bro that theory explanation was fucking gold, i was confused before because of sneaky kitty game dev's tutorial but now you've explained so well that im just surprised why i didn't understand what the theory was before
it took a me a while but it finally works like its supposed to. i had some issues with the gun being slightly off center. to fix the location i had to use a "subtract" on Y and Z after the "break vector" and for the rotation i had to use "break rotator" and do an "addition" on the yaw now it's perfectly centered and just the way i wanted it. thanks a lot!
I couldn't wrap my head around ADS for a long time and your tutorial helped me to bind everything together. Thank you. Also, couple good tricks there, like Timeline component variable and validation Get.
Hey, I'm having alignment issues (similar to someone else in the comments here) such that my gun is always a little off to the right and the scope moves farther away vertically as I point the gun downward and moves closer when bringing it up. My code is nearly identical to yours and I'm not sure I understand where the aim socket should lie. I also disabled all other animations so that no interference occurred but the issue persists. I did however use "set relative transform" instead of separately setting location and rotation, but since the scale remains unchanged, I doubt this influences the result.
done in ue5 works fine, for the most part, repeatedly pressing r mouse before the timeline is finished messes up the math to the extent that it doesn't bring up to the viewpoint, but my timeline is 1 not .25. Good explanation and thanks
Yo i solved that issue by adding a default hand location variable to the top of the subtraction node. It will stop it from subtracting from current location when it hasn't reset fully
@@TheRealBoogieman Hi can you elaborate this, are you adding the location from the RHand Transform, and where to you add it exactly to the miunus node after the make relative transform? Thanks **UPDATE I think what you meant was to exchange the relative location of the RHand Component to the RHand Default Transform, split it to expose the location and use that instead.
@@lz4090 Bit late to the party but if anyone else is still having the issue an easier option is duplicate the R_Hand Component Set Relative Transform (on the branch isAimging? False on the Timeline) and simply add it after the isAiming? Set True on right mouse click, this way everytime you hit the Rmouse button it will reset your transform to default.
Hey man because im using copy target location and the rotation is messed up. I have every variable and node done just like you in the videos. Could you perhaps tell me or give a hint why that might be happening?
I saw many people with problem in ADS, today is the first time i ive tryed this method, and the problem is just conection the pins. In the player character in the rigth button ADS action in break vector, conect Z in Y and set Z manualy to -50 or ajust if you need. ajust all the values in break vector!! just that and gonna work well, im using ue 4.27.
question, so i set mine up similar to yours had to tweak sum things to get it to fit but it works well the only issue is theres sum kinda jittery movement whenever i walk or move the mouse. Do you know what could be causing it or how to fix it? Ive tried blending it with my movement blendspace which helps a little bit but theres still this jittery movement. Any insight would be appreciated
It’s because the gun is snapping to the camera every frame. Then, there is an animation playing each frame adjusting the location of the gun, so you get that snapping effect. I would create a single frame animation (just duplicate any animation, and go to the timeline, right click, and say remove frames 0-60 or however long it is). Play that animation when you ADS
@@outr4ge220 thanks i appreciate it but if i do that then there would be no movement during ads. no weapon sway, character breathing etc. do you think there would be sumway to give the ads sum kinda leniency? like instead of the weapon staying locked to the camera maybe the weapon had was allowed to move within a certain radius around the camera? i dont know if what im trying to say makes sense thanks for your response btw
Hey man this is the only tutorial that seems to work with third person and with multiple guns. If you're still out there I was wondering how you would make this system replicated? I tried all the other ADS systems out there and they all were replicated in some way but this one I can't see anything happen on the other clients.
So its the first problem in 3 years i cant solve on my own. I did everything like you in your video (Im using a different character and a different weapon model) but i cant get it to work at all The gun is never centered the relative rotation does not work i have to set it manually if i hook it up to the transform of the sockets (ik hand and ads socket) the result is that the weapon Z is wrong by 180 degrees and y and X by some (its the same as setting the rotation to 0 0 0) If i try to fix that and get the goddamn gun centered i have to adjust the ik component location in the viewport which in return fucks up the rotation of my gun again. Im seriously tempted to hang myself right now..... for over 50 hours im tryin to get a working ads i tried it by myself then watched 4 different tutorials but nothing seems to work Pls help me before i waste another 200 hours trying to fix the rotation manually :D However your tutorial was awesome you explained everything very good i understood everything you did here. Other channels tend to provide really good code but dont give a in depth explanation on how it works so i end up just copy pasting while learning almost nothing.
This is a very common problem I ran into when I was making my ADS systems. There‘s no ‘cure-all’ solution that I’ve found. Could you send your project in an email at outr4ge247@gmail.com? If it’s easier, could you send screenshots of: your character component hierarchy, your weapon BP component hierarchy, your weapon skeletal mesh, and the code you wrote from this tutorial? I suspect there is an intrinsic issue with the math.
Allright i fixed it its probably not the most effective or easy way but after a week im just happy that i did this on my own. . After the vector substraction of ikHand and the sockets i broke the location vector made some adjustments to X Y Z and hooked it up to the set relative location of ikRightHand again. When rmb is released i had to do the exact opposite so instead of X + 4 i did X - 4 and hooked it up to set relative location of IkRightHand Had to manually set the rotation but that was not a big deal when i didnt had to adjust the ikRight hand location in the viewport
audio is extremely quiet. i also wish there was more explanation as to what youre doing as youre doing it but im aware that usually makes for a longer video
@@outr4ge220 Can “all of it” be an answer? Lol you did a decent job explaining some of it but usually you would say “so you’re gonna want to take this node and plug this into it and then do this” and then you’ll just move right on to the next thing and I’m left wondering “well what was the reason for any of that and what did he do?” And because of that the rest of the video only kinda makes sense because I still don’t know how what you did 5 minutes effects the rest of the script (admittedly i only have a few months of experience with UE4 so I only recognize about half of the game logic you used, but if you’re making a tutorial for something as basic as ADS I would think your target audience is individuals like myself) p.s. still a good vid though I’m not hating lol
@@outr4ge220 No that helps the most. In fact, that's really the most educational part of the video for me because I'm trying to figure out how to implement ADS in my game and I was hoping to understand enough after several tutorials from different creators that I could start working on mine but I still just don't understand it enough to even begin. You helped me get the concept (and most creators wont even explain that) but the concept itself isn't enough to do it on my own. I'm sure experienced developers got a lot from the video but I would imagine the majority of people looking up your video are people like me who have never done ADS and need to understand what each node is doing. And I know it would be more time consuming on your part but that would set you apart from all the rest because I haven't found a creator that can explain what their doing while they are doing it well enough that I could immediately understand it all. And since everyone seems to write their ADS code completely in their own way it makes it hard for me to learn. An example of what imp talking about is right here: From 13:20 - 14:02 what I heard was "for no reason in particular type this in, drag this into that, done. Moving on..." lol I'm assuming that step was so you could enable the code you just wrote within the thirdpersoncharacter blueprint but i don't actually know for sure and im not entirely sure what was happening. Why are we calling eventbeginplay? what is an object wildcard? why is it Trygetpawnowner? Why do we need a variable in the Asthirdpersoncharacter pin? so many questions. That's happening all throughout the video Again I'm sure its more work to explain it but every one of those questions could have been answered in quick succession by prefacing everything you do with "the next thing we need to do is ______ because..." and then after with "what we just did makes X, Y, Z happen." thanks again for taking the feedback. A lot of creators tend to just assume their audience can make sense of what they're doing and it would be nice to see one that's willing to give just enough explanation before and after each step that anyone with basic blueprint familiarity can instantly understand
I’ll make a separate video where I explain it more in-depth. It’ll be unlisted and mostly unedited, I’ll send you the link as soon as I have it done :)
Great clear and concise explanation in the beginning. Always frustrating when a tutorial tries to teach you something with out explaining what it's doing and why.
your math is giving me really weird results, where for example, when looking up and down the hand is rotated around and such. do you have a discord so i could show it to you?
The gun socket itself is unrelated to the ADS math, it doesn’t have to be at 0,0,0. What does have to have a *relative location* of 0,0,0 is the RHand IK Component, which should already have a relative location of 0,0,0 when you create it as a child of the camera.
@@MaMa-rc4eo but what if you dont want too? Because the camera is connected to the gait system and fps an tps modes and switches left or right shoulders already in alsv4.
Check the code again. The arm is going to 0,0,0 in local space. Make sure your conversations are correct. Often there is a small code error that caused this.
bro that theory explanation was fucking gold, i was confused before because of sneaky kitty game dev's tutorial but now you've explained so well that im just surprised why i didn't understand what the theory was before
Glad I could help :)
Meow
also how do you get the left hand to stay on the gun?
The left hand attached to a socket on the gun with IKs. I went over how to set that up in my video on weapon blocking
hey im having trouble implementing this, do you by any chance have discord?
I do but I’m pretty busy these days, if you could send an email to outr4ge247@gmail.com and let me know what’s going on I’d be happy to help!
it took a me a while but it finally works like its supposed to.
i had some issues with the gun being slightly off center.
to fix the location i had to use a "subtract" on Y and Z after the "break vector"
and for the rotation i had to use "break rotator" and do an "addition" on the yaw
now it's perfectly centered and just the way i wanted it. thanks a lot!
first
also, this is funny lol
I couldn't wrap my head around ADS for a long time and your tutorial helped me to bind everything together. Thank you. Also, couple good tricks there, like Timeline component variable and validation Get.
Hey, I'm having alignment issues (similar to someone else in the comments here) such that my gun is always a little off to the right and the scope moves farther away vertically as I point the gun downward and moves closer when bringing it up. My code is nearly identical to yours and I'm not sure I understand where the aim socket should lie. I also disabled all other animations so that no interference occurred but the issue persists. I did however use "set relative transform" instead of separately setting location and rotation, but since the scale remains unchanged, I doubt this influences the result.
This has irritated me for months now, the aim offset is a nightmare to get right
done in ue5 works fine, for the most part, repeatedly pressing r mouse before the timeline is finished messes up the math to the extent that it doesn't bring up to the viewpoint, but my timeline is 1 not .25. Good explanation and thanks
Yo i solved that issue by adding a default hand location variable to the top of the subtraction node. It will stop it from subtracting from current location when it hasn't reset fully
@@TheRealBoogieman Hi can you elaborate this, are you adding the location from the RHand Transform, and where to you add it exactly to the miunus node after the make relative transform? Thanks
**UPDATE
I think what you meant was to exchange the relative location of the RHand Component to the RHand Default Transform, split it to expose the location and use that instead.
@@lz4090 Bit late to the party but if anyone else is still having the issue an easier option is duplicate the R_Hand Component Set Relative Transform (on the branch isAimging? False on the Timeline) and simply add it after the isAiming? Set True on right mouse click, this way everytime you hit the Rmouse button it will reset your transform to default.
Hey man because im using copy target location and the rotation is messed up. I have every variable and node done just like you in the videos. Could you perhaps tell me or give a hint why that might be happening?
I saw many people with problem in ADS, today is the first time i ive tryed this method, and the problem is just conection the pins. In the player character in the rigth button ADS action in break vector, conect Z in Y and set Z manualy to -50 or ajust if you need. ajust all the values in break vector!! just that and gonna work well, im using ue 4.27.
question, so i set mine up similar to yours had to tweak sum things to get it to fit but it works well the only issue is theres sum kinda jittery movement whenever i walk or move the mouse. Do you know what could be causing it or how to fix it? Ive tried blending it with my movement blendspace which helps a little bit but theres still this jittery movement. Any insight would be appreciated
It’s because the gun is snapping to the camera every frame. Then, there is an animation playing each frame adjusting the location of the gun, so you get that snapping effect. I would create a single frame animation (just duplicate any animation, and go to the timeline, right click, and say remove frames 0-60 or however long it is). Play that animation when you ADS
@@outr4ge220 thanks i appreciate it but if i do that then there would be no movement during ads. no weapon sway, character breathing etc. do you think there would be sumway to give the ads sum kinda leniency? like instead of the weapon staying locked to the camera maybe the weapon had was allowed to move within a certain radius around the camera? i dont know if what im trying to say makes sense thanks for your response btw
For that you would need an aim down sights animation
Hey man this is the only tutorial that seems to work with third person and with multiple guns. If you're still out there I was wondering how you would make this system replicated? I tried all the other ADS systems out there and they all were replicated in some way but this one I can't see anything happen on the other clients.
My Gun disappeared after applying this...And I'm not too sure what to do about it lol
So its the first problem in 3 years i cant solve on my own. I did everything like you in your video (Im using a different character and a different weapon model) but i cant get it to work at all
The gun is never centered the relative rotation does not work i have to set it manually if i hook it up to the transform of the sockets (ik hand and ads socket) the result is that the weapon Z is wrong by 180 degrees and y and X by some (its the same as setting the rotation to 0 0 0)
If i try to fix that and get the goddamn gun centered i have to adjust the ik component location in the viewport which in return fucks up the rotation of my gun again.
Im seriously tempted to hang myself right now..... for over 50 hours im tryin to get a working ads i tried it by myself then watched 4 different tutorials but nothing seems to work
Pls help me before i waste another 200 hours trying to fix the rotation manually :D
However your tutorial was awesome you explained everything very good i understood everything you did here. Other channels tend to provide really good code but dont give a in depth explanation on how it works so i end up just copy pasting while learning almost nothing.
in the anim blueprint the get Right hand ik function break the get world transform and add a offset there thats how i fixed it
the timeline after the branch where it sets the relative transform set that to the offset that fixed it for me
This is a very common problem I ran into when I was making my ADS systems. There‘s no ‘cure-all’ solution that I’ve found. Could you send your project in an email at outr4ge247@gmail.com? If it’s easier, could you send screenshots of: your character component hierarchy, your weapon BP component hierarchy, your weapon skeletal mesh, and the code you wrote from this tutorial? I suspect there is an intrinsic issue with the math.
Allright i fixed it its probably not the most effective or easy way but after a week im just happy that i did this on my own.
.
After the vector substraction of ikHand and the sockets i broke the location vector made some adjustments to X Y Z and hooked it up to the set relative location of ikRightHand again.
When rmb is released i had to do the exact opposite so instead of X + 4 i did X - 4 and hooked it up to set relative location of IkRightHand
Had to manually set the rotation but that was not a big deal when i didnt had to adjust the ikRight hand location in the viewport
Is this possible with ALS. Since it uses some camera manager component thing.
audio is extremely quiet. i also wish there was more explanation as to what youre doing as youre doing it but im aware that usually makes for a longer video
I apologize for the quiet audio, I have a bad mic. What would you like me to explain further?
@@outr4ge220 Can “all of it” be an answer? Lol you did a decent job explaining some of it but usually you would say “so you’re gonna want to take this node and plug this into it and then do this” and then you’ll just move right on to the next thing and I’m left wondering “well what was the reason for any of that and what did he do?” And because of that the rest of the video only kinda makes sense because I still don’t know how what you did 5 minutes effects the rest of the script (admittedly i only have a few months of experience with UE4 so I only recognize about half of the game logic you used, but if you’re making a tutorial for something as basic as ADS I would think your target audience is individuals like myself) p.s. still a good vid though I’m not hating lol
Does the code explanation and theory bits help at all? Time stamps in the description
@@outr4ge220 No that helps the most. In fact, that's really the most educational part of the video for me because I'm trying to figure out how to implement ADS in my game and I was hoping to understand enough after several tutorials from different creators that I could start working on mine but I still just don't understand it enough to even begin. You helped me get the concept (and most creators wont even explain that) but the concept itself isn't enough to do it on my own. I'm sure experienced developers got a lot from the video but I would imagine the majority of people looking up your video are people like me who have never done ADS and need to understand what each node is doing. And I know it would be more time consuming on your part but that would set you apart from all the rest because I haven't found a creator that can explain what their doing while they are doing it well enough that I could immediately understand it all. And since everyone seems to write their ADS code completely in their own way it makes it hard for me to learn.
An example of what imp talking about is right here: From 13:20 - 14:02 what I heard was "for no reason in particular type this in, drag this into that, done. Moving on..." lol
I'm assuming that step was so you could enable the code you just wrote within the thirdpersoncharacter blueprint but i don't actually know for sure and im not entirely sure what was happening. Why are we calling eventbeginplay? what is an object wildcard? why is it Trygetpawnowner? Why do we need a variable in the Asthirdpersoncharacter pin? so many questions. That's happening all throughout the video
Again I'm sure its more work to explain it but every one of those questions could have been answered in quick succession by prefacing everything you do with "the next thing we need to do is ______ because..." and then after with "what we just did makes X, Y, Z happen."
thanks again for taking the feedback. A lot of creators tend to just assume their audience can make sense of what they're doing and it would be nice to see one that's willing to give just enough explanation before and after each step that anyone with basic blueprint familiarity can instantly understand
I’ll make a separate video where I explain it more in-depth. It’ll be unlisted and mostly unedited, I’ll send you the link as soon as I have it done :)
Great clear and concise explanation in the beginning. Always frustrating when a tutorial tries to teach you something with out explaining what it's doing and why.
How can I switch to the first person for machine aiming from the third person perspective in the multiplayer game
Thanks for clear tutorial
your math is giving me really weird results, where for example, when looking up and down the hand is rotated around and such. do you have a discord so i could show it to you?
Unfortunately I do not, are you sure your code is correct? Are you sure your sockets are correct?
I’d have to say that this system is completely impractical. It requires that your gun socket is 0,0,0. That’s impossible and idk how you did it.
The gun socket itself is unrelated to the ADS math, it doesn’t have to be at 0,0,0. What does have to have a *relative location* of 0,0,0 is the RHand IK Component, which should already have a relative location of 0,0,0 when you create it as a child of the camera.
Could you please do a tutorial on this for ALSV4?
It should be the same for ALSV4.
@@outr4ge220 there is no camera attached tho? The manager is handling everything as i have understood
@@MaMa-rc4eo but what if you dont want too?
Because the camera is connected to the gait system and fps an tps modes and switches left or right shoulders already in alsv4.
I have been having alignement problems. Can I send you my screenshots? I can put a very good explanation of my system.
Sure, email me at outr4ge247@gmail.com
in the animation blueprint when i go to the event graph i only have event begin blueprint animation and try get pawn owner
You need to right-click and create a new event
video made me the 90th sub :)
is this an improved version of the procedural ads video or no?
Not particularly
Not all heroes wear capes!!
Good stuff, keep it up!
I couldnt get this to work
What was going wrong?
me neither...the arm is stretched all the way down.
Check the code again. The arm is going to 0,0,0 in local space. Make sure your conversations are correct. Often there is a small code error that caused this.
Hello!!! Can I have your Discord?
email me outr4ge247@gmail.com