Hey everyone! This ability was requested way back on the Genji video so I'm happy to get it out to everyone. The charge shot was fun to create, i put in quite a bit of effort to add effects/polish so I hope you enjoy it!
I love these tutorials and I'm gonna be candid with you. I'm not an UnrealEngine kind of guy, I'm an Unity person, I watch your videos and then accommodate them to Unity. Thank you for posting these vids, really benefits everyone :]
Great Tutorial! You should also consider doing a series of Top-Down game (in 3D of course) and create some of the popular mechanics from it. Its really surprising to see the lack of tutorials related to Top-Down games in UE 4.
Mathew I remember when I saw your "Why I moved to Unreal Engine 4" video I have watched you ever since and your videos have been such a big help! Keep doing what you are doing!
Oh wow, back when I first uploaded it? That's awesome!! I had around 1000 or less subscribers back then. It's great that you've been along with me for the journey. I'm happy that my videos are useful :)
Thanks for these awesome tutorials. Some requests for weapons that seem like a lot of fun but I'm struggling coming up with solutions so maybe you can: Remote Mines from Golden Eye (projectile sticks to whatever they touch, another input explodes all of the actively spawned projectiles), Splatoon like paint the floor weapon Helix projectile in Enter the Gungeon (its basically two projectiles with mirrored S movements but I cant figure it out) Turret spawn that follows you and shoots at whatever enemy AI is nearest Molotov Cocktail that lights the ground on fire
I ended up building my own based on the Metroid Prime beam canon back in June. Or was pretty different from this, but it's interesting to see another approach. :)
I know this is an old vid but I'm hoping you'll read and answer this question. I really want to start atleast trying UE4 after using Unity for a while, there's so many things that make me wanna move but, the most important reason I haven't yet is because writing in C# is so simple and easy. If I were to do this in unity it wouldn't take more then 5 minutes to get the mechanic down, then I could spend however long I need playing around with the visuals (which appears to be something easierly done in unreal) yet it would still be so much faster than half an hour, I get it's a tutorial and you want to everyone to understand the process but it takes so long. I've seen massive spiels of blueprints and thought, shit I could get the same results done in 1 or 2 short scripts. And I'm not even good af coding, not close. I've been using C# casually for less than a year and it still seems way faster, simpler and more intuitive than blue prints. I wanna switch for things such as the lighting quality and bake time, as well as how visual quality can come without compromise when contrasted to Unity. Unreal definitely feels like it's more designed for creating a game but with Unity, even if I don't know exactly how, no matter what or how obscure a behavior I need is, I know I'm capable of writing a script that can achieve it. Where's as blueprints seem like a clunky unwieldy time consuming mess for more advanced mechanics. And ahh, I don't think I'll try C++ anytime soon. I just wanna yours, or someones take on what the recommend I do, my main project right now is something I'm taking quite serously and I wanna get it right. It's a lowish-poly, simplistic textured, vibrant lighting, simple but beautiful type look, shooter with more advanced features than anything I've played before but nothing too ground breaking, multi-player. While I definitely think the appeal of it is the mechanics that haven't really existed before. It looking perfect and running smoothly is a must not just for high end machines. Currently, as I add more and more features, unity handles it pretty well. But as soon as I do more visual stuff it starts choking hard (gtx1070) I thought it should be simple considering the low polygon count and most of the materials are simple shaders with only an albedo map, but unity just can't handle it. It's not even close to final either. So please, anyone give me your thoughts and opinions I'm very grateful for advice.
Some ideas for a "Let's Create" 1. Mercy's gliding abilities from overwatch (flying to an ally or place and slowly gliding to the floor) 2. Skyrim esque fast travel 3. Portal gun (portal 1&2) 4. Charging at enemies (most mmorpg's - e.g. World of Warcraft warrior class)
Woosh.. Brain feels like it's melted. And I must've had an option changed because when I fire a fully charged shot then move my cursor to a different angle before releasing it changes the direction of the shot relative to where it currently is. But was my first gun tutorial so... somewhat successful? *scoops melted brain back into head*
Can you please do a reverse time tutorial (something like that in "Prince of Persia"). I have no idea how to implement such a mechanic. By the way, I love this series. It's clearly one of the best on RUclips.
I added a oncomponentbeginoverlap on my ai and set the other actor pin to Actor has tag and added a tag which i added on my projectiles and then i just had to figure out a health system with a float which is 1 and you can just google it or ask if you need help with it :) and then i just had to get the collision stuff right glad if i was able to help :D
Great video! Only problem I'm having is with collisions. Having blocking collisions on the sphere alone isn't enough, the projectile cuts through walls and doesn't generate hit events on another player. I added a collision sphere in, but I can't find a way to properly scale the size with the projectile as it charges. Any help would be great!
Hey ChillinLikeADylan! I have an online course coming out just for that. You can put your email in here to get notified when it comes out: www.matthewpalaje.com/onlinecourses/
I found this video very helpful. However, I'm trying to use this for a third person character where the ProjectileSpawnLocation is a child of the mesh instead of the camera. When I activate the shooting, it always shoots to the left of the character instead of shooting from the front of it. Any way I can fix this?
Could you do a tutorial that revolves around a Sims style Editor/Sandbox? To add and place items inside a frozen (paused) enviroment then resume when finished?
Can you polish this mechanic by showing how different ball size deal different damage like small size bullets will deal less damage and fully charged ball will demolish the target in one instance or by adding an energy meter as an form of ammo. That would be pretty cool!
So i added little more functionallity like adding force to hit objects depending on the charge value and increasing the velocity of the projectile as the charge goes up. But now, when the fully charged shot spawns, it just move a bit and then it sticks on the screen without moving. It only happens when i use the fully charged shot. Regular shots work perfectly fine. I also added bounce functionallity , maybe it has something to do with collisions or something like that? for the love of god i cant figure this out. What could couse the projectile to just get stuck on the screen (keeping in mind it is the same procedure for the regular shots)???
whould you make a video on recreating kakashi's chidori/raikiri? I know its not a 100% game character request but he does appear with that ability in a number of games
I just recently discovered this channel. This is awesome! Do you still do these? And if so, can you do a video creating Mercy's Guardian Angel? Specifically the targeting system. I've seen your Let's Create Genji video and I know I could use something like that for the actual travel part of it. Thanks!
i need assistance, i know this is an old video however my projectile wont shoot? could that be because i started my project as C++ instead of blueprints? and if so, how can i change it?
I have a problem, for some reason when I hold left mouse button, the projectile shoots but then while it's moving it then charges up and not charge up then shoot and I don't know what to do, I followed every step the same way you did it
Could you do a episode recreating the boxes of The evil within 2, the ones showing dead bodies inside with a looping movement, it will be awesome! Love your tutorials too!
Awesome tutorial! In another videeo of yours, you said that students who follow a lot of tutorials dont tend to be very succesful. I am just getting started with unreal, how and when will i know that i can start building my own small games?
hey I like how you how your always replying but one question could you make a tutorial on magic like Skyrim and a collectible you could obtain from killing or on the ground that would unlock me
Mhhs i know this is soon 2 years old, but i just thought as a polish, you could make the projectile color start with yellow then the longer it charges and the bigger it gets it turns green, a while afther that blue and in good memory for the Megaman X game purple with multiple particles orbiting around the main projectile blast (up to the blue one it wouldn't be that much more work, the purple shoot tho would be overkill but man i loved Megaman X)
sir, from where I should learn online animation's graphic design course by using blender?? sir, I am from India. I have a lot of interest on game programming and game designing. please reply.
Great video! Getting a weird bug, though. When I walk forward and charge the projectile, my character gets moved back. This doesn't happen if I stand still, though. Thoughts?
Does anyone know of a way to do procederally generated guns like how borderlands does in unreal? I've been going at it for about 5 months now and can't seem to get it.
I followed along but it's not working, and I have no idea where the issue could be. if my projectile somehow hits the ground while I am charging it, I get launched into the air. Not only that but if I then release the button and fire the projectile, there will be no particle effect. Anyone have any ideas where the problem could be?
Ok, so I figured out the problem, collision preset of the projectile sphere mesh was set to blockalldynamic, so it interacted with the character, meaning that when I shot down, the an orb grew between me and the ground, pushing my character upwards, but since the orb is the child of the character, that makes it move upwards, pushing the character upwards, etc. But how to fix this?
Hi Matthew! as always, the video quality is amazing but I would just love it if every let's create video is built on its own project and not using the "foundation" project, as I would love to follow through with this tutorial without doing the earlier Let's Create projects, another option is if you can add a download link to the foundation project that is updated to the latest creation, that would be awesome (and sorry if I'm asking for too much ^^).
Hey The Meowington! You bring up a great point and something that I've been thinking about for a while. I'm going to change the structure of let's create on the 20th episode and onward. It will allow anyone watching for the first time to follow along easily. I'll have a very small and basic project that anyone can download to use as a base for each let's create.
The blaster looks fine from first person but if another player sees you, they'll be wondering why you strapped a back massager to your arm and how you got it to shoot fireballs. Lol just razzin ya.
Hi, I have an error: all the shots go to the same place no matter where I look. I have reviewed the video several times and I have the same steps, I do not know what I'm doing wrong :( Picture of my problem: i.imgur . com /Ara6Gj0 . jpg [eliminate spaces.] Info Engine: UE 4.18 - FirstPersonCharacter own
@@nezosgames I'm not well versed, and this was 5 months ago... but I suspect you have it set to relative location instead of world location on the projectile spawner? That's just my guess though.
I think the gun recoil needs some re-adjustments. It feels like youre pushing the bullet in some cases, rather than pulling it on the right time. Other than that, this seems like a fun project.
That's a very simple fix, you can make it an overlap only or just make it ignore the player. I say this to everyone, these videos are a foundation for you to build on top of and expand upon. So if someone wants it to work in a different way they can easily implement it themselves.
I really love your videos, they explain in a way that makes me want to explore more of the blueprints by myself, by the time you answered my comment i had found out how to do it. Thanks! :)
Hey everyone! This ability was requested way back on the Genji video so I'm happy to get it out to everyone. The charge shot was fun to create, i put in quite a bit of effort to add effects/polish so I hope you enjoy it!
Matthew Palaje whats ur timezone its 4 am
TinyTrexGameplays AND More lol yeah same here in Mexico
Oh wow haha! Go to sleep!! It's 7:00 pm in Australia :)
I love these tutorials and I'm gonna be candid with you. I'm not an UnrealEngine kind of guy, I'm an Unity person, I watch your videos and then accommodate them to Unity. Thank you for posting these vids, really benefits everyone :]
Oh nice! That's a really interesting way of working. Thank you for the kind words, I hope you enjoy my other videos.
Completed this series ignoring the physical animations video. Thoroughly enjoyed it.
you made me want to start making games again. i've lost motivation after a while, and you have brought the motives back.
That's great to hear :retrowave:! Good luck with making games again :) Keep us all updated.
thank you. i've never really had much luck, but this time- i have a feeling.
Great Tutorial! You should also consider doing a series of Top-Down game (in 3D of course) and create some of the popular mechanics from it. Its really surprising to see the lack of tutorials related to Top-Down games in UE 4.
Mathew I remember when I saw your "Why I moved to Unreal Engine 4" video I have watched you ever since and your videos have been such a big help! Keep doing what you are doing!
Oh wow, back when I first uploaded it? That's awesome!! I had around 1000 or less subscribers back then.
It's great that you've been along with me for the journey. I'm happy that my videos are useful :)
Thanks for these awesome tutorials. Some requests for weapons that seem like a lot of fun but I'm struggling coming up with solutions so maybe you can:
Remote Mines from Golden Eye (projectile sticks to whatever they touch, another input explodes all of the actively spawned projectiles),
Splatoon like paint the floor weapon
Helix projectile in Enter the Gungeon (its basically two projectiles with mirrored S movements but I cant figure it out)
Turret spawn that follows you and shoots at whatever enemy AI is nearest
Molotov Cocktail that lights the ground on fire
To get a constant hold 1 and click anywhere just a little shortcut key to help a little great vid
Nice vid man! Very useful
This is freaking great! I love all of the mega man games!
I ended up building my own based on the Metroid Prime beam canon back in June. Or was pretty different from this, but it's interesting to see another approach. :)
I know this is an old vid but I'm hoping you'll read and answer this question.
I really want to start atleast trying UE4 after using Unity for a while, there's so many things that make me wanna move but, the most important reason I haven't yet is because writing in C# is so simple and easy.
If I were to do this in unity it wouldn't take more then 5 minutes to get the mechanic down, then I could spend however long I need playing around with the visuals (which appears to be something easierly done in unreal) yet it would still be so much faster than half an hour, I get it's a tutorial and you want to everyone to understand the process but it takes so long.
I've seen massive spiels of blueprints and thought, shit I could get the same results done in 1 or 2 short scripts.
And I'm not even good af coding, not close. I've been using C# casually for less than a year and it still seems way faster, simpler and more intuitive than blue prints.
I wanna switch for things such as the lighting quality and bake time, as well as how visual quality can come without compromise when contrasted to Unity.
Unreal definitely feels like it's more designed for creating a game but with Unity, even if I don't know exactly how, no matter what or how obscure a behavior I need is, I know I'm capable of writing a script that can achieve it.
Where's as blueprints seem like a clunky unwieldy time consuming mess for more advanced mechanics. And ahh, I don't think I'll try C++ anytime soon.
I just wanna yours, or someones take on what the recommend I do, my main project right now is something I'm taking quite serously and I wanna get it right.
It's a lowish-poly, simplistic textured, vibrant lighting, simple but beautiful type look, shooter with more advanced features than anything I've played before but nothing too ground breaking, multi-player. While I definitely think the appeal of it is the mechanics that haven't really existed before. It looking perfect and running smoothly is a must not just for high end machines.
Currently, as I add more and more features, unity handles it pretty well. But as soon as I do more visual stuff it starts choking hard (gtx1070) I thought it should be simple considering the low polygon count and most of the materials are simple shaders with only an albedo map, but unity just can't handle it. It's not even close to final either.
So please, anyone give me your thoughts and opinions I'm very grateful for advice.
Some ideas for a "Let's Create"
1. Mercy's gliding abilities from overwatch (flying to an ally or place and slowly gliding to the floor)
2. Skyrim esque fast travel
3. Portal gun (portal 1&2)
4. Charging at enemies (most mmorpg's - e.g. World of Warcraft warrior class)
We need more! :D
Woosh.. Brain feels like it's melted. And I must've had an option changed because when I fire a fully charged shot then move my cursor to a different angle before releasing it changes the direction of the shot relative to where it currently is.
But was my first gun tutorial so... somewhat successful? *scoops melted brain back into head*
Can you please do a reverse time tutorial (something like that in "Prince of Persia").
I have no idea how to implement such a mechanic.
By the way, I love this series. It's clearly one of the best on RUclips.
I LOVE THIS CHANNEL!
Thanks Akriti Design Studio!
Can the next tutorial be on slime ranchers mechanics
Enemy AI like Legends of Zelda: THE BREATH OF THE WILD? That will be very much awesome!!!
Could you do a second episode where you cover doing damage to enemies with the blaster?
watch a different series and about damage and enemies and make the charge blast the weapon
I added a oncomponentbeginoverlap on my ai and set the other actor pin to Actor has tag and added a tag which i added on my projectiles and then i just had to figure out a health system with a float which is 1 and you can just google it or ask if you need help with it :) and then i just had to get the collision stuff right glad if i was able to help :D
Great video! Only problem I'm having is with collisions. Having blocking collisions on the sphere alone isn't enough, the projectile cuts through walls and doesn't generate hit events on another player. I added a collision sphere in, but I can't find a way to properly scale the size with the projectile as it charges. Any help would be great!
Awesome video
Hey Matthew! It'd be cool if you did a series where you made a whole game. I love your videos!
Hey ChillinLikeADylan! I have an online course coming out just for that. You can put your email in here to get notified when it comes out: www.matthewpalaje.com/onlinecourses/
Matthew Palaje Thank you, that's awesome! I will definitely watch that.
I found this video very helpful. However, I'm trying to use this for a third person character where the ProjectileSpawnLocation is a child of the mesh instead of the camera. When I activate the shooting, it always shoots to the left of the character instead of shooting from the front of it. Any way I can fix this?
Could you please do a Let's Create on the For Honor targeting mechanic, meaning how the controls change when left trigger is held.
Could you do a tutorial that revolves around a Sims style Editor/Sandbox? To add and place items inside a frozen (paused) enviroment then resume when finished?
Hey Dead Locust! This series focuses on character abilities.
Hope you can find a tutorial online!
Can you polish this mechanic by showing how different ball size deal different damage like small size bullets will deal less damage and fully charged ball will demolish the target in one instance or by adding an energy meter as an form of ammo. That would be pretty cool!
Best series i have seen on youtube bro
Thanks DerpTV! Very kind of you to say.
So i added little more functionallity like adding force to hit objects depending on the charge value and increasing the velocity of the projectile as the charge goes up. But now, when the fully charged shot spawns, it just move a bit and then it sticks on the screen without moving. It only happens when i use the fully charged shot. Regular shots work perfectly fine. I also added bounce functionallity , maybe it has something to do with collisions or something like that? for the love of god i cant figure this out. What could couse the projectile to just get stuck on the screen (keeping in mind it is the same procedure for the regular shots)???
whould you make a video on recreating kakashi's chidori/raikiri? I know its not a 100% game character request but he does appear with that ability in a number of games
Can you recreate the GLOO Cannon from Prey please, if you wish
I just recently discovered this channel. This is awesome! Do you still do these? And if so, can you do a video creating Mercy's Guardian Angel? Specifically the targeting system. I've seen your Let's Create Genji video and I know I could use something like that for the actual travel part of it. Thanks!
i need assistance, i know this is an old video however my projectile wont shoot? could that be because i started my project as C++ instead of blueprints? and if so, how can i change it?
I cant seem to get projectile movement at 27mins, it simply wont come up nor will it connect to projectile movement's target.
I have a problem, for some reason when I hold left mouse button, the projectile shoots but then while it's moving it then charges up and not charge up then shoot and I don't know what to do, I followed every step the same way you did it
Could you do a episode recreating the boxes of The evil within 2, the ones showing dead bodies inside with a looping movement, it will be awesome! Love your tutorials too!
Awesome tutorial! In another videeo of yours, you said that students who follow a lot of tutorials dont tend to be very succesful. I am just getting started with unreal, how and when will i know that i can start building my own small games?
I'm doing a side scroller game, and when I shoot it, doesn't go in the direction I want it to. How can I fix this?
Can you please make a tutorial on how to deal with ledges? Like when theres a small ledge and the character turns sideways and sidesteps across
hey I like how you how your always replying but one question could you make a tutorial on magic like Skyrim and a collectible you could obtain from killing or on the ground that would unlock me
Whenever i put the material into the particle it makes it square. do you know why? also my opacity is grayed out in the material blueprint
More importantly mine doesn't charge. it just shoots one big projectile.
Wow nice.... Thanks for the tutorials....
they are extremely helpful and informative.
No problem! I'm glad that you're enjoying them.
How do you make that the guns looks upward whit the mouse? thanks for the videos.
would this work on a 3rd person stuff for megaman legends?
Is there anyways to get these projectiles to bounce? I have turned on shield bounce and it always just goes through the walls
I'd request the grapple swing ability from Metroid Prime 3. (Could be a nice add on to the widowmaker grapple hook :D)
hey nice video is all working but it messed up my mouse input for looking i can only look horizontally not vertically
can you make first person shooter mechanic with a reticle
Cool! You can use '1' for constants and '3' for 3-vector constant. Another one I find useful is ctrl and alt-drag for set variable and get variable.
Awesome, I wanted a tutorial on the screen shake. didn’t expect to see it in this tutorial. Cool
Can you plz do a grappling hooks with more of a focus on a swinging mechanism
I recently created WidowMakers grappling hook. Sometime in the future I may do a swinging type grapple hook.
You gonna continue this series?
Mhhs i know this is soon 2 years old, but i just thought as a polish, you could make the projectile color start with yellow then the longer it charges and the bigger it gets it turns green, a while afther that blue and in good memory for the Megaman X game purple with multiple particles orbiting around the main projectile blast (up to the blue one it wouldn't be that much more work, the purple shoot tho would be overkill but man i loved Megaman X)
having some difficulty destroying the projectile. can't seem to make it happen without errors popping up.
can you make a tutorial on knockback?
can you show a genji reflect tutorial? :D
Awesome video. Very informative and you're obviously very skilled. Maybe try to create the Bouncer from R&C ? :)
Great idea! Some R&C guns would be fun.
Everytime you call it a blaster instead of a buster, a kitten dies.
sir, from where I should learn online animation's graphic design course by using blender?? sir, I am from India. I have a lot of interest on game programming and game designing. please reply.
Great video! Getting a weird bug, though.
When I walk forward and charge the projectile, my character gets moved back. This doesn't happen if I stand still, though.
Thoughts?
Does anyone know of a way to do procederally generated guns like how borderlands does in unreal? I've been going at it for about 5 months now and can't seem to get it.
I followed along but it's not working, and I have no idea where the issue could be.
if my projectile somehow hits the ground while I am charging it, I get launched into the air. Not only that but if I then release the button and fire the projectile, there will be no particle effect.
Anyone have any ideas where the problem could be?
Ok, so I figured out the problem, collision preset of the projectile sphere mesh was set to blockalldynamic, so it interacted with the character, meaning that when I shot down, the an orb grew between me and the ground, pushing my character upwards, but since the orb is the child of the character, that makes it move upwards, pushing the character upwards, etc.
But how to fix this?
Great, now can you make Metroid Prime 4 for us to play? : )
wow i am recently thinking how to make a charge blast and you make a tutorial,it's cool!
That's awesome!
Hi Matthew! as always, the video quality is amazing but I would just love it if every let's create video is built on its own project and not using the "foundation" project, as I would love to follow through with this tutorial without doing the earlier Let's Create projects, another option is if you can add a download link to the foundation project that is updated to the latest creation, that would be awesome (and sorry if I'm asking for too much ^^).
Hey The Meowington! You bring up a great point and something that I've been thinking about for a while. I'm going to change the structure of let's create on the 20th episode and onward. It will allow anyone watching for the first time to follow along easily. I'll have a very small and basic project that anyone can download to use as a base for each let's create.
+Matthew Palaje Thank you so much for listening! I am really excited for the 20th episode :D
from 2020 thx you alot
why the projectile is not scaleing ? i think i do something wrong...
i cant make the my weapon to charge like and my camerashake isn`t do nothing like so
if you can help me on discord pls : BogdyRO
#8817
The blaster looks fine from first person but if another player sees you, they'll be wondering why you strapped a back massager to your arm and how you got it to shoot fireballs. Lol just razzin ya.
Hey nice tutorial!
Can you do a tutorial of a smart procedural random level creation?
Thanks! This series is purely for character mechanics.
always amazing
Thanks mulira!
am I the only one to get squares intead of circles when doing the particle?
Hi, I have an error: all the shots go to the same place no matter where I look.
I have reviewed the video several times and I have the same steps, I do not know what I'm doing wrong :(
Picture of my problem: i.imgur . com /Ara6Gj0 . jpg [eliminate spaces.]
Info Engine: UE 4.18 - FirstPersonCharacter own
error: i.imgur.com/Ara6Gj0.jpg
@@nezosgames I'm not well versed, and this was 5 months ago... but I suspect you have it set to relative location instead of world location on the projectile spawner? That's just my guess though.
@@PirateDion I Have same problem and world location don't work too
I think the gun recoil needs some re-adjustments. It feels like youre pushing the bullet in some cases, rather than pulling it on the right time. Other than that, this seems like a fun project.
That's all upto you to implement! The Let's Create videos are a foundation for everyone to work from.
First.Have a nice day.
Thanks Red! You too.
The only problem i have with this mechanic is the whenever you jump or walk forward you are pushed back by your own projectile.
That's a very simple fix, you can make it an overlap only or just make it ignore the player. I say this to everyone, these videos are a foundation for you to build on top of and expand upon. So if someone wants it to work in a different way they can easily implement it themselves.
I really love your videos, they explain in a way that makes me want to explore more of the blueprints by myself, by the time you answered my comment i had found out how to do it. Thanks! :)
Yeah, I was getting tired of that material as well.
Requesting Let's create Absolver combo system
I wouldn't do that as a let's create. I'd probably make a course on 3rd person combat systems on my website due to how complicated that topic is.