The way this is setup the player gets damaged like you said, thats correct. If you want on impact you add the damage node in the event graph of the projectile blueprint, right after 'event hit'
@@BuvesaGameDevelopment I'm relatively new to ue5 so could I possibly have a more in depth explanation please, after the event hit in the projectile blueprint I hooked cast to firstpersoncharacter to the "other" node in event hit, then from there I applied damage. It doesn't do anything though.
@@BuvesaGameDevelopment I have set the "apply damage" directly after event hit in the projectile code but it doesn't change from having it in the enemy code
ive put this code into a trigger box so the enmy spawns every few seconds but the first one, when he is killed, doesnt stop shooting and just carries on until game over, cvan someone help
this doesn't work... it deals damage regardless if the bullet hits the player or not, it damages you instantly when you're detected by the turret's line of sight...
With regards to the 'On See Pawn (PawnSensing) in Blueprint, I've read somewhere that Cast to BPs are computationally expensive, would that be true in this instance?
hi i wonder if you can help me, i have followed this tutorial, but my projectile applies damage to my 1st person character whenever it is spawned and there is now way to dodge it, i have tried making the collision on the projectile smaller and a couple of things but nothing seems to work can you give me quick advice here? or alternatively would be great if you made a tutorial about it. thanks brilliant work btw
@@BuvesaGameDevelopment yeah i tried a couple things but i have only been using ue5 for 3 weeks so I think i might just be missing something, thanks for reply though. I am subbed 😀😀
Ik it's 6 month old comment but In enemy bp: Delete apply damage Open projectile bp In projectile bp: Event hit-> apply damage Damaged actor = hit actor In playerbp Click on capsule component, scroll to collision, check simulate hit events Should work
i think its called firstpersonprojectile or maybe you deleted. if you can't find, try making a new projectile blueprint with projectile movement and just copy the code over.
Yeah, this doesn't work at all, you take damage if the projectile hits you or not and you're calling the ENTIRE character blueprint to do one damage calculation. I really don't mean to be rude or weird, or anything, but teaching people this will make very poorly optimized games.
@BerserkDestroyer On Begin Play, get actor or actors of class. Set that actors blueprint there, and then set it as a variable. Use the variable going forward. It replaces casting as well (cast on Begin play, set as variable, also know as Safe Casting).
amazing! you helped out a ton while making my game!
Thank you for the helpful tutorial also have a good rest of your day :>
The way you have it set up, it damages the player right when the projectile spawns instead of when the projectile hits the player.
The way this is setup the player gets damaged like you said, thats correct. If you want on impact you add the damage node in the event graph of the projectile blueprint, right after 'event hit'
@@BuvesaGameDevelopment I'm relatively new to ue5 so could I possibly have a more in depth explanation please, after the event hit in the projectile blueprint I hooked cast to firstpersoncharacter to the "other" node in event hit, then from there I applied damage. It doesn't do anything though.
@@BuvesaGameDevelopment I have set the "apply damage" directly after event hit in the projectile code but it doesn't change from having it in the enemy code
What if they dont shoot at you and deal damage at all and they just look around?
ive put this code into a trigger box so the enmy spawns every few seconds but the first one, when he is killed, doesnt stop shooting and just carries on until game over, cvan someone help
Usefull tutorial! once issue though, for some issue my enemy moves bit by bit when he shoots
this doesn't work... it deals damage regardless if the bullet hits the player or not, it damages you instantly when you're detected by the turret's line of sight...
3:12 it wont let me use the get actor location and it doesent work
With regards to the 'On See Pawn (PawnSensing) in Blueprint, I've read somewhere that Cast to BPs are computationally expensive, would that be true in this instance?
if i am moving in the air and it hits me nothing is happening plz help
hi i wonder if you can help me, i have followed this tutorial, but my projectile applies damage to my 1st person character whenever it is spawned and there is now way to dodge it, i have tried making the collision on the projectile smaller and a couple of things but nothing seems to work can you give me quick advice here? or alternatively would be great if you made a tutorial about it. thanks brilliant work btw
You can spawn the projectile further away or 'ignore actor' and then your character
@@BuvesaGameDevelopment yeah i tried a couple things but i have only been using ue5 for 3 weeks so I think i might just be missing something, thanks for reply though. I am subbed 😀😀
Ik it's 6 month old comment but
In enemy bp: Delete apply damage
Open projectile bp
In projectile bp: Event hit-> apply damage
Damaged actor = hit actor
In playerbp
Click on capsule component, scroll to collision, check simulate hit events
Should work
@@Jay-og4yb GOAT comment lol thanks
How do I also deal damage to the AI
I cant find the projectile in the spawn actor class can anyone help?😊
i think its called firstpersonprojectile or maybe you deleted. if you can't find, try making a new projectile blueprint with projectile movement and just copy the code over.
Great video. Thanks a lot.
Great video :)
does this work in third person?
Good , keep going
Yeah, this doesn't work at all, you take damage if the projectile hits you or not and you're calling the ENTIRE character blueprint to do one damage calculation. I really don't mean to be rude or weird, or anything, but teaching people this will make very poorly optimized games.
is there a way to summon a variable from a player's blueprint without having to get the whole blueprint?
@BerserkDestroyer On Begin Play, get actor or actors of class. Set that actors blueprint there, and then set it as a variable. Use the variable going forward. It replaces casting as well (cast on Begin play, set as variable, also know as Safe Casting).
Thank you!!!!!
6:20