Thanks so much for this clear and simple tutorial. I thought getting this functionality up and running would be way more complicated, very pleasantly surprised! Worked great in 5.4.
This is as close to a tutorial on passing and catching an object that I could find. I'm after a tutorial on how to create a pass and catch mechanic for a Rugby game.
Thank you for that comment! I felt the same way after so many failed attempts trying to implement crazy math equations that I just didn't understand. We found something that worked out :) Glad this could help you!
You mean you want it to target a specific actor (some other target) instead of the player? You definitely should be able to get it to target whatever you want, just need to pass in what the intended target is.
@@hudspeth_tvThank you very much for replying. Yes, in fact I have a bunch of actors that are moving across the level. So, instead of using the "get player" I can use a cast to node, then? Also, I reckon this will work for multiple copies of the same actor? And a final question. What if you have an animation that plays from an event, how to synch the rate of fire of the animation with the rate of fire of the behavior tree? Thank you very much in advance.
This is great. You should sell this as a plugin on the Marketplace. You've picked up on some information that Epic Games should've prescribed in their documentation on how to use this function.
I wouldn't sell this. But I definitely would consider putting it up on the marketplace for free. That might be pretty cool! Thanks for the idea and feedback
@@hudspeth_tv no worries if you want to put it up for free. I spent half a day trying to use this function properly and this was the only video that got it right. It's details like this that they don't explain properly. FYI - I kept overshooting the target because I didn't divide it by the launch velocity.
@@veinsreyes5743 not sure on that one. I assume it would still try and calculate the spot of the moving target and still be able to hit it. That would be a fun experiment.
Thank you so much for this tutorial, you made it easy to understand and not heavy with math!! One thing though, although I checked 'use controller rotation yaw/roll', my turret is facing another way once I press play although it's firing towards the character?
hmmmm, when you created the turret object, are the axis facing the right way(looking at the turret component and making sure the red arrow is pointing the right way)? could you possibly show me some pictures or anything on twitter or my discord?
Definitely. There's always a way to do a thing. You should still be able to predict the position using the same projectile function unreal provides that is shown in this video. But without gravity you'll need to figure out a way to get the projectile to drop. Unless it's just like a laser.
Hey, love the tutorial, helped a ton! I do have a quick question though -- I enabled "Favor High Arc" in Suggest Projectile Velocity, which causes the projectiles to miss by a couple feet (behind the target). Any suggestions? The turret looks identical to yours when that option is disabled, never missing... Thanks!! :)
If you're standing still will favor high arc miss? Sometimes if you're too close favor high arc will miss but from a distance it should hit. I would only choose favor high arc if it was something that needs to shoot far and over stuff. Think artillery. But otherwise I'm not sure why it's doing that.
@@hudspeth_tv That is my exact usage case, I am making a mortar / artillery in a tower defense.. The enemies walk at a constant velocity in a straight line. At long ranges, it will miss by a second or two (landing behind the target). When too close, it misses even harder. lol. I will mess around with this more and throw another reply up if I figure something out
This does not work for some reason, the enemy (turret) gives out a correct trajectory line, but the actual projectile itself just launches itself to the space, and does not follow the arch. Also if the projectile speed is anything but under 1500 for some reason it just falls flat on the ground, and launches with no speed.
@@hudspeth_tv This does not work in version 5.3. I have been looking for a solution to the problem for a long time, but I have not found it. I had to use another method. 🤷♂
@@hudspeth_tv Mortar Prediction Blueprint for Begginer, Unreal Engine 5 [ Unreal Engine Blueprints Tutorial ] - I used this method. (it works) [ the link cannot be left in the comments]
Thanks so much for this clear and simple tutorial. I thought getting this functionality up and running would be way more complicated, very pleasantly surprised! Worked great in 5.4.
This is as close to a tutorial on passing and catching an object that I could find. I'm after a tutorial on how to create a pass and catch mechanic for a Rugby game.
Dude, this was phenomenal, such extremely simple math compared to other tutorials and just super easy to follow and implement. Subscribed
Thank you for that comment! I felt the same way after so many failed attempts trying to implement crazy math equations that I just didn't understand. We found something that worked out :) Glad this could help you!
This is the only tutorial I have ever found on this topic
Hopefully it helped. If not, feel free to comment with what's wrong still.
Great stuff, thank you good sir!
Really awesome tutorial! Covers a topic I haven’t seen done before and will lead to some much more intelligent and fearsome AI!!
Nice tutorial!
thanks I really appreciate that! Glad this video is helping people :)
Will this work with a cast on a specific actor instead of the "get player"?
You mean you want it to target a specific actor (some other target) instead of the player?
You definitely should be able to get it to target whatever you want, just need to pass in what the intended target is.
@@hudspeth_tvThank you very much for replying.
Yes, in fact I have a bunch of actors that are moving across the level.
So, instead of using the "get player" I can use a cast to node, then?
Also, I reckon this will work for multiple copies of the same actor?
And a final question. What if you have an animation that plays from an event, how to synch the rate of fire of the animation with the rate of fire of the behavior tree?
Thank you very much in advance.
this is awesome, you are awesome, thanks a lot
no you're awesome! glad you liked this tutorial
Thank's this was helpful, i was looking for somthing easy like this
This is great. You should sell this as a plugin on the Marketplace. You've picked up on some information that Epic Games should've prescribed in their documentation on how to use this function.
I wouldn't sell this. But I definitely would consider putting it up on the marketplace for free. That might be pretty cool! Thanks for the idea and feedback
@@hudspeth_tv no worries if you want to put it up for free. I spent half a day trying to use this function properly and this was the only video that got it right. It's details like this that they don't explain properly. FYI - I kept overshooting the target because I didn't divide it by the launch velocity.
very good video thanks a lot, If you have more videos like this it would be very cool
This is great, but what if the turret is also moving, is it still accurate?
@@veinsreyes5743 not sure on that one. I assume it would still try and calculate the spot of the moving target and still be able to hit it. That would be a fun experiment.
Thank you so much for this tutorial, you made it easy to understand and not heavy with math!! One thing though, although I checked 'use controller rotation yaw/roll', my turret is facing another way once I press play although it's firing towards the character?
hmmmm, when you created the turret object, are the axis facing the right way(looking at the turret component and making sure the red arrow is pointing the right way)? could you possibly show me some pictures or anything on twitter or my discord?
@@hudspeth_tv Yes the X axis was the issue, thank you a lot!
@@mdp7193 eyyyyy lets go! glad you got it sorted :)
Hello, is there a way to disable gravity on this function and just predict the position without a curve?
Definitely. There's always a way to do a thing. You should still be able to predict the position using the same projectile function unreal provides that is shown in this video. But without gravity you'll need to figure out a way to get the projectile to drop. Unless it's just like a laser.
Hey, love the tutorial, helped a ton! I do have a quick question though -- I enabled "Favor High Arc" in Suggest Projectile Velocity, which causes the projectiles to miss by a couple feet (behind the target). Any suggestions? The turret looks identical to yours when that option is disabled, never missing... Thanks!! :)
If you're standing still will favor high arc miss? Sometimes if you're too close favor high arc will miss but from a distance it should hit. I would only choose favor high arc if it was something that needs to shoot far and over stuff. Think artillery. But otherwise I'm not sure why it's doing that.
@@hudspeth_tv That is my exact usage case, I am making a mortar / artillery in a tower defense.. The enemies walk at a constant velocity in a straight line. At long ranges, it will miss by a second or two (landing behind the target). When too close, it misses even harder. lol. I will mess around with this more and throw another reply up if I figure something out
This does not work for some reason, the enemy (turret) gives out a correct trajectory line, but the actual projectile itself just launches itself to the space, and does not follow the arch.
Also if the projectile speed is anything but under 1500 for some reason it just falls flat on the ground, and launches with no speed.
This was done in ue4 are you using 5?
UE 5.3 .... Houston we have a problem...
oh no, i haven't been doing any game dev, does this break in 5.3 or is something missing?
@@hudspeth_tv
This does not work in version 5.3. I have been looking for a solution to the problem for a long time, but I have not found it. I had to use another method. 🤷♂
@@РУССКИЙ_СОЛДАТ do some methods not exist or what specifically about it doesnt work? very curious what was changed.
@@hudspeth_tv ruclips.net/video/4FH8FowTDmg/видео.html - I used this method. (it works)
@@hudspeth_tv
Mortar Prediction Blueprint for Begginer, Unreal Engine 5 [ Unreal Engine Blueprints Tutorial ] - I used this method. (it works)
[ the link cannot be left in the comments]