How To Set Up The Ultimate... Ultimate True First Person Camera - Unreal Engine 5 Tutorial

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  • Опубликовано: 15 янв 2025

Комментарии • 146

  • @PitchforkAcademy
    @PitchforkAcademy  7 месяцев назад +4

    For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
    www.patreon.com/MizzoFrizzo

  • @k3rm173
    @k3rm173 9 месяцев назад +19

    This was Amazing
    !!Added!! divided by 8 and added the 2 neck bones and the head with 3 "transform (modify) Bone"s, then I added 2 more "transform (modify) Bone"s for "Upperarm_L" and "Upperarm_R" and multiplied the Pitch Rotation variable by -3 to the transform rotation.
    !!Result!! More natural looking bend and keeps arms pointed to ground.

    • @knitejax659
      @knitejax659 8 месяцев назад +2

      This is something that I'm learning to do, but it messes up my aiming down sights animations 😂.
      Still much for me to learn

    • @knitejax659
      @knitejax659 8 месяцев назад +1

      Oooo, i think i just figured it out while playing DayZ 😂

    • @johnterpack3940
      @johnterpack3940 6 месяцев назад +1

      Added the extra bones, really makes a huge difference. Could probably tinker some more and make it even better. We mostly bend our neck and only use our torso at the extreme ends of the range. Maybe use a "greater" node to only rotate the spine bones if the total value has gone beyond some point? Or maybe figure out a way to use curves to control how much each bone rotates.

    • @austinwhiteted8231
      @austinwhiteted8231 3 месяца назад

      What a great addition! I might pair this when the player isnt holding on to any combat items!

    • @austinwhiteted8231
      @austinwhiteted8231 3 месяца назад

      ​@@knitejax659same here brotha

  • @dynastic926
    @dynastic926 10 месяцев назад +8

    Thank you so much for the new video! I've been waiting for it! Please continue this True FPS Shooter series, I love it!

  • @SeungMinBaek1
    @SeungMinBaek1 4 месяца назад +1

    I'll call you a genius from today.

  • @fallingsappy
    @fallingsappy 10 месяцев назад +2

    Thank you for all the work you put in to it. I know it is quite hard to make videos like this!

  • @BobBaguetti
    @BobBaguetti 10 месяцев назад +5

    Hell yeah, another MizzoFrizzo banger just dropped!

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад +2

      You're very kind. I feel like since my subs went over like 2k I don't hear from my early followers as much. I'm still here! 🥲

  • @JinxSwe
    @JinxSwe 10 месяцев назад +1

    Thank you. Hope you continue on this one. Had a really hard time to convert this to the Metahuman one and had to scrap it.

  • @forged_wolf
    @forged_wolf 10 месяцев назад +6

    Love your tutorials! I have implemented the true first-person camera and it looks great, but when the character is close to an object, like a wall, and bends downwards or backwards the mesh clips through the wall. I was wondering if there was a solution for this that didn’t require hugely increasing the size of the capsule component. I have also tried creating a sphere collision for the head, since it is the part of the mesh that goes through the capsule component, but that doesn’t seem to work either. Thanks!

    • @GrantCraftGames
      @GrantCraftGames 8 месяцев назад

      Any solution to this? I followed this guys video, but the first version. All works well except the head or camera, whatever, going through the wall. Especially if my mesh plays an animation. The only way to band-aid fix this was to drastically increase the size of the capsule so the animation "stays" in the capsule.

    • @MatadoresXD
      @MatadoresXD 7 месяцев назад

      I made the character hitbox bigger to decrease the cliping

    • @riba
      @riba 4 месяца назад

      same problem here

    • @austinwhiteted8231
      @austinwhiteted8231 3 месяца назад

      Ill work on a solution!

    • @sander1862
      @sander1862 2 месяца назад

      @@austinwhiteted8231 did you figure out a solution for this?

  • @Erynash
    @Erynash 5 месяцев назад

    I'm completely new, but loved the tutorial! You can use it as a great base to tweak which bones to move and give the character a more natural or goofy feel.
    Now, onto figuring out how to prevent the camera from clipping into geometry

  • @StudioVacant
    @StudioVacant 8 месяцев назад

    All of your tutorials are explained really well, Thanks man.

  • @broadmoorstudio
    @broadmoorstudio 5 месяцев назад

    The control dragging node cables is an absolute game changer for me wow

  • @TopHatTim123
    @TopHatTim123 4 месяца назад

    Helped me understand network replication, thanks!

  • @X400DYL
    @X400DYL 3 месяца назад

    Subbed, Great Tutorial, Very clear and concise, Loved it, Thanks :)

  • @fallingsappy
    @fallingsappy 10 месяцев назад +1

    It would be nice to put it on top of some Lyra locomotion to make use of its in place rotation and other goodies

  • @laoguru7235
    @laoguru7235 7 месяцев назад +5

    I've implemented basic crouching in my game but the can't figure out how to smoothly blend the camera with the crouch animation.
    With no additional code, the crouch anim doesn't affect the camera position however looking down takes the camera down to where it would be if looking down while crouched.
    I tried overriding the camera manager and doing a lerped offset with the out view target's location, however then the camera jumps on pressing crouch and when looking down it goes way further than the floor. Just was doing a basic lerp and adding the offset, works perfectly in third person.
    Any suggestions? I'm guessing I may have to do something with the transform of the virtual bone but not completely sure.

    • @RenjiTakeuchi
      @RenjiTakeuchi 5 месяцев назад +1

      ever find a fix for your issue? Have the same problemo.

    • @austinwhiteted8231
      @austinwhiteted8231 3 месяца назад

      Hm, maybe get the bone position of head in world space and use the Z value to control cameras Z. Now this also adds a bit of bob but none of the sidways stuff too!

  • @GongNomStyle
    @GongNomStyle 5 месяцев назад

    thanks this tutorial, was very helpful and is working with UE 5.4.3

  • @Almondstash
    @Almondstash 6 месяцев назад

    Great tutorial, thanks for posting

  • @calycheers
    @calycheers 10 месяцев назад +3

    Hello, thanks for the tutorial twice.
    How can I prevent to see through head?
    I notice that if I move the mouse down I start to see through head.
    Another thing:
    How can I acquire only 1/10 of the animation movement in the camera view? I dislike the full animation trottle but as well the static one, Thanks.
    Oh last thing I thought about:
    When camera yaw, the character "slides " on left or right, how can I achieve a simple stepping process in order to make it realistic?
    I notice that even the head doesn't move left and right but the entire body, it's my fault?

  • @HixxyDubz
    @HixxyDubz 8 месяцев назад +2

    Perfect tutorial, however, i seem to have an issue when looking down, i can see through my body, is there a way to stop this please?

  • @Rehd66
    @Rehd66 9 месяцев назад +2

    This worked for the most part but I have zero idea why. Man, I need to be that good at this engine and it's taking forever to learn it all

  • @Volataxx
    @Volataxx 6 месяцев назад

    Here from your FPS series lol. Still no luck. The mixamo rig/animation im using isnt rotating from the spine. Not sure why. I didn't add a virtual bone but im not sure if that's needed. If it is, that's another problem entirely as my rig doesnt even have a root bone.

    • @PitchforkAcademy
      @PitchforkAcademy  6 месяцев назад

      @Volataxx Yeah I'm really not familiar with the Mixamo skeletons/rigs man sorry...

  • @JustJoshinYouBro
    @JustJoshinYouBro 2 месяца назад +1

    Could you figure out how to make the GameAnimationSample pack into a True FPS?

  • @pietlebrun5943
    @pietlebrun5943 10 месяцев назад +2

    I like how you removed the wobble when running and walking via virtual bone, but what if I want to play Anim Montage where I need the camera to reflect the animation? For example when a character bends down to pick up an object?

    • @knitejax659
      @knitejax659 8 месяцев назад

      I know very little, but my first thought would be to swap to a camera that is set to still be affected by an animation while said animation takes place, then swaps back to the normal camera?
      Is that a possibility?

    • @alphamineron
      @alphamineron 8 месяцев назад

      @@knitejax659 Seems perfect… but I read that having multiple cameras active, adds to performance penalties…. Perhaps some optimized approach of toggling/spawning the camera at runtime

    • @JunkLord69
      @JunkLord69 8 месяцев назад +2

      @@alphamineron could try attaching current camera to head bone during said animation and then reattach it to vb head_root when animation is done. Only issue I really see is the camera snapping to each location, maybe lerp between the locations?

  • @gamejamreject
    @gamejamreject 10 месяцев назад +1

    you're intelligence is uncapped, these are so good.

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      Trust me, it's very much capped haha. Thanks, man. 🫶

    • @DarkSession6208
      @DarkSession6208 7 месяцев назад

      @@PitchforkAcademy Can i ask how long it took you to come up with the whole system above? :D

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад

      @@DarkSession6208 It's honestly just about three different principles cobbled together, but I'd say those three principles I learned months apart...

  • @udgen6233
    @udgen6233 3 месяца назад

    Thank you so much!

  • @symnx
    @symnx 9 месяцев назад +3

    I have a few questions as this is all new to me.
    First of all, two things to make sure I've understood it correctly:
    If I don't want the character to lean so far down and up, I just need to remove a few spines and I've solved the problem, right? And if I want the camera to shake, I just have to select the default head bone, right?
    Now for the problems I can't solve:
    If I run completely against a wall and look down, you can see through it, the same thing happens if I run completely against a second player and look down. How can this be solved?
    Another thing is that I want to be able to see my upper body when I look down. If I move the camera itself in the viewport, my result looks terrible. How can I adjust this so that it works properly?
    I still have a lot to learn, for example how to add the animation that you can sneak or crouch, but I wanted to start with the camera rotation problem and was immediately overwhelmed by how complicated it all is. The only good tutorial is the one from you and all the others don't fit my ideas at all, because they do it with Aim Offset animations, which I don't need because I don't want to hold a weapon but a flashlight, but that's another topic. Do you have any tips or youtube videos that cover such topics well so that I can learn the right things?

  • @arazburak
    @arazburak 3 месяца назад

    Thank you very much

    • @PitchforkAcademy
      @PitchforkAcademy  3 месяца назад

      Was this a Super Thanks donation? It seems I received one a couple of days ago but it's not showing on the comment so I don't know who to thank... 🤔

  • @JustJoshinYouBro
    @JustJoshinYouBro 20 дней назад

    Anyway you can make it so that the body animates as the camera rotates? Like when you rotate right enough the characters feet will reposition instead of just float and turn?

    • @PitchforkAcademy
      @PitchforkAcademy  20 дней назад +1

      @JustJoshinYouBro Yeah it's called "turn in place" and it's a whole thing to set up...

    • @JustJoshinYouBro
      @JustJoshinYouBro 20 дней назад

      @@PitchforkAcademy do you have a video on this yet?

    • @PitchforkAcademy
      @PitchforkAcademy  20 дней назад

      @JustJoshinYouBro Unfortunately no I haven't had the time to build it out. It's very high on my list though!

  • @johnterpack3940
    @johnterpack3940 6 месяцев назад

    The older version of this gave me a compile error. This one works perfectly. Awesome. I do still have a bit of bob. But it's very small, actually feels natural.

    • @johnterpack3940
      @johnterpack3940 6 месяцев назад

      Heh, oops. Forgot I had already done some tinkering with the camera. That's why there's still some movement. I'm running a hybrid of this and another setup.

  • @AncientNightMareKing
    @AncientNightMareKing 3 месяца назад

    have you got a tutorial where you have this but you can switch to the wheel zoom in/out mod

  • @verified_JC_Denton
    @verified_JC_Denton 6 месяцев назад

    This is PERFECT. Thank you so much! With a little reverse engineering to just get the neck, this was exactly the system I wanted.
    Edit: One issue I'm having is camera clipping inside my mesh. I'm guessing I should add a clamp somewhere?

  • @Braindeadorc
    @Braindeadorc 10 месяцев назад

    for the bones, I made some personal changes since the bending is quite extreme to my liking
    so, I changed the bones to spine_04, spine_05, neck_01, neck_02 and I only used 4 transform bones modifiers

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад +1

      That's good, but if you add a weapon you might find it tricky to keep it on screen...

    • @LupusMechanicus
      @LupusMechanicus 7 месяцев назад

      @@PitchforkAcademy Good tip mizzo, love you upside down blokes so much.

  • @zerohcrows
    @zerohcrows 10 месяцев назад +1

    how would I clamp only the animation? I want it to not look all the way down but still have the player able to see all the way down, or is this impossible and would cause clipping issues?

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад +1

      Try dividing the float by more than 5 before the make rotator and see what happens? 🙂

    • @zerohcrows
      @zerohcrows 10 месяцев назад

      ​@@PitchforkAcademy this worked perfectly for the animation!! only issue now is the clipping 😅thanks for the quick response!

  • @lz4090
    @lz4090 10 месяцев назад +1

    Wow, its been years trying to find a solution for this, some have even tried using control rig to equalizr the wobble. Lol, didnt even think to use the vb from the root. Any cons for this? Ill have to try this using existing fps anims and procedural ads and stuff. Thanks

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      There might be an issue when trying to add leaning or some kind of free-look by head rotation.

  • @IndieDevGael
    @IndieDevGael 8 месяцев назад

    Working really nice! Thank you! Is there a way for the rotation to not affect the arms?

    • @PitchforkAcademy
      @PitchforkAcademy  8 месяцев назад +1

      Just multiply it by maybe -2 (play around with the figure) and apply it to upperarm_l and upperarm_r

  • @DominoDivision
    @DominoDivision 6 месяцев назад

    hey i set this up 1:1 to how you did it in the tutorial, everything works great except for jumping. For some reason the pitch rotation seems to make the characters arms play the walking animation for them while jumping even when standing still. any idea how to set it up so it plays the normal jump animation on the arms but the arms are properly offset to your camera still?

  • @reeeeeeeeeeeee4838
    @reeeeeeeeeeeee4838 2 месяца назад

    I had a small problem with the skeleton bending part. If I look up, the character bends as intended, but for some reason, if I try to look down, instead of bending down, it bends up.

    • @PitchforkAcademy
      @PitchforkAcademy  2 месяца назад

      @@reeeeeeeeeeeee4838 You should probably revisit the part where we calculate the pitch rotation because it seems like you've made a mistake there...

  • @SeventhVoltaEcho
    @SeventhVoltaEcho 4 месяца назад

    I am trying to use this with a space game with multiple planets that have their own gravity. When I enter a planet on the "under" side in relation to the world the mesh is backwards until I reach the upper hemisphere then it snaps back to proper orientation. The controller always works in the right direction but the mesh runs backwards until I hit the upper half. Is there a way to keep the rotation tied to the gravity direction? It also breaks the spine rotation on the bottom half.

    • @PitchforkAcademy
      @PitchforkAcademy  4 месяца назад +1

      One of our tutors is planning a tutorial on this very subject. Stay tuned!

  • @riba
    @riba 4 месяца назад

    Great solution. But I found a problem to solve: When the character gets close to a wall and looks down, his head goes past the wall making him see what's behind the wall. How do I fix this problem?

  • @struggling3dartist910
    @struggling3dartist910 6 месяцев назад

    Noob question: What is the pitch replication for? Is it for multiplayer mode? Does it hurt anything if it's not added in a single player game?

  • @bringfire
    @bringfire Месяц назад

    The camera still bobs around with the animation even after adding a virtual bone on the head, targeting the root. Any ideas why? Seems simple enough, but it doesn't seem to do the trick.

  • @ResetUE
    @ResetUE 10 месяцев назад +1

    hey mizzo! so i was watching your true fps tutorial and you know how before we had issues with the vertical movement being slower/faster than the hands? so im facing this rightnow but in the horizontal way... do u know what should i do and if the fix is similar to the vertical one?
    edit: i tried fixing it the way we did it for up/down but didnt work..

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      Have you implemented the aiming deadzone system? Only thing I can think of is that your deadzone isn't toggling/resetting when you stop aiming. The only time we rotate bone's yaw is for the deadzone system, otherwise your character should just be rotating...

    • @ResetUE
      @ResetUE 10 месяцев назад

      @@PitchforkAcademy well i dont believe i even reached that part yet! because i was still setting up the sensitivity and do math etc, but it looks like ill wait and finish the whole thing and see if it gets fixed eventually, by the way.. i appreciate your hard work, you are such an amazing guy mizzo, never stop being awesome

  • @skippycode
    @skippycode 8 месяцев назад

    Thank you for this tutorial! Will the character's head go through walls when the spine is rotated? Is there a recommended way to avoid it clipping through the wall with this true first person setup?

    • @PitchforkAcademy
      @PitchforkAcademy  8 месяцев назад +1

      Apart from increasing the radius of the capsule component there's not much you can do. To make custom collision you need to make a custom pawn class and I think use some C++... 😬

    • @skippycode
      @skippycode 8 месяцев назад

      @@PitchforkAcademy Thank you! I went with tuning the capsule component radius like you recommend and it does the behavior I'm wanting.

  • @chronickev_
    @chronickev_ 7 месяцев назад

    This tutorial was great! But I have one question. Lets say I want to make my character only slightly bend when looking up and down, I changed the multiply by pitch from -1 to -.35 and this works perfectly for when I'm looking up, but when I look down it still does the original look down as if the multiply was still -1. How could I fix this?

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад

      Swap the 'get control rotation' for a 'get base aim rotation', delete the checks and select float nodes and simply multiply the Y by -0.35 (or whatever other figure you like). Let me know how it goes! 🙂

    • @chronickev_
      @chronickev_ 7 месяцев назад

      @@PitchforkAcademy Thanks for the reply! Could you explain what you mean by delete the checks? I just tried your response by using the Y return value from get base aim rotation, multiplying that by -.35, then dividing that by my bone amount which goes into make rotator which isn't working either. The new method I just tried is making my player face down by default.

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад

      @chronickev_ That SHOULD work. I see no reason why it shouldn't and don't really no why it wouldn't. Maybe just go back to the original set up but multiply the Y by 0.35 then connect that into the 360 - Y, etc.

  • @FischersFritze12
    @FischersFritze12 9 месяцев назад

    When is the next part due to come out?

  • @slimniqy4658
    @slimniqy4658 7 месяцев назад

    I ran into an issue where I followed everything perfect but for some reason when looking down I was looking up. To fix this put a *-1.0 after the - 360 value and plug that into the select float A node to fix it.

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад +1

      Probably because it's supposed to be 360 - not - 360

    • @slimniqy4658
      @slimniqy4658 7 месяцев назад

      @@PitchforkAcademy haha yep…

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад +3

      @@slimniqy4658 Soooo you didn't follow everything perfectly. 😏

    • @slimniqy4658
      @slimniqy4658 7 месяцев назад +1

      @@PitchforkAcademy nope 😞

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад +1

      @slimniqy4658 You're welcome btw...

  • @dieselshot9768
    @dieselshot9768 5 месяцев назад

    Hihi! I have a slightly weird problem, maybe it comes from updating from the old tutorial: when I look down and move forward I can sometimes get my whole body at a 45 degree angle with the ground, feet not touching rotated in a weird way. I tried checking the blueprints in these tutorials and did not see any discrepancies though.

    • @dieselshot9768
      @dieselshot9768 5 месяцев назад

      (I figured it out, I had to remove all the stuff from the ol' tutorial)

  • @DawidPotocki-r2v
    @DawidPotocki-r2v 2 месяца назад +1

    the character animation only runs forward, even though I move sideways ://

  • @Bobaluga9
    @Bobaluga9 7 месяцев назад

    Any way to fix the feet sliding when turning in place?

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад +1

      Yeah, adding a turn-in-place mechanic!

    • @Bobaluga9
      @Bobaluga9 7 месяцев назад

      ​@MizzoFrizzo any upcoming videos on that?

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад +2

      @Bobaluga9 There's a motion matching sample project releasing later this month and I'm going to be doing a bunch of videos based on what's in it, so yeah man definitely stayed tuned as it should make all locomotion animation an absolute breeze.

    • @Bobaluga9
      @Bobaluga9 7 месяцев назад

      @@PitchforkAcademy amazing! I'm going to be subscribing to you and joining the discord. Thanks for what you do!

  • @Wolvman
    @Wolvman 6 месяцев назад +1

    I'm not sure what's going on but it seams that if you add the virtual bone to the UE4 skeleton using the head and root, the camera will still continue to move with the animations. At least that's what is happening on my end. If I use the same animations between the UE5 and UE4 skeletons I can see significantly more movement on the UE4 character. Does anyone else experience this or know how to fix it?

    • @Erzyl
      @Erzyl 3 месяца назад

      Having the same problem. Did you ever find a solution to this?

    • @Wolvman
      @Wolvman 3 месяца назад

      @Erzyl Unfortunately, no. I still have no idea why this is happening.

    • @NNJohn
      @NNJohn 2 дня назад

      for some reason I've encountered the same problem. I'va managed to fix ecerything by going back to Skeleton, deleting bone, saving Skeleton, adding bone once more, saving Skeleton, goint in Blueprint, removing bone reference, copile-saving, adding reference back, compile-saving
      Good luck!

  • @Pnkstraw
    @Pnkstraw 8 месяцев назад

    This seems like a really good tutorial but whenever I try to set the arm length to 0 my project crashes. Does anybody know why this is happening?(im on windows 11)

  • @syroxeed
    @syroxeed 9 месяцев назад

    How to apply this pitch for "play animation"?

    • @PitchforkAcademy
      @PitchforkAcademy  9 месяцев назад +1

      I don't understand your question

    • @syroxeed
      @syroxeed 9 месяцев назад

      @@PitchforkAcademy I made a pitch based on your guide, and I wanted to make two animations for jumping, and for them to be like in dying light 2, that is, first the right hand, then the left hand and then the right hand again. to do this, I used "play animation", but when the animation It is being played the character's pitch is not working

    • @PitchforkAcademy
      @PitchforkAcademy  9 месяцев назад

      @dimarosu Oh sorry I just make the videos, I don't really try to guide people in special applications as I don't have the time. Good luck though! 🙂

  • @ASTERisk44946
    @ASTERisk44946 2 месяца назад

    you didnt show yaw?

  • @theoneandonly380
    @theoneandonly380 Месяц назад

    This only works because the animation is predictive, im using GASP and the character body just runs in front of the camera, and offseting it further just makes no sense, i see no other solution than just attaching the camera to the head socket, which obviously sucks and the camera is bobbing.

  • @secret.message.
    @secret.message. 10 месяцев назад

    There are problems, after the jump was made, the camera shaking remained. This method does not work when creating a project in C++ . And it was already mentioned in the comments that when tilted towards the wall, the camera goes inside other objects.

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      👍

    • @secret.message.
      @secret.message. 10 месяцев назад

      Can any of this be fixed? Can you give me a hint?

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      @secret.message. There's no way of know what's causing that. I just try to make good videos. ✌️

  • @kevingodart7122
    @kevingodart7122 10 месяцев назад

    nice video but i don't understand why my character make some weird thing when i turn a little on the right 😂

    • @copisdesign
      @copisdesign 10 месяцев назад

      +

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад +1

      I also don't understand why. Can you explain in more detail exactly what's happening?

    • @kevingodart7122
      @kevingodart7122 10 месяцев назад

      @@PitchforkAcademy when I make sure to look up or down the character curls up on himself and when I look to the right while looking at the ground the character compresses his body sags

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      @kevingodart7122 Sounds like you messed something up, maybe you didn't divide by 5 in the pitch rotation calculation??

    • @kevingodart7122
      @kevingodart7122 10 месяцев назад

      ​@@PitchforkAcademy i did it I followed the tutorial correctly. I will look tomorrow and try to find out why I have the problem.

  • @Cookie_has_youtube
    @Cookie_has_youtube 4 месяца назад

    Love the tutorial but the character will not do what is shown, but still does the same ole thing. I have followed the tutorial step by step multiple times to see if I actually missed something... nada! Update, the camera is going down to the crotch when looking up for down.

  • @copisdesign
    @copisdesign 10 месяцев назад

    thank for tut. But pls fix the bags

  • @blackhole6958
    @blackhole6958 8 месяцев назад

    The tutorial was fine, but I think you should give better explanations on how things interact with each-other, because as a complete beginner I feel like I've learned nothing about what I was actually doing a moment ago.

    • @PitchforkAcademy
      @PitchforkAcademy  8 месяцев назад

      I try to include some additional information here and there, but I'm also trying to be efficient and not waste peoples' time. If you need more information about certain things there are loads of readily available resources out there, such as the Unreal Docs. 🙂

  • @anthonydebruin4193
    @anthonydebruin4193 8 месяцев назад

    Hell yeah

  • @LVARVideos
    @LVARVideos 4 дня назад

    It doesn't work even though i followed the steps

    • @PitchforkAcademy
      @PitchforkAcademy  4 дня назад

      @LVARVideos You probably made a mistake somewhere...

    • @LVARVideos
      @LVARVideos 4 дня назад

      @@PitchforkAcademy i am on latest version

    • @LVARVideos
      @LVARVideos 4 дня назад

      @@PitchforkAcademy Is it because I am using a metahuman?

  • @boombyte8849
    @boombyte8849 7 месяцев назад

    Nice. But it gives a lot of limitations. And the character extremely looking stiff one, like a robot or something else..

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад

      What limitations?

    • @boombyte8849
      @boombyte8849 7 месяцев назад

      @@PitchforkAcademy Hard to explain. It's more flexible in procedural offset but it looks robotic.

    • @PitchforkAcademy
      @PitchforkAcademy  7 месяцев назад +2

      @boombyte8849 Uhhh okay so it has limitations but you can't say what. You can add some lerp and interpto nodes and adjust which bones are rotated... The point is to introduce beginners to the principle. ✌️

  • @Rev0verDrive
    @Rev0verDrive 10 месяцев назад

    BRUH, BASE AIM ROTATION!
    You DO NOT NEED TO REPLICATE A PITCH/YAW VAR!

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      Oh nice, I'll look into that. THANKS. 🙂

    • @PitchforkAcademy
      @PitchforkAcademy  10 месяцев назад

      I see what you mean about base aim rotation, it seems it is replicated by default as part of how unreal replicates movement, but it unfortunately still causes this kind of horrific blurring of the characters across the server. You wouldn't know how I can fix that, would you??

    • @Rev0verDrive
      @Rev0verDrive 10 месяцев назад

      @@PitchforkAcademy I've never noticed any blurring with it.
      Simulated proxy movement is approximate. Floating point precision errors don't allow for exact matches in computation.
      Maybe look at motion blur?

  • @LupusMechanicus
    @LupusMechanicus 7 месяцев назад

    Based thanks!