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I would suggest adding markers in the timeline so we can find sections easier. Not having them makes tutorials really tedious to come back to when you're looking for information.
Your tutorials are top quality, one of the hardest things I've seen so far are the animations blending with every state and getting the AI to work right, artistic wise it's easy for me because I come from that background so I can create cool looking levels with Quixel bridge and UI graphics. Every new state has to implement the blending and the right blend spaces and animations, I use a metahuman character which adds additional complication(body parts are modular). I had this idea for my robots shooting from the hand but the animation has to be right or they don't shoot in the right direction, so for now I have them shooting from the chest like Ironman with a cool glow and laser effect. Also death physics seems buggy(they stop but don't ragdoll for some reason) so I made them explode for now as it's just easier to destroy actor and the create effects. I'm enjoying your tutorials, thanks.
I'm starting to learn UE5 and your videos are some of my favorites. I think you have a great way of explaining the "what's" and "why's" without overcomplicating the process. I look forward to whatever else you put out for us!
58:44 I'm half way through the video and I have to thank you. Not only do you teach how to do what the video is about, your way of explaining also helps n00bs understand UE5 and it's inner mechanisms faster :D
@r05dc It takes time to reflect in the views you actually see on the video. It has 855 views now after 21 hours, so it's performing above average for me. 😁
Just finished the tutorial man, what a beast. Thank you so much for putting out these videos. Dont let the haters that are asking for specifics get to you. I do have one question, You said to check out your previous tutorial for the LEFT HAND IK, will that work with the "Ultimate Weapon System" your planning? Wasnt sure If I should focus on that or wait for the next part so it all meshes together.
@bussin_benji You're so welcome, man. Thanks for watching and thanks for engaging with our content! It would work. You might notice a couple of differences here and there but I should be able to help guide you through it. 🙂 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hNL3ELCMn80.html
Hello pitchfork, I thank you very much for this tutorial, the explanations you give make this feel very educative when watching. I followed this tutorial, accept I’ve used melee weapons as well as throwable projectiles on top of the new motion matching character. My question is.. would there be an easy way call different attack animations when using different weapons? Not asking for an entire tutorial video, maybe just an area of eu5 that I should be trying out. Thanks again
Great video, it was easy to keep up with and you gave a lot of explanations for why and what you were doing. Awesome. I doubt OP is still replying on this video, but maybe someone can help. My only problem is @1:54:00 when I started clearing up the first Error after changing the Variable to "ENUM Weapon Type" from "ENUM Weapon Class" it did not clear the Error to change the Input to "ENUM Weapon Type." It just created an error in the "Get Weapon Of Type" node.
At 2 hours 3 min, when checking if you have the weapon before switching to it, why not use the bool output of the "find" node ? Thank you so much for this tutorial !
I am just starting my journey. But some immediate things come to mind, Is there a tutorial for: A call of duty Wall/Box weapon style of pick up A way to creat a game setting to change how you want the weapon styles to work I.E "I create a menu that aloows the player to choose if they want 1W, 2W or Weapon type style of picking up weapons in game" kinda like an acessibility setting but more so for the player to choose how they want to play.
Hi MizzoFrizzo I creat True Fps Game I watch Your series But i still dont know how can i creat a reload animation for my rpg-7 as you know he use projectile methode so can you help me or make video about it i realy need Help
Can this be applied to the first person shooter multiplayer tutorial system you're developing? I'd love this but without swaping weapons. i want to make somethign similiar to sea of thieves weapons where you stick with the same set of guns.
Was wondering if you would have any suggestions as i have looked countless times and tried all that i could and at my wits end with it.. I'm @43:40 and my character cannot pickup the weapon. Any suggestions would be gold I have checked threw the video a few times & have everything I think exact.. Could it be a collision? Thank you for sharing this by the way.
It's a shame this doesn't really work in my case. I'm using a database to handle weapons/items in my game - this is of type ActorComponent, which can't be attached to the SkeletalMeshComponent.
great tutorial. I am having trouble with the "Current Weapon" variable in my player character blueprint though. (which is a meta human follwoing your true FPS tutorial). When i try to pick up a weapon it snaps to my characters feet rather than the appropriate socket. I also get an error telling me "Blueprint Runtime Error: "Accessed None trying to read property Current Weapon". Node: Destroy Component Graph: EventGraph Function: Execute Ubergraph BP Gothchic C Blueprint: BP_GothchicC" I currently have the variable set as an object reference to the weapon master
I have went back may times and the animation for pistol stays that way for assault rifle. Why won't it change? I'm following "exactly" how you are doing it spelling and all. Please help.
I`m working on a top down project and on the last tutorials, somehow I had problems on picking the weapon up and interaction on overlap, in this tutorial is the pickup and interaction system different than before? Thanks.
@canberkozeler To be honest you probably just messed something up. My last tutorial worked, but 99.9% of the time when beginners have issues it's because they missed things.
Hello, could you help me? at 31:30 in the pickup class tab my blueprint doesn't appear pistols_a_pickup, I think it's a very silly problem but as I'm a beginner I'm not able to solve it, any help thanks
Hey Mizzo, I've been trying to integrate this with the True First-Person Shooter Tutorial Series (with this video replacing the older Weapons System Part 5 tutorial), and although I've gotten most of it to work I've been having difficulty getting the weapon equip/unequip animations working. I've reassigned the "body" component on top of the "mesh" one to allow my metahuman to replace the unreal mannequin, but the reload animation montage refuses to play during weapon switch. The weapon doesn't fire during this time, but the gun switches between primary/secondary/unarmed states instantly (with the gun itself changing a second later).
I am sorry for the dumb question but he first rotatet the gun and then moved it around, how can i switch between these options? (edited) I found it out
Plz plz plz. Could you do a tutorial on how to have a weapon inventory slot lime, you press E to open your inventory andyou have weapon slots. You pickup a weapon and it shows up in your main inventory. Then you drag it to weaponslot and it equips it to your player. Plzplzi need this lol
Awesome tutorial!! as a beginner it was really helpful. is there any way you can show how to blend the weapon swap animations with the running animations, so my feet don't slide when I switch weapons while running?
@@user-er1jy7yt4h The animations in the first-person template are twisted 90°... Open them up and look at the differences between those and your other ones. That's why it's happening. ;)
@@PitchforkAcademy I spent a lot of time updating the animation several times, redoing code until I realized that I didn't add a keyframe to save the rotation changes 🤡
How would I combine this system with the multiplayer fps tutorial? I can't get the gun to show up on the third person character that is seen by another player.
@thack_attack42 I can't explain how to change this entire system to work with replication in a comment. There's always my Replicated Weapon System tutorial...
@@PopUNKNOWN5 It'd be best to build your metahuman character from the ground up. I have a tutorial showing you how: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--tMxadBifpM.html
Hey, I don't have the cash but i would like to join the discord.. Iv watched your 5 hour long video on making your first game and many more and your a great help. I'm currently working on a game demo as a solo dev called RedShift. Id like to build a community soon to share my work with.
I followed your first person camera tutorial where the spine bones bend and such. When I pickup the gun my camera moves and I can see the player during the animation. Do you know a fix to this?
It looks like when using the virtual bone as the root of the camera boom (From first person tutorial) It always makes other animations offset. Know a fix?
@@PitchforkAcademy ok that's what I was thinking. So I could follow all of this tutorial, then get away with just adding the aim offset from the other video? I apologize if I am confused or confusing.
Amazing Tutorial!!!Straight forward and Straight to the point is it possible to create a holster for this system I want to to see the gun in the holster
@@PitchforkAcademy can’t wait I’m currently trying out the weapon sway the things you teach are even helping me out with other projects you guys are amazing you guys should just drop a AAA game without the the budget
@@PitchforkAcademy dude you already doing the most just keep teaching us I will continue and support it’s the least I can do knowledge is power and we appreciate the effort
Hey didn't know if this is the place to ask for help but figured I may as well try. Having an issue with the hotkey setup for weapon swapping. If you press one of the hotkeys before having picked a weapon of the appropriate category, it creates an error in the system. It says "Accessed None trying to read property CallFunc_Get_Current_Weapon_Current_Weapon". Any ideas on how to solve this issue?
@ 57:18 this is throwing up a ton of errors when working inside a metahuman like in the rest of your tutorial, I'm guessing the layering is different with a metahuman?
For anyone else that got stuck here, I'm linking the other video that was originally in the tutorial, I dunno if there was any further differences in implementation offhand but hopefully this timestamp will help even things out: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TyIyUHhorRI.html
bro how much time it takes you to learn that much knowledge about unreal, i am using unreal for over 3 months and made a game through a tutorial but still didn't understand much. can you give me some suggestions?
@agentshadow6618 Like, buddy, that's for a separate tutorial. Sorry this 2 hour monster that took an entire day to plan record edit and upload isn't helpful for you lol
@@Mizzo_Frizzo i understand... Saying please..... Actually that my 10th time asking like this... If You please see your other videos You will see i always say please make ammo and ammo pickups
@@agentshadow6618 And if I responded I probably said something like "maybe some day". I have a job and a life and these tutorials take an enormous amount of time and effort to produce. Please rest assured that it's on the list, but it's a big tutorial and I have 1000 people making requests and I also have the growth of the channel to consider. If you don't want to wait then there are countless other resources to learn what you need to learn to make what you want... 😉
@@PitchforkAcademy Im not sure if what I'm asking is even possible (or if I'm wording it correctly) but like a melee weapon system instead of guns, with physics based or procedurally generated hit reactions. With blood and wound decals on the target similarly to how the bullet hole decals affect walls and such
@@PitchforkAcademy I thought that's what the fps tutorials were for. Showing how to make a shooter game. Im just trying to figure out how to make a first person fighting game. Sorry if that came off as ungrateful, however I appreciate your content and responses. I'll figure it out eventually haha. Cheers.
@xdavis2919 No not ungrateful, it's just a lot, and a lot harder than you might think (and I only have so much free time to make tutorials 😉). Thanks for watching though and thanks for your support! 🫶