I was looking for something else but this is really, really good stuff. As someone who works with unreal engine and c++ daily, I can tell all of you watchers, you should keep track of this channel. Bookmark, subscribe, I don't care but give this man some credit. You'll be doing yourselves a favor as well!
Thanks for your kind words. Comments like these inspire me to do more. Although I don't upload regularly or have a schedule, I made a decision to do all my videos in c++ and this gives me confidence to do so 🙂
Hey what I shared in GitHub is just code for the plugin and not compiled plugin. So when you add it to a project it will ask you to compile it. You need to have visual studio installed for it to be able to compile the plugin.
Really nice video explaining all the details about your method. I like the style you explain things. I am wondering what needs to be done to make this work in a multiplayer scenario? On the client everything works fine but when the trace is called from the server side there are issues. Any suggestions? I will subscribe to your channel as I like your stuff. Hopefully you will be posting more in the future about such advanced topics. :)
Not sure what issues you are having with server side, but the hit data isn't replicated so you will have to replicate the results yourself. Since server and client will never be in perfect sync, there will give different results, so based on your game you will have to decide who to trust regarding the results. Thanks, I do intend to cover only advanced topics since there seem to be very less people who does that.
@@platomanchi The problem I faced was that I did not refresh bones on the server so the traces were not happening. I think this approach is good for single player but for multiplayer I don't really want to refresh the bones on the server because this has a huge performance impact. Looking forward to your next videos then. ;)
you know there's UKismetSystemLibray that can Handle all the hit objects and return an Array of hits for multi right? you only need to calculate the start and the end points it eliminates the need a lot of the functions and lines of code you have here!, i'm not sure if it has Asynchronous set up with UKismetSystemLibray but i guess you can run that logic Asynchronous and get the results and go from there prolly you know this now but just in case
Top tier tutorial. Honestly, one of the best on YT. Subscribed, and will now watch and like all of your videos. Keep up the excellent work.
I was looking for something else but this is really, really good stuff. As someone who works with unreal engine and c++ daily, I can tell all of you watchers, you should keep track of this channel. Bookmark, subscribe, I don't care but give this man some credit. You'll be doing yourselves a favor as well!
Thanks for your kind words. Comments like these inspire me to do more. Although I don't upload regularly or have a schedule, I made a decision to do all my videos in c++ and this gives me confidence to do so 🙂
Such a rare high quality tutorial! Like a gem 💎! Thank you. I’m eager to see more
Thanks for your supportive comment. 🙂
Thanks! What animation pack did you get that sword slash animation at 2:12 from?
I love your videos thanks for the tutorials!
I'm having trouble getting it to work on Unreal Engine 5.0
wasn't there already a plugin for this called "did it hit"?
Followed instructions but after enabling the plugin, the project doesnt open and says must compile through IDE
Hey what I shared in GitHub is just code for the plugin and not compiled plugin. So when you add it to a project it will ask you to compile it. You need to have visual studio installed for it to be able to compile the plugin.
Really nice video explaining all the details about your method. I like the style you explain things. I am wondering what needs to be done to make this work in a multiplayer scenario? On the client everything works fine but when the trace is called from the server side there are issues. Any suggestions?
I will subscribe to your channel as I like your stuff. Hopefully you will be posting more in the future about such advanced topics. :)
Not sure what issues you are having with server side, but the hit data isn't replicated so you will have to replicate the results yourself. Since server and client will never be in perfect sync, there will give different results, so based on your game you will have to decide who to trust regarding the results.
Thanks, I do intend to cover only advanced topics since there seem to be very less people who does that.
@@platomanchi The problem I faced was that I did not refresh bones on the server so the traces were not happening. I think this approach is good for single player but for multiplayer I don't really want to refresh the bones on the server because this has a huge performance impact.
Looking forward to your next videos then. ;)
@@Wurlox Ah it does make sense to disable anims to tick on server and this wouldn't work if anims aren't ticking. Good luck on your game 🙂
you know there's UKismetSystemLibray that can Handle all the hit objects and return an Array of hits for multi right? you only need to calculate the start and the end points it eliminates the need a lot of the functions and lines of code you have here!, i'm not sure if it has Asynchronous set up with UKismetSystemLibray but i guess you can run that logic Asynchronous and get the results and go from there
prolly you know this now but just in case
Hey! could you compile this for 5.2? :D
thats great work , can you share the project ? thanks