I just found your channel. So good. Can you please make a tutorial on how to add taking cover behind an obstacle and leaning out and firing the gun around the side, or over the top of the obstacle. This problem has been killing me for far too long and I just can't figure it out.
Thanks! A cover system is very involved. I don't know too much about examples online but here's an advanced locomotion system example with tutorial files, hopefully that's helpful :) ruclips.net/video/Qj73z7WWzro/видео.html.
Hi! Excellent video. So character can sit on anything with this logic? Coz its using motion warping, so is it possible to let character sit on diffrent angled chair?
I am not that knowledgeable about matchmaking yet and custom sessions/joining with room codes. Will make a note if in the future I dive deep into that subject :).
Hello Nance, first of all thank you for your amazing tutorials, if I ever make a successful game, I'll find a way to pay you back all the knowledge. Is there a way to find a list of the functions (nodes) that have been built in Lyra? For example, the function wait target info on a gameplay ability, how did you find it?
Thanks :D ! For the wait target data node, you could right click in a gameplay ability and just find all the context sensitive functions that are available. Otherwise, dragging off an output on a node always helps with context sensitive. The Wait Target Data node is from the Gameplay Ability System plugin which is part of the Unreal Engine itself, not from Lyra. It can be found in code :) As for functions made in Lyra, the code for LyraGame module would be the place to be. Alternatively you can right click on any blueprint event graph empty space, uncheck "Context Sensitive" and search for "Lyra" or "LyraGame", that should give a good list of Lyra functions available :).
I wondered what that UI message was thanks! 'End' Key is a shortcut for the ability debug mode by the way, not sure if you mentioned that in the video.
No problem :). What! That's so much nicer than using the console, thank you for that tip! I really like that pressing 'end' again cycles the debug categories, then 'home' leaves the ability debug mode. I will be using this and hopefully putting it in the next ability video tutorial. Thanks again for sharing this
Great video! If we were to extend this to ensure only one player can sit at a time, how would you ensure that only one player can use the chair at a time? It makes sense to use a tag on the chair to show it's occupied and block on that. But if it's not in use and a player attempts to sit, how would the server allowed them to sit? Thanks for any guidance!
Thanks! The first step would be to have the chair be replicated. I like the idea of a tag on the chair, I was thinking of a replicating bool for the "bIsOccupied" state, and maybe OnRep, disabling overlap, which in turn disabled interaction. It might not remove the interaction widget from the client if they were already facing it (unsure, but maybe it would, haven't tested that)! Best would be to add in code another overridable function to IInteractableTarget interface called CanInteract, for the chair it would check the value of "bIsOccupied" but that's a more involved solution. Cleaner and more extensive to work with all sorts of interactables / actors implementing the IInteractableTarget interface.
I am still able to move via keyboard still when playing the animation despite adding the tags. Abilities are stopped but the movement is not. How do i stop the movement also
Interesting, I've tried with the animations Lyra has provided and can't move. Do your animations have root motion enabled? Otherwise you could disable movement input on the player.
@@nancedevdiaries Hi thanks, my root motion was not enabled as I was using older lyra project version. Had to force root lock + enable root motion in the animation sequence to disable movement by keyboard. Best.
I'm really grateful for your video. I'm currently implementing interactivity based on Lyra, and it seems really challenging. Even when I try to replicate Lyra exactly, it doesn't seem to work properly. The video below is the part where I interact with the NPC, but I'm having a lot of trouble because the UI part is not working properly. Anyway, I'm really thankful for you posting such informative videos. ruclips.net/video/Mk_k0h4yQaU/видео.html
Amazing debug skills, congrats!
Excellent tutorial, thanks for sharing!
Great videos, thank you for sharing the knowledge.
Very helpful as always, thank you!
Amazing as usual!
Another banger video
I just found your channel. So good. Can you please make a tutorial on how to add taking cover behind an obstacle and leaning out and firing the gun around the side, or over the top of the obstacle. This problem has been killing me for far too long and I just can't figure it out.
Thanks! A cover system is very involved. I don't know too much about examples online but here's an advanced locomotion system example with tutorial files, hopefully that's helpful :) ruclips.net/video/Qj73z7WWzro/видео.html.
Hi! Excellent video.
So character can sit on anything with this logic? Coz its using motion warping, so is it possible to let character sit on diffrent angled chair?
Thanks! Different angled chairs should work as well, I haven't tested it myself yet
Please one video on Custom Matchmaking and join using room code
I also want a tutorial like this
I am not that knowledgeable about matchmaking yet and custom sessions/joining with room codes. Will make a note if in the future I dive deep into that subject :).
Hello, I wanted to ask if you could make a tutorial about replacing enemies mesh, so i can play against custom chararacters. Thank you
Would you be willing create a video that goes over how to integrate a Climbing System Component into the Shooter Core Hero Character
as an ability?
Hello Nance, first of all thank you for your amazing tutorials, if I ever make a successful game, I'll find a way to pay you back all the knowledge.
Is there a way to find a list of the functions (nodes) that have been built in Lyra? For example, the function wait target info on a gameplay ability, how did you find it?
Thanks :D ! For the wait target data node, you could right click in a gameplay ability and just find all the context sensitive functions that are available. Otherwise, dragging off an output on a node always helps with context sensitive. The Wait Target Data node is from the Gameplay Ability System plugin which is part of the Unreal Engine itself, not from Lyra. It can be found in code :)
As for functions made in Lyra, the code for LyraGame module would be the place to be. Alternatively you can right click on any blueprint event graph empty space, uncheck "Context Sensitive" and search for "Lyra" or "LyraGame", that should give a good list of Lyra functions available :).
please do a tutorial on creating a lobby system with the ability to configure it. If possible🥺
I wondered what that UI message was thanks!
'End' Key is a shortcut for the ability debug mode by the way, not sure if you mentioned that in the video.
No problem :). What! That's so much nicer than using the console, thank you for that tip! I really like that pressing 'end' again cycles the debug categories, then 'home' leaves the ability debug mode. I will be using this and hopefully putting it in the next ability video tutorial. Thanks again for sharing this
@@nancedevdiaries I hit it by accident one day haha such a useful shortcut.
Great video! If we were to extend this to ensure only one player can sit at a time, how would you ensure that only one player can use the chair at a time? It makes sense to use a tag on the chair to show it's occupied and block on that. But if it's not in use and a player attempts to sit, how would the server allowed them to sit? Thanks for any guidance!
Thanks! The first step would be to have the chair be replicated. I like the idea of a tag on the chair, I was thinking of a replicating bool for the "bIsOccupied" state, and maybe OnRep, disabling overlap, which in turn disabled interaction. It might not remove the interaction widget from the client if they were already facing it (unsure, but maybe it would, haven't tested that)!
Best would be to add in code another overridable function to IInteractableTarget interface called CanInteract, for the chair it would check the value of "bIsOccupied" but that's a more involved solution. Cleaner and more extensive to work with all sorts of interactables / actors implementing the IInteractableTarget interface.
@@nancedevdiaries @Dharby I feel like smart objects could be used for this? Reserve a slot when you sit and release it when you get up?
By the way, it would be cool to make a widget for the weapons store and the currency for which you could buy them
I am still able to move via keyboard still when playing the animation despite adding the tags. Abilities are stopped but the movement is not. How do i stop the movement also
Interesting, I've tried with the animations Lyra has provided and can't move. Do your animations have root motion enabled? Otherwise you could disable movement input on the player.
@@nancedevdiaries Hi thanks, my root motion was not enabled as I was using older lyra project version. Had to force root lock + enable root motion in the animation sequence to disable movement by keyboard. Best.
I'm really grateful for your video. I'm currently implementing interactivity based on Lyra, and it seems really challenging. Even when I try to replicate Lyra exactly, it doesn't seem to work properly. The video below is the part where I interact with the NPC, but I'm having a lot of trouble because the UI part is not working properly. Anyway, I'm really thankful for you posting such informative videos.
ruclips.net/video/Mk_k0h4yQaU/видео.html