Hey everyone! I hope you enjoy this video. In next weeks lesson we'll cover Tracer from Overwatch and her recall ability :) If you're new make sure to watch this video before starting: ruclips.net/video/GbhKmFIQtvU/видео.html&t=
I'm am not new to Uneal Engine 4 but I am new to blueprints, and I am using your videos to learn different uses for different nodes and stuff. All in all, your videos are awesome and I look forward to seeing what you make next
Hey, I think, there is a easier way to define the spawn position and rotation of the projectile. You just can drag the Scene as a child of the camera. Then you can pull it a bit out of the character in the viewport and everything works :)
I'm absolutely loving this series so far. thank you so much, I'm not learning anything on my uni course and this is the way i learn and practice now, i owe you so much :D
Ok so we were told that we would be learning 3D modeling and game engines from the start, i was excited and reading to go and i found out when i actually joined the course that for a year and a half all we were doing was theory, of course theory is great, but i am so fed up with it i have half a mind to give up, get a part time job and go indie... I have learnt no modeling, blueprinting or code since i started. And that's what i came for. Of course to get a job in industry quickly i need a degree and one years experience only half of which i get at uni. I've already been interviewed by a few companies, but i don't have either experience or my degree yet and of course i have nothing to add to my portfolio. I feel like I'm back in school learning things i don't need.
Thankyou for taking the time to share. As an alternative to using the Tick Event, you can attach the Time Dilate at the end of the Movement Events. When the player presses the key to move, the Time Dilate triggers.
Matthew, these videos are so freaking helpful! I am moving from Unity to Unreal and I really love this series. Your pacing is nice and I appreciate how you walk us through the blueprints a second time to recap. Thank you for this!
I have watched a lot of tutorials on UE4. I think this approach you are taking, and your thoroughness is better than anything I have seen yet. Cheer m8.
Two little productivity tips (very little): if you right click the output variable of a node you can "Promote to variable" (or local if within a function). It's very useful since you don't need to manually create a variable, make it the correct type then set it. The other little tip is if you drag a variable from the side you can put it directly into the input node you want and it will be automatically attached. Really loving this series. I love how concise and to the point they are. Thanks for doing them!
I've been watching this channel for a couple of days, ever since I saw the video on you switching to unreal. (I use unreal as well) You've been creating a lot of cool content only using the engine for like 3 weeks. Congrats to you! Keep doing a good job! Also you just got another subscriber.
Spectacular Tutorial! thanks for helping out many aspiring game developers learn how to use this engine to its fullest with some amazing tutorials. Keep up the fantastic work!
If you're playing with a controller you'd probably want to interpolate from 0 time scale to 1 time scale via the magnitude of the two input axis. That way if you're barely pressing the left thumbstick, time will barely speed up.
Get the distance of the X and Y deflection from the center position ( sqrt((X^2)+(Y^2)) ) edit: Maybe there is a distance node that does the whole math for ya; I don't got the time to check right now.
I know it's a very old comment (and video) but I'm kind of proud by myself figuring out a way to do this: Use HAxis and VAxis, make them to absolute values, make an array out of those two and use the "Max Of Float Array"-Node, which gives you the one axis, that is giving you the higher output. Use this Max Value to drive an Lerp, which sets the Time Dilation. Connect the Time Dilation with an Event-Tick and it's working. With Controller-Float-Input and with the keyboard. Just started UE4 for game purposes and your comment "inspired" me to also make this functionable for a controller input. Thanks a lot for that :D
My system was just to get the magnitude of the player's movement using pythagoras, and if it was more than zero assign it to the time dilation, otherwise set time dilation to 0.05
Very clear. I am opting more for C++ development as I feel it's less restricted, however I feel like I could write this in code because you've explained the logic so clearly. Enjoy my subscription!
Love it :) I've done some things a bit differently on my side : - put the calculation for a single boolean variable "IsMoving" inside the movement part (guessed making the calculation on moving and not on ticking was more "optimal") - setup the impulse inside the beginplay event on SuperHotBullet Actor Don't know if i'm right though :P Can't wait to see your next tutorials, you're great !
another easy method is set "projectile movement", this helps with more functions and possibilities rather than palmse function thing. and then add the scene. im not saying there's a better method for the scene. its so perfectly done all thanks to you
Awesome video, 1 thing/improvement could be noted that instead of slowing down time when you're pressing WASD, its better slow down time when the player is moving in general. if you jump on these settings time will continue to be in slow mode.
Thanks J0k5! I like to try keep these short and show people one method of doing it. Then I leave it to everyone else to take what I've shown and make something out of it :)
1. 2:26 i made 2 vectors(position A and position B) instead of 2 floats 2. 3:09 at the same place in the video i did -> Position A -> set -> connect the "and movement input" -> next step is to get your current location and save it in position A. to do this - right click type "Getworldlocation(camera)" and connect the yellows. Connect BOTH movement's to the same Position A 3. And then i did this. Had a bug and posted in forrums, no help, but solved it on my own. answers.unrealengine.com/storage/temp/135167-untitled2.jpg 4. Switch the true and false results ;D Position B, is constantly tracked and saved with event tick. While position A is tracked after a movement key is pressed. Then i compare the results: if not equils Position A = Position B Then = false = time slow Position A != Position B then = true = time normal
You can right-click on the FPSController and choose "Create Child Blueprint Class." Then if you make changes to the FPSController, you won't have to go through all the duplicated blueprints and change them. Just make sure to click on events that should inherit functionality from their parent classes and untick "Override Parent Binding", that way the parent and child event both run.
Hey Matthew (Cool name btw :p). I've recently started explore Unreal Engine 4 and your tutorials really are awesome! They are quite fast but that's because I'm still getting used to the workflow of the engine :) Thanks for the great videos 👍👍
Just in case anyone couldn't figure out how to delete the bullet after a certain time (no shame, took me ages to figure it out (I'm new to all this)) just go into the "SuperHotBullet" blueprint --> go into the event graph --> drag a node from "event begin play" and type "Delay" --> set the "delay" node to whatever time you want (I set mine to 5) --> drag from the "delay" node and type "Destroy Actor" --> and there you go! All done :)
Thanks Matthew. Fantastic tutorials. I'm binge watching like a good TV series. I'd just like to know - I've always used the projectile movement component for my bullet actors - is there Any difference between that and your impulse method? Thanks again. Great work
While shooting those bullets(boxes), why do they always point at some direction in the XY Plane while setting off at the right angle(given by forward vector of camera). Is there any function to align the BulletSpawnPosition's forward vector with the camera's, i.e make them parallel?
There's a pretty big issue with my bullets... If I tilt the camera upwards the bullets gets a rotational spin. How would I go about disabling that? It would've also been neat if you had covered how to make a HUD, so that we can debug things, would've come in handy when I made reload and shoot delay.
I know this is an older video but I was just wondering how you'd go about making it so that when you shoot in the air, your character is not bounced back due to the impulse of the projectile. Also, the projectile will go through the walls seemingly at random. Any ideas?
AARRRRGGGHHH!!!! More! :) I am really glad you switched to UE4 and I look forward to your videos. Would you mind providing a solution to your "homework/challenge" problems, such as the ammo tracking in this video, two weeks later after presenting the problem? Or maybe show your solution to the problem next week. Either one should give people more then enough time to try to work out the problem and find a solution, and then they can view the video two weeks later to see how you approached the problem. Maybe people could post how they resolved the problem.
Hey Retyler! I'm glad you're enjoying the videos! Nope! Haha, I love for people to struggle with problems. The best way to learn :) Remember! Pseudo code it, break it down and then dive into it.
GREAT video! I did notice one issue, which occurs when you look downward. When facing down and shooting, the projectile pushes you away a bit. Not sure why, since it doesn't happen when aiming up or facing straight ahead. Anyone else experience this, or have a "fix" for it? (or an explanation on why it happens this way?)
Great video again! In order to despawn the bullet upon impact and creating a "shot mark", which blueprints would we use? I think I got the despawn figured out, but I can't see! to grasp how to check where it hit and spawn an image/gfx there! There's also something I'd vote for you to do, which is how to highlight actors when you look at them :b maybe some other time !
Thanks! So for bullet impact break the problem down. A bullet impact is usually a plane with a normal map. A bullet impact occurs when an object or linetrace hits an object
Your content has inspired me to get back into learning game development as it has always been something I want to do. I had planned on attending university for game design but I am not sure if that is a good idea as I'm not sure how stable a game development job is and will properly be majoring in something else and learning game development in my free time instead so I find videos like this super useful thank you. Opinions on going to school for game design guys I'm really not sure?
Hey Jonathan! That's really incredible that my content is inspiring. So I was a teacher for 2 years at a college. But! Take my opinion with a grain of salt. What I know may not be true for every place teaching game development. If your goal is to be a AAA game developer it can't hurt going to uni. But you'll most likely learn way more using online courses, going to game dev events and just developing in a game engine at home rather than at Uni. The main reason being, universities have to cover an entire course that isn't just game dev focused. They have other subjects in there like general IT stuff. From my time teaching I had to bend so many rules just to teach game dev properly. A lot of the universities in Australia, Sydney only spend a couple of months making games. They do a ton of theory and all of these unrelated subjects. The theory isn't even that great! Pretty much all of the time Game Makers Toolkit videos do a much better job. [A RUclips channel by Mark Brown] If your goal is indie then don't touch university. You're much better of doing a game a week and learning rapidly. You'll surpass anyone at uni with the amount of games you've developed and if you begin growing social media you'll be way ahead of everyone. For example you could spend a few months doing a game a week. A few months doing a game a month then you can spend 6 or 8 months making your first game. You may even get a game onto Steam before the university course finishes. Once again just examples it depends a lot on who you are, your goals, your resources and your mindset. Game development on the indie side is being able to sustain yourself or your team game to game, marketing yourself/team and your games and of course developing games. These are things that the universities that I'm aware of do not teach you. Anyway remember take my opinion with a grain of salt, go research some other people as well. I hope this helps :)
Matthew Palaje Awesome answer man. I was also thinking of goint to a game dev uni in England point is I don`t know if I can afford it and weather it will provide me with the stuff I need to go make games in big studios. Just like the guy on top said your vids are great and you have an amazing ability in terms of passing info to all of us.
So the good thing is that you know your goal. You want to work in a AAA studio! That's really awesome. Do you know what studio you want to work at? I'd like to give you my personal perspective, but remember I'm not an expert!! If you want the best chances of getting into a AAA studio think about what value you'll provide them. What role will you take up? If your a 3D artist learn how to use Maya, substance painter, photoshop, a sculpting program and how to make your art assets look amazing in an engine such as Unreal Engine 4. You'll provide so much value to a team such as naughty dog as they want someone like this. What I'm getting at is figure out how you can bring value to a AAA company then work towards becoming this person of value. Even if the software changes you'll be able to adapt. If you want to do programming figure out what value you need to bring. I'd recommend watching some panel talks with AAA game developers as some of them go through what their job is, what software they use and what skills they are expected to bring! For example this talk here: ruclips.net/video/Y3zK9MsQ9NI/видео.html A few different perspectives on how they got into a AAA company for game design. I hope this helps!
Thank you for that reply I appreciate and think what you said makes the most sense I am also trying to learn other parts of game development such as 3d modeling (blender/Houdini), texturing (substance designer) audio(wwise), photoshop and coding in c++. Atm I'm trying to learn c++ and things in engine what order do you recommend learning other things like materials in substance and 3d modeling in blender because I know those are important parts as its hard to have a game with no art or 3d models?
hey i have recreated and modified what you did in your tutorial and came across an issue, when firing and walking forward, my character suddenly stops after each bullet is fired.
I've tried "BeingOverlap" and "OnHit" events combined with "DestroyActor", but these don't seem to work with getting rid of the projectiles after they've touched anything. What am I missing?
Seems kind of convoluted. Is there anyway you can just multiply the delta by the player's velocity? Does Unreal not allow you low-level control like that?
I have a problem where physics start acting very strange at low Time Dilation values. For instance the ragdolls of enemies start floating upwards or launch into space when I slow the game down too much. Did you also experience this with Global Time Dilation?
Hello. Nice video I loved it. But could you do a video showing how to stop time but like you can shoot things in stopped time. And when the time resumes the bullets will resume killing the opponent. In conclusion, could u do a video on how yo stop time and you could move in it pls
Good tutorial. Did you know that you can access the axis float by itself without the event? Each Axis event can get the axis value by itself. I forget the name. Happy dev-ing
@@amd666777 I know this is a necro, but if you still want an answer you probably forgot to disable gravity in Superhot Bullet, most specifically the cube component.
I made my projectile from a distorted sphere but for me the projectile only collides with walls, floors etc. at certain degrees. Sometimes it goes through the object sometimes it hits. Someone has any idea?
Amazing! I have one question... How do I spawn an explosion at the point where my bullet hit? Used line trace technique but the explosion is triggered sooner than the bullet actually hits the spot because my bullet speed is set to slightly lower. I want to define the collision logic in the bullet blueprint instead of the player's controller, please help :) I am a total noob and your tutorials are pushing me to do something with my life ;p
great tutorial! it really invites to recreate it for having some quick fun (and probably fun for friends as well). side note tho: you have a lot of icons on your taskbar, why not decrease or remove the cortana button? i see it so often! just wondering :)
sorry, my comment was a bit messy, i love having plenty icons ready at the taskbar. what i meant was that the cortana button is HUGE, it takes a lot of space i'd rather see reserved for icons and opened windows :) but yeah, it was just a mention. thanks for the reply!
How do i get the bullet to rotate according to the first person view? Right now the bullet doesn't rotate when I aim upwards or downwards and it'll be really cool if I could add that additional effect!
Hi, I'm pretty new to UE4 and I wanted to know how implement a cool down into something fairly simple to this? So the player presses lshift and time slows down around them, it goes for 1.75 seconds then stops. After this I want a 10 second cooldown before the player can use the ability again. If you could keep variables, custom nodes and that kind of stuff out of it, that would be really helpful because as I said I'm very inexperienced. Thanks
You will need to use a variable to see time past since you last used the ability. no way around it. 1) Make a float variable called ability_cooldown, default = 0. 2) in your tick function, add the delta seconds to ability_cooldown. 3) in tick check if ability_cooldown > 10( what ever you want the cooldown time to be). if true, enable the ability, reset the abilitiy_cooldown to 0. That's it. if anything is unclear let me know.
Aadit Doshi Thank you so much, I am not currently at my computer, but the next time I am, I'll look into the situation and have a look at what I do and don't understand. Thanks again
I didn't watch the previoius tutorial where you make a fps controller. Does anyone have a downloadable version so I can use it and watch this tutorial?
I love your tutorials! you are incredibly helpful. I'm trying to recreate this project in C++ and having a really hard time. I am able to get my code to compile just fine, but then it doesn't do anything in game. I'm ready to start pulling whats left of my hair out. LOL If you have any tips, it would make me very happy. Thank you.
My best guess is that you could use a SetGlobalTimeDilation and have it active after the player jumps but before it lands. I'm no expert though so Idk if that would work
I'm quite sure they mostly use direct code. The blueprints are primarily used as a way to teach and understand programming, and also as a great visualization for those that don't quite understand how coding works. In short, it's a great teaching method but doing things takes longer in the blueprints then in regular code.
I just learned that UE doesn't support C#. Is the PB system in any way limited compared to traditional coding? If yes then what would be example of a most complex game running solely on BP?
You can use C++ I think. And I remember there was a thing someone did to use Python I saw once. I think the only limitation of blueprints is a small performance hit (only noticeable if you're doing something more intensive, or lots of less intensive stuff at once); not sure though.
Sure you can use it but it is not officially supported. From what I've seen on forums C# seems to be troll topic as it relates to UE, it have been brought up a thousand times and every time the response it the same - nope. Now what does "intensive" or "less intensive" mean? What would be an example of intensive game?
Python is not official (I'm not even sure if anyone has done anything with it or if it's just a proof of concept thing someone did just to see if it could be done; haven't looked too deeply into it), but C++ is officially supported. As for the details of performance and stuff of blueprints versus C++, you need someone more well informed than me to get an answer there.
I'm not 100% sure about the differences between C++ and C# ; I only know enough to say with confidence that their code is not 100% compatible with each other.
What happens when he jumps? Seems like time stays slowed, which shouldn't happen. Great tutorial, btw, thank you for making this (also, the part were you made a mistake and tried to fix it was the best part).
Yougotnomilk Hehe. I get your point. Thanks. But I'd like to know how much time does it take to get a hang of Unreal with a context that I have done the basics in Unity before?
fucking amazing tutorials.. I haven't started ue4 yet but I'm still loving your vids.. Can you please tell me where can I find tutorials that help me get fimiliar with ue4 interface and options since I can understand the logic and conditions you're using cuz I'm familiar with coding but I need to learn the options etc.. Thank you and keep up the amazing work!
i am having the same problem have you found a solution for it ? everything else works fine, but the camera movement for me is very jittery EDIT: i found the solution the jitter is caused because of motion blur, you can solve that by disabling motion blur in Project Settings -> engine -> Default Settings -> uncheck Motion Blur
Hey everyone! I hope you enjoy this video. In next weeks lesson we'll cover Tracer from Overwatch and her recall ability :)
If you're new make sure to watch this video before starting: ruclips.net/video/GbhKmFIQtvU/видео.html&t=
Matthew Palaje can you teach us how to make a enable and disable thing.........e.g. push a bottom and it's activated
I'm saddened by your cruel words of "next week", next week is so far away T_T
Jokes aside, nice vid, keep up your good work :)
I'm am not new to Uneal Engine 4 but I am new to blueprints, and I am using your videos to learn different uses for different nodes and stuff. All in all, your videos are awesome and I look forward to seeing what you make next
Hey, I think, there is a easier way to define the spawn position and rotation of the projectile. You just can drag the Scene as a child of the camera. Then you can pull it a bit out of the character in the viewport and everything works :)
Awesome vid, lol im currently working on a game, but its mostly been private until now... #AldunneOfficial
I'm absolutely loving this series so far. thank you so much, I'm not learning anything on my uni course and this is the way i learn and practice now, i owe you so much :D
What uni course are you doing, my friend? and what country are you in (UK like me? US?)
Games development (Art and programming) HND in the UK
Cool. What is the course like and how come you're not learning anything? Im in my A-levels and appreciate the insight.
Ok so we were told that we would be learning 3D modeling and game engines from the start, i was excited and reading to go and i found out when i actually joined the course that for a year and a half all we were doing was theory, of course theory is great, but i am so fed up with it i have half a mind to give up, get a part time job and go indie...
I have learnt no modeling, blueprinting or code since i started. And that's what i came for. Of course to get a job in industry quickly i need a degree and one years experience only half of which i get at uni. I've already been interviewed by a few companies, but i don't have either experience or my degree yet and of course i have nothing to add to my portfolio. I feel like I'm back in school learning things i don't need.
Sorry for the lecture but it's genuinely depressing
Thankyou for taking the time to share. As an alternative to using the Tick Event, you can attach the Time Dilate at the end of the Movement Events. When the player presses the key to move, the Time Dilate triggers.
Matthew, these videos are so freaking helpful! I am moving from Unity to Unreal and I really love this series. Your pacing is nice and I appreciate how you walk us through the blueprints a second time to recap. Thank you for this!
I have watched a lot of tutorials on UE4. I think this approach you are taking, and your thoroughness is better than anything I have seen yet.
Cheer m8.
Two little productivity tips (very little): if you right click the output variable of a node you can "Promote to variable" (or local if within a function). It's very useful since you don't need to manually create a variable, make it the correct type then set it. The other little tip is if you drag a variable from the side you can put it directly into the input node you want and it will be automatically attached.
Really loving this series. I love how concise and to the point they are. Thanks for doing them!
Content is awesome and your voice is perfect! Keep it up bro :)
I just got into Unreal Engine 4, your videos are super helpful and looking forward to more! Keep up the great work!
I'm becoming one of your biggest fan right now, hope to see more of these videos popping up on my feed regularly.
Great stuff man, really helped me. Great content and great delivery; to the point, just what I needed.
You're welcome! Thank you for the nice feedback.
I've been watching this channel for a couple of days, ever since I saw the video on you switching to unreal. (I use unreal as well) You've been creating a lot of cool content only using the engine for like 3 weeks. Congrats to you! Keep doing a good job! Also you just got another subscriber.
Superb! Love the way you explain everything. Straight to the point. Great series. Please keep them up!
Thanks Raul!
i watched a Lot unreal Tutorials nur you are amazing. Nobody Else dose it as clear and understandable as you. and Very fast! thank you!
Spectacular Tutorial! thanks for helping out many aspiring game developers learn how to use this engine to its fullest with some amazing tutorials. Keep up the fantastic work!
Fantastic tutorial and impressive how simple this cool mechanic is.
The way you teach is quite mesmerizing, Thank you for your tutorials.
If you're playing with a controller you'd probably want to interpolate from 0 time scale to 1 time scale via the magnitude of the two input axis. That way if you're barely pressing the left thumbstick, time will barely speed up.
Get the distance of the X and Y deflection from the center position ( sqrt((X^2)+(Y^2)) )
edit: Maybe there is a distance node that does the whole math for ya; I don't got the time to check right now.
I know it's a very old comment (and video) but I'm kind of proud by myself figuring out a way to do this:
Use HAxis and VAxis, make them to absolute values, make an array out of those two and use the "Max Of Float Array"-Node, which gives you the one axis, that is giving you the higher output.
Use this Max Value to drive an Lerp, which sets the Time Dilation. Connect the Time Dilation with an Event-Tick and it's working. With Controller-Float-Input and with the keyboard.
Just started UE4 for game purposes and your comment "inspired" me to also make this functionable for a controller input. Thanks a lot for that :D
And a little Edit, some moments later I implemented a continouus shot and a magazine with reload function!
Now to the next tutorial :)
My system was just to get the magnitude of the player's movement using pythagoras, and if it was more than zero assign it to the time dilation, otherwise set time dilation to 0.05
Very clear. I am opting more for C++ development as I feel it's less restricted, however I feel like I could write this in code because you've explained the logic so clearly. Enjoy my subscription!
This series is amazing!
Love it :) I've done some things a bit differently on my side :
- put the calculation for a single boolean variable "IsMoving" inside the movement part (guessed making the calculation on moving and not on ticking was more "optimal")
- setup the impulse inside the beginplay event on SuperHotBullet Actor
Don't know if i'm right though :P
Can't wait to see your next tutorials, you're great !
another easy method is set "projectile movement", this helps with more functions and possibilities rather than palmse function thing. and then add the scene. im not saying there's a better method for the scene. its so perfectly done all thanks to you
This series is awesome, it came at the perfect time for me. And I love the fact that you upload often!
Thanks Kay!
These tutorials are awesome! I am learning alot from them on how to use blueprints and some of the Unreals functionallity, thank you!
Thanks again Sebb!
Awesome video, 1 thing/improvement could be noted that instead of slowing down time when you're pressing WASD, its better slow down time when the player is moving in general. if you jump on these settings time will continue to be in slow mode.
How would you suggest doing that?
Thanks J0k5! I like to try keep these short and show people one method of doing it. Then I leave it to everyone else to take what I've shown and make something out of it :)
1. 2:26 i made 2 vectors(position A and position B) instead of 2 floats
2. 3:09 at the same place in the video i did -> Position A -> set -> connect the "and movement input" -> next step is to get your current location and save it in position A. to do this - right click type "Getworldlocation(camera)" and connect the yellows. Connect BOTH movement's to the same Position A
3. And then i did this. Had a bug and posted in forrums, no help, but solved it on my own.
answers.unrealengine.com/storage/temp/135167-untitled2.jpg
4. Switch the true and false results ;D
Position B, is constantly tracked and saved with event tick. While position A is tracked after a movement key is pressed. Then i compare the results:
if not equils
Position A = Position B
Then = false = time slow
Position A != Position B
then = true = time normal
Yeah, but why? :P You can use velocity of your character. There is even radial speed, to you move time slightly if player is turning
Hell yeah. Found the best UT tutorials on youtube!
You can right-click on the FPSController and choose "Create Child Blueprint Class." Then if you make changes to the FPSController, you won't have to go through all the duplicated blueprints and change them. Just make sure to click on events that should inherit functionality from their parent classes and untick "Override Parent Binding", that way the parent and child event both run.
Hey Matthew (Cool name btw :p). I've recently started explore Unreal Engine 4 and your tutorials really are awesome! They are quite fast but that's because I'm still getting used to the workflow of the engine :) Thanks for the great videos 👍👍
Great bunch of videos! Started to get into using Unreal Engine myself and this has been a great help!
Thanks! I'm glad they are useful :)
Man, your video are perfect! please don't stop!
Also, do you think you could create a portal gun? Must be hard but I'm not sure.
If you will continue making this awesome videos i will learn how to make a game in a coffee break time. Thank you!
I really enjoy your videos :) keep on making content, your channel is growing well :) !!!
amazing tutorial. previewed this in my Vive and is was awesome.
That is awsome.... I knew I was going to learn more and more from your tutorials :D
Another really awesome video! Love it!
Thanks again SourceCode!!
Just in case anyone couldn't figure out how to delete the bullet after a certain time (no shame, took me ages to figure it out (I'm new to all this)) just go into the "SuperHotBullet" blueprint --> go into the event graph --> drag a node from "event begin play" and type "Delay" --> set the "delay" node to whatever time you want (I set mine to 5) --> drag from the "delay" node and type "Destroy Actor" --> and there you go! All done :)
This is great !
Keep it up !
Really amazing stuff here! Btw what PC do you use to run UE4 software?
Awesome keep up the good work
at 5:40 aren't there floating point problems?
Love these tutorials!! Thank you!
-hyper
Thanks Hyper!!
Awesomeness!!! I am loving this... 👍🏻
Thanks Matthew. Fantastic tutorials. I'm binge watching like a good TV series. I'd just like to know - I've always used the projectile movement component for my bullet actors - is there Any difference between that and your impulse method? Thanks again. Great work
Will you do tutorials for this with Unity? And what is your thoughts with Unity, should I stick with it or switch over to Unreal?
Love the homework, more out-of-tutorial exercises!
While shooting those bullets(boxes), why do they always point at some direction in the XY Plane while setting off at the right angle(given by forward vector of camera). Is there any function to align the BulletSpawnPosition's forward vector with the camera's, i.e make them parallel?
There's a pretty big issue with my bullets... If I tilt the camera upwards the bullets gets a rotational spin. How would I go about disabling that?
It would've also been neat if you had covered how to make a HUD, so that we can debug things, would've come in handy when I made reload and shoot delay.
I know this is an older video but I was just wondering how you'd go about making it so that when you shoot in the air, your character is not bounced back due to the impulse of the projectile. Also, the projectile will go through the walls seemingly at random. Any ideas?
AARRRRGGGHHH!!!! More! :)
I am really glad you switched to UE4 and I look forward to your videos.
Would you mind providing a solution to your "homework/challenge" problems, such as the ammo tracking in this video, two weeks later after presenting the problem? Or maybe show your solution to the problem next week. Either one should give people more then enough time to try to work out the problem and find a solution, and then they can view the video two weeks later to see how you approached the problem. Maybe people could post how they resolved the problem.
Hey Retyler! I'm glad you're enjoying the videos!
Nope! Haha, I love for people to struggle with problems. The best way to learn :) Remember! Pseudo code it, break it down and then dive into it.
GREAT video! I did notice one issue, which occurs when you look downward. When facing down and shooting, the projectile pushes you away a bit. Not sure why, since it doesn't happen when aiming up or facing straight ahead. Anyone else experience this, or have a "fix" for it? (or an explanation on why it happens this way?)
Instead or wouldnt And be more suited ? 6:22
This is very cool, thanks for this video. Maybe I will try Unreal soon, or maybe Unity instead, I'm not sure.
You're welcome! I hope you have fun no matter what engine you use :)
Great video again! In order to despawn the bullet upon impact and creating a "shot mark", which blueprints would we use? I think I got the despawn figured out, but I can't see! to grasp how to check where it hit and spawn an image/gfx there!
There's also something I'd vote for you to do, which is how to highlight actors when you look at them :b maybe some other time !
Thanks! So for bullet impact break the problem down.
A bullet impact is usually a plane with a normal map.
A bullet impact occurs when an object or linetrace hits an object
I think i made the right choice in subscribing. Keep it up.
Thanks Aadit!
Can you do one for Dark Void's Jetpack, similar to the up in coming anthem game.
Or perhaps Gravity Rush's flight mechanics.
Your content has inspired me to get back into learning game development as it has always been something I want to do. I had planned on attending university for game design but I am not sure if that is a good idea as I'm not sure how stable a game development job is and will properly be majoring in something else and learning game development in my free time instead so I find videos like this super useful thank you. Opinions on going to school for game design guys I'm really not sure?
Hey Jonathan! That's really incredible that my content is inspiring.
So I was a teacher for 2 years at a college. But! Take my opinion with a grain of salt. What I know may not be true for every place teaching game development.
If your goal is to be a AAA game developer it can't hurt going to uni. But you'll most likely learn way more using online courses, going to game dev events and just developing in a game engine at home rather than at Uni. The main reason being, universities have to cover an entire course that isn't just game dev focused. They have other subjects in there like general IT stuff. From my time teaching I had to bend so many rules just to teach game dev properly. A lot of the universities in Australia, Sydney only spend a couple of months making games. They do a ton of theory and all of these unrelated subjects.
The theory isn't even that great! Pretty much all of the time Game Makers Toolkit videos do a much better job. [A RUclips channel by Mark Brown]
If your goal is indie then don't touch university. You're much better of doing a game a week and learning rapidly. You'll surpass anyone at uni with the amount of games you've developed and if you begin growing social media you'll be way ahead of everyone.
For example you could spend a few months doing a game a week. A few months doing a game a month then you can spend 6 or 8 months making your first game. You may even get a game onto Steam before the university course finishes. Once again just examples it depends a lot on who you are, your goals, your resources and your mindset.
Game development on the indie side is being able to sustain yourself or your team game to game, marketing yourself/team and your games and of course developing games. These are things that the universities that I'm aware of do not teach you.
Anyway remember take my opinion with a grain of salt, go research some other people as well. I hope this helps :)
Matthew Palaje Awesome answer man. I was also thinking of goint to a game dev uni in England point is I don`t know if I can afford it and weather it will provide me with the stuff I need to go make games in big studios. Just like the guy on top said your vids are great and you have an amazing ability in terms of passing info to all of us.
So the good thing is that you know your goal. You want to work in a AAA studio! That's really awesome.
Do you know what studio you want to work at?
I'd like to give you my personal perspective, but remember I'm not an expert!!
If you want the best chances of getting into a AAA studio think about what value you'll provide them. What role will you take up?
If your a 3D artist learn how to use Maya, substance painter, photoshop, a sculpting program and how to make your art assets look amazing in an engine such as Unreal Engine 4. You'll provide so much value to a team such as naughty dog as they want someone like this.
What I'm getting at is figure out how you can bring value to a AAA company then work towards becoming this person of value. Even if the software changes you'll be able to adapt. If you want to do programming figure out what value you need to bring.
I'd recommend watching some panel talks with AAA game developers as some of them go through what their job is, what software they use and what skills they are expected to bring!
For example this talk here: ruclips.net/video/Y3zK9MsQ9NI/видео.html A few different perspectives on how they got into a AAA company for game design.
I hope this helps!
Thank you for that reply I appreciate and think what you said makes the most sense I am also trying to learn other parts of game development such as 3d modeling (blender/Houdini), texturing (substance designer) audio(wwise), photoshop and coding in c++. Atm I'm trying to learn c++ and things in engine what order do you recommend learning other things like materials in substance and 3d modeling in blender because I know those are important parts as its hard to have a game with no art or 3d models?
hey i have recreated and modified what you did in your tutorial and came across an issue, when firing and walking forward, my character suddenly stops after each bullet is fired.
I've tried "BeingOverlap" and "OnHit" events combined with "DestroyActor", but these don't seem to work with getting rid of the projectiles after they've touched anything. What am I missing?
could you make a first person lockon mechanic video please?
where can i find the lesson on delays that would be really helpful.
Seems kind of convoluted. Is there anyway you can just multiply the delta by the player's velocity? Does Unreal not allow you low-level control like that?
I have a problem where physics start acting very strange at low Time Dilation values. For instance the ragdolls of enemies start floating upwards or launch into space when I slow the game down too much. Did you also experience this with Global Time Dilation?
You're great whooa looking forward for more
Thanks HaDeS!
can you do physical animations
Hello. Nice video I loved it. But could you do a video showing how to stop time but like you can shoot things in stopped time. And when the time resumes the bullets will resume killing the opponent. In conclusion, could u do a video on how yo stop time and you could move in it pls
It's cool they fly around but I want to do like when I stop bullet time, all the projectiles i spawn just fall down.
Good tutorial.
Did you know that you can access the axis float by itself without the event?
Each Axis event can get the axis value by itself.
I forget the name.
Happy dev-ing
Thanks Kinos! I'll look into it :)
I did everything you did but my box just falls down like normal :(
me too
@@amd666777 I know this is a necro, but if you still want an answer you probably forgot to disable gravity in Superhot Bullet, most specifically the cube component.
masterpiece!
I made my projectile from a distorted sphere but for me the projectile only collides with walls, floors etc. at certain degrees. Sometimes it goes through the object sometimes it hits. Someone has any idea?
Amazing! I have one question... How do I spawn an explosion at the point where my bullet hit? Used line trace technique but the explosion is triggered sooner than the bullet actually hits the spot because my bullet speed is set to slightly lower.
I want to define the collision logic in the bullet blueprint instead of the player's controller, please help :)
I am a total noob and your tutorials are pushing me to do something with my life ;p
I did everything that you did but for some reason when I left click nothing happens.
Hi Matthew please tell me where you find blue prints from popular games
Thank you man!!!!
great tutorial! it really invites to recreate it for having some quick fun (and probably fun for friends as well).
side note tho: you have a lot of icons on your taskbar, why not decrease or remove the cortana button? i see it so often! just wondering :)
Thanks lolindirlink!
They have never bothered me so I've never seen the need to change them :)
sorry, my comment was a bit messy, i love having plenty icons ready at the taskbar. what i meant was that the cortana button is HUGE, it takes a lot of space i'd rather see reserved for icons and opened windows :)
but yeah, it was just a mention. thanks for the reply!
How do i get the bullet to rotate according to the first person view? Right now the bullet doesn't rotate when I aim upwards or downwards and it'll be really cool if I could add that additional effect!
just attach the bullet spawn position to the camera
Guess it doesn't work in the latest version anymore :(
Can some body help me???
How is it possible to manage the bullets? I want them not to bounce back from the wall but disapper.
How do you fullscreen preview?
i dont know why, but everything shakes when i hit play after doing the time stuff
I watch these any way, even though I use Unity great stuff after learning c# I would like to deal with unreal might even take up
c++ it's recommended
Great content man, tnx! :D I like how you do and explain things... Very good bro, keep up! :D
Also, you could do some AI stuff :D
Hey there, I know is maybe stupid question, but: Is possible to use these blueprints on third person game? Thank you. :)
hello Matthew thank you
Hi, I'm pretty new to UE4 and I wanted to know how implement a cool down into something fairly simple to this? So the player presses lshift and time slows down around them, it goes for 1.75 seconds then stops. After this I want a 10 second cooldown before the player can use the ability again. If you could keep variables, custom nodes and that kind of stuff out of it, that would be really helpful because as I said I'm very inexperienced. Thanks
You will need to use a variable to see time past since you last used the ability. no way around it.
1) Make a float variable called ability_cooldown, default = 0.
2) in your tick function, add the delta seconds to ability_cooldown.
3) in tick check if ability_cooldown > 10( what ever you want the cooldown time to be). if true, enable the ability, reset the abilitiy_cooldown to 0.
That's it. if anything is unclear let me know.
Aadit Doshi Thank you so much, I am not currently at my computer, but the next time I am, I'll look into the situation and have a look at what I do and don't understand. Thanks again
Would you happen to have an image i could follow?
I didn't watch the previoius tutorial where you make a fps controller. Does anyone have a downloadable version so I can use it and watch this tutorial?
I love your tutorials! you are incredibly helpful.
I'm trying to recreate this project in C++ and having a really hard time. I am able to get my code to compile just fine, but then it doesn't do anything in game. I'm ready to start pulling whats left of my hair out. LOL
If you have any tips, it would make me very happy.
Thank you.
Nice video man
Thanks OD Gaming!
Can u still do some unity tutorials like first person mechanics and how to interact with objects?
Hey EpicDino, at this point in time I'm focused on Unreal Engine 4 :)
We are still waiting for the new videos!
Ever consider making a 3rd person game?
It doesn't speed up when you jump, is there some way to implement that?
My best guess is that you could use a SetGlobalTimeDilation and have it active after the player jumps but before it lands. I'm no expert though so Idk if that would work
Do developers often use c++ or do they mostly use blueprints?
I'm quite sure they mostly use direct code. The blueprints are primarily used as a way to teach and understand programming, and also as a great visualization for those that don't quite understand how coding works. In short, it's a great teaching method but doing things takes longer in the blueprints then in regular code.
I just learned that UE doesn't support C#. Is the PB system in any way limited compared to traditional coding? If yes then what would be example of a most complex game running solely on BP?
You can use C++ I think. And I remember there was a thing someone did to use Python I saw once.
I think the only limitation of blueprints is a small performance hit (only noticeable if you're doing something more intensive, or lots of less intensive stuff at once); not sure though.
Sure you can use it but it is not officially supported. From what I've seen on forums C# seems to be troll topic as it relates to UE, it have been brought up a thousand times and every time the response it the same - nope.
Now what does "intensive" or "less intensive" mean? What would be an example of intensive game?
Python is not official (I'm not even sure if anyone has done anything with it or if it's just a proof of concept thing someone did just to see if it could be done; haven't looked too deeply into it), but C++ is officially supported.
As for the details of performance and stuff of blueprints versus C++, you need someone more well informed than me to get an answer there.
I was wondering more about the capabilities as related to C# rather than performance.
I'm not 100% sure about the differences between C++ and C# ; I only know enough to say with confidence that their code is not 100% compatible with each other.
Holy fuck dude. Excellent fucking job. YOU RULE.
Thanks Jan Jileček! Super nice comment :)
What happens when he jumps? Seems like time stays slowed, which shouldn't happen.
Great tutorial, btw, thank you for making this (also, the part were you made a mistake and tried to fix it was the best part).
You'd have to link the time dilation to checking true/false for jumping, same as you did for movement.
How much time does it take to learn Unreal vs Unity? I was told Unreal is difficult.
Yougotnomilk Hehe. I get your point. Thanks. But I'd like to know how much time does it take to get a hang of Unreal with a context that I have done the basics in Unity before?
You are God, Please teach me everything you know
fucking amazing tutorials.. I haven't started ue4 yet but I'm still loving your vids.. Can you please tell me where can I find tutorials that help me get fimiliar with ue4 interface and options since I can understand the logic and conditions you're using cuz I'm familiar with coding but I need to learn the options etc.. Thank you and keep up the amazing work!
Thanks Imp4act! I'd recommend looking at the Unreal Engine 4 official tutorials on their website.
Idk if anyone will see this after so many years but when the game is in slow motion the camera movement is very jittery and idk whats causing it
i am having the same problem have you found a solution for it ? everything else works fine, but the camera movement for me is very jittery EDIT: i found the solution the jitter is caused because of motion blur, you can solve that by disabling motion blur in Project Settings -> engine -> Default Settings -> uncheck Motion Blur
this reminds me of construct 2