I upload Unreal Engine videos, mainly on mechanics, and other stuff too! ====================================================================================================== Ways to support me: Patreon (Project files and more): www.patreon.com/UE4Poseidon Ko-Fi (Donations/Tips): ko-fi.com/ue4blueprinttutorials Gumroad (Exclusive project files): ue4tutorials.gumroad.com/ ====================================================================================================== I don’t do voiceover so I use comments in engine/notepad to explain what I’m doing. I know that’s not the most educative way but it’s what I’m comfortable with, sorry for any inconvenience. (Edit: Robot voice used in later videos)
Also I am not that consistent with my uploading but I try to be as much as I can. I do not claim to be an expert or industry specialist, I am self taught and I just create mechanics in the way that I know.
That's great man! I agree, Epic is doing great with this :D. It's really cool that sketchfab is going to be integrated too which is what I'm most looking forward to.
@Rpg_world it will be really easy for me to create advanced mechanics easily such as vehicle riding as I can directly add models from in editor. It would also be easy for level designers to block their scenes out much faster now if it is integrated.
No problem. I'm not quite sure actually as helicopters fly a lot different to jets. I have a helicopter tutorial series planned sometime in the future however.
Hey! Thanks for the suggestion but sorry I just finished the parkour series so can't go back to it. However, I can give you a list of instructions on how you can implement it if you want?
this is really good currently just got done put it into my own game had to change a few things to make it work in vr it still needs a bit tweaking on it but its good so far
This tutorial is the best you can find, but I have a question is it hard to set the default camera to max length? how can I do that? I tried to set the spring arm position default+zoom difference but it didn't work.
Great video! How can i achieve the same thing by using post process material? i cant get it work. Would appreciate a detailed instruction or screenshot. Thank you!!
Thanks! I'm guessing it can be done using material parameter collections. Use them in the post process material itself to control the weight/opacity (not quite sure how the blend weight is actually controlled IN material but you can look it up). Then in blueprints you can easily change that material parameter value. Hope this helps :D
Hi I'm having an issue were my player character will not interact with the ladder. All I get is a line trace line with no hits when I'm pressing the interact button. I've went over the code several times with the tutorial and everything seems to match. I don't know if this is because the motion warping is still experimental. Some help would be appreciated.
Sorry, I don't understand the reason to put this post process logic into Players BP. If I have several player characters I need to copy this logic again and again? Is it more actual to make this logic in level BP?
@@KharmaGuess yes certainly. It doesn’t have to be in the players, I just did it there for an example. You could make them global functions and macros as well if you like to be accessed anywhere. Also it depends on how you want to use it, for a single player game where the character controls most you can do it like this but for larger games with levels also having an impact it wouldn’t be the best.
Well it depends though because your several different characters may have different post processes. I haven’t watched the whole video yet but what some may want to do is put the main logic on their base character so child’s of base character can adjust the post process for each child character appropriately. So say if I have a rogue like character that has infrared it will be shown appropriately but maybe a mage character has a dark vision like post process.
Pressing W+SHIFT will keep the sliding posture and not stand up I need to press W+SHIFT once quickly to play the stand up animation CROUCH is turned off by default in UE5.4 version, I need to turn it on myself
I forgot to add spam prevention so you can add that for it. Also I made a parkour optimisations video which slightly covers that so you can have a look at the sliding section in it.
How could i adapt this with the motion matching in the game example? it works until 34min but when i have to set it up with motion matching , it is over :/ I'm still pretty new to game dev
Very cool system I wanted to know if a few things could be implemnted in the game animation sample project pretty much everything execpt for whats already included in the other project
This is one of the best tutorial I have ever came across during the last few years of using unreal. Never thought about doing something like this. genius!! thank you so much
@@UE4Poseidon I tried but my player only stays in crouch idle for some strange reason. Sadly following the wall run tutorial, it broke the vault completely
Thank you so frikkin much dude .... ur a life saver ! ..... the amount of attention to detail that you put into these is amazing and thanks for your work ! By the way.... how should I change it up so that it not only moves outward like here ( 18:23 ) but also inwards when turning like this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LYLDhh9pAzs.html ( 1:37 )
No problem! Glad to be helping :D It should use similar traces to add that functionality but I didn't include it since I didn't have any animation for it and mixamo didn't have it either.