False Prism
False Prism
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Game Jam Success Tips & Tricks
Starting a game jam soon? Here's some practical tips and advice for streamlining your jams and improving the odds of success in both professional jams and casual jams with your friends!
CHAPTERS:
0:00 Intro
0:36 Set up a base project
1:17 Set up source control
2:02 Agree on an engine
2:32 Be prepared to cut corners
3:33 Keep it small
4:30 Don't forget Audio
5:10 Make Controls & Objectives Clear
5:50 Have a 'Quit Game' button
6:30 Take care of yourself
7:18 Spruce up your projects page
7:58 Play other people's games
8:38 It's Okay to Fail
9:43 Have fun!
10:00 Outro
If you're looking for your next jam, the biggest professional ones to look out for are Global Game Jam, GMTK Game Jam, and Ludum Dare. Also check out itch.io's jam page as there's always jams going on throughout the year, even when the big ones aren't around!
มุมมอง: 296

วีดีโอ

Recreating BG3's Camera System in UE5 | 04: CAMERA COLLISION & TOP DOWN MODE
มุมมอง 85210 หลายเดือนก่อน
Let's add a top down camera as well as the ability for the camera to traverse uneven landscapes! CHAPTERS: 0:00 Intro 1:14 Top Down Camera 6:37 Switching Camera Modes 9:55 Setting Camera Height 23:54 Fixing Movement Speed Bug
Recreating BG3's Camera System in UE5 | 11: FADING OUT ROOMS
มุมมอง 97710 หลายเดือนก่อน
Let's dive into how we can group objects and fade out entire scenes collectively using Dithering on our Room Collections! CHAPTERS: 0:00 Intro 0:30 Fading Out Actors 5:20 Fading Out Multiple Actors 10:10 Checking for Rooms via Camera Trace 27:41 Removing Collision when Actors Faded Out
Recreating BG3's Camera System in UE5 | 09: ENVIRONMENT ASSETS
มุมมอง 84810 หลายเดือนก่อน
In this tutorial we are setting up actors that allow us to control the masking/occlusion effects through blueprints! CHAPTERS: 0:00 Intro 1:42 Adding Custom Collision 5:32 Creating Environment Actors 7:05 Creating Blueprint Interfaces 8:00 Adding Interfaces to Blueprints 10:20 Creating Child Blueprints
Recreating BG3's Camera System in UE5 | 10: ROOM COLLECTIONS
มุมมอง 82110 หลายเดือนก่อน
Let's dive into how we can group objects and fade out entire scenes collectively using Dithering on our Room Collections! CHAPTERS: 0:00 Intro 1:52 Add Fading to our Environment Mask 6:40 Creating Room Collections 9:40 Creating Editor Events
Recreating BG3's Camera System in UE5 | 03: CAMERA MOVEMENT CONTINUED
มุมมอง 83110 หลายเดือนก่อน
Let's expand the camera's movement functionality! CHAPTERS: 0:00 Intro 0:30 Adding Character Movement 4:17 Locking Camera to the Character 8:38 Adding Camera Rotation 15:06 Zooming the Camera Along Splines
Recreating BG3's Camera System in UE5 | 06: PLAYER DESTINATION MARKER
มุมมอง 49610 หลายเดือนก่อน
Here we will set up a ring marker that can show us where we are trying to move our character to! CHAPTERS: 0:00 Intro 0:50 Making Marker Actor 2:05 Making Marker Material 5:25 Spawning and Controlling Marker 7:56 Fixing Collision Bug
Recreating BG3's Camera System in UE5 | 07: OCCLUSION MASKING
มุมมอง 2.7K10 หลายเดือนก่อน
Let's set up a material that allows us to see the character through objects! CHAPTERS: 0:00 Intro 1:26 Creating Environment Mask Material Function 2:40 Creating Environment Master Material 4:06 Translucent vs. Masked Blend Mode 5:05 Exposing Material Function To Library 6:15 Adding Environment Assets to Level 6:50 Beginning Material Function Logic 8:07 Finding Player Location in Materials 11:36...
Recreating BG3's Camera System in UE5 | 08: POLISHING ENV. MASKS
มุมมอง 1.3K10 หลายเดือนก่อน
Adding some noise to the masking effect now to simulate the look from Baldur's Gate! CHAPTERS: 0:00 Intro 1:00 Missing Shadows Bug Fix 3:52 Adding Noise to Mask 8:36 Fixing Mask Extending Beyond Character
Recreating BG3's Camera System in UE5 | 02: CAMERA MOVEMENT
มุมมอง 1K10 หลายเดือนก่อน
In this tutorial we start adding our custom movement logic to our camera blueprint! CHAPTERS: 0:00 Intro 0:30 Adding Camera Components 3:25 Spawning the Camera Blueprint 5:30 Replacing Default Movement Logic 7:57 Adding Input Events 9:58 Moving the Camera
Recreating BG3's Camera System in UE5 | 13: MATERIAL INSTANCES
มุมมอง 87610 หลายเดือนก่อน
Let's add adjustable properties to our Environment Mask material function and start cleaning up the final aspects of this series! I hope you were able to learn something along the way, stick around for more tutorials! CHAPTERS: 0:00 Intro 0:53 Fixing Room Collections Bug 1:36 Adjustable Proximity Ranges 3:30 Removing Debug Info 4:23 Expanding Environment Mask Functionality 8:02 Creating Floor M...
Recreating BG3's Camera System in UE5 | 12: FADING DYNAMIC OBJECTS
มุมมอง 64910 หลายเดือนก่อน
Adding some polish to our environment mask to allow it to disappear when its not needed! What if we have objects moving in and out of the room collections? Lets make that work too! CHAPTERS: 0:00 Intro 0:47 Polishing up Environment Mask 10:00 Checking for Dynamic Objects 14:32 Dynamic Test Actor
Recreating BG3's Camera System in UE5 | 05: CAMERA BOUNDS
มุมมอง 54710 หลายเดือนก่อน
In this tutorial we limit how far the camera can get from the character and add some logic to slow the camera down before it reaches those bounds! CHAPTERS: 0:00 Intro 1:00 Adding Camera Bounds 15:07 Adjusting Speed Based On Zoom Percentage
Recreating Baldur's Gate 3's Camera System in Unreal Engine 5 | 01: INITIAL SETUP
มุมมอง 2.8K10 หลายเดือนก่อน
Let's get started making Baldur's Gate 3's camera system inside Unreal 5.3! CHAPTERS: 0:00 Intro 1:05 Initial Class Setup 4:25 Input Setup 8:46 Adding Actions to Input Mapping Context 14:11 Adding Camera Blueprint

ความคิดเห็น

  • @nerdysickness958
    @nerdysickness958 วันที่ผ่านมา

    While the noise actually looks really good, I am actually using a ditherTemporalAA (anti aliasing) node since it is usually lighter on the processing. I apply that after the output from the material function. But for other things this tutorial really helped me out thanks!!

  • @mrTigerue5
    @mrTigerue5 13 วันที่ผ่านมา

    really super awesome and helpful, thank you!!! one question, is it possible to recreating the mecha movement plus dash, dodge in Unity or UE5? like armored core 6, maybe it is a huge goal :)

  • @michaelgriffis6450
    @michaelgriffis6450 16 วันที่ผ่านมา

    Thank you for this. I learned so much!

  • @PostalPete
    @PostalPete หลายเดือนก่อน

    I think the solution not to have the floor affected by the masking is only a workaround, since the masking is still creating what could be described as artifacts or places where you would not expect the masking to be clipping into. I am experiencing this in my own project with a lof of different objects because of my orthographic-ish camera angle. I'm hoping that I can adjust the distance at which the masking takes place. In theory everything behind the player should not be affected by the mask, but in practice certain objects that are behind the player will have points that are closer to the camera than the player is, and they are all being cut by this masking plane which seems to be at the location of the character at the angle of the camera.

  • @PostalPete
    @PostalPete หลายเดือนก่อน

    I don't know about BG3 but many games will show the back walls of a room that has been faded out. Also you can do stuff like show the contours of the windows, doors and other meshes that area part of the front walls shape, so the player can get a better sense of stuff that's there, but hidden...

  • @PostalPete
    @PostalPete หลายเดือนก่อน

    For some reason I am getting a weird plane still hiding a small distance of objects that are farther from the camera...

  • @drewrachwal5327
    @drewrachwal5327 หลายเดือนก่อน

    I am having an issue with the location the texture is masking to. I have followed the steps exactly (to my knowledge), but it keeps focusing on 0,0 and not on the player. Does anyone know how I might go about fixing this?

    • @michaelgriffis6450
      @michaelgriffis6450 19 วันที่ผ่านมา

      I'm having the same issue. If I find anything I'll reply here.

    • @michaelgriffis6450
      @michaelgriffis6450 19 วันที่ผ่านมา

      My issue was I mistakenly connected my "set vector parameter value" to the event begin play instead of the event tick. lol. Changed it and it works as advertised.

  • @WeredDev
    @WeredDev หลายเดือนก่อน

    Is it better to add Trigger to IA or to connect nodes with Started exec pin instead of Triggered? I'm talking about IA_SwitchCamera.

    • @ThanosMoist
      @ThanosMoist 27 วันที่ผ่านมา

      In this case it shouldn't really matter. If you add the trigger in the input action, you're modifying how it's handled in all systems that would use this input action. For example, you could be reusing the same input action for different code, in that case, the input action would now always be using the trigger "on pressed", which would make it impossible to reuse this action for something you want the player to be able to repeatedly trigger. If you use the Started pin, you would just change how this specific part of the code handles the input. As long as you don't plan on using the IA_SwitchCamera for different code that should be allowed to trigger repeatedly when the player holds down the button (which you probably aren't planning since it doesn't make a lot of sense), it doesn't matter

  • @shyael
    @shyael 2 หลายเดือนก่อน

    My camera always rotates after using MMB once. As in, if I use MMB once then let go, it will keep rotating when I do other things like holding left click.

  • @zakaruPL
    @zakaruPL 2 หลายเดือนก่อน

    amazing stuff! I'm so happy I've found your videos - currently I'm designing occlusion masking system and these videos are priceless! Thank you so much :)

  • @gregfrllo
    @gregfrllo 2 หลายเดือนก่อน

    what caused the camera will be dispositioned during rotation when we move the mouse a bit too fast?

  • @Annatar3019
    @Annatar3019 2 หลายเดือนก่อน

    I have an issue where things taller than the character that are directly behind it will also be partially masked out

  • @GregoryReeves-n6p
    @GregoryReeves-n6p 3 หลายเดือนก่อน

    genius with the maths

  • @CyrSciencer
    @CyrSciencer 3 หลายเดือนก่อน

    Very usefull and simple. Thx a lot

  • @augustocunha3127
    @augustocunha3127 4 หลายเดือนก่อน

    you are pretty good at teaching. I hope you share more content! I had fun following this project.

  • @miroslavvano8411
    @miroslavvano8411 4 หลายเดือนก่อน

    Hey! Amazing tutorial, i am just wondering thsi work just fine with cube etc - assets that do not have some other material textures. But what about megascans assets? How can i 'comabine' its materials/textures with our environment for this to work. Thanks!

    • @FalsePrism
      @FalsePrism 4 หลายเดือนก่อน

      Hey! The reason we set this up as a material function is so it would be reusable in any material you wish to use it with. As long as you have access to the material you want to use this logic on, it should be as easy as switching your materials Blend Mode to Masked rather than Opaque, and plugging the MF_EnvironmentMask into the Opacity Mask channel (if you already have stuff plugged into this node you can simply multiply what you already have by the output of the MF_EnvironmentMask). The only thing not shown in the video would be making the Static Mesh component in the BP_EnvironmentActor exposed so you can edit it per instance with whatever mesh you wish. Admittedly time consuming to then replace everything with this actor - but you'd only need to do this on any object you wish to use the Dithering effect on (fading in and out). If you only need the occlusion masking it should be all good to just be placing the static meshes normally!

  • @Natec_k
    @Natec_k 4 หลายเดือนก่อน

    also how can I make it so that the area that is transparent isnt 100% see through, so like 50% opacity where the "black" in the mask is

  • @Natec_k
    @Natec_k 4 หลายเดือนก่อน

    can you make it where it doesn't mask out what the player is standing on

  • @Draguling
    @Draguling 5 หลายเดือนก่อน

    Why not use a "Is input key down" for the camera rotation? Why a gate?

    • @FalsePrism
      @FalsePrism 5 หลายเดือนก่อน

      In hindsight this would probably work just as well/better!

  • @brandondunbar9448
    @brandondunbar9448 5 หลายเดือนก่อน

    I didn't like the feel of the camera toward the boundary, so I added a check before my return node to see if the output speed was below my cutoff threshold (in my case 1.0), and if it was I set the return value to 0. Amazing tutorial, really appreciate it!

  • @Wynnies
    @Wynnies 6 หลายเดือนก่อน

    Hey, I've been following this series for a bit now, but I'm running into a problem where the floors aren't fading back in, both when going far away from the building and when going up the stairs, any idea on how to fix that? The floors above the player do fade out when going inside the building. Thanks for the great tutorial :)

    • @FalsePrism
      @FalsePrism 5 หลายเดือนก่อน

      Good question, my first guess is there's logic hooked up wrong where we're checking if the room collections in 'RoomsPreviouslyInTheWay' are no longer in 'RoomsInTheWay'. Maybe you aren't adding the rooms correctly to the 'RoomsPreviouslyInTheWay' array, meaning they aren't there when it comes time to fade rooms back in? Or maybe you're clearing the array too early?

  • @explorationoverland6782
    @explorationoverland6782 6 หลายเดือนก่อน

    5:18 What would cause it to still use the default character camera? I've been over video part 1 and up to 5:18 on this video many times, I don't see anything I did wrong. One thing I do notice from the last video is the project settings, game mode, the radio button is not lit up for "project settings". It is lit up for "world override". Update: Figured it out. "window", "world settings"... Panel on the right, set "GameMode Override" to none.

    • @grinningb
      @grinningb 2 หลายเดือนก่อน

      Huge help, thank you

  • @Sa-sw8xj
    @Sa-sw8xj 6 หลายเดือนก่อน

    I have finished this tutorial. Thank you.

  • @nassir-4130
    @nassir-4130 6 หลายเดือนก่อน

    I cant find the static mesh you used, Is it a custom mesh you have or a static mesh that is no longer in 5.4.2?

    • @FalsePrism
      @FalsePrism 6 หลายเดือนก่อน

      Ah, you may need to turn on 'Show Engine Content' in the settings menu in your content browser for it to show up!

    • @nassir-4130
      @nassir-4130 6 หลายเดือนก่อน

      @@FalsePrism It worked appreciate it :D

  • @benatpesoaldaco1003
    @benatpesoaldaco1003 6 หลายเดือนก่อน

    Hi!! Loving your series so far, just jumped from zero and learned a lot. But I am having a problem with the fade out that is not triggering. I followed everything correctly three times already and I don´t know what I am missing. The material seems correct, changing the FadeAmount parameter by hand changes the material, all the collisions trigger correctly and draw the hitbox squares., so I just don´t understand what I am missing. I started following the tutorial from chapter 7, since all I needed at first was the occlusion, I dont know if any parameter from previous videos are neccesary for the fade out, and thats causing me problems.

    • @FalsePrism
      @FalsePrism 6 หลายเดือนก่อน

      Glad you've enjoyed them! Hard to say for sure what could be causing this. I don't think anything before ep.7 is required for the room fading. Some potential issues from the top of my head are; If you are extending the logic from events in BP_EnvironmentActor in your child classes (ie. BP_Wall), make sure you right click the events (Like EventBeginPlay) and have added 'Add Call to Parent Function' so that the parent logic runs. Even simply placing the Event BeginPlay node in the child actor would count as overriding, so you'd need to either delete this or do as mentioned above. Next, if the problems are specifically with the fade out, check that your BP_RoomCollection has the right collision settings (21:34). It might be that the hit markers are detecting the walls only and not the room collection. If thats not it I'd expand and look at the rest of the actors we've set up. Make sure all the collisions on objects are set correctly, and the traces are all checking the right channels. If you say you're getting hitmarkers on the traces I doubt it is this, but worth going through what you have with a fine-tooth comb regardless, and make sure your variables all have sensible default values in them (for example HeightProximityRange in BP_RoomCollection isn't accidentally still set to 0.0). Let me know if this helps!

    • @brandondunbar9448
      @brandondunbar9448 5 หลายเดือนก่อน

      I didn't have the BP_RoomCollection actor's collision set to Environment, once I changed it from OverlapAll it worked for me. Hopefully your issue is something as simple as that.

  • @sykdrit4786
    @sykdrit4786 6 หลายเดือนก่อน

    Thanks for the amazing tutorial! I have a question about the dithering/mask. Could you guide me on how to mark that location as unmovable so it doesn't snap to invisible walls? Thanks :) An example of what I mean: Time 11:15

  • @vslash0
    @vslash0 7 หลายเดือนก่อน

    amazing stuff. absolute hidden gem of a tutorial

  • @victorzuim
    @victorzuim 7 หลายเดือนก่อน

    Nice tutorial, it was very helpful, but I'm having an issue where if I click through a "hole" or dithered surface it sets the destination on the surface not on the place I'm actually seeing. Do you have any suggestion on how to fix it?

  • @victorzuim
    @victorzuim 7 หลายเดือนก่อน

    In case the ShadowPass isn't working for you, you'll probably have to change the project settings > rendering > shadow map method to "Virtual Shadow Maps"

  • @distractedreviews6198
    @distractedreviews6198 7 หลายเดือนก่อน

    Brilliant work! Fancy adding a light version of the combat system with ability to switch from a sword to a crossbow?

  • @DamirNataami
    @DamirNataami 7 หลายเดือนก่อน

    Finding this series of tutorials was like striking gold! So thanks a lot for making this. Just wanted to add that the IF statement in the material function might not be completely unnecessary, as when I skipped it I got a dithering effect on the edges of my mask even when FadeAmount was set to 1. It was fixed when adding the IF, since it skips the entire Dither effect when set to 1.

  • @Darmoyasun
    @Darmoyasun 7 หลายเดือนก่อน

    Nice series! Do you have any idea om how you would implement the combat system for bgt3? i know it should be quite easy to do turn based, and from what i understand most turn based tutorials are grid based.

    • @FalsePrism
      @FalsePrism 7 หลายเดือนก่อน

      Thanks! The combat system is a rather large system comprising many sub-systems. You're right that its not grid-based though, it seems to use it's pathfinding system for measuring distances. While I probably won't be covering that here, I'd recommend watching some tutorials already out there on turn-based systems, and swap the grid out for pathfinding checks (using blueprint nodes like Find Path to Location -> Get Path Length)

    • @Darmoyasun
      @Darmoyasun 7 หลายเดือนก่อน

      @@FalsePrism Thank you, i will read more about it!

    • @Darmoyasun
      @Darmoyasun 6 หลายเดือนก่อน

      @@FalsePrism And! Will you make more tutorials? Your way of explaining is very good, also the pacing is perfect. Wouldn't mind for paid courses either. So good man!

    • @FalsePrism
      @FalsePrism 6 หลายเดือนก่อน

      Thank you! Definitely plan on making more, just finding the time to record can be tricky!

  • @HumanIndieGameDev
    @HumanIndieGameDev 7 หลายเดือนก่อน

    Nice tutorial and easy to follow! I have an issue: when I'm close to a wall, the mask affects the wall next to the character, kind of masking the wall behind it. Is there a way to polish this? I have another question if you have time: Is it possible to add some post-processing effects, like glitches and making the hiding effect more blurry? Thank you!

    • @FalsePrism
      @FalsePrism 7 หลายเดือนก่อน

      Unfortunately I struggled with the next-to-wall issue too, will update if I have anything more concrete! As for added effects, if you wanted to mess with adding blur on the edges, you should look into Dithering like we mess around with in part 11, which can fake translucency while keeping good performance

    • @danky_dan
      @danky_dan หลายเดือนก่อน

      @@FalsePrism Did you figure out the next-to-wall issue ? I've not seen any videos or tutorials explaining this so far.

  • @extinctsun4905
    @extinctsun4905 7 หลายเดือนก่อน

    this guy is right

  • @jonybags2
    @jonybags2 8 หลายเดือนก่อน

    This has been super useful so far for my map camera system. Not sure if it comes up in a later video yet, but one feature of Enhanced Input you may have missed is Input Action triggers. You can add a trigger to an input called Chorded Action. This lets you set an input that is required to be triggering to allow the main input to fire, so you can avoid using branches and multiple input actions in blueprints

  • @bigtimmothy7795
    @bigtimmothy7795 8 หลายเดือนก่อน

    Great videos, But I am hoping some one will help me understand is, How can I apply a Material function to objects like Megascans that already have their own materials? Every tutorial I find regarding this subject is based on a specific chosen material.

    • @FalsePrism
      @FalsePrism 7 หลายเดือนก่อน

      As long as you have access to the Master Material that the megascans assets derive from, you should be able to add the EnvironmentMask material function to its Opacity Mask output. If it already has something plugged into its OpacityMask channel, multiply everything that was already there by the EnvironmentMask function right before connecting it to the channel :) You may also need to change its material type to Masked. This would add the functionality to any assets derived from it.

    • @bigtimmothy7795
      @bigtimmothy7795 7 หลายเดือนก่อน

      @@FalsePrism thank you very much! I will give it a shot.

  • @CheeseBuddies
    @CheeseBuddies 8 หลายเดือนก่อน

    😮

  • @lageduque7784
    @lageduque7784 8 หลายเดือนก่อน

    Quick Correction: The "Add Unique" function returns the index of the newly added item. What you want to do at 22:10 is check if the length of the array "Rooms in the way" is greater than zero, which means there are objects colliding with the multi-box trace. When I did this, it worked for me :) Thanks again for the tutorial! You are amazing, and I'm learning so much from it.

    • @PostalPete
      @PostalPete หลายเดือนก่อน

      This was also useful in my case. I don't know why (noob here), but for me the Add Unique return value integer was 0 whenever it was a one storey building. Whenever I had a two storey building, it was returning a 1 and hiding both floors, but really it was acting kind of erratically, as exiting the roomcollection would unhide the top floor but not the bottom one. It seems that using Length is working well so far, but I'll need to keep testing. Also I want to make it so it only hides the roomcollection when the player is inside the building, but wouldn't work when they are behind it... Anyway, this tutorial series has been amazing, so thank you! The degree of difficulty in trying to follow the video went up exponentially on this particular episode though.

  • @lageduque7784
    @lageduque7784 8 หลายเดือนก่อน

    This class was amazing. Thank you so much fr !!!!!

  • @curtischapman9594
    @curtischapman9594 8 หลายเดือนก่อน

    Im making a topdown style game and this was the perfect thing for my project! Super high quality video and the way you teach is super helpful showing the how and why of everything! Please keep it up!!!

  • @gossamerguitar
    @gossamerguitar 8 หลายเดือนก่อน

    Hi!!! I'm following your videos (Awesome videos btw) and for any reason only the first floor is fade out, and it's fades when I'm on the first floor, looks like both boxes are triggering at the same time because the First floor and the second one fade out, not only the second floor, it's weird, do you know what it's happen? or where I do wrong?

    • @FalsePrism
      @FalsePrism 8 หลายเดือนก่อน

      Hi! My first thought would be to review what's between 25:12 - 27:20 in this video. My guess would be you might be checking if the float value is less than ( < ) a value rather than more than ( > ). Also play with the number you are checking against. A larger or smaller number might work better for you

    • @gossamerguitar
      @gossamerguitar 8 หลายเดือนก่อน

      @@FalsePrism Well I look that after the add unique, always gives to me 0, then always go to Fail and never fades, it's really weird :S

    • @gossamerguitar
      @gossamerguitar 8 หลายเดือนก่อน

      Okay I get it! thank you so much! I'll continue with the next video ty!

  • @extinctsun4905
    @extinctsun4905 8 หลายเดือนก่อน

    It was an interesting experience. Thank you

  • @extinctsun4905
    @extinctsun4905 8 หลายเดือนก่อน

    This is really interesting and understandable for a beginner like me

  • @beachkiller738
    @beachkiller738 9 หลายเดือนก่อน

    Your lessons are a real treasure

  • @miroslavvano8411
    @miroslavvano8411 9 หลายเดือนก่อน

    I love the video and series! Please do more on BG3 game mechanics :)

  • @MikeLeone-ur7ex
    @MikeLeone-ur7ex 9 หลายเดือนก่อน

    I just want to take a moment to thank you for these videos. I'm not exaggerating when I say that your videos are the only ones that I have found that teach me to achieve the effects that I'm looking for. I only recently started learning game development and I'm improving every day. Your videos are well thought out and extremely easy to follow. I hope you expand this channel and continue to release more content that can help other aspiring developers like myself. Subscribed and looking forward to more.

    • @FalsePrism
      @FalsePrism 9 หลายเดือนก่อน

      Thanks for the kind words, and welcome to game dev! It can be tricky at times but always worth it in the end. Plenty more videos planned, so keep an eye out!

  • @kurumilive3521
    @kurumilive3521 9 หลายเดือนก่อน

    Anyway, your tutorials are incredible for being the first ones you've done, I hope you continue making content

  • @kurumilive3521
    @kurumilive3521 9 หลายเดือนก่อน

    Hello, I'm following all the tutorials, but in this chapter I got stuck on the issue of the camera colliding with the environment, and I have followed everything you have done, but when I move with the camera it keeps climbing on top of me of things. Do you know why it could be?

    • @FalsePrism
      @FalsePrism 9 หลายเดือนก่อน

      Hey! A few reasons I could think of; 1) Make sure the Line Trace in the SetCameraHeight function is set to use the Camera Trace Channel (Set up in episode 4 at 12:40) 2) Make sure the Environment collision preset ignores the Camera channel (This episode: 3:34) 3) Make sure the static mesh in the BP_EnvironmentActor uses the new Environment collision preset (This episode 9:12) Hope one of these helps track down the issue!

    • @kurumilive3521
      @kurumilive3521 9 หลายเดือนก่อน

      @@FalsePrism IT WAS THE POINT 1 , FUCK ME TY

    • @miroslavvano8411
      @miroslavvano8411 9 หลายเดือนก่อน

      @@FalsePrism It was the camera trace channel for me

  • @lorenzosaracino9912
    @lorenzosaracino9912 10 หลายเดือนก่อน

    Wow You saved my life!!! I was just looking for a tutorial like this

    • @lorenzosaracino9912
      @lorenzosaracino9912 10 หลายเดือนก่อน

      Do you think it would be difficult to implement a swimming system (at different levels) for such a camera?

    • @FalsePrism
      @FalsePrism 9 หลายเดือนก่อน

      I'm unsure exactly what you mean by this. If you mean implementing this camera in a game where you can freely swim and dive and explore the '3D space' of the water, it would certainly be possible. However, the main issue would be that UE5 doesn't inherently implement 3D navigation, so you'd have to write your own 3D pathfinding system to explore the water using this system.

  • @donavanl7524
    @donavanl7524 10 หลายเดือนก่อน

    Great Videos, helped a lot. Found that reducing the size of the Multi Box Trace For Object's half size in BG3_Camera to x5.0 y5.0 z5.0 eliminates the occlusion pretty well when the character is up against a wall opposite to the camera angle. I Don't know if you intend to make more ''tinkering'' videos but may I suggest a video for fixing the following: - Cursor being able to select walls and objects as destinations. - (This one might be only me) After rotating the camera once with the middle mouse button, when moving the character while holding down the left mouse button the camera is set to follow as if I'm still holding the middle mouse button. - Any way to have the destination marker disappear when the destination is reached? Thanks!

    • @FalsePrism
      @FalsePrism 9 หลายเดือนก่อน

      Nice find regarding the half size! While I don't intend to make more videos on this series, a few potential fixes for you would be; - On the IA_Select action when we are getting the hit result under the cursor, have a branch check checking if the Hit Result's Normal is equal to (0,0,1) [with a tolerance somewhere around 0.45] before continuing the logic. This makes sure the surface is flat, or at a walkable angle, before placing the destination marker. - Check your IA_RotateCameraGate and make sure it doesn't have the 'Pressed' modifier on it. This would prevent the reset on the Gate bool. Also make sure the RotateCameraGate action in the Player Controller triggers off of Started and Completed. - Add a hitbox to the collision box to the destination marker that, when the character enters it, resets the markers position to (0,0,0)