This was amazing. Super short, simple, and sweet, and the simple Niagra system was great. All other videos I can find on the subject use a launch character, which is just a terrible implementation. Thanks for this. I could see myself also restricting the turn rate while the dash is active.
if your trying to orient the mesh with the socket/player or something, like in local space to world space, you must use the “initial mesh orientation” in the particle spawn point in niagara, this is for mesh renderers to be oriented according to its axis
This was fun to learn, but I was actually searching for Gameplay Abilities, haha 😄 Any chance you could do a video on how to extract this logic and attach it as a Gameplay Ability? I think that'd keep the Character Blueprint smaller, but also make it easier to attach the ability to equipping or consuming an item, grant it after a level-up or something like that! Thanks for this video in any case, I like your style 🙌
UPDATE: I am using Unreal Engine 5.4.4 and I followed the tutorial exactly but it wasn't working. The fix was to make sure you have "Sprite Renderer" enabled under the Render section and put everything in the exact order on the screen at 7:15. Not sure why that worked but when I had things out of order they only rendered a straight line when the character dashed. Putting them in this exact order showed me the preview and made the effect work as intended. Hope this helps someone as this tutorial was 2 years ago and updates change things a bit.
Hey, anyone know if in the section for speeding up the animation when dashing, instead of speeding up, how can i use a different animation for it? Do i need to do it with booleans and a seperate state inside the locomotion system?
Hi Jon, I love your content. I have a question, been struggling a lot with my vehicle. everything is setup but when I try play the vehicle is stuck in mid air and won't move . Please could you help
@@unknown_vanity1223 yeah, you have to make more events that are multicast and server side only. It's a pain. And in the end I realized that unreal engine is really not good for multiplayer. I mean shit, there is only 4 blueprint nodes for server connectivity and the rest is fiddling with replication. Good luck.
@@unknown_vanity1223 no I just quit making games lol. Just like everything, once I realize that it's going to take like 2 years to get bad results I find another hobby.
It's insane you can add a mechanic this quick into a game. Holy shit. Thank you
Thanks for taking the time to show us simple applications of Niagara effects like this Jon!
This was amazing. Super short, simple, and sweet, and the simple Niagra system was great. All other videos I can find on the subject use a launch character, which is just a terrible implementation. Thanks for this. I could see myself also restricting the turn rate while the dash is active.
This was very well explained in a succinct and informative manner. Thank you.
I love you my friend, you just saved our life
So simple yet so effective.
This is a great video! How would you implement a cooldown for this?
The hardest part was the effect settings🤣 Anyways, that was a good tutorial!
Your tuts are awesome, thanks for all your hard work knowledge sharing!
if your trying to orient the mesh with the socket/player or something, like in local space to world space, you must use the “initial mesh orientation” in the particle spawn point in niagara, this is for mesh renderers to be oriented according to its axis
This was fun to learn, but I was actually searching for Gameplay Abilities, haha 😄 Any chance you could do a video on how to extract this logic and attach it as a Gameplay Ability? I think that'd keep the Character Blueprint smaller, but also make it easier to attach the ability to equipping or consuming an item, grant it after a level-up or something like that!
Thanks for this video in any case, I like your style 🙌
UPDATE: I am using Unreal Engine 5.4.4 and I followed the tutorial exactly but it wasn't working. The fix was to make sure you have "Sprite Renderer" enabled under the Render section and put everything in the exact order on the screen at 7:15. Not sure why that worked but when I had things out of order they only rendered a straight line when the character dashed. Putting them in this exact order showed me the preview and made the effect work as intended. Hope this helps someone as this tutorial was 2 years ago and updates change things a bit.
Tnxs dude, i love this example. Pretty easy to follow :)
Glad it helped!
my name is Barry Allen and im the fastest man alive
Amazing tutorial, is there a way to link it to say an ability that you can place in a hot bar please? thank you.
Great Video. The effects helped alot!
Amazing tutorial, thanks!
Thank you Jon! well done
Great! Keep making videos bro
Amazing tutorial ! Thanks a lot, i will be following your videos ! :D
This video is gold. Thanks
great tutorial
Thanks, it was easy and clear!
great video!
Hey, anyone know if in the section for speeding up the animation when dashing, instead of speeding up, how can i use a different animation for it?
Do i need to do it with booleans and a seperate state inside the locomotion system?
Late reply but I would probably do another locomotion state, probably would be easiest
I figured it out but thank you very much :D @@justinederuyck2016
does anyone know how to add a sound effect when it starts?
So cool man.
Thank you!
Hi Jon, I love your content. I have a question, been struggling a lot with my vehicle. everything is setup but when I try play the vehicle is stuck in mid air and won't move . Please could you help
Well it's more a sprint than a dash but thank you.
Having an issue when using this in multiplayer, as the person joining cannot dash but the host still can.
did you fix it?
@@unknown_vanity1223 yeah, you have to make more events that are multicast and server side only. It's a pain. And in the end I realized that unreal engine is really not good for multiplayer. I mean shit, there is only 4 blueprint nodes for server connectivity and the rest is fiddling with replication.
Good luck.
@@ryanpatton1795 okay thx do you use another program now?
@@unknown_vanity1223 no I just quit making games lol. Just like everything, once I realize that it's going to take like 2 years to get bad results I find another hobby.
hello guys can someone help me for niagara
humans should jump to 8:25