I know it's a small detail, but for toggling a boolean, instead of doing a branch and setting it to the opposite, you could just set the boolean to the NOT of it's self. This will always flip the boolean, and it looks slightly cleaner.
!!To anyone who's Sprint Animation looks too fast!! On Event graph, Head over to the Timeline Walking Animation in the (Get Alpha of Walking "Intensity") section, add a clamp Float from the (Normalize to range) node and plug it into the (B) of the Select Float. He forgot to add that in the video. :)
Crazy how every tutorial series uses a different way of doing things, been looking for a "proper" way of implementing fps mechanics and this seems like the most in depth (although most hard to follow) series. Thanks mate.
Do you still plan to continue the series OCTAHEDRON? It's such a high quality content, I'd love to see more. Also - another venue of the first person game feel would be melee combat.
Been loving the series! Can't wait for Part 7! One issue I came across is that the sprinting animation appears to be really fast compared to yours in the tutorial.. I double checked a few times but everything appears to be set the same as you've outlined.. 🤷♂
Hey! On Event graph, Head over to the Timeline Walking Animation in the (Get Alpha of Walking "Intensity") section, add a clamp Float from the (Normalize to range) node and plug it into the (B) of the Select Float. He forgot to add that in the video. :)
When using the material function for first person it makes anything spawned from my weapons barrel not at the appropriate location. Do you know how to fix this?
thanks for every thing mr OCTHEDRON , your videos are awsome and easy to follow, but i have two problem the sliding dosent work for me idk why i followed you step by step maybe the problem im using u 5,3 ? and the other one is the foot step SFX, dont feel me wrong you was great but idk why this happen to me
This is like the best UE tutorial series I've seen on RU-vid! It even surpasses every course I've watched. And its free!!! Are you planning on doing more of these? Because that would be damn stellar! Thank you for your tutorials.
actually, i found a bug, when press fast C to crouch/slide and Shift to sprint, after a few clicks the character is stopping from movement at all, and need to close game and open again to fix
Could you do a tutorial on how to recreate the melee lunge from halo? I haven't seen a good tutorial on how to do this with the lock on lunge mechanic and I think it would fit this series quite well.
Hey there, this setup should still work with a different forward axis it’ll just take some tweaking. If you need help working through the specifics feel free to reach out on Discord!
Hey man, thanks for the tutorials. Your videos are a great help. I have managed to replicate everything except for one small detail: the sprint animation is too fast. I assume it has something to do with the play rate of the walk tl while sprinting but I couldn't figure it out yet. Do you know where the problem may be?
same here, did you find any solution? everything works great except sprinting is way too fast, not just with the new animation, even before I applied the spriting animation it is way too fast. Changing max walk speed below 600 seems to break something as it makes it even faster even when not sprinting, changing the 1.6 multiplier seem to work, but I'd have to make the sprinting slower then the walk speed.
@@IbrahimSyah-kw3mi I still have not found a solution yet. I had the same speed problem before the sprint animation as well. I have tried looking for what I might have done wrong in part 2 of the series since it must have something to do with the walk speed or something but still nothing.
@@carlosbueno3534 I'm pretty sure I missed something somewhere but I just couldn't figure out where despite rewatching the videos. But when I debug, I noticed that when I sprint, the walk anim alpha would exceed 1 which would then affect the Walking_TL play rate. I'm not sure if it's supposed to exceed 1, considering we need that as an alpha of a lerp, so I went ahead and clamp this value and it works well enough now. So yeah, the velocity has always been correct, only the walking_tl play rate went crazy there. But yeah, I still have no idea why it happened, this seem like a very hacky solution tbh, what do you think?
I haven't found the cause of the problem yet but I have moved on to other parts of my project for now. I'll take a look into it again at some point. Your solution seems like a nice workaround. I'll let you know if I find something.
@@carlosbueno3534 Hey! Replying to you both separately so you get the notifications.. On Event graph, Head over to the Timeline Walking Animation in the (Get Alpha of Walking "Intensity") section, add a clamp Float from the (Normalize to range) node and plug it into the (B) of the Select Float. He forgot to add that in the video. :)
Love this series and cannot wait for the next video!! Managed to successfully replicate everything so far, using anim layer blending for the TPP.. looks and feels amazing!!
Would it be better to have all the weapons and animations and then implement this method? I a beginner and i am afraid to break something starting with this and then adding the other stuff! Also, if i can get this to work it's amazing, the tutorials are so good!
hey man, first of all i want to say that this tutorial series is awesome. i had the question if you have considered making a discord server where people can ask questions and just have a great time in general keep up the great work!
Хочу сказать что очень благодарен за ваши уроки Я просмотрел много уроков по Unreal и я вижу что вы понемаете что делаете и как это делать хорошо, спасибо
I wanted to take a moment and show my deep appreciation for all these tutorials. They not only gave a good base to build off of but the knowledge throughout them is pretty vast. Thanks OCTAHEDRON for creating all these with such detail/clarity and hopefully to many more!
you didn't call event ForceStopSlide anywhere so what's happening is that when the slide_TL timeline finishes, then only the player can walk. Otherwise, there is a delay of 4 seconds between full slide end and user been able to walk again
@@parthsikka3816 Hey there! Totally didn't notice I hadn't actually called ForceStopSlide anywhere in the event graph, that's my bad. Despite this however I'm unable to replicate the behavior you're describing on my end. By design, sliding should, in most cases, lock you into the slide until its fully completed as this is how the mechanic behaves in Destiny 2. Not entirely sure where the 4 second delay you're experiencing is coming from. Feel free to reach out on Discord or via email and we can try to get this issue sorted out. Thanks for watching!
@@octagamedev thanks for replying I’m experiencing the delay after the slide ends When I added breakpoints and checked, the code inside event ForceStopSlide was running after a delay of 3-4 seconds after the slide ends. I hope I was able to explain it correctly. For better explanation, this is what’s happening: Walk->Sprint->press and hold ctrl and player slides->slide ends and player stops-> DELAY (4 seconds)-> then I’m able to move again
How I fixed it was disconnected the node from Slide_TL(finished) to set Move Mode and added a 1.5 seconds delay and called ForceStopSlide after SetMovementInput at the end of the StartSlide event (in timeline update part).
Hi, great work, thanks for the videos. But there is a huge problem with your sprint animation. It does have a frame rate problem when I import it, and if I open it in Blender, the animation is broken .. Any clue ?
Hey there Max, sorry to hear you're having issues with the animation file! It's only meant to have a single frame of animation, so if the playback marker is flashing rapidly when you open the animation asset it just means the single animation frame is playing over and over in rapid succession. This shouldn't affect the final result at all since we set the play rate to zero anyways in the Animation Blueprint. I'm not sure what's going on when you try to import the file in Blender, I use Maya so I wouldn't know how to help you troubleshoot with that. Hope this helps clear things up, feel free to reach out on Discord or via email if you're still having issues. Thanks for watching!
What warning is it giving you when you try to import? My bad, I don’t have UE5 installed at the moment so I didn’t check for any issues with it before uploading.
@@octagamedev Thank you for the answer, and for this incredible tutorial. The warning is "Animation length 0.033 is not compatible with import frame-rate 395 fps (sub frame 0.167), animation has to be frame-border aligned. Either re-export animation or enable snap to closest frame boundary import option. "
I'm getting the same thing here. I've been able to follow the tutorial up until the animation section because of this import error. Not sure what's going on here@@Pipelare
Yeah man youe tutorials are too disjointed to fillow begs the question of xhy making them and even though they have a tone of good ideas. Making 3-4 videos a year like really? What for. I fon't critcize the quality but mostly the intent. I understand wr all have lives but why get prople on a seried only to let go it'd likr kf every netflix dhow woulf takes a hiatus ater 3 episodes. So cool stuff until now. Fon't xorry I can code do the deries doesn't hinder my afvznced but I rhink more for thode following although it was not easy given how rough episode 1 and 2 were.
Just finished your tutorial series. The end result I get is awesome(IMO)! Combined with the GDC talk from bungie this the best 3c I can recreate/purchase so far. Looking forward to your next mantle system!
Why did you stop uploading man 🥲 You are the only RU-vid Channel that actually teaches a good and professional ways of doing stuff in Unreal. And an actual good teacher man😭
Sorry about the hiatus, keep an eye out for new videos rolling out this summer! I’m also more active on Discord if you need any extra help or have any questions. Thanks for the kind words and your patience!