Hey man, thanks for all you vids on lyra, we really appreciate it a lot. I wish you all the best and hope you keep on making these amazing Lyra tutorials.
Thanks! Epic has given us so much, I just want to help in whatever way I can. I just discovered the Epic Dev Community, might start contributing if they'll let me...
THANK YOU! I was trying to figure out how to do this and almost gave up lol Note: I notice for time stamp 5:20 when configuring the "initial inventory" variable, you used "initial only" for replication condition. this works great until you respawn, then you're stuck in a "T" pose again. So I used the "custom" option for replication, this fixes the T pose if you spawn more then once in a match :)
instead of dropping the weapon how can we put it aside and when we click we get it in hand and start shooting, a button or a way to go from armed to unarmed without losing the gun! Please and thank you!
It's working here with Quinn, she's the reason I did the tutorial. All that code in this video is to get it working with quinn because manny already has "unarmed" anim instance working. Did you follow the whole thing or just remove initial inventory?
Look for "Team Weapon Tint" global vector parameter in the weapon's material instance, the pistol material is located here: Content/Weapons/Pistol/Materials/MI_Weapon_Pistol.uasset
@@afootgames also another question I followed this tutorial ruclips.net/video/tCiGg26DV-k/видео.html but Im not sure how I can add it to lyra I tried to retarget it however it becomes invisible. How could I implement a readyplayer me character rigged with mixamo to unreal engine.
sorry man, we had our fourth kid and I got a new job. I want to come back and do lots of cool things, but time is at a premium these days.. thanks for the kind words though!
if your weapon is firing faster than default but the sound isn't keeping up... example: for rifle -> Content/Audio/Sounds/Weapons/Rifle2/MSS_Weapons_Rifle2_Fire.uasset --> open "onburst" function and find input "ShotInterval" near the top left of the graph, lower it from .15 to something lower so it will allow for faster looping, cant remember but I think that's it. probably not the right way, but it should work
Yeah, I think someone did a tutorial on dropping a pickup basically, im sure it wouldn't be too difficult, im at military training for a few weeks so I can't do it but I'm sure someone on youtube has, good luck!
Hmm, that's a great idea for a tutorial! I've done some of this recently, I'll add it to the list though I don't know when I'll be able to get to it, just started working on a small game.
hey thanks for the bug find! GA_Drop is calling several times while tapped. You could add a cooldown, or the easiest is put a "WaitInputRelease" node at the beginning of GA_Drop and execute the rest from the "on release" out pin. Now it will only trigger when you release so it has to do it only once. Hope that helps, I may need to reupload so others don't run into the same problem, thanks again!
Hi Phil, thanks for the tutorial. Just what I was looking for! I know you made the tutorial to make it work with Quinn, cause Manny do work right just doing the initial step that is removing the pistol from the initial inventory, just wondering if you know how to fix Manny due to his starting position is with his arms raised (without a weapon) before he transitions to the unarmed idle animation.
Yeah I don't get what the deal is there, unarmed anim instance is initialized in the construction graph but it seems like they added that as a workaround for their system in the event a weapon with attached instance isn't present. It could be that a non-existant montage is trying to play so it t-poses, I'd have to look more into it, sorry. let me know if you figure it out
@@afootgames It's ok. It seems it actually transitions from the "pistol idle" animation (sort of default) to the unarmed idle. I'll be taking a look to see if I found something else.
@@afootgames I casually found the solution while looking to your other video on how to remove the spawn effect. On the GA_SpawnEffect it is this Spawn Montage (which defaults to a "pistol spawn"), I just omitted the node where it plays the montage in the event graph.
Nice tutorials ;) Have you tried to creat a lyra coop experience ? I mean it would be great real Players together and spawn bots like waves or something
Thanks man for your videos on Lyra, please keep it up. Love to see your FPS when you're done.
Hey man, thanks for all you vids on lyra, we really appreciate it a lot. I wish you all the best and hope you keep on making these amazing Lyra tutorials.
Thanks! Epic has given us so much, I just want to help in whatever way I can. I just discovered the Epic Dev Community, might start contributing if they'll let me...
@@afootgames Excellent help for me, thanks for all your vids on Lyra, we really appreciate it a lot.
great tutorial! didnt expect it to be that easy tbh LOL very much appreciated! dropped a sub
THANK YOU! I was trying to figure out how to do this and almost gave up lol Note: I notice for time stamp 5:20 when configuring the "initial inventory" variable, you used "initial only" for replication condition. this works great until you respawn, then you're stuck in a "T" pose again. So I used the "custom" option for replication, this fixes the T pose if you spawn more then once in a match :)
I hope you continue this content, process and presentation of your tutorials are very good. Looking forward to seeing more.
thanks!
Really helpful tutorial, it also helps me to understand the lyra framework structure, thank you !
Glad it was helpful!
It's very practical. Thank you
how can I make the character shoot straight? without bullets randomly missing?
Hey this is neat your taking the time to share learned stuff for lyra. you just got a new Subscriber :)
Awesome, thank you!
Love these!
@afoot any news awesome tutotals in the future coming please?
i have two characters i need help how do i do it
instead of dropping the weapon how can we put it aside and when we click we get it in hand and start shooting, a button or a way to go from armed to unarmed without losing the gun! Please and thank you!
hey man can you explain how the switching of weapon is happing
hi it works with B_Many but how to add it with B_quinn
It's working here with Quinn, she's the reason I did the tutorial. All that code in this video is to get it working with quinn because manny already has "unarmed" anim instance working. Did you follow the whole thing or just remove initial inventory?
@@afootgames I actually change the characters dose it effect ?
@@jeonglee14 Not sure, but experiment around and let me know what happens!
how can i change the color of the gun in lyra.
Look for "Team Weapon Tint" global vector parameter in the weapon's material instance, the pistol material is located here: Content/Weapons/Pistol/Materials/MI_Weapon_Pistol.uasset
@@afootgames also another question I followed this tutorial ruclips.net/video/tCiGg26DV-k/видео.html but Im not sure how I can add it to lyra I tried to retarget it however it becomes invisible. How could I implement a readyplayer me character rigged with mixamo to unreal engine.
Hey man, we miss you. are there any new tutorials coming?
sorry man, we had our fourth kid and I got a new job. I want to come back and do lots of cool things, but time is at a premium these days.. thanks for the kind words though!
@@afootgames hey no problem man! Fully understandable! I really wanted to know how you changed the sounds on lyra weapons with the fire rate
if your weapon is firing faster than default but the sound isn't keeping up... example: for rifle -> Content/Audio/Sounds/Weapons/Rifle2/MSS_Weapons_Rifle2_Fire.uasset --> open "onburst" function and find input "ShotInterval" near the top left of the graph, lower it from .15 to something lower so it will allow for faster looping, cant remember but I think that's it. probably not the right way, but it should work
@@afootgames thanks man! Yeah I figured it out. We really miss you man. Im still waiting for the sniper rifle video haha
Hello
are you also available for freelance work?
merci pour le tuto super utile !!!
When you drop the weapon it just disappears out of the game? Any way to pick it back up?
Yeah, I think someone did a tutorial on dropping a pickup basically, im sure it wouldn't be too difficult, im at military training for a few weeks so I can't do it but I'm sure someone on youtube has, good luck!
Lyra can drop her weapon? Why don't I know what the button is?😐
Hey man, could you do a tutorial explaining how to add component based code made from previous projects
Hmm, that's a great idea for a tutorial! I've done some of this recently, I'll add it to the list though I don't know when I'll be able to get to it, just started working on a small game.
When you drop a weapon it drops 2 weapon slots at a time. Following the blueprint code on drop weapon i dont see why that happens... any idea?
hey thanks for the bug find! GA_Drop is calling several times while tapped. You could add a cooldown, or the easiest is put a "WaitInputRelease" node at the beginning of GA_Drop and execute the rest from the "on release" out pin. Now it will only trigger when you release so it has to do it only once. Hope that helps, I may need to reupload so others don't run into the same problem, thanks again!
@@afootgames yeah man this was stumping me after u gave me the top on one of the other videos
i can use this pack with mobile game ?
You mean lyra? Don't know, probably a little intensive for mobile, couldn't say
Nice video, But, when the player drop the weapon you dont see it on the ground . How to fix tit?
I think someone did a tutorial on dropping weapons as items, I haven't done that myself, shouldn't be too much work though
@@afootgames Pleaase make a video thanks
i hope if u add more modes like conquest and capture the flag for lyra
Are you going to make more tutorials of Lyra?
I'm making first person toggle series, first few videos up next week some time
it workes for one not the other
Hi Phil, thanks for the tutorial. Just what I was looking for! I know you made the tutorial to make it work with Quinn, cause Manny do work right just doing the initial step that is removing the pistol from the initial inventory, just wondering if you know how to fix Manny due to his starting position is with his arms raised (without a weapon) before he transitions to the unarmed idle animation.
Yeah I don't get what the deal is there, unarmed anim instance is initialized in the construction graph but it seems like they added that as a workaround for their system in the event a weapon with attached instance isn't present. It could be that a non-existant montage is trying to play so it t-poses, I'd have to look more into it, sorry. let me know if you figure it out
@@afootgames It's ok. It seems it actually transitions from the "pistol idle" animation (sort of default) to the unarmed idle. I'll be taking a look to see if I found something else.
@@afootgames I casually found the solution while looking to your other video on how to remove the spawn effect. On the GA_SpawnEffect it is this Spawn Montage (which defaults to a "pistol spawn"), I just omitted the node where it plays the montage in the event graph.
@@diego_mellizo Nice, thanks for that!
Hello Afoot, are you doing any programming for hire? Let me know. Your time is appreciated!
Nice tutorials ;) Have you tried to creat a lyra coop experience ? I mean it would be great real Players together and spawn bots like waves or something
I'd love to do that, I'm sure someone's done a tutorial on it somewhere, maybe I'll put that on the list too
Did AFoot games die?
Sorry, life happened, hope I can start back up soon but I don't see how right now. Really sad, I love helping the community
@@afootgames Hope all works out for you man. Thanks for your time in what you shown us.
If you could do melee weapons that would be amazing, could even pay you to make the tutorial if need be, completely serious.
I'm at Army training for a few weeks, but when I get back I think melee weapon is next on the list 😀
can I help you?
👾