love the topics that you're covering. always bugs me trying to cross up a template with a plan for a real game but yknow how it goes. ty for the upload, subbed!
Thank you! I totally get that-combining templates with a real game plan can be tricky, but I'm glad the topics I'm covering are helping. Appreciate the sub and your support!
Thanks for the support! I'm actually working on that, but it might take some time since I mostly work on this during weekends and after office hours. Stay tuned-I'll be sharing more soon!
Very cool tutorials you are making, half of the features in my game came from you, would be cool if you could make a tutorial about sliding because I think it would complement the moves in the template very much but it is really complicated to implement. Especially alongside crouching.
Thanks so much! I'm really glad my tutorials have been helpful for your game. I'll definitely consider making a tutorial on sliding-it sounds like a great addition, especially alongside crouching. Stay tuned!
Thanks your tutorials are amazing! I would love to be able to make these platforms movable. I can already do it with regular platforms, but the script I'm using doesn't seem to work with these traversable platforms...
Cool. Have you spawned the Blueprint Class? There are problems with the obstacle. The edges are recognized, but then there is an offset and the character jumps to a different place.
I've created a child Blueprint class of the traversable object. There is an offset that you can adjust, but I haven't encountered the issue of it jumping to a different place. Try tweaking the offset settings to see if that resolves it.
@@TheEpicSingh Have you already spawned it with the note 'SpawnActor'? I use 'LevelBlock_Traversable' as a child in a blueprint class and spawn it. If I drag the blueprint class into the level normally, it works, but when I spawn it, there is an offset. I don't know where you can set that?! I made a video about it. Unfortunately, you can't link it here. Are you on Discord?
That sounds like an interesting challenge! I'll definitely consider it and see if I can incorporate a flying system with animations into a future tutorial. Thanks for the suggestion!
Sure, dynamic systems can definitely be implemented, but in this video, I focused on how to add custom meshes to the traversable objects in GASP. Thanks for the suggestion-I'll consider exploring dynamic systems in future tutorials!
Hey! Yes, I do have a Discord channel where I share updates and take suggestions for future tutorials. Feel free to join! And I have made a combat system for my Wukong Remake and soon I'll be making a tutorial on that! Stay tuned! Discord channel link - [discord.gg/3JE4Mv3sdW]
lol. i did that on day one thoth you would show somwhing new. It traversal works with collision detection. i remade it with ray cast to mix it up a bit XD and that works for all that dont have ledges.
Why set the collision to the QO if your already placing the traversable object inside it? I understand you would want to demonstrate an object that isn’t a cube but the QO isn’t. Lol. Maybe you should demonstrate using a cylinder with its own splines/logic.
Good tutorial, but it doesnt really work does it.. if y u start moving the splines so far from the mesh to get the character to traverse, then the hands dont touch the ledges.. there must be a better way.
Thanks! You can adjust the splines, turn off the collision of the custom mesh and use the collision of the traversable mesh and it should work! Let me know!
I understand as the spline position and the edge of the object needs to be precise. In 5.5 there are plugins and components made by amazing devs to make the custom mesh traversable easily.
@@TheEpicSingh The main use case of this GASP is fluid movement without glitches while in game or kinda etc... it's very bad at curvy such environments then this makes it uglier than all. For that people prefer to play minecraft, it's flawless in its all environment and concept with no conflict inner between.
Love your motion matching tuts
Thank you! I'm happy to hear you’re enjoying the motion matching tutorials. More to come soon!
love the topics that you're covering. always bugs me trying to cross up a template with a plan for a real game but yknow how it goes. ty for the upload, subbed!
Thank you! I totally get that-combining templates with a real game plan can be tricky, but I'm glad the topics I'm covering are helping. Appreciate the sub and your support!
Great tutorial. At some point I love to see a scene or "level" migrated in and what you do with it putting together all the parts. I'll be watching
Thanks for the support! I'm actually working on that, but it might take some time since I mostly work on this during weekends and after office hours. Stay tuned-I'll be sharing more soon!
Amazing brother🎉🎉🎉 and can't wait tutorial on this 😌😌
Nice tutorial, great video
Thanks a lot! Glad you enjoyed the tutorial!
Very cool tutorials you are making, half of the features in my game came from you, would be cool if you could make a tutorial about sliding because I think it would complement the moves in the template very much but it is really complicated to implement. Especially alongside crouching.
Thanks so much! I'm really glad my tutorials have been helpful for your game. I'll definitely consider making a tutorial on sliding-it sounds like a great addition, especially alongside crouching. Stay tuned!
Thanks your tutorials are amazing! I would love to be able to make these platforms movable. I can already do it with regular platforms, but the script I'm using doesn't seem to work with these traversable platforms...
Thanks!
You can try using traversable objects from UE5.5 GASP project, as they have ledge climbing as well!
Cool. Have you spawned the Blueprint Class? There are problems with the obstacle. The edges are recognized, but then there is an offset and the character jumps to a different place.
I've created a child Blueprint class of the traversable object. There is an offset that you can adjust, but I haven't encountered the issue of it jumping to a different place. Try tweaking the offset settings to see if that resolves it.
@@TheEpicSingh Have you already spawned it with the note 'SpawnActor'? I use 'LevelBlock_Traversable' as a child in a blueprint class and spawn it. If I drag the blueprint class into the level normally, it works, but when I spawn it, there is an offset. I don't know where you can set that?! I made a video about it. Unfortunately, you can't link it here. Are you on Discord?
Can you show how to add a ledge grab!!!!
Thanks for the suggestion! I'll surely work on it
Great tutorial! Please make one to replicate the movement for dedicated servers! I tried and it still is somewhat laggy with network emulation.
Do you take requests? Would you be interested in doing a flying system with flying animations as part of your series? Thanks.
That sounds like an interesting challenge! I'll definitely consider it and see if I can incorporate a flying system with animations into a future tutorial. Thanks for the suggestion!
i have a request could you import the land rolling and ragdoll from ALSv4?
Yes, that's a great idea! I'll definitely try to include the land rolling and ragdoll from ALSv4 in a future tutorial. Thanks for the suggestion!
how to add destory objects, hit enemies using shinbis sword?
Yes definitely it's possible to destroy objects using fractures and forces. I'll cover it up in future tutorials! So stay tuned!
why not use dynamic system where you dont need the edges?
Sure, dynamic systems can definitely be implemented, but in this video, I focused on how to add custom meshes to the traversable objects in GASP. Thanks for the suggestion-I'll consider exploring dynamic systems in future tutorials!
collective farm approach
What does that mean?
Dear Singh, do you have a discord channel maybe? And may we ask for advanced melee combo for motion matching tutorial?
Hey! Yes, I do have a Discord channel where I share updates and take suggestions for future tutorials. Feel free to join! And I have made a combat system for my Wukong Remake and soon I'll be making a tutorial on that! Stay tuned!
Discord channel link - [discord.gg/3JE4Mv3sdW]
@@TheEpicSingh says it has expired, sadly. May I ask you for another one?
@@TheEpicSingh or someone else used it (
@@TheEpicSingh your link no longer works. Do you have a new discord link ?
lol. i did that on day one thoth you would show somwhing new. It traversal works with collision detection. i remade it with ray cast to mix it up a bit XD and that works for all that dont have ledges.
That's amazing! Using raycast for detection instead of ledges
Why set the collision to the QO if your already placing the traversable object inside it? I understand you would want to demonstrate an object that isn’t a cube but the QO isn’t. Lol. Maybe you should demonstrate using a cylinder with its own splines/logic.
Sure, the collision of Quixel objects can be disabled and we can just use the collision of the traversable objects
Good tutorial, but it doesnt really work does it.. if y
u start moving the splines so far from the mesh to get the character to traverse, then the hands dont touch the ledges.. there must be a better way.
Thanks!
You can adjust the splines, turn off the collision of the custom mesh and use the collision of the traversable mesh and it should work! Let me know!
This isn't a good implementation of achieving this as the video shows the character is hands aren't always touching the custom object.
I understand as the spline position and the edge of the object needs to be precise.
In 5.5 there are plugins and components made by amazing devs to make the custom mesh traversable easily.
GASP is a joke, I can't use in any other envrionment
It can be migrated to an another project
@@TheEpicSingh The main use case of this GASP is fluid movement without glitches while in game or kinda etc... it's very bad at curvy such environments then this makes it uglier than all. For that people prefer to play minecraft, it's flawless in its all environment and concept with no conflict inner between.