Great vid, would be nice to see one on how to actually equip and un equip items from the world instead of key triggers since this way won't work in a game environment but only for testing purposes
Idk why people give you shit sometimes Your videos are actually great references I don't have to watch 30 minutes of video to get to what I actually want to make
Because this method is extremely problematic when you try to do more advanced stuff. It's a crude, simple solution that really only works in a handful of situations.
@@brendanstocks6388 this is meant to be a concise video to show people how to get started at doing something, the experimentation and extra research to master a UE5 feature is something even paid courses fail to give people
It's because the methods he always ends up sharing with us is not a good method for game development. It's bad practice typically coming from his channel showing us the cheap or lazy (EASY) way to do things that wouldn't ever actually be used in a real game. Follow his tutorials if you'd like, he's very good at explaining things, and by following him you do get a foundational education on things but you don't want to follow his steps to implement things, maybe use him as a reference to something and then make it better or find a better tutorial, but then you'd be better off just following a better tutorial from start.
Hey! Your videos have really helped me and I’ve just followed your game over screen tutorial. Is there any chance you could make a follow up tutorial to that video that shows you how to make random tips that show up on the game over screen?
Awesome, thanks for this video! i did it the same way. The problem i do have is the alignment of a weapon in first person if done like that. im thinking about removing the arms and head (bones) and putting in additional arms for first person (for the client).
would be interesting to see if its possible to use the motion matching animation stuff for animals.. i really do struggle with the old animation system as a beginner and also i dont want to learn a technique which is kinda "dying"/getting replaced soon. a video about that would be very interesting!
For my horror game, I use some tricks such as setting the aim to true (you always turn in the direction you are looking) and creating a custom event, where you can switch the camera pawn rotation from false to true during a traversal action or a simple jump, and then return it with a little delay. But I don't know if it will help you if your game requires shooting and aiming, but anyway not a bad idea for horror type games
Tip: Don't follow his tutorials if you want to make a game properly. Sorry, not sorry. This isn't an easy problem to fix and there a bunch of ways to go about tackling it. If you want some examples on alternative solutions, look at Dying Light; they made the body stretch in abnormal ways so the player can see whats happening in first person. In Dead By Daylight there are two different models; one model is on the client which has the body, no head, and floating separated arms that player sees, and the other model is the full character model that's on the server that the other players see. I think the second method is the most commonly used method, especially in multiplayer games.
you can hide bones (head, maybe arms.. whatever you need) and you can also play around with the camera position. i would prefer to hide the arms and head and add new arms that are a second model in addition to the character. then those arms carry the weapon (all for the client). the third person character then is only used (for the client) for the upper/lower body and feet. other clients/server then should only see the third person character with all bones.
Thanks for the tutorial, id like to see how to make it have a top down camera because im not that experienced with the game engine, would it just be the same as normal or more complicated?
Please make a video on playing footstep sound on motion matching The method i use I am constantly doing line traces from the foot and playing audio on hit .i don't want to use that method because i feel its not right and not performent
Hi, love your videos, you've helped me a lot through out my learning experience in UE5. I'm wondering if you can explain to me or showcase in a video, on how to add input mapping as well as my own weapon system (pick up weapons, switch to and from weapons) to the CBP character. I've tried adding an Enhanced Input Local Player sub system, but the input for it doesn't accept "As CBP sandbox Character" I've also got crouching, Sprinting, Aiming down sites Thank you in advance!
Someone with your talent NEEDS to attempt to recreate the original godfather game in unreal engine, there is a very large fan base that’s been asking EA for a remake for years and I think a video on it would do really well!
@@Yggdrasil777 Yes, but you need to pay extra to use image recognition. Also, i didn't say it's impossible, it takes a long time to debug it... Good fucking luck with keep making a screenshot and uploading it!!!
The motion sickness experienced afterwards 10/10
Are you going to update this for the 5.5 update?
ruclips.net/video/fXpU52_2whg/видео.html&ab_channel=%28BlenderLaoJiang%29%E5%B8%83%E5%85%B0%E5%BE%B7%E5%84%BF%E8%80%81%E8%92%8B
Great vid, would be nice to see one on how to actually equip and un equip items from the world instead of key triggers since this way won't work in a game environment but only for testing purposes
Idk why people give you shit sometimes
Your videos are actually great references
I don't have to watch 30 minutes of video to get to what I actually want to make
thank you so much man!!
Because this method is extremely problematic when you try to do more advanced stuff. It's a crude, simple solution that really only works in a handful of situations.
@@brendanstocks6388 this is meant to be a concise video to show people how to get started at doing something, the experimentation and extra research to master a UE5 feature is something even paid courses fail to give people
Ya ur not wrong but that’s what these tutorials are a base barebones reference for basic stuff and beginners
It's because the methods he always ends up sharing with us is not a good method for game development. It's bad practice typically coming from his channel showing us the cheap or lazy (EASY) way to do things that wouldn't ever actually be used in a real game. Follow his tutorials if you'd like, he's very good at explaining things, and by following him you do get a foundational education on things but you don't want to follow his steps to implement things, maybe use him as a reference to something and then make it better or find a better tutorial, but then you'd be better off just following a better tutorial from start.
can you show how to switch from third person to first person and from first perosn to third person without any problems
This is great, and maybe been requested but can you show us how to switch from first-person to third-person, using an input?
A third-person shooter project with the Game Animation Sample would be cool.
Good tutorial, maybe need optimization, but great thanks for this video!!
Hey! Your videos have really helped me and I’ve just followed your game over screen tutorial. Is there any chance you could make a follow up tutorial to that video that shows you how to make random tips that show up on the game over screen?
thank you!! That's a good idea, I will note it down!!
Awesome, thanks for this video!
i did it the same way.
The problem i do have is the alignment of a weapon in first person if done like that.
im thinking about removing the arms and head (bones) and putting in additional arms for first person (for the client).
THANKS BRO
would be interesting to see if its possible to use the motion matching animation stuff for animals.. i really do struggle with the old animation system as a beginner and also i dont want to learn a technique which is kinda "dying"/getting replaced soon.
a video about that would be very interesting!
Is possible to use motion matching to create animal npc? For example a pig or a bird idle animation?
any tricks to stop seeing through the character model? its abit jank
For my horror game, I use some tricks such as setting the aim to true (you always turn in the direction you are looking) and creating a custom event, where you can switch the camera pawn rotation from false to true during a traversal action or a simple jump, and then return it with a little delay. But I don't know if it will help you if your game requires shooting and aiming, but anyway not a bad idea for horror type games
Tip: Don't follow his tutorials if you want to make a game properly. Sorry, not sorry. This isn't an easy problem to fix and there a bunch of ways to go about tackling it. If you want some examples on alternative solutions, look at Dying Light; they made the body stretch in abnormal ways so the player can see whats happening in first person. In Dead By Daylight there are two different models; one model is on the client which has the body, no head, and floating separated arms that player sees, and the other model is the full character model that's on the server that the other players see. I think the second method is the most commonly used method, especially in multiplayer games.
you can hide bones (head, maybe arms.. whatever you need) and you can also play around with the camera position. i would prefer to hide the arms and head and add new arms that are a second model in addition to the character. then those arms carry the weapon (all for the client).
the third person character then is only used (for the client) for the upper/lower body and feet.
other clients/server then should only see the third person character with all bones.
i dont have all the camera variables
did u find something?
Thanks for the tutorial, id like to see how to make it have a top down camera because im not that experienced with the game engine, would it just be the same as normal or more complicated?
the handheld items and arms ar shaky/glitching when moving to the sides or diagonally, can someone help?
when im standing still in turn around my camera looking strait at my body any thing i can do to remove this?
How do you record this in a take recorder and have the camera in the sequencer? Asking for a cinematic render
Please make a video on playing footstep sound on motion matching
The method i use
I am constantly doing line traces from the foot and playing audio on hit .i don't want to use that method because i feel its not right and not performent
Is it possible to have your hands in front of you when you do this? Like the typical FPS ui. Please make a tutorial if so
BUT how to replicate that game animation sample project
Hi, love your videos, you've helped me a lot through out my learning experience in UE5.
I'm wondering if you can explain to me or showcase in a video, on how to add input mapping as well as my own weapon system (pick up weapons, switch to and from weapons) to the CBP character.
I've tried adding an Enhanced Input Local Player sub system, but the input for it doesn't accept "As CBP sandbox Character" I've also got crouching, Sprinting, Aiming down sites
Thank you in advance!
Where i can get these animations and map
As I see this is already not a "tutorial channel", this is a "look how I love myself channel".
Someone with your talent NEEDS to attempt to recreate the original godfather game in unreal engine, there is a very large fan base that’s been asking EA for a remake for years and I think a video on it would do really well!
Gorka please make a Bluesky account!!!
Bro can You just make refile reload and ammo system toturiol... I mean for gta vi series, you didnt complete it.... Just do it already
Horrible methods NEVER USE EVENT TICK
its the default motion Matching setup
Based, his methods are extremely crude and will cost you more time trying to fix down the road.
@@brendanstocks6388 i cant say that setting two bools on tick is extreme but yeah it can be done outside the tick
What would you do differently
@@JacksonWhyteevent by timer and can be used with event begin play
why blue prints suck? just try to explain the code to the ai bot... Good luck with that!
If you are trying to use AI as a crutch for blueprinting when it's already so easy, you might have bigger problems :)
You need to use a better AI bot. Most can see images and know blueprints nowadays. Gemini may be a good start for you.
@@Zeridian881 ye ye smart ass, now get off the basement of your parents
@@Yggdrasil777 Yes, but you need to pay extra to use image recognition. Also, i didn't say it's impossible, it takes a long time to debug it... Good fucking luck with keep making a screenshot and uploading it!!!
Bro can you help me plz. I can’t remove another function in als 4 , it’s like rag doll any animation