Omg dude. I have been trying to figure this out for about a month now and I keep hitting dead ends. Literally all other tutorials either do move to point on click or does not allow strafing or constant rotation update to mouse cursor. You have honestly saved my project from being dumped and deleted. Thank you so much for this.
I feel bad that I haven't posted a new tutorial in years but I'm finally on the cusp of it. It only took nearly dying, losing my cat, and drifting aimlessly for a bit. LOL That said, I'm taking my time doing the setup because I not only want to address what I feel are the deficits of my old tutorials, but I don't want to mire myself back into the slogging approaches I was trying the last few years that failed to produce anything. So within the next two weeks, you should see a new channel intro vid go up, then a poll for what the new series should be about, and within a week or two after that, tutorials should start. I'm also working on putting a new website in place to provide additional knowledge for the videos but that will be longer in coming as it's too easy to get bogged down in the weeds.
I followed the tutorial to a T, but when he first showed his char rotating to where the mouse pointed to, mine stayed locked in rotation, being able to move but always facing the same direction no matter what.
great tutorial, but when i place get player controller, the debug tool tell me that player controller object reference return value (not in scope).... idk what is that
I got it working in the top down blue prints but when I started a new empty map and redid it. My character just spins out of control as if the mouse sensitivity is way too high. Do you have a fox for this?
What version of the engine are you using? I haven't tested the series in a number of recent versions so something may have changed that I'll need to address.
Thank you! 'Many things have happened' as they say. More info will be coming but I had to drop all of my plans for an extended period. I appreciate your support!
I know this comment has a one in a million chance of being answered, but I had a quick question: I followed both the weapon system tutorial, and the this tutorial (both were absolute godsends and incredibly relevant even today), however after implementing the weapons into my top down, the gun seems to be shooting straight down from its spawn, not the direction of my cursor. I've triple checked my code, but I gotta be missing something obvious, any hints on where to check? Also, you are incredible, I can't even begin to describe how amazing these two tutorials back to back are.
at 6:50 when you add movement input it doesn't show up for me? have i got a newer version of the program and things have changed? if so what do i chose instead? your help would be greatly appreciated
Sir i did like u said and works fine but if I add weapon on the back of my character my character move very fast like sprinting why does it happen like that am I missing something. Or meshing up withy BP.
it is possible to achieve this result with a thir person template? becasue when a i follow this tutorial the character rotates crazy a millon times per second, (when i use a top down works perfect) but i need it working with a third person character, because the asset i am using is a third person. thanks for the tutorial.
Nice Tutorial . i am not programmer and i was wondering how you go about making the character look up and dawn to the position that the mouse cursor is pointing at.
Hi - these are great tutorials and I hope you're recovering. I'm having an issue with implementing the weapons from the firing tutorial into this one. When I set the guns up I either get no line trace, or if I try and copy the linetrace in crosshairworldspace from the other tutorial no matter what I do the weapons fire into space or at a foxed point rather than at the crosshair location. Any advice would be great thanks.
I did same like u said but my character don't move as if I have did any blue print connection. Edited ( sorry sir my bad plz forgive me to say that it didn't work like how u did really sorry for my dumb mistake I actually dint set the value on world direction) Nice tutorial sir. THANK YOU SIR....
Very great video, thanks! I have a question! I wanted to add jumping, created Jump, Stop Jumping action for space bar button, but the character jumping without the animation of jumping, how can I fix it?
I'm Starting from a blank Template. I made a new blueprint with parent class "Character" and searched "Inputaxis" and none of the axis events for moveforward, -right, etc. are there. I unchecked 'context sensitive' yet they are still not there. Help!
If you've started with a totally blank template, you'll need to go into 'Project Settings' then find 'Input' in the options on the left side, and then add the input mappings you want. They don't come standard in a blank template. Here's the section of the docs that should help! docs.unrealengine.com/en-US/Gameplay/Input
When i click Right Mouse Button my character stop rotating in mouse direction and i can move him only with WASD. Like if the mouse button disable the rotating
Technically, I still have a Patreon with zero subscribers. Zero because I haven't uploaded a new tutorial in years due to health. That may change this year, but I am not committing to anything while my health is still heavily in flux.
@@QuidInfernum fair enough mate hope you get feeling better i know the feeling have a quite a few issues my self. do you know any where i can find information on doing a top down aim offset?
@@jameswilliams2373 I'm sorry to say I haven't really kept up with my peers in the tutorial space while I've been ill but I'll keep an eye out. maybe I can pull together a tutorial of my own if I keep it short. No promises though.
@@jameswilliams2373 It's funny you replied just then as I was thinking about it and looking at my aim offsets in my tutorials. I'm not certain that you would build the aim offset itself any differently than you would for a third person view - the parts are just animation chunks. In a top-down view, you would still have the torso turning before the legs turned -- it's just a matter of how you set up the rotation limits. The challenge is if you want to aim in a manner that is vertical to the character (so that it's the characters relative up and down) because you can't really get that information in a top down view. In a perfect world, you'd get the Z through the function ConvertMouseLocationToWorldSpace but I find that unreliable. Instead, I'd poll to see what object is under the cursor at coordinate X/Y and get the Z location of whatever it turns up as the uppermost object. I need to think on it a bit more but I may be able to try and put together a solution to test this week. I'll let you know!
out of curiosity am i able to just use "W,A,S,D" for my movement and not do the aim cursor as i want to have a character who uses "1,2,3,4" for abilities and something like "F" key for interaction with objects or will that affect it in some how?
Get a ball, two nets, a large field and a bunch of boys from the 'hood? ;) I don't know a lot about soccer, to be frank, but I'll give it some thought and see if I can give you a better answer.
@@gangstaplaygamer6315 Even that is kind of a tricky question because it depends upon what type of game you want. If you were going for something where the player would feel more immersed, I'd likely start with a 3rd-person base, maybe with the camera pulled even a little more back. If it's more of a soccer mgmt game, you might prefer top-down so you can more easily show stats and such. What are you thinking for your overall game feel?
Thanks you helped for me ! one player is alright but Network didn't i'm try this to Network Top down Use "Set Actor rotation" , but fail The server overrides the rotation value obtained by the mouse and points it to the character 0. Any advice on this? Network ruclips.net/video/8ToVKyiVDAg/видео.html Client PC -> ( Server for Custome event )
bruh my brain is not for programming and it makes me wanna cry :( every word seems so complex for no reason at all making it very difficult to understand programming
works very well but you go quick and dont explain a thing ! this isnt a tutorial this is just copy and paste now I have something that works and im tying to understand how but since you didnt say a thing about how it worked its hard
It is a tutorial, just not the type you were expecting but I agree with you that it goes too quickly and not into enough detail if you are looking for more depth on individual functions. The original (now removed) tutorials spent a lot of time in the weeds and that wasn't well received. Most just wanted to know how to put things together to achieve a goal and could look up the specifics of given functions in the API. So I took that part out to make them more streamlined BUT I agree that for some, that detail was useful. We've had some changes going on this year at Mindless Pursuits and now that I'm back firmly at the helm I'm going to be reassessing the approach to tutorials to allow for both those that don't want to get into the weeds and those who do. I'm hoping to get information out in the next month or so but a lot is happening so it may be a little longer. I want to ensure that when Mindless Pursuits does start posting tutorials again, they're of the best quality we can make them!
Omg dude. I have been trying to figure this out for about a month now and I keep hitting dead ends. Literally all other tutorials either do move to point on click or does not allow strafing or constant rotation update to mouse cursor. You have honestly saved my project from being dumped and deleted. Thank you so much for this.
I need to save this video somewhere, this together with the gun system is still one of the best tutorials out there after 5 year
I feel bad that I haven't posted a new tutorial in years but I'm finally on the cusp of it. It only took nearly dying, losing my cat, and drifting aimlessly for a bit. LOL
That said, I'm taking my time doing the setup because I not only want to address what I feel are the deficits of my old tutorials, but I don't want to mire myself back into the slogging approaches I was trying the last few years that failed to produce anything. So within the next two weeks, you should see a new channel intro vid go up, then a poll for what the new series should be about, and within a week or two after that, tutorials should start. I'm also working on putting a new website in place to provide additional knowledge for the videos but that will be longer in coming as it's too easy to get bogged down in the weeds.
Thanks for re-enabling your videos Keith !
OMG this fixed an issue i have been smashing my head into for a month now to do with Replication of the rotation. Thank you so much
omg best tutorial i foung on all month, 1 month watching tutorials you whas the best !
THANK YOU!!!
I dont know what to say but this is really cool tutorial, thank you so much man
I followed the tutorial to a T, but when he first showed his char rotating to where the mouse pointed to, mine stayed locked in rotation, being able to move but always facing the same direction no matter what.
great tutorial, but when i place get player controller, the debug tool tell me that player controller object reference return value (not in scope).... idk what is that
im stuck at 12:00 step, my character moves looking at a set point where the cursor "used" to be, it doesnt register the cursor movement, any help ?
Great Tutorial
nice tutorial ! i'll sub and hope that you'll do more of these
great, thank you, never stop ur the best
this helped me so much!!! thanks a lot man!! really saved my ass :)
Character camera just spins and WASD moves him in the cardinal directions of the world rather than the based on the direction its facing
I got it working in the top down blue prints but when I started a new empty map and redid it. My character just spins out of control as if the mouse sensitivity is way too high. Do you have a fox for this?
What version of the engine are you using? I haven't tested the series in a number of recent versions so something may have changed that I'll need to address.
4.23.0
Really great job. I hope all is well :)
Thank you! 'Many things have happened' as they say. More info will be coming but I had to drop all of my plans for an extended period. I appreciate your support!
I know this comment has a one in a million chance of being answered, but I had a quick question: I followed both the weapon system tutorial, and the this tutorial (both were absolute godsends and incredibly relevant even today), however after implementing the weapons into my top down, the gun seems to be shooting straight down from its spawn, not the direction of my cursor. I've triple checked my code, but I gotta be missing something obvious, any hints on where to check?
Also, you are incredible, I can't even begin to describe how amazing these two tutorials back to back are.
It doesn't work for me. I checked everything twice but when I press W, A, S or D, the player doesn't move.
now how do i make the bullets go only in 2 dimensions? how do i get rid of the ability to shoot up and down, only on the x axis
There's a way to move the camera between the player and the mouse position? Great video! thanks for all the help!
great tutorial! really helpful and simple
at 6:50 when you add movement input it doesn't show up for me? have i got a newer version of the program and things have changed? if so what do i chose instead? your help would be greatly appreciated
i figured it out... i turned off the button that said context sensitive :)
@@DKRapArtist Thanks for posting the solution!
Sir i did like u said and works fine but if I add weapon on the back of my character my character move very fast like sprinting why does it happen like that am I missing something. Or meshing up withy BP.
it is possible to achieve this result with a thir person template?
becasue when a i follow this tutorial the character rotates crazy a millon times per second, (when i use a top down works perfect)
but i need it working with a third person character, because the asset i am using is a third person.
thanks for the tutorial.
i find a solution. You just have to go to your spring arm, transform, and set the rotation to a absolut rotation. : )
@@herodev7772 Just in case anyone is as big a noob at unreal engine as I am:
He means setting the rotation to world
Nice Tutorial . i am not programmer and i was wondering how you go about making the character look up and dawn to the position that the mouse cursor is pointing at.
i want to open door by pressing e. how can i do that. 🤔
Thanks
It wont let me uncheck 'Orient rotation to movement' Followed everything exactly....?
Hahah had it in play mode :P
can you make it so the wasd is the direction the player is looking?? instead of having to turn him with the mouse???
I just want wasd movement, i dont want mouse input at all for my game
Hi - these are great tutorials and I hope you're recovering. I'm having an issue with implementing the weapons from the firing tutorial into this one. When I set the guns up I either get no line trace, or if I try and copy the linetrace in crosshairworldspace from the other tutorial no matter what I do the weapons fire into space or at a foxed point rather than at the crosshair location. Any advice would be great thanks.
I have the same problem.
Quick fix, may not be permament, but I increased the range of the DetermineHitObjects function drastically and it seems to be working just fine now.
It worked but my camera moves super fast, anyone knows why?
I did same like u said but my character don't move as if I have did any blue print connection.
Edited ( sorry sir my bad plz forgive me to say that it didn't work like how u did really sorry for my dumb mistake I actually dint set the value on world direction)
Nice tutorial sir. THANK YOU SIR....
Very great video, thanks! I have a question! I wanted to add jumping, created Jump, Stop Jumping action for space bar button, but the character jumping without the animation of jumping, how can I fix it?
I haven't ever added that in Top-Down, I don't think but if I get a chance, I'll look at it and try to give an answer. Good luck!
@@QuidInfernum thanks
hey, thanks man!
I'm Starting from a blank Template. I made a new blueprint with parent class "Character" and searched "Inputaxis" and none of the axis events for moveforward, -right, etc. are there. I unchecked 'context sensitive' yet they are still not there. Help!
If you've started with a totally blank template, you'll need to go into 'Project Settings' then find 'Input' in the options on the left side, and then add the input mappings you want. They don't come standard in a blank template. Here's the section of the docs that should help! docs.unrealengine.com/en-US/Gameplay/Input
anyone knows how can I do if I want that the character see the mouse like the video but only when I press the LMB?
When i click Right Mouse Button my character stop rotating in mouse direction and i can move him only with WASD. Like if the mouse button disable the rotating
Same Issue as @GimbleHousing had. I try it on the Top down, works fine, but replicate it from scratch and it spins like crazy. How can i fix it?
Same!
Amazing!
do you still do a patron and upload new videos
Technically, I still have a Patreon with zero subscribers. Zero because I haven't uploaded a new tutorial in years due to health. That may change this year, but I am not committing to anything while my health is still heavily in flux.
@@QuidInfernum fair enough mate hope you get feeling better i know the feeling have a quite a few issues my self. do you know any where i can find information on doing a top down aim offset?
@@jameswilliams2373 I'm sorry to say I haven't really kept up with my peers in the tutorial space while I've been ill but I'll keep an eye out. maybe I can pull together a tutorial of my own if I keep it short. No promises though.
@@QuidInfernum that would be amazing man theres just nothing out for it
@@jameswilliams2373 It's funny you replied just then as I was thinking about it and looking at my aim offsets in my tutorials. I'm not certain that you would build the aim offset itself any differently than you would for a third person view - the parts are just animation chunks. In a top-down view, you would still have the torso turning before the legs turned -- it's just a matter of how you set up the rotation limits. The challenge is if you want to aim in a manner that is vertical to the character (so that it's the characters relative up and down) because you can't really get that information in a top down view. In a perfect world, you'd get the Z through the function ConvertMouseLocationToWorldSpace but I find that unreliable. Instead, I'd poll to see what object is under the cursor at coordinate X/Y and get the Z location of whatever it turns up as the uppermost object.
I need to think on it a bit more but I may be able to try and put together a solution to test this week. I'll let you know!
how do i lock my character rotation when is running (sprinting) and avoid that moves backwards?
out of curiosity am i able to just use "W,A,S,D" for my movement and not do the aim cursor as i want to have a character who uses "1,2,3,4" for abilities and something like "F" key for interaction with objects or will that affect it in some how?
charlie monnery nope
The best way to start a soccer game?
Get a ball, two nets, a large field and a bunch of boys from the 'hood? ;)
I don't know a lot about soccer, to be frank, but I'll give it some thought and see if I can give you a better answer.
@@QuidInfernum
ok, thanks for the answer, i really wanted to know which blueprint template would be ideal to start with in your opinion.
@@gangstaplaygamer6315 Even that is kind of a tricky question because it depends upon what type of game you want. If you were going for something where the player would feel more immersed, I'd likely start with a 3rd-person base, maybe with the camera pulled even a little more back. If it's more of a soccer mgmt game, you might prefer top-down so you can more easily show stats and such. What are you thinking for your overall game feel?
Do you have any videos where you work on UI?
Is this tutorial simply wrong? the WASD input is not perceived by the pawn character and in no step did you change the controller or the game mode...
Where did you get the weapons?
Lucio make them yourself
what unreal version is it?
That one was 4.16. I have not tested it with any of the last few releases. I may do so soon and make corrections if needed but no promises.
@@QuidInfernum I've done exactly what you did in this video and my character will not move at all when I press any of the W A S or D keys.
Can you make a really good game with only the unreal engine
Of course you can!! but that depends on your skills mostly!
Thanks you helped for me !
one player is alright but Network didn't
i'm try this to Network Top down Use "Set Actor rotation" , but fail
The server overrides the rotation value obtained by the mouse and points it to the character 0.
Any advice on this?
Network
ruclips.net/video/8ToVKyiVDAg/видео.html
Client PC -> ( Server for Custome event )
bruh my brain is not for programming and it makes me wanna cry :( every word seems so complex for no reason at all making it very difficult to understand programming
08:08
works very well but you go quick and dont explain a thing ! this isnt a tutorial this is just copy and paste now I have something that works and im tying to understand how but since you didnt say a thing about how it worked its hard
It is a tutorial, just not the type you were expecting but I agree with you that it goes too quickly and not into enough detail if you are looking for more depth on individual functions. The original (now removed) tutorials spent a lot of time in the weeds and that wasn't well received. Most just wanted to know how to put things together to achieve a goal and could look up the specifics of given functions in the API. So I took that part out to make them more streamlined BUT I agree that for some, that detail was useful. We've had some changes going on this year at Mindless Pursuits and now that I'm back firmly at the helm I'm going to be reassessing the approach to tutorials to allow for both those that don't want to get into the weeds and those who do. I'm hoping to get information out in the next month or so but a lot is happening so it may be a little longer. I want to ensure that when Mindless Pursuits does start posting tutorials again, they're of the best quality we can make them!
@@QuidInfernum You were not too quick...you explained everything