I love that you do these videos sometimes and I don't really need to do exactly what you're doing but it translates over to what I'm actually trying to do. In this case I'm actually excited because this is going to help with arrows. So thanks again for another I'm sure great tutorial that I'm actually about to watch and haven't watched yet obviously since you just posted it like 30 seconds ago.
this is the best lesson on the topic. I wanted one static mesh to fly out along with the tracing line what node should I add? (sorry I’m a noob, I can’t find it in Google)
This is super helpful thanks! Is there a reason you used a sphere instead of a socket on the gun? I'm just curious if there's reasons or advantages to that.
Is there a way to delete a line trace when you create the next one? Seems like a nice way to get the resolution while keeping performance. What about doing multiple line traces simultaneously? For tracking the pellets from a shotgun.
If you have too many collision traces per shot then probably. But you could keep them on the lower end, in the video I set the sim frequency to 30 and shot about 10 shots “at once” and performance was fine. So tldr, you can definitely use this method for a shotgun, but you’ll need to be careful how you set up.
Hi Matt, this is kind of off-topic from this tutorial. Is there by any chance for you to make a tutorial like quick or easy access inventory system? Like when you press and hold “i” key and the inventory pops up (for example, a circular shape in the middle of the screen with items in the inventory), be able to choose item with mouse, and disappear when you let go “i” key? Something like that. My apologies if my explanation is not clear enough. Thank you.
What happens between gaps if there is a wall? it will ignore the wall at all? or does a sweep between spheres? Also the performance is horrible for it's use, projectiles would work better in this case?
I'm pretty sure the lag when increasing the sim frequency is only due to the debug spheres being drawn. They usually take a lot of resource. I don't think the simulation itself is that heavy to compute, especially in this scene with nothing else going on. Am I wrong ? :)
hello, very nice tutorial. how would i do it if i had 10 people or more fighting with machine guns that fire at a very high rate? and if the collision balls in your video have that great of a distance, isnt it an issue that my bullets wont hit flat targets? sry, i am new :)
For a minigun you could probably just use a normal linetrace (with no drop) or use the method in this video with little drop and small sim frequency. And later on in the video I show how to increase the distance the bullets reach. You can increase the speed variable.
I didn't even know about this "Predict projectile path" node. This is probably used to visually indicate the flight path of an arrow or grenade. I'd watch a tutorial on this