Awesome video, thank you so much man!! It’s been so hard to find good videos that don’t require you to download the entire asset store first. I just started learning Unreal and I honestly hate it so far. I primarily use Unity and the amount of control you have is so much more satisfying. I can write all of my movement and other things from scratch and add it to a game object easily. Unreal adds so many additional steps, and abstracts a TON of the code, so it feels like I’m just working on someone else’s project or something. SO frustrating!
This hasn't aged well. You haven't explained how any of the code works, and also used Blueprints which isn't a good way to start learning C++. Explaning basic movement with C++ coding is the best way to get started and give new users more control over what they want. Like what is there to see about the speed of our movement? How do we adjust it?
Hey I'm following your video and I keep getting errors when I compile, it keeps saying undecleared identifier for all the axis mappings. and identifier not found. what am I doing wrong?
I did figure out a work-around though. I didn't have to delete the solution at all. I just deleted the entire Win64 folder in Binaries and also the .h and .cpp files. Then I rebuilt everything from within VS. I also made the mistake of not removing an #include "myClassToDelete.h" which was failing the build. woops.
How do i get the autocorrect and colored words for Visual Studio? I cant seem to find an answer somewhere on the internet... :c Please help me someone...
GoldFish, have you used UE 5.2 before, While I tried to create a C++ project, it told me I need to add "MetaHuman Projectile Utilities" in a module rules, I wanna know how to create a C++ project with UE 5.2, I know you can fix this, thank you for your help.
Hello Sir just wanted to say keep more of these type of videos coming cause it Helps out people a lot and i mean it. Thank You!!! BTW I wanted to ask that ue5 have deprecated the current implementation of axis and action mappings now they use enhanced mapping can u tell me how to implement it in this tutorial.
Easy fix! So inside your character BP Click your camera then go look at your details “on the right side” there should be a section called camera options make sure “ Use Pawn Control Rotation “ is Checked! If there any issues feel free to ask
Pretty easy actually just go inside your character blueprint. And click the “character movement” inside your components side then on the right there should be alot of customization to mess around with your jump, crouch speed, and movement and also flying too if your having trouble let me know!
Guys! Update ive plan on returning back to youtube. and im going to be restarting this series! Im not gonna lie this is alot old code basically everything in tick which is not good… lol but keep a eye out for the new Survival Series!
Hi there! Your tutorial is brilliant and helps a beginer like me a lot. I create a character in C++ following your steps, but when I add animations to the character in UE5, only the hands, feet and hoddie move correctly, the pants, head and shoes stuck stll in therir initial positions. I have no idea to solve this and can't find any other tutorials on the internet. :(
Hm.. Make sure all the skeletal meshes that you created are parented to the Getmesh() in code so all the meshes you created. follow the parent Mesh which is the “getmesh” but if thats not it let me know
@@CodeGoldfish Thanks!! You're so kind! I strictly follow the steps in your video. For example, the codes for legs are Legs = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Legs")); Legs->SetupAttachment(GetMesh()); but the legs are still stuck there. 😭
For the function we passed in a variable of a float which is a 0.0 value.. and we named it AxisVal “you can name it whatever” but we use that float value for the moveright and moveforward function so we can get a float direction value Hopefully you understood that!
@@CodeGoldfish Oh yeah, I think I got it. So it is equal to the scale value in the axis mapping, and the bind axis function automatically modified it. This is why we didn't pass it when we used it in the bind axis function. Thx for the replay by the way.
I'm going to subjectively rate this video a 7.5/10, love the background music, you're straight-forward with the goal of this video. But you don't explain how each principle completely works. Other than that, great stuff!