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!
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.
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
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.
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.
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.
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?
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)
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?
+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.
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?
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.
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.
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..
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
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?
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)
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.
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!
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.
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
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.
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.
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.
"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.
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?
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.
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.
such a magical tutorial, attempting this in ue5.2 a whole 7 years later
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.
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!
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.
seems like u r right
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
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.
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.
Exactly what I needed - thanks!
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! :(
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.
I came looking for phisycs over objects, and now I need to do this.. very cool
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?
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)
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?
+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.
damn I hope this covers why my projectiles fly trough walls.
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?
I don't see why not
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
There should be if you started out with a blueprint project.
@@MipmapGames Yeah it's a blueprint project
@@MipmapGames How would I do it if it was started as a blueprint projet?
@@Mikester4411 There should be the same code as blueprints in the FirstPersonProjectile blueprint class. Just remove the destroy part
Do you know a way to get the exit location in a hollow mesh?
Not on sale anymore :(
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.
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.
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..
Thanks for this rundown. very good.
heheh @3:20 "we come back when it's loaded up"... That thing took 20 days to load up?!
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
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?
After that u telling me that the last cod doesn’t have destruction physics?
Any way to make it so the bullet doesn't instantly travel through the object?
You could add a delay between the destruction and spawn to simulate it travelling through the object.
my game says "CollisionComp is not blueprint visble" what should i do?
Sorry, I don't know :(
:(((((((((((((((((((((((((((((((
i wish i had the money to buy the thing
:(
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)
thanks man
Can I use this in my commercial project?
I mean, I'm gonna guess so because it's using the UE4 Assets only but yeah.
I'm not sure lol
Pretty sure you can tho can someone please answer this question for me too??
go right ahead
Thank man!!
the actor seems to die before it reaches the ground when i fire up in the air. any ideas?
Actors have a lifetime variable - yours is probably set to something short
It shows a line of the projectile like you had at the start how do i remove this?
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.
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!
I have this problem too. Have you somehow solved it?
Can this be done just by using traces? Is it necessary to spawn the projectiles instead just using traces?
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.
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
did you....add tinnitus in the game? It sounds like you did.
Thank you for your work...
this is on c++, but can i do it on a blueprint Project?
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.
+Mipmap Games thanks Man, great work you are doing
+Mipmap Games thanks Man, great work you are doing
+Mipmap Games thanks Man, great work you are doing
Does anyone know how to make this damage enemy characters?
I have just the tutorial for you - video ruclips.net/video/urLcZy9qj5E/видео.html
or text
mipmapgames.com/tut_DamageTut_1.html
it doesn't work for me ): pls help me
So when do you need to use math
I don't have get projectile movement, does get projectile work?
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.
it did not work but i think i have found my error. maybe.
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.
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.
When I test it with just get projectile it will hit the object but disappear and won't wow up again.
Can u redone with new version plz
It's several hours of tutorial so probably not. I don't see any reason that it won't work in 4.17
My bullet isnt bouncing?
You are genius.
You're ducking awesome
cool video! thanks!
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.
The Blueprint is not for sale?
very nice and very helpful Tutorials well Done Bro I subscribe. keep Update Ur channel U will get good Response soon
Nice!
thanks!
You are really skilled. But that is too complicated for me.
OI Who the FUCK gave a thumbs down... Grrr run and jump Mr down voter!! Great video dude...
Spawning is pretty expensive, you should just teleport the bullet instead of spawning a new one.
You're right, I fixed this in the c++ version I sell. Fairly difficult to do in blueprints because of the underlying c++.
fuck yeah good fuckin job mate !! mind if i copy it too? :p
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.
"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.
Nice 1 chapter,an end. I will download free you plug in and don't support you. Good day.
why
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?
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.
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.
You should be able to remove the add impulse at location script in FirstPersonProjectile, that should fix it.