Комментарии:
This is an amazing tutorial Evans. Fantastic stuff as usual! One thing to note about your implementation: you have it set up to transition to the jump animation every time you leave the ground. This works when jumping, but is a problem if you fall off a ledge without jumping, in which case you'd want to transition directly to the fall loop. In your current setup it first plays the jump animation even though you haven't jumped!
It's an easy fix though -- I looked at the Third Person template anim graph and they way they do it is to check if the Z velocity is greater than 100. If yes, transition to jump. If no, transition to falling. Tested in my own project and works great.
great video .Keep it up
Ответитьi love your guides because you're one of the few who explain every step,.... whats doing and whats for. AMAZING! thank you so much.
ОтветитьSuper tuto, super accent, merci pour ta vidéo !
ОтветитьCan we do that with a metahuman?
ОтветитьGreat video man thanks a lot
ОтветитьMy left stick has some mild 0,00n drifting on the Y axis. Do you know any way I can make that it detects the movement when the left stick is over that small fraction so that it doesn't pick up that drifting or any drifting at all? To make a dead-zone of some sort for the gamepad? My drifting makes the character to forever slide, even if slowly, it's enough strong to make it face in the direction of the drifting and all 😭
EDIT: I finally found that out. In the Input Mapping Context there is a modifier you can add to any of the sticks of your gamepad (I added both) that is called Dead Zone. Using its default settings fixed my drifting problem, and I hope it will fix the drifting of anybody else's gamepads while playing my game (or at least I hope so that it will work in yours too 😅).
Awesome Tutorial! Keep working bro.. 💖💖
ОтветитьDo i have something wrong, or why is no one using "property access" for the animation Blueprint? You just cast to your character in the initialize and then you can get EVERYTHING from property acces you need.
ОтветитьA little tidbit, for those like myself who want to utilize multiple camera styles, when you go to set up the movement input, instead of using 'get control rotation', use 'get player camera manager' and plug it into 'get camera rotation'. That way when you switch cameras, your character's movement will still be based on the rotation of the active camera!
ОтветитьHi everytime I follow your steps exactly I get to the part where you right click and select input , but the input option is not there for me , usually under the gameplay option but mine is not there please help I have tried 4-5 times
ОтветитьI really love how happy you are in the video teahing us this such a great tutorial.
Thanks for this video, it helped a lot.
Merci infiniment pour ce tutorial !
ОтветитьThis was very refreshing, I felt that I was not just copying someone else's blueprints and I was actually understanding the why behind what I was doing. I even added a couple extra tweaks based on some other things I have learned such as a blend animation for walk, run, and sprint. thank you so much for your outstanding contribution to this community!
Ответитьamazing tutorial and your teaching is also good sir, please make more tutorials on game development.
ОтветитьTHANK YOU SO MUCH!!!!! <3!!!!!
ОтветитьHello, thanks for this wonderful content. I want to buy a PC to develop 3D open world games using the Unreal Engine. Can you give me suitable specifications for this purpose?
ОтветитьJust curious, could this also work in Unreal 4?
Ответитьduring this trying time, thanks again for the tutorial
Ответитьthe best tutor, please more, its extremely helpful
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