It took me 2 hours of troubleshooting my Sprint Functionality code to figure out that I wired up the branched off "SET:Is staminacooldown?" node to the wrong "Set Max Walk Speed" node. I had it hooked up to the one that connects to the SPRINT speed instead of the one that connects to the Walk Speed. I got there in the end though! Fantastic video! My only complaint is you sometimes move too quickly and I end up having to rewind the video alot.
@@MrMontanaNights i’m glad that you made it to the end and everything worked for you. I’m still working on the speed of these tutorials. It’s insane that despite trying to move it a good pace. They’re still l two hours long. 😂
very useful ... keep going ... please put some tutorials about character and advance damage on the character like physics and animation ... thanks a lot... 👍👍👍👍
Great, thank you :P I'm gonna have a watch soon. And I agree on open source code. I've been using Godot recently so I often convert Unity and UE5 code. Same basic shader material code, like ripples in water, is written by Unity, and therefore protected by them (I ignore that).
Hi, thank you very much for your video, I learned a lot ^^. On the other hand, I have 2 problems, the first is that I have a problem with the height of my VRPawn because I am too low, and the second problem is when the snap turn can make me go through the map
@@QuinnKuslich I have seen the passages about this several times, but without success. However, I have good news and bad news. The good news is that if I am standing with the VR headset, the SnapTurn will work well, however, if I am sitting, I will automatically pass through the map, which is problematic. I also tried on a new template and the problem is the same.
@@QuinnKuslich I don't know. I checked and inserted the same values as in your video for the player's capsule height. I also noticed that if we do a snap turn near the wall, it pushes us into the ground
@@QuinnKuslich I tried to do something different and it works in my case. In the Snap Turn function, I removed the Set Actor Location. I used a Set Timer By Event at 0.02 seconds in Loop, in a Custom Event initialization with UpdateCapsulePositionAndRotation, to loop UpdateCapsuleHeight that I also modified a little, which also allows me to go under platforms low enough to hide. It's a bit complicated to explain in comments, so if you're interested, I can always send you a screenshot. In any case, thank you very much for your video because it helped me a lot to start and progress in VR ^^
Looks good, My plans are not to return to VR for a little while and hence I wondered if you would be bundling all your work into one purchasable project? e.g. finger collisions, physics hands, HL Alyx movement system... all in one.
Thank you for the video Quinn its greatly appreciated. I have one question, at the video time of 10:17 you applied a dead zone to the input action IA_Jump and when I do this exactly like you do and try to save it, it says there cannot be a null input modifier on an input action. Just wondering if I'm missing something here?
@@QuinnKuslich on the next part after you create the B_Input_modifier_XAxisNegativeOnly , you go back into the IA_Jump and that's when I added the dead zone along with the input modifier and it allowed me to save. Thank you for the super speedy response I truly appreciate it.
@@melikbyrd4193 hey man, I’m really glad that you got it working. The whole goal of this tutorials to get everyone thumbstick locomotion and teach them how to make themselves
This video definitely deserves a thank you … love your approach, attitude and focus
Thank you so much!!!
Thank you! I look forward to any future VR knowledge you have to share with us. Subscribed 👍
That's how you do it!!! Nice work!
I try
Good stuff! thanks for making these videos. you're doing a great public service
It took me 2 hours of troubleshooting my Sprint Functionality code to figure out that I wired up the branched off "SET:Is staminacooldown?" node to the wrong "Set Max Walk Speed" node. I had it hooked up to the one that connects to the SPRINT speed instead of the one that connects to the Walk Speed. I got there in the end though! Fantastic video! My only complaint is you sometimes move too quickly and I end up having to rewind the video alot.
@@MrMontanaNights i’m glad that you made it to the end and everything worked for you. I’m still working on the speed of these tutorials. It’s insane that despite trying to move it a good pace. They’re still l two hours long. 😂
Love your vids. Keep it up. Just got my Q3 2 days ago.
Уеееееssssss!!!! You are the best!!!! More videos !!!! More half-life mechanics!!!!!!
very useful ... keep going ... please put some tutorials about character and advance damage on the character like physics and animation ... thanks a lot...
👍👍👍👍
Thanks!
You bet! Thank you for the support!!
Great, thank you :P I'm gonna have a watch soon. And I agree on open source code. I've been using Godot recently so I often convert Unity and UE5 code. Same basic shader material code, like ripples in water, is written by Unity, and therefore protected by them (I ignore that).
@@robinj6997 glad you agree, I’m feeling my take on this may be slightly controversial but our community is too small and niche to gate keep code
yea, everyone is standing on the shoulders from previous programmers. If everyone would copyright code, we would get nowhere.
@@robinj6997 exactly
Very well done Quinn, thank you for the Tuto. Any idea of the "Alyx" grabForce sytem?
@@gtogvrgames1881 I’ll probably start working on that after I finish guns and physics script
I made a tutorial like this, but the height of the player was wrong. You just couldn't reach down to the floor. Maybe this can solve it.
Hi, thank you very much for your video, I learned a lot ^^. On the other hand, I have 2 problems, the first is that I have a problem with the height of my VRPawn because I am too low, and the second problem is when the snap turn can make me go through the map
@@LyriaTempest that shouldn’t be happening double check your code is correct at the “adding code to vr pawn section
@@QuinnKuslich I have seen the passages about this several times, but without success. However, I have good news and bad news. The good news is that if I am standing with the VR headset, the SnapTurn will work well, however, if I am sitting, I will automatically pass through the map, which is problematic. I also tried on a new template and the problem is the same.
@@LyriaTempest it’s gotta be something with player height
@@QuinnKuslich I don't know. I checked and inserted the same values as in your video for the player's capsule height. I also noticed that if we do a snap turn near the wall, it pushes us into the ground
@@QuinnKuslich I tried to do something different and it works in my case. In the Snap Turn function, I removed the Set Actor Location. I used a Set Timer By Event at 0.02 seconds in Loop, in a Custom Event initialization with UpdateCapsulePositionAndRotation, to loop UpdateCapsuleHeight that I also modified a little, which also allows me to go under platforms low enough to hide. It's a bit complicated to explain in comments, so if you're interested, I can always send you a screenshot. In any case, thank you very much for your video because it helped me a lot to start and progress in VR ^^
Looks good, My plans are not to return to VR for a little while and hence I wondered if you would be bundling all your work into one purchasable project? e.g. finger collisions, physics hands, HL Alyx movement system... all in one.
@@philt7646 yep at the end it will be bundled into one large template
Thank you for the video Quinn its greatly appreciated. I have one question, at the video time of 10:17 you applied a dead zone to the input action IA_Jump and when I do this exactly like you do and try to save it, it says there cannot be a null input modifier on an input action. Just wondering if I'm missing something here?
Type something into the description and then try again
@@QuinnKuslich on the next part after you create the B_Input_modifier_XAxisNegativeOnly , you go back into the IA_Jump and that's when I added the dead zone along with the input modifier and it allowed me to save. Thank you for the super speedy response I truly appreciate it.
@@melikbyrd4193 hey man, I’m really glad that you got it working. The whole goal of this tutorials to get everyone thumbstick locomotion and teach them how to make themselves