is there any particular reason we use a scene component (FP_Root) for the setup at 4:20? Ive never watched a tutorial that set it up this way which is why im curious
In case anyone is experiencing stretching during the animation preview in the character's hands for the UE5 First Person Arms, I'd recommend following this video: ruclips.net/video/IaGiebx43FI/видео.html Just add the TPP template, and retarget the animations from the UE4 Mannequin to the FPArms. Must've something to do with how the UE5 rig is set up in comparison to the classic UE4 one.
@@LEUNGPeter-i7w Hi, it's been a while since I worked on the project, and fixed the issue. However, from what I understand, you're missing the UE4 mannequin. To add it to your project, just Right Click on the Content Browser > Add Feature or Content Pack > Third Person. It will add to your projects all the folders you would expect from the third person template, and will merge some files with already existing folders of the same name. You should be able to find the UE4 mannequin in there
There are no longer action mapping in 5.1, and the alternatives work in different ways and won't be able to do what action mappings did exactly, how do you do this part?
the fingers for all the animations are all spread out unnaturally wide. Also when I look at the animation in the BP_firstpersonCharacter the fingers are fixed, but every other joint on the character is slightly off. Any ideas for fixes?
Hey there! Yes I promoted it to a local variable within the function, but you don't necessarily have to do this. I just like using local variables to keep functions looking tidy. Thanks for watching!
Will do! The next episode's been finished for a while now, just waiting for the end of the holidays to get back into the swing of things. Thanks for watching!
Hey! amazing tutorial. its exactly what i needed to start working on a very important idea of mine, sadly after following the video i can't shoot. it simply doesn't trigger the fire event. anyone knows how can i fix this?
Thanks for the tutorial! I just commented, not sure where it went but I am having a problem with the material for the gun. I followed the tutorial but the entire material is the screen color and it's glowing. Not sure if it's because I am using UE5.1 any thoughts?
Ikr I copied him as best I could and I ended up with a bright glowing blue. I think I have the wrong node type for the rough and metallic but it looks the same so I have no clue lmao.
Actually I got a sort of solution. Click the dropdowns for the different nodes and see if you can find the one that looks like the finished mat (for me it was the second "add" at the top). hook that up to base colour and unhook emissive. Hope that works for you too.
@@wr4th_0f_d0g this is great! Thank you for sharing this as it fixed the issue. I am also having an issue in episode 4 where the camera movement isn’t really noticeable regardless of the strength variable. If you make it to that tutorial and happen to find a fix lmk haha!
I did everything according to the tutorial, but at 10:27 I don’t have the Draw Debug function, and I also don’t have tracing and shot animations, what could be the reason for this?
I'm in the same boat. Pretty fresh to Unreal, and not being able to see his whole screen can make it hard to figure out where some of this stuff comes from
Hey there! The Draw Debug pin you're seeing is an input I created for the "Fire_Hitscan" function. You don't need it for the function to work properly, but I use it with a select node you can see at 10:02 to toggle the DrawDebugType on the LineTraceByChannel node. You can also find the animations used in this video in a zip file download I have linked in the description; we convert the imported animations to montages at 02:05 and use them alongside the "Fire_Hitscan" function at 10:23.
Nice tutorial! I'm just wondering why there were inputs for VR within the FPS template, because if I remember correctly, there's also a template especially for VR in UE4. Another thing I would like to know is what if I want the player to be able to also play in VR. Are there any functions in this tutorial that wouldn't work in VR?
Killer tutorial, took me a bit on the components but everything worked perfectly. its so good, thank you so much . I have a question though. Does the fps camera have to be 0, 0 on x and y? I had my camera on the shoulder and when I hit play it looks weird. Im using my own character arms and anims
Is there a simple way i could set this up without having to attach a weapon to the character as a part of the player character? As In If I want the player and the weapon to be separate objects rather than the player always holding a weapon the player could transition from not holding a weapon to holding one, or would the procedural animations not work in that case scenario?
Hi.Im struggelling with the texture part of the video, can get a decent screen shot and TBH not the best with textures. is the a tut or image that would help recreate. loving the vid bud and looking forward the the upcoming tuts
Awesome tutorial! Do you have plans to release tutorial series on other categories as well? For example, survival games or something like a third person shooter?
hey there, thanks for the kind words! this is certainly something I’d love to explore in the future but, for now at least, FPS’s are definitely what I’m best at and most comfortable teaching others about.
When you say camera asset, do you mean the skeletal mesh the camera is attached to? That’s just a two bone skeleton with a single tiny polygon bound to it so Unreal registers it as a skeletal mesh on import.
Any updates on future episodes?. Or is the project file for the halo/destiny-like example availible? I really want to implement the procedural weapon sway when looking up/down etc.
Hey there! The next episode is all recorded and edited, I was going to record the voiceover this week but unfortunately got sick and my voice is totally gone 😅 as soon as I can talk again it’ll be going up!
Hey there! “HitInfo_L” is a local variable I created inside that function, so just drag off the "Out Hit" output pin of the trace node and promote it to a local variable there, which should give you the "Set" node you're looking for. Hope this helps!
Sorry for all of the questions, but I have followed your directions and for some reason half the gun is missing (bottom half closet to my body). It looks like all there is is half of the gun when I am in first person person mode (alt+p). Any possible fixes?
Hey brother, for the material, I think i'm not finding the right nodes for the PrimaryColor, SecondaryColor, etc. I used the constant4vector for those, and I can't seem to find the ones you labeled as "Primary_metal, etc" Could you possible mention the names of the nodes? The issue is I'm ending up with a bright pink glowing ball lol
There's no 'alpha' channel on the texture, which is what the pink layer is meant to apply to (which correlates with the gun's screen). Just leave off the pink section and 1-x node and it should be fine.
I just had someone come to me about this issue in my Discord server, I’ve uploaded the corrected TGA file there and intend to update the ZIP file with it soon!
What mechanic from Titanfall are you looking for specifically? I probably won’t try to cover all of them but if there’s one or two that stand out to you I’d be happy to take a crack at it.
I'm guessing this isn't a beginner friendly tutorial, there's is no explanation for the most complicated parts such as material or blueprint, these things are all completely glanced over. Yes I can copy what you do but I won't learn anything from this.
Hey there, yes I'd say this series is moreso aimed at intermediate UE users. I try not to bog down the video length explaining elements that aren't mission-critical, the modular material being a good example of one of these things. If you have any extra questions I'm always happy to try and help out best I can, feel free to reach out via Discord or email!
Dude this is EXACTLY what I’ve been looking for! Great tutorial, can’t wait for the next episode!
Its like 30 tutorials combined in one
Amazing job! Waiting for you next one)
I'm really excited for this one
There is no other tutorial series like this on the platform! you're a god!
Thank you so much for the fix to bouncing movement when walking of ledges! This has been a problem for some time.
is there any particular reason we use a scene component (FP_Root) for the setup at 4:20? Ive never watched a tutorial that set it up this way which is why im curious
In case anyone is experiencing stretching during the animation preview in the character's hands for the UE5 First Person Arms, I'd recommend following this video: ruclips.net/video/IaGiebx43FI/видео.html
Just add the TPP template, and retarget the animations from the UE4 Mannequin to the FPArms. Must've something to do with how the UE5 rig is set up in comparison to the classic UE4 one.
is it the arm put down ? but my folder dont have mannequin ue4 folder
@@LEUNGPeter-i7w Hi, it's been a while since I worked on the project, and fixed the issue. However, from what I understand, you're missing the UE4 mannequin. To add it to your project, just Right Click on the Content Browser > Add Feature or Content Pack > Third Person. It will add to your projects all the folders you would expect from the third person template, and will merge some files with already existing folders of the same name. You should be able to find the UE4 mannequin in there
@@MKSTV-A thank you so much bro,i cant make it hand go back to,i think i will set down ue4 to do the series
@@MKSTV-A i get you bro,thank you so much,very nice
@@LEUNGPeter-i7w Hope I could be of some help. Good luck with the tutorial!
Love the new intro! Excited to see how the series develops. Awesome vid !!
Also first😂😆
There are no longer action mapping in 5.1, and the alternatives work in different ways and won't be able to do what action mappings did exactly, how do you do this part?
Fantastic tutorial. Looking forward to using this!
thank you for the great tutorials I hope you continue to post
the fingers for all the animations are all spread out unnaturally wide. Also when I look at the animation in the BP_firstpersonCharacter the fingers are fixed, but every other joint on the character is slightly off. Any ideas for fixes?
This is the first I’m hearing about this type of issue, feel free to DM me on Discord and we can try to get it sorted!
really cool, hope to see more, thanks for putting this up!
AT 10:01, where does the "Draw debug" nodes come from? I'm getting an error on the connected "select" node because I cant find it
having the same issue, did u find a fix?
looks great
Set skeletal mesh doesn't exist in UE5 any fix?
im in ue5 and when i make the gun material its all pink and very bright
same
This problem occurs because texture FPGun_ColorMap has no alpha channel. You have to change MaskMap texture to T_FPGun_M
same do you got right color,bro
Hey question for you - in the hitscan function is Hit Info L a promoted variable? I can't seem to find it otherwise. Thanks for the tutorial!
Hey there! Yes I promoted it to a local variable within the function, but you don't necessarily have to do this. I just like using local variables to keep functions looking tidy. Thanks for watching!
Amazing video! Keep this up!
Will do! The next episode's been finished for a while now, just waiting for the end of the holidays to get back into the swing of things. Thanks for watching!
I can't find the "First Person Camera" component at 10:00
It comes from the Player Ref variable he set up at 8:53. It won't work unless you cast to the Player Character, which he goes over at 9:38.
@@ValkinsennThank you so much
can i do this with ue5 ?
Hey! amazing tutorial. its exactly what i needed to start working on a very important idea of mine, sadly after following the video i can't shoot. it simply doesn't trigger the fire event. anyone knows how can i fix this?
Thanks for the tutorial! I just commented, not sure where it went but I am having a problem with the material for the gun. I followed the tutorial but the entire material is the screen color and it's glowing. Not sure if it's because I am using UE5.1 any thoughts?
Ikr I copied him as best I could and I ended up with a bright glowing blue. I think I have the wrong node type for the rough and metallic but it looks the same so I have no clue lmao.
Actually I got a sort of solution. Click the dropdowns for the different nodes and see if you can find the one that looks like the finished mat (for me it was the second "add" at the top). hook that up to base colour and unhook emissive. Hope that works for you too.
@@wr4th_0f_d0g this is great! Thank you for sharing this as it fixed the issue. I am also having an issue in episode 4 where the camera movement isn’t really noticeable regardless of the strength variable. If you make it to that tutorial and happen to find a fix lmk haha!
This problem occurs because texture FPGun_ColorMap has no alpha channel. You have to change MaskMap texture to T_FPGun_M
@@wr4th_0f_d0g i think you can share the photo,i meet same problem,which can help many people,pls
I did everything according to the tutorial, but at 10:27 I don’t have the Draw Debug function, and I also don’t have tracing and shot animations, what could be the reason for this?
I'm in the same boat. Pretty fresh to Unreal, and not being able to see his whole screen can make it hard to figure out where some of this stuff comes from
Hey there! The Draw Debug pin you're seeing is an input I created for the "Fire_Hitscan" function. You don't need it for the function to work properly, but I use it with a select node you can see at 10:02 to toggle the DrawDebugType on the LineTraceByChannel node. You can also find the animations used in this video in a zip file download I have linked in the description; we convert the imported animations to montages at 02:05 and use them alongside the "Fire_Hitscan" function at 10:23.
@@octagamedev cheers!
Nice tutorial!
I'm just wondering why there were inputs for VR within the FPS template, because if I remember correctly, there's also a template especially for VR in UE4.
Another thing I would like to know is what if I want the player to be able to also play in VR. Are there any functions in this tutorial that wouldn't work in VR?
Killer tutorial, took me a bit on the components but everything worked perfectly. its so good, thank you so much . I have a question though. Does the fps camera have to be 0, 0 on x and y? I had my camera on the shoulder and when I hit play it looks weird. Im using my own character arms and anims
dude the script changed how did u do it
Is there a simple way i could set this up without having to attach a weapon to the character as a part of the player character? As In If I want the player and the weapon to be separate objects rather than the player always holding a weapon the player could transition from not holding a weapon to holding one, or would the procedural animations not work in that case scenario?
Wow nice points on the character movement parameters. Thanks
You deserve more, i surcibe to you ty for your content
Cool tutorial! But when i am looking up or down camera position seems weird, like when im looking up or down my camera moves down, any help?
Hey there, I’d suggest you keep following along with the series! I believe I fix the issue you’re describing in the latest episode.
@@octagamedev okay, thanks!
@@xelusprime TY SO MUCH
Hi.Im struggelling with the texture part of the video, can get a decent screen shot and TBH not the best with textures. is the a tut or image that would help recreate. loving the vid bud and looking forward the the upcoming tuts
postimg.cc/62ffTrGB
Here's a high res screenshot of the material graph, hope it helps!
Awesome tutorial! Do you have plans to release tutorial series on other categories as well? For example, survival games or something like a third person shooter?
hey there, thanks for the kind words! this is certainly something I’d love to explore in the future but, for now at least, FPS’s are definitely what I’m best at and most comfortable teaching others about.
Al Works!Thanks.
Great tutorial but I just have 1 question. How did u make the whole camera asset?
When you say camera asset, do you mean the skeletal mesh the camera is attached to? That’s just a two bone skeleton with a single tiny polygon bound to it so Unreal registers it as a skeletal mesh on import.
@@octagamedev ahh I see. Thanks man
Any updates on future episodes?. Or is the project file for the halo/destiny-like example availible? I really want to implement the procedural weapon sway when looking up/down etc.
Hey there! The next episode is all recorded and edited, I was going to record the voiceover this week but unfortunately got sick and my voice is totally gone 😅 as soon as I can talk again it’ll be going up!
Can someone assist me, I cannot find the "Set" hit info L node anywhere at 10:00
Hey there! “HitInfo_L” is a local variable I created inside that function, so just drag off the "Out Hit" output pin of the trace node and promote it to a local variable there, which should give you the "Set" node you're looking for. Hope this helps!
@@octagamedev Thank you!!
Love it
Hope it won't be 3 years till your next tutorial XD
I knew somebody would call me out on that 😂, no worries this time! work on the next episode is already underway 👍🏻
Sorry for all of the questions, but I have followed your directions and for some reason half the gun is missing (bottom half closet to my body). It looks like all there is is half of the gun when I am in first person person mode (alt+p). Any possible fixes?
Hmm, if I had to guess you may need to adjust your near clip plane in your project settings. Hard to say for sure without seeing what you’re seeing
Hey brother, for the material, I think i'm not finding the right nodes for the PrimaryColor, SecondaryColor, etc. I used the constant4vector for those, and I can't seem to find the ones you labeled as "Primary_metal, etc" Could you possible mention the names of the nodes? The issue is I'm ending up with a bright pink glowing ball lol
It's Vector Parameter under the Parameters tab.
And maybe Scalar Parameter?
using that only but still the same result
PINK! PINK!! PINK!!!!
@@przemysawa7049
i followed your material exactly and its one big pink mess any ideas?
me too
There's no 'alpha' channel on the texture, which is what the pink layer is meant to apply to (which correlates with the gun's screen). Just leave off the pink section and 1-x node and it should be fine.
This problem occurs because texture FPGun_ColorMap has no alpha channel. You have to change MaskMap texture to T_FPGun_M
@@snakeeater2043 Where is this MaskMap texture you're talking about?
I just had someone come to me about this issue in my Discord server, I’ve uploaded the corrected TGA file there and intend to update the ZIP file with it soon!
Fast and sweet. Pretty good
much appreciated! stay tuned for the next video coming sometime this weekend 😁
whats the purpose of 3:12?
and i want know what 9:59 means and how it works
Could you do a tutorial for Titanfall I know that there are many but they dont cover everything?
What mechanic from Titanfall are you looking for specifically? I probably won’t try to cover all of them but if there’s one or two that stand out to you I’d be happy to take a crack at it.
@@octagamedev probably the mechs or auto aim pistol
Hmm the mechs might be a little out of scope for a single video, I’ll see what I can do about an auto aim weapon though!
@@octagamedev Ok thank you
@@octagamedev Hello, Its me again I just wanted to ask you if you could help me my material for the gun is pink and I have no idea why. Thank you
alpha channel of colormap texture is broken
for some reason right now the whokle script of the fps character and anim bp has changed so could remake this vid only
Could you clarify what you mean by this? Is this a change I made between episodes or a change Epic made with UE5 that I'm not yet aware of?
@@octagamedev ok so like if you open the fps starter of ue5 the code is different and is muhc more complex then before so thats changed
AAA works
does this tutorial work for 5.1?
just an update it does work for ue 5.1
I'm guessing this isn't a beginner friendly tutorial, there's is no explanation for the most complicated parts such as material or blueprint, these things are all completely glanced over. Yes I can copy what you do but I won't learn anything from this.
Hey there, yes I'd say this series is moreso aimed at intermediate UE users. I try not to bog down the video length explaining elements that aren't mission-critical, the modular material being a good example of one of these things. If you have any extra questions I'm always happy to try and help out best I can, feel free to reach out via Discord or email!
I’m deleting UE5
The best the best the .
Thanks man . 🫂