Can you show us that sweet first person camera mode? I've gotten most of my FPS Camera Mode implemented but I'm trying to do this thing where I have a third person mesh that my local player can't see (but the remote players can), and an FPS arms mesh I can see, but the remote can't. After I get it all cleaned up I was gonna probably post a tut on how I did Lyra FPS, let me know what you think, your tutorials are great!
Thanks! This is pretty much my video of my setup for the "first person camera mode", which for me is just binoculars. I hide the mesh, disable movement input and setup an ability camera mode: ruclips.net/video/aD_zRbV13V0/видео.html. Timestamped since it's a long video 😅. Not exactly a full on FPS camera or consideration for multiplayer, let's say but what I'm using to zoom in :) Awesome that you're making a tutorial about that subject, I've had a few comments about it but not strictly making a FPS shooter!
How viable would it be to extract the 'camera modes' control setup from Lyra game to a standard blueprint only project? These camera modes setup feel way better than a spring arm Love the style and functionality you've added but have limited C++ knowledge to edit and apply.
So far, what I found online that exists is : A paid marketplace plug-in for camera dynamics that looks to be including camera modes and more at ruclips.net/video/UkJ1saZuE4E/видео.htmlsi=r_4d0g3EGwmAv85f To extract the camera mode setup/code from Lyra into a plug-in for a blueprint only project, it would be some considerable work, which would require a programmer. It's a bit tangled in the gameplay ability system and pawn data setup to work. I can imagine migrating over the camera stack, modes, could be an interesting challenge, I'd imagine time consuming, but doable. That would be an awesome plug-in to add to a project. I wonder how that plug-in is that linked up there, definitely looks worth the price.
@@nancedevdiaries That plugin is a great find, looks very similar to the camera mode setup, almost exactly like the Lyra project. Will look into it more and see if it fits the needs. Your games looking great, looking forward to seeing its progress.
Can I ask you a question about Lyra? How do I make it so that an actor can take damage from a weapon and then be destroyed? You can do a tutorial if possible please🙏
yes, I have a video on that subject here, for an exploding barrel : ruclips.net/video/2Hl4M4h3yp0/видео.htmlsi=sg__zVIEn3vtMfXW 😀. It's a little old (1 year) but I think it should still work as it did back then. Hopefully that helps, have fun!
@@nancedevdiaries Thank you very much, but can I ask one question? Is it possible to do something the same, only for a character like an NPC? Preferably via Blueprint :)
I have a 3 part video series about implementing an NPC spawner, it may help at : ruclips.net/video/lzrZJpSqL2U/видео.html. Lots that go into NPC in Lyra like pawn data, team (to know who damages who), so that's why it's so lengthy 😅
you explain lyra stuff that is hard to understand for me,i really appreciate your work, thanks, ❤
Yay! Thanks!
You are the best and your game looks AMAZING
Thanks!!!
Love the style and vibe of your game! Cant wait to play it one day, Did you model the mushrooms yourself?
Thanks! That's the work of my awesome co developer, we're a 2 people team 😀
You are the best! Thanks.
Can you show us that sweet first person camera mode? I've gotten most of my FPS Camera Mode implemented but I'm trying to do this thing where I have a third person mesh that my local player can't see (but the remote players can), and an FPS arms mesh I can see, but the remote can't.
After I get it all cleaned up I was gonna probably post a tut on how I did Lyra FPS, let me know what you think, your tutorials are great!
Thanks!
This is pretty much my video of my setup for the "first person camera mode", which for me is just binoculars. I hide the mesh, disable movement input and setup an ability camera mode: ruclips.net/video/aD_zRbV13V0/видео.html. Timestamped since it's a long video 😅. Not exactly a full on FPS camera or consideration for multiplayer, let's say but what I'm using to zoom in :)
Awesome that you're making a tutorial about that subject, I've had a few comments about it but not strictly making a FPS shooter!
Any videos upcoming soon 😊?
It's been an awesome and busy end of summer☀️ ! I'll be aiming for September, looking forward to making the next one. Cheers!
How viable would it be to extract the 'camera modes' control setup from Lyra game to a standard blueprint only project? These camera modes setup feel way better than a spring arm
Love the style and functionality you've added but have limited C++ knowledge to edit and apply.
So far, what I found online that exists is :
A paid marketplace plug-in for camera dynamics that looks to be including camera modes and more at ruclips.net/video/UkJ1saZuE4E/видео.htmlsi=r_4d0g3EGwmAv85f
To extract the camera mode setup/code from Lyra into a plug-in for a blueprint only project, it would be some considerable work, which would require a programmer. It's a bit tangled in the gameplay ability system and pawn data setup to work.
I can imagine migrating over the camera stack, modes, could be an interesting challenge, I'd imagine time consuming, but doable. That would be an awesome plug-in to add to a project. I wonder how that plug-in is that linked up there, definitely looks worth the price.
@@nancedevdiaries That plugin is a great find, looks very similar to the camera mode setup, almost exactly like the Lyra project.
Will look into it more and see if it fits the needs.
Your games looking great, looking forward to seeing its progress.
Thank you!
Can I ask you a question about Lyra? How do I make it so that an actor can take damage from a weapon and then be destroyed? You can do a tutorial if possible please🙏
yes, I have a video on that subject here, for an exploding barrel : ruclips.net/video/2Hl4M4h3yp0/видео.htmlsi=sg__zVIEn3vtMfXW 😀. It's a little old (1 year) but I think it should still work as it did back then. Hopefully that helps, have fun!
@@nancedevdiaries Thank you very much, but can I ask one question? Is it possible to do something the same, only for a character like an NPC? Preferably via Blueprint :)
I have a 3 part video series about implementing an NPC spawner, it may help at : ruclips.net/video/lzrZJpSqL2U/видео.html. Lots that go into NPC in Lyra like pawn data, team (to know who damages who), so that's why it's so lengthy 😅
Name of the game? Looks awesome!
Thanks! Portabellows and it's on steam (not released yet) at store.steampowered.com/app/2339000/Portabellows/ :)
@@nancedevdiaries Nice will fav it!