Thanks for the class, I've been following you for a day and I'm impressed with your classes, movement, realistic doors, simply absurd, please continue, could you add a weapon system like Resident Evil 7? thanks
Hmm, I can’t help 100% without actually seeing your blueprint but I would suggest rewatching the video and ensuring that you’re setting up the correct code in the correct blueprints that are used. Hopefully this helps! If it doesn’t, you can be more specific and I can try to help as best as possible
I love your tutorials and am practicing hard. I just have one question. After reading several times that Event Tick is very performance-intensive, you can also set the client shake camera behind Movement Input (Walk), for example. Event Begin Play (Idle) and behind the Sprint Input (Sprint). It has the same effect for me and I don't have to use EventTick. Am I missing something important? :D Thanks :)
Can you make a tutorial of how does the "exit 8" game work I really want to make a game like that. (for example how did the number works and those random corridor collusion ) . And i would like to say thank for all those videos... Please don't stop making videos most people loose their hope . Good luck:)
Thank you! This is really helpfull! Can you make tutorial about camera shake on landing from high jump or object? I think this effect will really helpfull to first person character game
Dude pls help. I did exactly what you did but when u walk my head bobs much more than yours. I tried to change all pich, yaw and roll stats but it didnt change anything. I even set all of them to 0 but still nothing.
I don't know if you fixed it, but I had the same problem. For me, I forgot to check the Single Instance on the bottom. The walking head bob became much smoother like in the video.
hey man! i was wondering if u could make a tutorial on how we can get that vhs tape effect that Resident Evil 7 has in those tape sequences! love your vids, keep it up!
Thank you so much! I do plan on making a video abt that in the future :) the vhs system is really cool in that game so I will make a tutorial soon abt how I would remake it! Keep on the look out good sir
@@codethings thanks! I'll keep an eye out for ur next upload :) also if u don't mind ofc, I'd also love a tutorial on the new motion matching stuff from UE 5.4..
hey great tutorial btw! i am stuck i need help i am making multiplayer game, i did everything like in the video it works fine but the problem is, if 1 character sprinting the other character also shakes even though its not moving, i'd appreciate some help.
Hello, I successfully made the headbob effect. However, when I record gameplay with the Take Recorder, and export it, there is no bobbing effect anymore. Basically, After I export the recording, it looks like the bobbing effect was never applied, there is no movement. Do you know how I can fix it? Thanks.
Hmm, I’ve never personally used the take recorder within unreal engine, I usually record gameplay externally using obs. Because of this I’m not 100% sure but I’m assuming it’s something to do with the take recorder system not incorporating camera effects? I would test it by applying some other effects to the camera and seeing if that shows up in the take recorder exported video! Hopefully that helps!
@@codethings I think it has something to do with framerates. When i record in 24fps, there is no headbobbing, but when i record in 60fps, there is minimal running animation and the idle animation is super fast. I though maybe it could be fixed by adding a node or two to the blueprint, but probably not haha. Thanks for suggesting obs, great idea.
It could be that you’re using a newer version of unreal engine? I know for certain it should appear in ue5.1/5.2 and I think 5.3. It should automatically appear under those versions for you!
Hm it sounds like you may have made condition for the if statement to fire off the walking headbob wrong. Make sure that you are setting it corresponding to your own sprint speed and so on :) if you are still confused you can join the discord community and I can try to help by looking at your blueprint! Have a good one :)
There are multiple ways but one that I can think of off the top of my head is making another camera shake and making it have 0 rotation in all directions. This will make it so there’s no camera headbob. Hope that’s what you meant and that that’ll help :)
hey back again. when i test the headbob in listen server. when a client walks or sprints. it shows the same to all of them. how to make so it becomes replicated?
Why does my get player controller be target(self)? But not yours? Great video, but I cannot complete it because I got an error message said on "get player controller" node. It says the bp is not playterstate, so target must have a connection.
That’s because the oscillation for the idle camera shake could be higher than you would want, u can change that by adjusting the yaw, roll and pitch to your liking!
@@codethings if you check under any animations blueprint for the headbob, like idle, walk and sprint, you'll see that there is a box that says anim sequence, where you can add your own chinecamera sequence, so i added a sprint camera sequence from an asset that looked much more realistic but in the end it doesn't play that animation but just the oscillation settings you mentioned in the video, don't know if i'm clear tho
It sounds like maybe you didn’t set the correct value for your sprint speed value? Or maybe you didn’t map the sprint button, I’m not 100% sure but I recommend either checking those or rewatching the tutorial to see if you missed any small details! Hope this helps :)
As a blueprint option? Hmm, I would suggest to make sure you’re 100% using the latest updates of unreal engine. I’m not sure when legacy camera shake was added but maybe it wasn’t there at whatever version you’re using