Unreal Engine 5 - GASP DAO (Update 1.13)
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- Опубликовано: 8 сен 2024
- GASP_DynamicAdditiveOverlay(1.13):
-Fixed Snapping of BlendSpace AimOffset
-Fixed M4A1 Finger Issue Caused by Sequencer Bug
-Re-Aligned Rifle Aim Animations for more Accurate Aiming
-Fixed Shoulder Problem During Turning and Aiming
-Temporary Fix for Head Problem where Head was looking in totally different direction while turning
-Refactored Blendspace (Now being set from the Blueprint Weapon Struct)
-Added Interpolation to Hand IK for smooth blending in/out of Hand IK
BuyMeACoffee: buymeacoffee.c...
Release Video: • Unreal Engine 5 - GASP...
Project Files: drive.google.c...
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Thank you for sharing your work and progress
Yeah, for sure.
I can only thank you for the great work you do selflessly, you are truly inspiring.
Thanks, appreciate that.
You Very Good Man, i watch you from Latvia
Oh wow, looks like a really nice place to live. Glad to have you here.
Hey! just incase people don't want to be able to shoot while traversing. Go inside the KD Weapon Addon Graph, and locate the IA_WeaponFire Input. Then in between the Wants To Strafe Bool, and the E_OverlayState. Add a Branch Node with the condition being Doing Taversal Action, and then connect the false to the E_OverlayState.
Yeah I noticed that yesterday. If you traverse while an animation is already playing on that slot it will go inside the mesh and mess up the traversal. I will be patching that in the next update.
I've just stuck to Look At Node in and I think it is way easier. I have a camera attached to the head socket so need it to focus very accurately when in first person. I've done the following.
1. On my weapon I have added a Scene component called Muzzle which is what I use to get the spawn location for the projectile.
2. In the ABP_SandboxCharacter, in UpdateEssentialValues, when holding the Rifle, I cast to my BP_Rifle, get the Muzzle scene component and then GetSocketTransform with RTS World. Split the return transform to Loc/Rot/Scale.
3.Take the Rotation Output and multiple by a float of how far in front of the gun you want to look at, I put 2000. Convert the output of the multiply to a Vector.
4. Take the Vector and add it to the Location output from the GetSocketTransform.
5. Take the output off the add and promote to a variable.
6. In the Anim Graph, before the Foot and hand IK Node insert the Look At node with your location (needs exposing as a pin). And use the Overlay State to control the alpha.
Thanks, I haven't felt real great past 4-5 days so I didn't really want to mess with it. I'll give this a shot later.
Its perfect, thank you sincerely ❤️, a quick question? Is this also Replicated? I mean is it also optimized to be used for Multiplayer games?
Idk, I believe they designed it to be optimal for Multiplayer but I haven't compared mine against the original so I'm not sure how much of an impact it has on performance yet. I have not Replicated this yet but I will be doing that in a future update.
I know it's extra work. You already got enough on the table, but consider making a patreon bro ill defo support
Yeah I considered that but nobody has any suggestions for that so I just opened a BuyMeACoffee account for those who just want to give me a one time donation
@unrealdevop yeah, I sent my support. It would be a lot of work, but making tutorials and projects only for patreon is one way or another way would be making a full project like the one you are working on now but adding everything to it overtime, updating it with stuff like enemies ai, damage system stuff like that. But again, it's a lot of work.
@@Clydiie Yeah I don't really want to lock stuff behind a paywall though, I know that some people can't afford it and that seems unfair in my opinion....although I do understand that I am putting a lot of work into this....idk, I know how frustrating it is to see that though.
@@Clydiie Btw yeah I saw that. I'll have to mention you guys in my next video. Thanks again for that.
@@unrealdevop I agree paywalls suck but still theres way thats fair for everyone I think and dw about that its the least I could do i appreciate ur work
When you are building a project for shipment. AIM does not work when the camera rotates when the character is standing still without moving.
I'll have to look into that, could you post a description of this in the bug-report channel on the Discord with some video showing the problem?
@@unrealdevop OK, thanks. I'll do it a little later when I'm at the computer.
Great work!I was wondering if you would be interested in adding a Reloading animation to the weapon in a future update?
I might but this is supposed to be a learning project, I'll do more videos on how to add stuff too it but I can't do everyone's work for them.
Are these updates shared on your discord so that I can implement them in my project?
Yeah, and I saw your other message I'll note it down. I think I may open up a bug-report channel on there as well.
thank you for that great job
How to remove Running while aiming any weapons?
And Zoom on aiming pistol $ rifle ?
I may go over that in a video, drop that in the Request channel on the Discord please, this weekend I'll go over it and do some of the requests
Regarding retargeting still working with other skeletons?
As long as you look at the one I did for that MetaHuman guy and setup yours like that and assuming that your IK Retargeter is setup properly.