I haven't watched the whole series but damn, as a beginner coming to Unreal from Unity, I have learnt a lot from a single video. Thanks a lot for the tutorials!
Hope in the future there will be an episode of making the combat smoother, being frozen in the attack animation is a little inconvenient for a fast paced fights from multiple directions.
A temporary solution I found is to blend the movement and attack animations following his AI chase and attack video. I'm using my own animations so it doesn't look that bad.
Honestly, from a first time UE5 user point of view it is perfect. Concise and clear and incredibly useful. Also pronounce vault how you want :D! Gained a sub
If you want both sounds to play at the exact same time, you can set the start time of Sword Hit 1 to 0.3. Then both will happen simultaneously. I think it sounds better that way. I also found the voice pitch shift to work better with a range of 0.8 to 1.2.
If you have any issues where the BP_Dummy does not have an animation playing when you attack it make sure you go to the BP_Dummy Blueprint go to details on the right look for animation mode and make it "Use animation blueprint" this makes it so it can play other animations other than the assassination one.
@@ActiveShadowsGaming create an animation blueprint, select your skelet and open it, add slot 'default slot' and connect with output pose in eventgraph, save it and go to details look for anim class and select your animation blueprint
[dont recognise hit] if someone else miss something like me then change enemy BP-- >collosion block all, somehow at ue5.2 the basic character settings doesnt collide with the trace...
Thank you! Now to figure out why it's only hitting with the last hit of the combo. Edit: Nevermind.. it's just the "hit box" that is random and don't always register hits.
Maybe somebody already told you, but u can drag stuff from Content Browser straight into the node asset EDIT: Vault warping teleports char to 0,0,0 if you change the first cube you are vaulting over to 2.5 Scale in the X axis, it will get all points but not the landing one
For Anyone having the same problem as me where if you spam the attack Button the sword trace will continue activating through all 4 Animations, you have to Create a new Variable (I called it IsSlashAttack?) and Condition the Sword Trace Loop with it, then after Attack on the Switch set the Variable to True or False according to the type of Attack! Also Call the Stop Sword Trace Function at the End of the Stop Combo\Attack Custom Event! hope this helps
@@GorkaGames hope you will finish the whole serie because it's the best series for UE I've seen so far on YT. There a lot of UE5 good tutorial series that got potential, but were left unfinished 🙁
Hey Gorka, can you show how to play hit reactions depending upon the angle of attack? eg: if player gets damaged from the left, then play left-hit anim montage, if right then right-hit anim montage and so on , this would add more realism to the hit reactions instead of a random-non factual one, what do you think?
Why not condition rather than change the keys? (If sword equipped then "combo", if knife equipped then "assasination") it will increase the game play in this way!
Those meta sounds are Cracked, you can run a random array of 20 sounds and randomize the pitch as well, allowing you to randomize weapon whooshing noises, Thank you for enlightening me !
My character was dealing dmg by BeginOverlapEvent which was not a good choice, because sometimes my character doesn't deal any dmg. I suppose that's because when i was in combo my sword was already overlapping enemy, your idea of doing it was perfect for my project. Thanks bro
In terms of game mechanics, another solution could be to automatically assassinate if you are crouched (in stealth mode) and automatically use the sword otherwise as well
It seems collision is ignored during animation. Is there a way to fix that? So your character doesn't clip through things? Like maybe make a variable that is set to true, when a collision occurs (other than floor), and stops the animation.
For some reason when I hit the dummy, it doesn't connect unless I hit the perfect spot, even when I target lock in EP 12, even when I am looking right at the dummy, it seams to miss when the sword goes right through him, any ideas?
Hello I have a problem when my BP_AI dies its weapon continues to attack me when I collide with it and the Bp_AI convulses every 2 sec for 0.5 sec My unreal tells me that I have a problem with a "SphereTraceByChannel" otherwise thank you gorka what a pleasure to learn about your video and to correct the little forgotten mistakes
Hi, Thank you for this tutorial. I just have a quick question please. How can we ensure that the sword does not collide with other 3D objects? Because if we move towards walls for example, the blade of the sword goes through. I tried adding a colision capsule but it doesn't change anything. I cannot increase the character's capsule otherwise he would no longer be able to pass correctly in certain places. Thank you for your answer.
Hey Gorka y was wondering if is this method efficient in scenario for the kick since we are using it frequently and we need to cast every time. An i was thinking if is not more cost efficient to just use anim notify and comunicate to animation blueprint since i allready have a refference to it. In my case i have an actor weapon that has the animations for each item but when i have none i was thinking to use the kick. What option do you think is better? Thanks a lot for your videos , i learn a lot from you each day
Struggling a bit, the sword hit only plays on the first hit but is called on each hit, debugging with print string. Any recommendations I’m a bit stuck 😅
I need a tutorial on how to make a combat system that directs the type of hit with the camera and that the npc reacts depending on the direction of the attack, would you do it?
for some reason, the Sphere collision for the assination causes the dummy to fly in to the sky when the player blueprint collides on attacking with the sword
@@voivotzhog Thanks Edward. I changed my sword and forgot to change back to NoCollision. That fixed the same issue for me so should have worked for the guy above
I actually did somethings differently. I created a collision box/capsule and bind it to the sword. Whenever the event "Start Sword Trace" starts, it will bind that event to On Component Begin Overlap and I just unbind all event from on component begin overlap when I stop sword trace.
If at 21:11 you are having problems with it tracing all the time instead of when you have the AnimNotifyState, make sure to get rid of the start sword trace where the event begin play is.
Great tutorial series, loving it so far. XD somehow, I manage to run into problems each video, I usually find the solution right after... but could use some guidance, at 32:32 its hitting and also saying DAMAGEEEEEEEEE. however, the steps after that magically went south. everything should be the same but for some reason Dummy isn't playing any hit animations...I tried some things from chat but no luck. :(
I made it so I can only assasinate when crouched. I will probably add a "is spotted=untrue" condition at some point (when I get to enemies can actually spot me :D). but for now I´ll just leave it at that. So I can just normally attack with LMB and assasinate when crouched.
@@supercomrade5050 been a while but I´ll try. We created the "crouched?" variable earlier in the series (for the vaulting or jumping) I think to see if the player is crouched. I put a true/ untrue check somewhere early ( I guess right after the button-press) into the "assasssination loop" so it will only run through it if the character is crouched (basically just opposite of the jump, which won´t happen if crouched?=true). It´s fairly easy and no different from other things we already learned in the videos before. Target self, check if "is crouched? = true", then execute the rest of this script or do whatever. You can decide if just nothing happens, normal attack happens or just a "can´t do that" prompt :)
If i use ur code and change things is this copying or can i use it for the release? (I will change basicly everithing: animations... but not the code is thes stealing ?)
36:32 I just can't get the bp dummy to get knocked back. I have the nodes set up exactly. If I remove the 'get actor rotation, get forward vector and the multiply' and go straight into the 'launch character', that's the only time the pawn will move, but only with the z axis up into the air. Anything I'm missing?
@@MrMeat570 Hey bro i tried so many times and think about the problem and i just found how to fix it. Go to BP_ThirdPersonCharacter and select your Sword Mesh.From the "Details" section find Collision -> Collision Presets Set it to OverlapAllDynamics from the BlockAllDynamics it's will fix it i knew that but i forgot the did it aahaha
This is the second time I've done the tutorial and my trace doesn't follow my sword. It just stays in the location my sword was when I press the button. Wierd.
I had the same issue, turned out I didn't add the amend the "Warp Target Name" in the "Vault Land Pos" Add or Update Warp Target node in the event graph. Once I changed it to "VaultLand" and tested, it landed perfectly as it did in the video. Hope this helps!
When I hit the dummy with my combo attack I hear the sound of 4 footfalls all almost at the same time, like my character is doing back to back veeery tiny jumps (which have two foot landing sounds each on the landing). Ive noticed in general that also when the target is ragdoll on the ground and i walk into it some times my character will jump. I think when my character collides with the dummy it is sometimes triggering a jump, but since it is so close it cant complete and stops a short way in, triggering the jump landing and plays the sound. Any recommendations as to the best way to fix this issue?
Here's my other issue: casting is expensive. Isn't there some way to only do that once and provide that variable to the notification blueprints without casting? Even if you stick the variable in a gobal blueprint, you still need to cast to get it. So I am just wondering if there's a better way? I doubt using an interface would work.
also do you know how i could fix this this problem my stamina bar is infinite. whenever i spawn it it refills to the top normally but it invisibly keeps going because if i wait three seconds after it finishes the whole bar to the right and then i press sprint and sprint it takes 3 seconds before it starts depleting.
Hi, I'm having some trouble with launching the dummy when it is hit. The react animation montages work fine, but when I try and add the launch character node (with the velocity calculation) the dummy does the hit reacts without moving from its original position.
I had the same problem, I fixed it by turning Root Motion on those Hit React Animations OFF. I turned Root Motion ON when I imported them in, assuming it was necessary, but for some reason, it just causes the Dummy to stay in place. Hope this helps!
Using an arrow component works like a empty does in blender; but wouldn't it be better to just add an empty actor with a scene component? Or perhaps even just a scene component itself? It only needs to be able to move, rotate and scale, not have a mesh or any other part. If someone took a look at what you did, they'd be wondering WTF do you have an arrow pointing in some direction? They'd have to waste time figuring that out. I'd suggest only using the arrow component, when you want to designate a direction; not use it as a empty object.
So that the range of the random integers is always equal to the number of hit anims we have, i.e it can be changed later and we won't have to change the random value.
Could you fix this bug where if you press the space bar long (to jump) the jump animation plays in the air. Edit: I'm using the input system in the project settings and not those files if that could be the problem. Also you make awesome tutorials, thx!
The tutorial was v helpful. My only problem is that though everything is working, the enemy AI isn't detecting anything I throw at him. I've avoided the assasination part as I'm focussing on a direct attack game but the enemy is not registering any of my attacks. I followed the tutorial all the way to 32:29 when I didn't see the string when I hit him.
I had the same problem, i fixed it by replacing "Sphere hit by channel" node by "Sphere hit for objets". In "objet types" parameter i put an Array with only 1 element "Pawn"
Why do you need to create anim montages, when the montage only has 1 animation? A montage is a collection of animations. So why not just call "play animation" or does that not exist? Or is the montage the only way you can add notifications and other events?
I had the same issue, go back and watch exactly where he puts the "Damageable" tag, and make sure you have it spelled exactly the same way in the attack system blueprint under "actor has tag"
My sword trace was not causing damage bcuz the "damageable" tag we created in the dummy class defaults, had not be written into the "actor has tag" node at 28 mins
Can I use any of the things I learned through the series in any future game I might make/ upload? Like the animations and blueprints, will it be copy right or free to use? I'm new to UE5 and don't know the laws behind this. Also, love the series. Thanks for making these videos.
The Blueprints ofcourse, when you learn something and make it you can use it but you might want to think about the fact that anybody that follows this tutorial will make the same thing and the assets that came with it might be protected under copyright, you need to check that first. So i'd say, just learn more, don't copy the video and then publish it, that'd be stupid and shady, but use the knowledge in the tutorial to create your own game. It's like how we learned stuff in school and then go on to work in certain fields. You don't copy your schoolwork and use that but you do use all the knowledge you got from there to replicate and improve your work. I recommend checking the unreal store sales for some cool animations, there are plenty. They had a 70% sale the other day and i just stocked up on a bunch of stuff xD
@@katiekaliber Ah damn I'm going to miss that sale since I won't start working until April because of university. Many thanks for taking your time to reply.
Gorka, si quiero Hacer el Trace con un arma que la tengo en un BP aparte, e interactuo con ella con la "e" y se me pone en la cadera, y luego pulso la "r" para Equiparla, no se si me explico, Como puedo hacerlo? Lo que he hecho ha sido crear las dos primeras Arrows en el bp de la sword, y luego en BPC_Attack system en vez de hacer referencia al thirPersonCharacter he hecho referencia al bp de la espada, poero no me funciona. Como podria hacerlo? Un saludo
Can you help me fix the starup crash UnealEditor_D3D12RHI when I launch Unrreal Engine 5.1.1 although I allow access all the Unreal Engine given in Firewall but it’s always error. Please, help me Gorka?
I don't think anyone can randomly help you with that from the youtube comments because that sounds like an issue with 8000 different reason to exist. I told you on the last video that you could try to reinstall your GPU drivers and having only 6GB on your main drive is also not a good thing at all. Unreal takes quite a lot of resources and maybe your pc is just not build for that, or you need to clean up your messy drives.
Hello, I have a problem. If I want to Trace with a weapon that I have in a separate BP, and I interact with it with the "e" and it puts it on my hip, and then I press the "r" to Equip it, I don't know if Iu understandme, how I can do it? What I have done has been to create the first two Arrows in the bp of the sword, and then in BPC_Attack system instead of making reference, i mean, cast to the thirPersonCharacter I have made reference to the bp of the sword, but it doesn't work for me. How could I do it?
in your 2nd video on Locomotion, at 19:28, I don't understand what you put between the get velocity and the vector length, could someone help me on how you did it?
Hi Gorka, could you help me that problem? I upgraded UE5.2 to 5.4, when I attack with my sword the number of trace is only 2 trace, I have adjusted that time in Set timer by event node to 0.1 but it’s still the same? Please, help me
Hey, I ran into the same issue. In Start Sword Trace, where we drag into a "Set Timer by Event" make sure "Looping" is checked on the node. Hope this helps!
thanks, yes after the combat system, which theres one episode more left, we will make a new vaulting option, and then we will start with inventory and equipment
Add a variable of your weapon BP type to the combat system. Then when every you pick it up or assign it make sure to update that variable. You then use that reference in the trace versus using the get player ref and it's weapon mesh. Hope that makes sense.
I'm sure you've already figured out a solution to this, but in case anyone else does what I did; sees this comment and goes, 'huh... I wonder if I have the same issue.' I just changed the movement mode to walking when the attack event is triggered. Redundant if you're already set to walking, but it won't hurt anything.
I am randomly getting a Blueprint Runtime Error: "Accessed None". Node: Set Percent Graph: Increase Stamina Function: Increase Stamina Blueprint: BPC_Playerstats. it isn't all the time and it seems to be just random times when i close out of the simulation. Anyone have this error or know how to fix it.
My sphere trace is not just doing a singular sphere but multiple spheres. Especially when I rotate the character it hits the dummy like 10 times .. Any ideas?
Here I don't know what it is, the trace doesn't work correctly. It is not active in the middle of the attack, only at the beginning and end. What can it be?
Might be minor... BUT the "stabbing animation" doesn't point the sword all the way straight... does anyone have a way to fix this? is it tweaking the animation or is it word placement?
you should be able to tweak the skeleton layout within just the stabbing animation. Similar to how you adjusted the socket when equipping the weapon. So within the stabbing animation you would tweak say the right forearm, wrist, and may upper arm, and use the "key" to lock them in. Just like moving the character from the skeleton root.
Anyone know a way to do this more reliable, just incase the users computer is a potato and skips frames? I've been watching people have that problem with the new ark ascended, and I'd like to have a switch in my game that allows certain things to be switched to potato mode for said people so that they can play as well
You could always make them in blender or any other animating software. But what you would have to do is create a control rig, there’s plenty tutorials for that and then make the animation you want in a sequence I believe, and then once you are done you save it as an anim
You need to learn how to put metahuman into unreal properly, which can be kinda tricky since youtube tends to show a way that would not be viable in games since it's reads double code, its' best if you make your own blueprint for your metahuman i think, but once you get that you would be able to use any other normal animation tutorial to create animations and then use them on your meta human rig.
🚀 DOWNLOAD THE PROJECT FILES! ➡ bit.ly/GorkaGames_Patreon
HI CAN YOU PLEASE TELL WHY WHEN I ATTACK ON THE ENEMY NEITHER IT PRINT STRING NOT ITS PLAY ANY ANIMATION ALL THE SLOTS ARE OK @GORKAgAMES
Same problem did u fixed it
It took me 4 days to get past the video prior to this one. I'm glad I'm moving forward again XD
I haven't watched the whole series but damn, as a beginner coming to Unreal from Unity, I have learnt a lot from a single video. Thanks a lot for the tutorials!
Mate thank you so much. This series is absolutely amazing and you are such a good teacher. I also love the long videos.
thank you!
Hope in the future there will be an episode of making the combat smoother, being frozen in the attack animation is a little inconvenient for a fast paced fights from multiple directions.
A temporary solution I found is to blend the movement and attack animations following his AI chase and attack video. I'm using my own animations so it doesn't look that bad.
Honestly, from a first time UE5 user point of view it is perfect. Concise and clear and incredibly useful. Also pronounce vault how you want :D! Gained a sub
If you want both sounds to play at the exact same time, you can set the start time of Sword Hit 1 to 0.3. Then both will happen simultaneously. I think it sounds better that way. I also found the voice pitch shift to work better with a range of 0.8 to 1.2.
Thanks, i was having issues with the sound being too deep and this has helped.
Can't wait for the inventory and equipment screen tutorials!
If you have any issues where the BP_Dummy does not have an animation playing when you attack it make sure you go to the BP_Dummy Blueprint go to details on the right look for animation mode and make it "Use animation blueprint" this makes it so it can play other animations other than the assassination one.
So I tried doing that but its already set for "use animation Bp" any thoughts what else is causing it to not do the animation?
@@ActiveShadowsGamingyou could be using a "play montage" node instead of " play anim montage" node which won't play the animation
I have just used this today and it helped me fix this issue. Thank you!
@@ActiveShadowsGaming create an animation blueprint, select your skelet and open it, add slot 'default slot' and connect with output pose in eventgraph, save it and go to details look for anim class and select your animation blueprint
[dont recognise hit] if someone else miss something like me then change enemy BP-- >collosion block all, somehow at ue5.2 the basic character settings doesnt collide with the trace...
No way ! you saved my day ! Thank you so much !
nah bro i love you so much ty
Thank you! Now to figure out why it's only hitting with the last hit of the combo. Edit: Nevermind.. it's just the "hit box" that is random and don't always register hits.
Love you
you da real mvp
Maybe somebody already told you, but u can drag stuff from Content Browser straight into the node asset
EDIT: Vault warping teleports char to 0,0,0 if you change the first cube you are vaulting over to 2.5 Scale in the X axis, it will get all points but not the landing one
For Anyone having the same problem as me where if you spam the attack Button the sword trace will continue activating through all 4 Animations, you have to Create a new Variable (I called it IsSlashAttack?) and Condition the Sword Trace Loop with it, then after Attack on the Switch set the Variable to True or False according to the type of Attack! Also Call the Stop Sword Trace Function at the End of the Stop Combo\Attack Custom Event! hope this helps
Do you mean with that when you spam it skips an animation for me it’s the kick
i dont get it bro😂😂
i was having the problem then i saw that i didn't tick the looping and it is solved
Congrats on 16k subs and thank you for doing this rpg tutorial series it helps me alot.
Yoo! Congrats on reaching 40k Gorka! Keep up the good work buddy.
This series is absolutely AMAZING! Do you have an estimate of how many tutorials there will be for this series?
thank you! It's hard to say an exact number, but I am guessing around 25 (but that can totally change)
@@GorkaGames hope you will finish the whole serie because it's the best series for UE I've seen so far on YT. There a lot of UE5 good tutorial series that got potential, but were left unfinished 🙁
@@arek9223 thank you!! absolutely!
@@GorkaGames Absolutely agree. There are too many that stop when it gets to the "deep" stuff...
@@GorkaGames 1 year later. episode 90 on the way XD
@ 47:58 I found the float range that worked best for me was between Min : .95 and Max : 1.2
naw dude -3 to 3 is PERFECT! lmao
Hey Gorka, can you show how to play hit reactions depending upon the angle of attack?
eg: if player gets damaged from the left, then play left-hit anim montage, if right then right-hit anim montage and so on , this would add more realism to the hit reactions instead of a random-non factual one, what do you think?
Mission #10 Successfully completed !!!! !!!! TY !!!!
Can u help me brother
I am having trouble with my event any damage
Why not condition rather than change the keys? (If sword equipped then "combo", if knife equipped then "assasination") it will increase the game play in this way!
Those meta sounds are Cracked, you can run a random array of 20 sounds and randomize the pitch as well, allowing you to randomize weapon whooshing noises, Thank you for enlightening me !
Cool, thanks. Hit tracing is nice :)
thx man that tutorial helps a lot
my pleasure!
My character was dealing dmg by BeginOverlapEvent which was not a good choice, because sometimes my character doesn't deal any dmg. I suppose that's because when i was in combo my sword was already overlapping enemy, your idea of doing it was perfect for my project. Thanks bro
Great Video Thank you very much , I Have problem the trace some time not Give Damage to Enemy
In terms of game mechanics, another solution could be to automatically assassinate if you are crouched (in stealth mode) and automatically use the sword otherwise as well
It seems collision is ignored during animation. Is there a way to fix that? So your character doesn't clip through things? Like maybe make a variable that is set to true, when a collision occurs (other than floor), and stops the animation.
Having an issue where the dummy flies all over when I hit it so collision has definitely gotten wonky since implementing some more anims.
@@DougRayburn Same here, do you have a solution?
For some reason when I hit the dummy, it doesn't connect unless I hit the perfect spot, even when I target lock in EP 12, even when I am looking right at the dummy, it seams to miss when the sword goes right through him, any ideas?
Did u find the solution? I have exact same issue
@@rileyjordan2220Unfortunately I didn't ever find the solution for this :( Will keep you posted if I do though :D
Did you find any solutions?
@@rileyjordan2220 Not Yet
Same issue here.
Hello I have a problem when my BP_AI dies its weapon continues to attack me when I collide with it and the Bp_AI convulses every 2 sec for 0.5 sec
My unreal tells me that I have a problem with a "SphereTraceByChannel"
otherwise thank you gorka what a pleasure to learn about your video and to correct the little forgotten mistakes
Is it possible for you to please add like a character customisation system tutorial? Rpg style.
Hi,
Thank you for this tutorial. I just have a quick question please.
How can we ensure that the sword does not collide with other 3D objects? Because if we move towards walls for example, the blade of the sword goes through. I tried adding a colision capsule but it doesn't change anything. I cannot increase the character's capsule otherwise he would no longer be able to pass correctly in certain places.
Thank you for your answer.
Hey Gorka y was wondering if is this method efficient in scenario for the kick since we are using it frequently and we need to cast every time. An i was thinking if is not more cost efficient to just use anim notify and comunicate to animation blueprint since i allready have a refference to it. In my case i have an actor weapon that has the animations for each item but when i have none i was thinking to use the kick. What option do you think is better? Thanks a lot for your videos , i learn a lot from you each day
Great tut! Thanks, I hope you make some videos for parring either.
dang i have been here before 1000 subs and cool 👍👍👍👍👍👍
thank you for the support man!
Why dont you just assign assassination to "F" button like in AC Origins? And use right button to aim bow like in AC Origins :)
When I spam click the mouse the character keeps skipping through some of the sword animations
Struggling a bit, the sword hit only plays on the first hit but is called on each hit, debugging with print string. Any recommendations I’m a bit stuck 😅
I need a tutorial on how to make a combat system that directs the type of hit with the camera and that the npc reacts depending on the direction of the attack, would you do it?
the coolest person in the world!
for some reason, the Sphere collision for the assination causes the dummy to fly in to the sky when the player blueprint collides on attacking with the sword
Might not be related, but remember the collision preset on the sword must be on NoCollision.
@@voivotzhog Thanks Edward. I changed my sword and forgot to change back to NoCollision. That fixed the same issue for me so should have worked for the guy above
I actually did somethings differently. I created a collision box/capsule and bind it to the sword. Whenever the event "Start Sword Trace" starts, it will bind that event to On Component Begin Overlap and I just unbind all event from on component begin overlap when I stop sword trace.
thanks for this because my collision kept spawning at the world origin and kept returning errors in the console.
Also congrats on 16k subs
thanks!
does anyone has this problem, when I vault over something and when I start combat, I stay afloat on the map, how can we fix that.
If at 21:11 you are having problems with it tracing all the time instead of when you have the AnimNotifyState, make sure to get rid of the start sword trace where the event begin play is.
TY just saved me a bunch of time
thanks
i dont get it
Great tutorial series, loving it so far. XD somehow, I manage to run into problems each video, I usually find the solution right after... but could use some guidance, at 32:32 its hitting and also saying DAMAGEEEEEEEEE. however, the steps after that magically went south. everything should be the same but for some reason Dummy isn't playing any hit animations...I tried some things from chat but no luck. :(
I still wonder from where to get soo much knowledge from 🤔🤨 impressive haha
i have my assasinate for e cause i might use right click for block or add directional attacks
I made it so I can only assasinate when crouched. I will probably add a "is spotted=untrue" condition at some point (when I get to enemies can actually spot me :D). but for now I´ll just leave it at that. So I can just normally attack
with LMB and assasinate when crouched.
Could I ask how you made it so the player can only assassinate when crouched?
@@supercomrade5050 been a while but I´ll try. We created the "crouched?" variable earlier in the series (for the vaulting or jumping) I think to see if the player is crouched. I put a true/ untrue check somewhere early ( I guess right after the button-press) into the "assasssination loop" so it will only run through it if the character is crouched (basically just opposite of the jump, which won´t happen if crouched?=true). It´s fairly easy and no different from other things we already learned in the videos before. Target self, check if "is crouched? = true", then execute the rest of this script or do whatever. You can decide if just nothing happens, normal attack happens or just a "can´t do that" prompt :)
Why did you use the legacy camera shake instead of the DefaultCameraShakeBase?
Does anyone know why if I approach with the sword without doing anything the enemy gets hit?
when i attack the dummy the dummy is literally flying to randomly can someone help
If i use ur code and change things is this copying or can i use it for the release? (I will change basicly everithing: animations... but not the code is thes stealing ?)
36:32 I just can't get the bp dummy to get knocked back. I have the nodes set up exactly. If I remove the 'get actor rotation, get forward vector and the multiply' and go straight into the 'launch character', that's the only time the pawn will move, but only with the z axis up into the air. Anything I'm missing?
For Some reason my BP_Dummy goes flying into the air whenever i hit it with the sword. i followed #9 and this video EXACTLY, so what is going on?
same issue did you fix?
No, still having the same issue
@@MrMeat570 oh this feels bad
@@MrMeat570 Hey bro i tried so many times and think about the problem and i just found how to fix it.
Go to BP_ThirdPersonCharacter and select your Sword Mesh.From the "Details" section find Collision -> Collision Presets Set it to OverlapAllDynamics from the BlockAllDynamics it's will fix it i knew that but i forgot the did it aahaha
@sabalax oooohhhhh, thx dude, it worked, I tried for weeks and I couldn't fix it, thx, ur a life saver.
i followed the video but when i got to the part where you hit the dummy the trace doesnt regist and so do the following steps
me too
do you solved it?
my problem was that the dummy didnt have any collisions@@user-oe3ty1bn7p
This is the second time I've done the tutorial and my trace doesn't follow my sword. It just stays in the location my sword was when I press the button. Wierd.
Have you got the Looping checkbox ticked ( 7:16)? That fixed it for me. Still not sure how I didn't see him check it.
Hey Great Work However (BUG ALERT) I can vault of the dummy is it cuz a dummy or something need to be adjusted?
There is a bug, when you vault, if you click on the LMB, the character hangs half a meter above the ground and no longer descends
Same to me. Hope to fix it
You could probably fix that with a Boolean on the vault for the lmb
I had the same issue, turned out I didn't add the amend the "Warp Target Name" in the "Vault Land Pos" Add or Update Warp Target node in the event graph. Once I changed it to "VaultLand" and tested, it landed perfectly as it did in the video. Hope this helps!
bro, estos tutoriales estan genial!!! sigue así!!
sword trace keeps running on all animations.. any solution?
When I hit the dummy with my combo attack I hear the sound of 4 footfalls all almost at the same time, like my character is doing back to back veeery tiny jumps (which have two foot landing sounds each on the landing). Ive noticed in general that also when the target is ragdoll on the ground and i walk into it some times my character will jump. I think when my character collides with the dummy it is sometimes triggering a jump, but since it is so close it cant complete and stops a short way in, triggering the jump landing and plays the sound. Any recommendations as to the best way to fix this issue?
Here's my other issue: casting is expensive. Isn't there some way to only do that once and provide that variable to the notification blueprints without casting? Even if you stick the variable in a gobal blueprint, you still need to cast to get it. So I am just wondering if there's a better way? I doubt using an interface would work.
hey im betting ill go through those same problems throughout this vid did you fix it if so could you tell me how
also do you know how i could fix this this problem my stamina bar is infinite. whenever i spawn it it refills to the top normally but it invisibly keeps going because if i wait three seconds after it finishes the whole bar to the right and then i press sprint and sprint it takes 3 seconds before it starts depleting.
Cool lessons!
thanks!
thank man thank you very much
Hi, I'm having some trouble with launching the dummy when it is hit. The react animation montages work fine, but when I try and add the launch character node (with the velocity calculation) the dummy does the hit reacts without moving from its original position.
I had the same problem, I fixed it by turning Root Motion on those Hit React Animations OFF. I turned Root Motion ON when I imported them in, assuming it was necessary, but for some reason, it just causes the Dummy to stay in place. Hope this helps!
Using an arrow component works like a empty does in blender; but wouldn't it be better to just add an empty actor with a scene component? Or perhaps even just a scene component itself? It only needs to be able to move, rotate and scale, not have a mesh or any other part. If someone took a look at what you did, they'd be wondering WTF do you have an arrow pointing in some direction? They'd have to waste time figuring that out. I'd suggest only using the arrow component, when you want to designate a direction; not use it as a empty object.
Why in the hit reaction random integers we had the max set to Hit Anims -> Length -> Subtract 1
So that the range of the random integers is always equal to the number of hit anims we have, i.e it can be changed later and we won't have to change the random value.
Its so cool 😅
thanks!
Could you fix this bug where if you press the space bar long (to jump) the jump animation plays in the air.
Edit: I'm using the input system in the project settings and not those files if that could be the problem. Also you make awesome tutorials, thx!
in jump animation try to cut some frames or speed up the animation
great series!
The tutorial was v helpful. My only problem is that though everything is working, the enemy AI isn't detecting anything I throw at him. I've avoided the assasination part as I'm focussing on a direct attack game but the enemy is not registering any of my attacks. I followed the tutorial all the way to 32:29 when I didn't see the string when I hit him.
I had the same problem, i fixed it by replacing "Sphere hit by channel" node by "Sphere hit for objets". In "objet types" parameter i put an Array with only 1 element "Pawn"
@@jibriss what did you replace the break hit results with to make it functional?
help there are no sphere traces
Why do you need to create anim montages, when the montage only has 1 animation? A montage is a collection of animations. So why not just call "play animation" or does that not exist? Or is the montage the only way you can add notifications and other events?
ive done exactly what you have done for dummy to play the hit animation but nothing happens even with a print string
I had the same issue, go back and watch exactly where he puts the "Damageable" tag, and make sure you have it spelled exactly the same way in the attack system blueprint under "actor has tag"
Will you make skill tree with skill points gathered from level up?
hey bro can u tell me where to find a hand icon interact like they have in horror games
also not sure if its been touched on but sprinting and then pressing crouch stops the sprint and does not crouch
How is this free? Thank you for that
Is this replicated or willl you teach how to add replication to the combat system?
my sword trace is not causing any damage, and prints nothing using the 'event any damage'
My sword trace was not causing damage bcuz the "damageable" tag we created in the dummy class defaults, had not be written into the "actor has tag" node at 28 mins
Can I use any of the things I learned through the series in any future game I might make/ upload? Like the animations and blueprints, will it be copy right or free to use? I'm new to UE5 and don't know the laws behind this.
Also, love the series. Thanks for making these videos.
The Blueprints ofcourse, when you learn something and make it you can use it but you might want to think about the fact that anybody that follows this tutorial will make the same thing and the assets that came with it might be protected under copyright, you need to check that first. So i'd say, just learn more, don't copy the video and then publish it, that'd be stupid and shady, but use the knowledge in the tutorial to create your own game. It's like how we learned stuff in school and then go on to work in certain fields. You don't copy your schoolwork and use that but you do use all the knowledge you got from there to replicate and improve your work. I recommend checking the unreal store sales for some cool animations, there are plenty. They had a 70% sale the other day and i just stocked up on a bunch of stuff xD
@@katiekaliber Ah damn I'm going to miss that sale since I won't start working until April because of university. Many thanks for taking your time to reply.
Savior!
When I walk pass the dead dummy body and collision with it , the camera will spin and go nuts, anyone else having the same issue?
Gorka, si quiero Hacer el Trace con un arma que la tengo en un BP aparte, e interactuo con ella con la "e" y se me pone en la cadera, y luego pulso la "r" para Equiparla, no se si me explico, Como puedo hacerlo? Lo que he hecho ha sido crear las dos primeras Arrows en el bp de la sword, y luego en BPC_Attack system en vez de hacer referencia al thirPersonCharacter he hecho referencia al bp de la espada, poero no me funciona. Como podria hacerlo? Un saludo
Enemy is not launching when i hit him. been Stuck in this for an hour .. need solution
Found the Solution..just Uncheck root Motion In Animation
Can you help me fix the starup crash UnealEditor_D3D12RHI when I launch
Unrreal Engine 5.1.1 although I allow access all the Unreal Engine given in Firewall but it’s always error. Please, help me Gorka?
hmm so the issue is from your anti-virus?
@@GorkaGames I think my Drive C I always less 6GB and I think I reinstalling my GPU driver 😁😃
I don't think anyone can randomly help you with that from the youtube comments because that sounds like an issue with 8000 different reason to exist. I told you on the last video that you could try to reinstall your GPU drivers and having only 6GB on your main drive is also not a good thing at all. Unreal takes quite a lot of resources and maybe your pc is just not build for that, or you need to clean up your messy drives.
Hello, I have a problem.
If I want to Trace with a weapon that I have in a separate BP, and I interact with it with the "e" and it puts it on my hip, and then I press the "r" to Equip it, I don't know if Iu understandme, how I can do it? What I have done has been to create the first two Arrows in the bp of the sword, and then in BPC_Attack system instead of making reference, i mean, cast to the thirPersonCharacter I have made reference to the bp of the sword, but it doesn't work for me. How could I do it?
in your 2nd video on Locomotion, at 19:28, I don't understand what you put between the get velocity and the vector length, could someone help me on how you did it?
ADD REROUTE NODE
or
Double-click on the line
Does this work for a sword in the Vr template?
Hi Gorka, could you help me that problem? I upgraded UE5.2 to 5.4, when I attack with my sword the number of trace is only 2 trace, I have adjusted that time in Set timer by event node to 0.1 but it’s still the same? Please, help me
Hey, I ran into the same issue. In Start Sword Trace, where we drag into a "Set Timer by Event" make sure "Looping" is checked on the node. Hope this helps!
Can you please make either ai or inventory system i need it but great vid
thanks, yes after the combat system, which theres one episode more left, we will make a new vaulting option, and then we will start with inventory and equipment
@@GorkaGames yes finally
@@GorkaGames and the ai and quest is after that?
Can i make this tutorial in unreal engine 4?
yep!
@@GorkaGames 4.27?
How would you do this if your weapon is a blueprint with skeletal meshes and not just a static mesh?
Add a variable of your weapon BP type to the combat system. Then when every you pick it up or assign it make sure to update that variable. You then use that reference in the trace versus using the get player ref and it's weapon mesh. Hope that makes sense.
How are you so young and so smart?
ikr!!
There is a problem. when i vault and press attack the player floats and run uncontrolled. what happens?
I'm sure you've already figured out a solution to this, but in case anyone else does what I did; sees this comment and goes, 'huh... I wonder if I have the same issue.' I just changed the movement mode to walking when the attack event is triggered. Redundant if you're already set to walking, but it won't hurt anything.
I am randomly getting a Blueprint Runtime Error: "Accessed None". Node: Set Percent Graph: Increase Stamina Function: Increase Stamina Blueprint: BPC_Playerstats. it isn't all the time and it seems to be just random times when i close out of the simulation. Anyone have this error or know how to fix it.
I'm having this error too.
It is because you need to remove the AND in the sword trace AND the sphere trace.
@@StLouis-yg8jp Yea. once i finished the next video it seems to have stopped so i am guessing bug caused by Things to come...
My sphere trace is not just doing a singular sphere but multiple spheres. Especially when I rotate the character it hits the dummy like 10 times .. Any ideas?
Do you have the .5 delay before going into reset on the do once? That's to stop the trace from constantly ticking while inside the enemy.
Here I don't know what it is, the trace doesn't work correctly. It is not active in the middle of the attack, only at the beginning and end. What can it be?
Did you ever figure this out? I have the same issue.. i've 'redone' that portion of the video like 12 times. i dont know what im doing wrong.
i also have the same issue PLEEEEEAAAAAASSSSeee tell me if you found a fix
@@oplisneck hi yes, my issue was that the Set Timer By Event node he makes at 7:07 was missing the checkbox for 'looping' so it was only firing once.
Might be minor... BUT the "stabbing animation" doesn't point the sword all the way straight... does anyone have a way to fix this? is it tweaking the animation or is it word placement?
you should be able to tweak the skeleton layout within just the stabbing animation. Similar to how you adjusted the socket when equipping the weapon. So within the stabbing animation you would tweak say the right forearm, wrist, and may upper arm, and use the "key" to lock them in. Just like moving the character from the skeleton root.
Anyone know a way to do this more reliable, just incase the users computer is a potato and skips frames? I've been watching people have that problem with the new ark ascended, and I'd like to have a switch in my game that allows certain things to be switched to potato mode for said people so that they can play as well
Bro can u show how we can create animation for Metahuman in Unreal engine? I want to create "Custom" Joggin, Pick up anim etc. It is possible?
You could always make them in blender or any other animating software. But what you would have to do is create a control rig, there’s plenty tutorials for that and then make the animation you want in a sequence I believe, and then once you are done you save it as an anim
You need to learn how to put metahuman into unreal properly, which can be kinda tricky since youtube tends to show a way that would not be viable in games since it's reads double code, its' best if you make your own blueprint for your metahuman i think, but once you get that you would be able to use any other normal animation tutorial to create animations and then use them on your meta human rig.