Unreal Engine Tutorial - Bullet Physics / Projectile Physics and Penetration Part 1/5

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  • Опубликовано: 24 дек 2024

Комментарии • 106

  • @thegavin0072
    @thegavin0072 Год назад +5

    such a magical tutorial, attempting this in ue5.2 a whole 7 years later

  • @TaurionMartell
    @TaurionMartell 7 лет назад +15

    there is something magical about ballistics. when i was in the army we where shooting MG3's(mg42) and watching the tracers ricochet was always fun.

  • @SAIIIURAI
    @SAIIIURAI 4 года назад

    Yet so few even triple A games don't use any of this implementations! Bullets are just stopped by any material in so many games when it's so easy to program even more realistic behavior's! Good job sır!

  • @marlo3d288
    @marlo3d288 4 года назад +1

    Hello! At 15:29 there is a mistake I believe. You connect the world space location of the object which was hit into the exit location which will be used to spawn a new projectile. However you should have used the end location you have plugged into the MultiSphereLineTrace node. Otherwhise the projectile will hit an object and spawn at the origin point of the object.

    • @reesaac5334
      @reesaac5334 3 года назад

      seems like u r right

    • @MipmapGames
      @MipmapGames  2 года назад

      Hey very late reply, but the code is good. The narration is a bit unclear though. What that vector represents is the world location the sphere was at during its sweep when it encountered the hit. So it is the location we want

  • @jackbonnell437
    @jackbonnell437 8 лет назад +2

    Im having this odd reaction with my projectile. it appears on Inspection to not be treating the cube i dragged from the left as an object within the array that it can penetrate. the projectiles just stick to it creating ENORMOUS amounts of lag, however it will count the stuck projectiles as objects that can be penetrated and just pass straight through them and the cube only to get stuck on the box around the world.
    any help in this matter would be appreciated.

  • @levannadashvili9554
    @levannadashvili9554 7 лет назад +1

    Great tutorials, thanks very much. Do you have tutorials about bullet hit effects and bullet hole decals and sound fx on different surface materials? how to set it in blueprint. it would be very useful.

  • @MoorabackGames
    @MoorabackGames 11 месяцев назад +1

    Exactly what I needed - thanks!

  • @3sgamestudio
    @3sgamestudio 6 месяцев назад

    Is there a way to actually afect the rotation? i don't want to spawn a new projectile. i want to teleport the current one! :(

    • @MipmapGames
      @MipmapGames  6 месяцев назад

      Not with the stock projectileMovementComponent. It recalculates everything AFTER it calls your user code. You'd have to rewrite the projectilemovementcomponent, as I did for the plugin I sell.

  • @escorpianoyqueee
    @escorpianoyqueee 8 лет назад

    I came looking for phisycs over objects, and now I need to do this.. very cool

  • @zdmfg9335
    @zdmfg9335 Год назад

    I'm having an error in my blueprint, and believe I did things exactly as shown in the video. I'm in UE5. It's a fatal error for the CollisionComp. The error says "GameProjectile.CollisionComp is not blueprint visible (BlueprintReadOnly or BlueprintReadWrite)". Does anyone know how to fix this?

    • @MipmapGames
      @MipmapGames  Год назад

      Are you using a c++ class? Those are the UProperty specifiers you need to make c++ variables visible in blueprint mode. You add a line above your CollisionComp that says something like UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Whatever)

  • @Sloot786
    @Sloot786 9 лет назад +4

    This was exactly what I was looking for. Initially I was trying to run line traces end-to-end equal to the velocity of the projectile times delta seconds, but that was giving me weird gaps between the traces, resulting in tunneling. Even with high speed projectiles, the collision detection in UE4 is accurate, so your method works well.
    Based on the "Part 1" in the title, I assume there will be more tutorials soon?

    • @MipmapGames
      @MipmapGames  9 лет назад

      +KittenKiller So glad my vid helped!
      Yes, I intend to do more parts which will flesh out how I did the other features shown in the demonstration eg. different physical materials, air resistance, chance of penetration etc.

  • @arcus50400
    @arcus50400 7 лет назад +10

    damn I hope this covers why my projectiles fly trough walls.

  • @TheAxebeard
    @TheAxebeard 7 лет назад

    Do you think this system would work for a mil-sim game's armor? When a character is wearing armor, they just get ceramic plate hitboxes attached to them or whatever, and figure out if the bullet penetrates etc to calculate damage?

  • @Mikester4411
    @Mikester4411 4 года назад

    Is there any way to do 23:00 in blueprints now? I don't have C++ on my project because I don't understand it at all

    • @MipmapGames
      @MipmapGames  4 года назад +1

      There should be if you started out with a blueprint project.

    • @Mikester4411
      @Mikester4411 4 года назад

      @@MipmapGames Yeah it's a blueprint project

    • @Mikester4411
      @Mikester4411 4 года назад

      @@MipmapGames How would I do it if it was started as a blueprint projet?

    • @MipmapGames
      @MipmapGames  4 года назад

      @@Mikester4411 There should be the same code as blueprints in the FirstPersonProjectile blueprint class. Just remove the destroy part

  • @LuizFernando-tm7wl
    @LuizFernando-tm7wl 5 лет назад

    Do you know a way to get the exit location in a hollow mesh?

  • @kommandant.357
    @kommandant.357 3 года назад

    Not on sale anymore :(

  • @alwaysultra2145
    @alwaysultra2145 8 лет назад

    4.12.3
    I tried to Compile the Compute Exit Location Function but it says "Error The current value of the ' Target Array ' pin is invalid: Array inputs (like 'Target Array') must have an input wired into them (try connecting a MakeArray node)." and throw me to the For Each Loop Function
    I think it hast to do with the Array Index but i dunno how to fix it.

    • @MipmapGames
      @MipmapGames  8 лет назад

      Sounds like the 'Get' node is not wired up correctly (it's around the middle and comes out of the MultiSphereTraceForObjects node).
      Delete it, and make a new one. These nodes are annoying because they have to be dragged out from the relevant array, you can't just place one and join any array up.

  • @thenoobdev
    @thenoobdev 3 года назад

    damn... not sure if my build is on God-mode or... @ The bullet mesh reflects on the surface, does not go through, though it's kinetic energy goes a long way through the wall blasting objects away..

  • @DeeOdzta
    @DeeOdzta 4 года назад

    Thanks for this rundown. very good.

  • @thenoobdev
    @thenoobdev 3 года назад

    heheh @3:20 "we come back when it's loaded up"... That thing took 20 days to load up?!

  • @izicogame4824
    @izicogame4824 8 лет назад

    on wood it makes a dent and some times it goes through so if you can make penetration react to sertein materials like wood as I said you have to make different wood materials

  • @ZombieNamedJosh
    @ZombieNamedJosh 7 лет назад

    I know you most likely wont respond to this, but its worth a try. After finishing the compute exit location, I try to put it in my Event Graph, but the node "ExitLocation" is missing, all it has are Target, hit Result, and Impact Velocity. Any help?

  • @OO-bo4xk
    @OO-bo4xk 4 года назад

    After that u telling me that the last cod doesn’t have destruction physics?

  • @davidnickisson2555
    @davidnickisson2555 6 лет назад

    Any way to make it so the bullet doesn't instantly travel through the object?

    • @3draven
      @3draven 5 лет назад

      You could add a delay between the destruction and spawn to simulate it travelling through the object.

  • @marcorossi8196
    @marcorossi8196 7 лет назад +1

    my game says "CollisionComp is not blueprint visble" what should i do?

    • @MipmapGames
      @MipmapGames  7 лет назад

      Sorry, I don't know :(

    • @marcorossi8196
      @marcorossi8196 7 лет назад

      :(((((((((((((((((((((((((((((((

    • @marcorossi8196
      @marcorossi8196 7 лет назад

      i wish i had the money to buy the thing
      :(

    • @MipmapGames
      @MipmapGames  7 лет назад

      Ok so I have a lead for you maybe - somewhere in the c++ you have to find the declaration of CollisionComponent and exactly on the line above it write
      UPROPERTY(BlueprintReadWrite)

    • @marcorossi8196
      @marcorossi8196 7 лет назад

      thanks man

  • @astagowi6462
    @astagowi6462 6 лет назад

    Can I use this in my commercial project?

  • @chilli1472
    @chilli1472 7 лет назад

    the actor seems to die before it reaches the ground when i fire up in the air. any ideas?

    • @MipmapGames
      @MipmapGames  7 лет назад

      Actors have a lifetime variable - yours is probably set to something short

  • @VeNoMz_
    @VeNoMz_ 8 лет назад

    It shows a line of the projectile like you had at the start how do i remove this?

    • @MipmapGames
      @MipmapGames  8 лет назад +1

      In the FirstPersonProjectile blueprint file, find 'Event Tick'. Every frame/tick there will be a Draw Debug Line function. Disconnect the Draw Debug Line function.

  • @ribarmilos
    @ribarmilos 8 лет назад

    Hello, I followed your steps in making the Compute Exit Location function, but it isn't working. My bullets are just disappearing after they hit something. Can I email or skype you?
    Thanks in advance!

    • @Bonndi
      @Bonndi 6 лет назад

      I have this problem too. Have you somehow solved it?

  • @simonsu4618
    @simonsu4618 6 лет назад

    Can this be done just by using traces? Is it necessary to spawn the projectiles instead just using traces?

    • @MipmapGames
      @MipmapGames  6 лет назад

      I guess you could- it would be quicker, but this way we let the engine deal with gravity so the bullet drops. Many games do just use traces and don't worry about gravity.

  • @GhostGaming-hl3tg
    @GhostGaming-hl3tg 3 года назад

    I feel the falloff is too great on both Arma 3 and here. It should be more of a smoother arc and technically should go further before going into a tumble and falling to the ground

  • @NevtiqvamErro
    @NevtiqvamErro 8 лет назад

    did you....add tinnitus in the game? It sounds like you did.

  • @TRINITYIMPERAT
    @TRINITYIMPERAT 7 лет назад

    Thank you for your work...

  • @lobos9182
    @lobos9182 8 лет назад

    this is on c++, but can i do it on a blueprint Project?

    • @MipmapGames
      @MipmapGames  8 лет назад

      Yep, will work fine. I started with c++ because I thought I would have to use some more low-level stuff, but I never did have to.

    • @lobos9182
      @lobos9182 8 лет назад

      +Mipmap Games thanks Man, great work you are doing

    • @lobos9182
      @lobos9182 8 лет назад

      +Mipmap Games thanks Man, great work you are doing

    • @lobos9182
      @lobos9182 8 лет назад +1

      +Mipmap Games thanks Man, great work you are doing

  • @DC-so1lw
    @DC-so1lw 8 лет назад

    Does anyone know how to make this damage enemy characters?

    • @MipmapGames
      @MipmapGames  8 лет назад

      I have just the tutorial for you - video ruclips.net/video/urLcZy9qj5E/видео.html
      or text
      mipmapgames.com/tut_DamageTut_1.html

  • @sample_mlg5594
    @sample_mlg5594 7 лет назад

    it doesn't work for me ): pls help me

  • @Oh1snap1its1fox
    @Oh1snap1its1fox 7 лет назад

    So when do you need to use math

  • @bob2328nick2
    @bob2328nick2 8 лет назад +1

    I don't have get projectile movement, does get projectile work?

    • @MipmapGames
      @MipmapGames  8 лет назад

      Sorry it's been a while, so long I don't remember what that means :) . Can you give me a timecode of when you're having trouble in the video? I don't want to go through all 20mins to work out what you mean.

    • @bob2328nick2
      @bob2328nick2 8 лет назад

      it did not work but i think i have found my error. maybe.

    • @bob2328nick2
      @bob2328nick2 8 лет назад

      I did this on a project i already had so i am going to try it on a new project. The one i used was just to learn the controls and stuff.

    • @bob2328nick2
      @bob2328nick2 8 лет назад

      Its at 19:04 that it's what I don't have, it just doesn't show up. Not even in the brand new project.

    • @bob2328nick2
      @bob2328nick2 8 лет назад

      When I test it with just get projectile it will hit the object but disappear and won't wow up again.

  • @demonitgames
    @demonitgames 7 лет назад

    Can u redone with new version plz

    • @MipmapGames
      @MipmapGames  7 лет назад

      It's several hours of tutorial so probably not. I don't see any reason that it won't work in 4.17

  • @chattiestgamer8324
    @chattiestgamer8324 6 лет назад

    My bullet isnt bouncing?

  • @arunasbaj
    @arunasbaj 4 года назад

    You are genius.

  • @jonathanw5100
    @jonathanw5100 4 года назад

    You're ducking awesome

  • @cactus7198
    @cactus7198 7 лет назад

    cool video! thanks!

  • @Donotargue
    @Donotargue 6 лет назад

    So what's more accurate as you have a image / website version that's different from what you're showing here. It's even more confusing as you go from using a FirdtpersonProjectile in some screenshots to PhysicsProjectile in others? Are you still maintaining this or updating? Would love to hear a response as at this moment it's not clear if I should try to follow the youtube series or the web version.

  • @davidgoodman1869
    @davidgoodman1869 5 лет назад

    The Blueprint is not for sale?

  • @crazyguy7585
    @crazyguy7585 9 лет назад +1

    very nice and very helpful Tutorials well Done Bro I subscribe. keep Update Ur channel U will get good Response soon

  • @killisys
    @killisys 4 года назад

    Nice!

  • @fredflinstoner9530
    @fredflinstoner9530 8 лет назад +1

    thanks!

  • @alaaali7635
    @alaaali7635 4 года назад

    You are really skilled. But that is too complicated for me.

  • @AphoniaMute
    @AphoniaMute 7 лет назад

    OI Who the FUCK gave a thumbs down... Grrr run and jump Mr down voter!! Great video dude...

  • @TheAxebeard
    @TheAxebeard 7 лет назад

    Spawning is pretty expensive, you should just teleport the bullet instead of spawning a new one.

    • @MipmapGames
      @MipmapGames  7 лет назад +1

      You're right, I fixed this in the c++ version I sell. Fairly difficult to do in blueprints because of the underlying c++.

  • @felixmikolai7375
    @felixmikolai7375 3 года назад

    fuck yeah good fuckin job mate !! mind if i copy it too? :p

  • @shingAMarie
    @shingAMarie 8 лет назад

    Can you explain more and slow down and explain things better? I mean you skipped so quickly over the initial part, with normalization and everything, and it's annoying to have to keep rewinding. Please do not assume like other tutorials made by smart people who can't put themselves in the position of someone learning that they know exactly what to take away with it with the wording and speed you are using. IOW don't assume we already know your tutorial before we watch it. What makes it worse is you spend so much time on that drawing, which was pretty boring, but then skip over the important parts. Thanks.

    • @shingAMarie
      @shingAMarie 8 лет назад

      "Shut up, its free." How juvenile. Time is money. You(if you are a working adult...)have many responsibilities and have to allocate time in your week for hobbies. So its not as you have portrayed it. Anyway, I gave him feedback to improve his videos. "Shut up, its free. Complain about something that you actually pay money for. I haven't even watched it yet but I'm super excited to......."Why don't you go comment on videos you've actually watched? I hope you see the irony in that question.

  • @universalgamedev4953
    @universalgamedev4953 5 лет назад

    Nice 1 chapter,an end. I will download free you plug in and don't support you. Good day.

  • @godeninfour9821
    @godeninfour9821 7 лет назад

    Hi,I set my bullet speed with 700m/s,when it hit physics sim things,they fly away.I don't know how to fix it,like give them drag or reduce the bullet impact force?

    • @MipmapGames
      @MipmapGames  7 лет назад

      This is an unfortunate thing that happened in 4.14. You can reduce bullet speed to something like 100m/s, otherwise, I haven't found a solution, and I don't think there is one in blueprint.

    • @godeninfour9821
      @godeninfour9821 7 лет назад

      Oh,ok,that's fine...
      By the way,do you know how to make a real bullet hole?Like this video:ruclips.net/video/VJGdq3hQAs8/видео.html
      Made using Render Targets.It looks very good.

    • @theoelliott9959
      @theoelliott9959 4 года назад

      You should be able to remove the add impulse at location script in FirstPersonProjectile, that should fix it.