruclips.net/video/Nzgx9CAi5dw/видео.html
Hi there! First of all, thank you for the video, it has been very helpful. I'm new to Unreal Engine 5, I've migrated the Sandbox character to another project. I'm having trouble with rotation towards a target when using Motion Matching. I created a child Blueprint of Sandbox and set up the follow logic, and it worked perfectly: the child character would look at the target while following it. However, when I try to create another NPC by duplicating the Sandbox parent Blueprint and setting the "Use Controller Desired Rotation" and "Allow Physics Rotation During Anim Root Motion" options, the new character doesn't rotate towards the target, even though the following behavior works fine. I've carefully checked all the settings, making sure they're identical to the child Blueprint that works, but the problem persists. To rule out any issues specific to the duplicate, I even created another child Blueprint from scratch, but it also doesn't rotate towards the target. Interestingly, if I duplicate the original child Blueprint that worked, the copy also works correctly and looks at the target. Could you help me understand why this is happening and how I can fix it? There seems to be some subtle difference between the Blueprints that I can't identify, and I'd like all my NPC characters to be able to rotate and look at the target while following it. Thanks.
yw and ty! it sounds like maybe 'wants to strafe' is enabled. you want that off so you can set orient rotation to movement to be enabled. if that isnt the case id have to see a screenshot of the settings.
@@mattkaiser8984 I was planning on learning more about the learning agents plugin to see if I could do something with that. if I get that working I will make a video on it.
Off of the event tick of the NPC you could check it's distance to the PC they're following and if that distance is less than X then have it stop following and then start following again if greater than X. something to that effect.
Yes there is, the GASP actually comes with a few children of the Sandbox character that have custom meshes in the retargeted characters folder. content > blueprints > retargeted characters. This video was mainly just to show the theory behind getting an NPC character to use the ABP. In practice you should probably make the NPC it's own class and not a child of the Sandbox character. To do that watch the first 5 minutes or so of this video: ruclips.net/video/HzQQbhAeFEE/видео.html . and to add your own custom mesh you could follow the steps in this video: ruclips.net/video/bI9ewe5r9dA/видео.html or check out some other youtubers videos on the subject.
Follow this video ruclips.net/video/HzQQbhAeFEE/видео.html until the NPC and the NPC anim bp is made then watch ruclips.net/video/VSPTUW3X3n0/видео.html to be able to change the mesh.
this lets the 'add movement input' node rotate the character when a root motion is playing *Edit:* i honestly only checked that because of another tutorial I watched regarding motion warping and they didn't really explain why so use with caution. you could use an anim notify to enable and disable it as needed instead.
@@treehousebandit Ah ok. Thanks for explaining. I'm testing it now, doesn't seem to do anything actually. Gonna just leave it false. Also, just to share, enabling OrientRotationToMovement in CharMoveComp is only for non-GASP. For GASP, WantToStrafe boolean already acts as an on/off switch for OrientRotationToMovement. It's in the UpdateRotation function. This part 2:50 is good enough, not required to make any changes to CharMoveComp.🙂
I was disconnecting the strafe in the blueprints and not actually unticking it in the detail panel ! Would this method work if the AI wasnt a child but duplicated from the sandbox character?@treehousebandit
@@CTRLsway yes you can, ruclips.net/video/HzQQbhAeFEE/видео.html is a video of mine on how to do that. basically you need to duplicate the ABP as well and then change the ref in that new ABP to the new duplicated sandbox character.
Ai MoveTo works if you enable "Use Acceleration For Paths" within the character movement component. At least it worked for me
thats good to know thank you
If I want to use the strafe moveset, how should I go about it? I’ve done a few tests, but I couldn’t get it to work. When I turn off 'Use Acceleration For Paths,' it looks like a strafe move, but the acceleration feels off. On the other hand, if I leave it on, it switches to a pivot moveset.
@@Vic-VvV That's a good question I personally haven't toyed with that yet. Did you play with the acceleration rates at all in the character movement component if you did and that didn't work, I would think about checking if the NPC is facing the player or not and if they are you can set to strafe and if not you can uncheck it. I am going to get into behavior trees soon and that would possibly another way to do this and I will add it to that video if I can get it working.
Why are all the good unreal youtubers so underrated.
dahhh thank you ! i can tell you I do zero promotion or out reach right now.
@@treehousebanditMan! Keep up the good work! Amazing tutorial +1 Sub... Don't give up!
@@berimbaueletrico2573 thank you!
Thanks fro this! Also, enabling acceleration for paths also helps for behaviour trees. The thing is switching the npcs gait. I've tried almost everything. Any ideas? 'Cuase for now I can only manually enable him to either walk or run but not working with decrators etc.
Clear Mic and directions, great presentation. Now I can fail with no excuses.
Subbed
lol thats the spirit! i find that everything fails until it works. appreciate the kind words
Superfast tut with huge bang for buck. Thanks!
Happy to know it helped, yw! Have fun out there
@@treehousebandit even more fun now I discovered I can add a second AI with a separate jump key input. Starting to look like Keystone Kops !
@@norvsta 😂 i hadn't heard of that before, I had to check out a video. that's hilarious, thanks for sharing
Thanks for the AI tutorial.
yw , thanks for coming back !
liked and subbed you deserve more views and likes
appreciate it! i was excited to see this working with the motion matching and wanted to share.
Just what I needed, thank you!
What if I want the AI to automatically traverse instead of pushing a Key as in this example?
glad it helped, you're welcome! I do have a video for that but it can be confusing since it was one of my first videos and it's a little more intricate coding, check the comments of the video for help if you get lost : ruclips.net/video/Nzgx9CAi5dw/видео.html
I laughed so hard at the check box comment hahha
😂
Appreciate this I have Built on to this logic for AI Auto climb this is nice!
youre welcome, nice work adding to it!
how did you do that? any chance you could do a quick vid and post it?
@@lukeyates8195 I Can Do That
Hi there! First of all, thank you for the video, it has been very helpful. I'm new to Unreal Engine 5, I've migrated the Sandbox character to another project. I'm having trouble with rotation towards a target when using Motion Matching. I created a child Blueprint of Sandbox and set up the follow logic, and it worked perfectly: the child character would look at the target while following it.
However, when I try to create another NPC by duplicating the Sandbox parent Blueprint and setting the "Use Controller Desired Rotation" and "Allow Physics Rotation During Anim Root Motion" options, the new character doesn't rotate towards the target, even though the following behavior works fine.
I've carefully checked all the settings, making sure they're identical to the child Blueprint that works, but the problem persists. To rule out any issues specific to the duplicate, I even created another child Blueprint from scratch, but it also doesn't rotate towards the target. Interestingly, if I duplicate the original child Blueprint that worked, the copy also works correctly and looks at the target.
Could you help me understand why this is happening and how I can fix it? There seems to be some subtle difference between the Blueprints that I can't identify, and I'd like all my NPC characters to be able to rotate and look at the target while following it.
Thanks.
yw and ty! it sounds like maybe 'wants to strafe' is enabled. you want that off so you can set orient rotation to movement to be enabled. if that isnt the case id have to see a screenshot of the settings.
@@treehousebandit I also had this problem. Thanks, it really helps by unchecking "want to strafe"
Thank you !
anytime ! i added a more in depth video just now
Thanks man
you're welcome, thanks for stopping by, good luck creating~
Subbed!
ty!
@@treehousebandit Any chance you'll take this and expand? NavMesh, behavior trees ?
@@mattkaiser8984 I was planning on learning more about the learning agents plugin to see if I could do something with that. if I get that working I will make a video on it.
the outro bro haha
when you gotta go you gotta go brother, thanks for watchin til the end
How to stop it from beign to close or going through my character.
Off of the event tick of the NPC you could check it's distance to the PC they're following and if that distance is less than X then have it stop following and then start following again if greater than X. something to that effect.
Hello, is there any way to add custom mesh to npc character that is a child of CBP_SandboxCharacter or am I doomed?
Yes there is, the GASP actually comes with a few children of the Sandbox character that have custom meshes in the retargeted characters folder. content > blueprints > retargeted characters. This video was mainly just to show the theory behind getting an NPC character to use the ABP. In practice you should probably make the NPC it's own class and not a child of the Sandbox character. To do that watch the first 5 minutes or so of this video: ruclips.net/video/HzQQbhAeFEE/видео.html . and to add your own custom mesh you could follow the steps in this video: ruclips.net/video/bI9ewe5r9dA/видео.html or check out some other youtubers videos on the subject.
@@treehousebandit thank you sir
how do i change the mesh of the AI? I changed it in the BP but it didn't make any difference
Follow this video ruclips.net/video/HzQQbhAeFEE/видео.html until the NPC and the NPC anim bp is made then watch ruclips.net/video/VSPTUW3X3n0/видео.html to be able to change the mesh.
@@treehousebandit Thank you
0:40 What this do?
this lets the 'add movement input' node rotate the character when a root motion is playing *Edit:* i honestly only checked that because of another tutorial I watched regarding motion warping and they didn't really explain why so use with caution. you could use an anim notify to enable and disable it as needed instead.
@@treehousebandit Ah ok. Thanks for explaining. I'm testing it now, doesn't seem to do anything actually. Gonna just leave it false.
Also, just to share, enabling OrientRotationToMovement in CharMoveComp is only for non-GASP. For GASP, WantToStrafe boolean already acts as an on/off switch for OrientRotationToMovement. It's in the UpdateRotation function. This part 2:50 is good enough, not required to make any changes to CharMoveComp.🙂
@@azythegreat nice catch !
Can u make the player die when ai catches you plzzz
ruclips.net/video/HzQQbhAeFEE/видео.html since you bullied me into it
my AI doesnt turn towards the player character!!
wants to strafe is unchecked? orient rotation to movement should be checked too
I was disconnecting the strafe in the blueprints and not actually unticking it in the detail panel ! Would this method work if the AI wasnt a child but duplicated from the sandbox character?@treehousebandit
@@CTRLsway yes you can, ruclips.net/video/HzQQbhAeFEE/видео.html is a video of mine on how to do that. basically you need to duplicate the ABP as well and then change the ref in that new ABP to the new duplicated sandbox character.
@treehousebandit ahhh perfect! I was wondering why when i did this the AI would just hover towards me instead of using the animations! Thanks