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Lyra Series How To Build a Melee Combat System in Unreal Engine 5 Part 1 - Setup and Intro
In part 1 of the melee combat system in my continuing Lyra How-To series, I guide you through the essentials of setting up a melee weapon system in Unreal Engine 5 using the Lyra Framework. We cover the basics of weapon setup, integrating animations, and configuring input controls, as well as using tags to connect everything within the ability system. This is the foundation for a full melee combat system, with future videos diving into damage, hit detection, blocking, and more advanced techniques.
Timestamps:
0:00​ - Demo/Introduction
0:43 - AbilitySet_Kickboxing - Add ability and tag to ability set
1:33 - GA_KickboxingLight - Showing the Gameplay Ability
1:56 - GA_KickboxingLight_Base - Showing how the base is set up
6:45 - GA_KickboxingHeavy - Showing the Heavy Attack
6:50 - GA_KickboxingHeavy_Base - Explaining the tags
8:17 - GE_LightAttach - Explaining the Gameplay Effects
11:45 - B_Kickboxing - Weapon Actor Class
13:17 - B_MeleeInstance_Kickboxing - Explaining the animations
14:27 - Animation Montage - Making sure the anim montage works
16:48 - ABP_KickboxingAnimLayers - Explaining the Item Anim Layers
21:34 - ID_Kickboxing - Add fragments to the Inventory Item Definition
22:57 - WID_Kickboxing - How to set up the Equipment Definition
24:08 - Melee Icon - I made a custom Icon
25:55 - Set Stats Fragment - Needed for AI later
26:54 - Weapon Slot Fragment - Why I have this fragment
27:23 - Reticle Config - Why you need the reticle
27:54 - WeaponPickupData_Kickboxing - Why I'm using the pickup for fists
29:00 - W_WeaponAmmoAndName - Modifying this widget for melee
29:37 - W_QuickBarSlot - Modifying this widget for melee
30:38 - B_Hero_ShooterMannequin - Changes to the Lyra Character
32:42 - Action Inputs - AI_MeleeLight and AI_MeleeHeavy
33:09 - InputData_ShooterGame_AddOns - Add Action Inputs to data asset
33:57 - Add action inputs to the IMC_ShooterGame_KBM and IMC_ShooterGame_Gamepad
34:35 - Final Demo and asking if there is any other melee system style you want to see
Don’t forget to subscribe for more tips on building advanced gameplay abilities.
มุมมอง: 344

วีดีโอ

Lyra Series How To Create Select Fire Weapon Ability Tutorial Using Only Blueprint in Unreal UE5
มุมมอง 136วันที่ผ่านมา
In this video, I’ll show you how to set up a Select Fire ability in Unreal Engine 5 using the Lyra Framework. I walk you through each step, from creating the ability to customizing the fire modes so players can switch between semi-auto and full-auto fire with ease. Whether you're building a shooter or adding depth to your gameplay mechanics, this guide will show you how to make your weapon syst...
How to Back Up Unreal Projects Locally Using Git & Git LFS - Easy Unreal Source Control Guide
มุมมอง 106หลายเดือนก่อน
In this video, I’ll walk you through how to set up Unreal Engine's source control to back up your entire project to a local hard drive using Git and Git LFS. No more manual copying of huge project folders! Learn the essential steps to safeguard your Unreal Engine projects with a version-controlled backup solution. Perfect for large projects where file integrity and versioning are critical. I co...
Blueprints vs. C++: Which is Faster in Unreal Engine 5? Part 2 Pure CPP Actor
มุมมอง 730หลายเดือนก่อน
In this follow-up video, I take things a step further by creating a pure C actor in Unreal Engine 5. Building on the discussion of speed and performance differences between Blueprints and C , this video provides a hands-on demonstration of implementing an actor entirely through C code. Thank you Mangarookie for the comment in making this video! Cheers 🔗 Timestamps: 0:00 - Intro to topic 0:13 - ...
Lyra Series How To Create a Weapon Drop Ability Part 2 for Unreal Engine 5
มุมมอง 151หลายเดือนก่อน
Welcome to Part 2 of my Lyra Series! In this video, I guide you through the process of creating a weapon drop ability in Unreal Engine 5 using the Lyra framework. Building on the basics from Part 1, we'll dive deeper into the mechanics of setting up a gameplay ability that allows players to drop weapons dynamically. You'll learn how to configure the ability, manage animations, and handle the in...
Blueprints vs. C++: Which is Faster in Unreal Engine 5?
มุมมอง 1.9Kหลายเดือนก่อน
In this video, I dive into the age-old debate of Blueprints vs. C in Unreal Engine 5. I put both scripting methods to the test to see which one offers better performance and speed for game development. Let me know your thoughts in the comments below. What I did wrong, what I am missing, how could I improve? Also, which do you prefer? Blueprints or C ? Don't forget to like, comment, and subscrib...
Lyra Series How to make a Gameplay Ability Weapon Drop Part 1 for Unreal Engine 5
มุมมอง 1792 หลายเดือนก่อน
Welcome to my Lyra How-To series for Unreal Engine 5! In this introductory video, I’ll guide you through the basics of creating a gameplay ability using the Lyra Framework to be referenced later if needed. We'll take a closer look at the process by developing a "Drop Weapon" ability, covering the fundamentals to help you get started with custom ability creation in Lyra. This is Part 1 of a two-...
Lyra Series How to set up an Advanced Camera Management System in Unreal Engine 5
มุมมอง 3372 หลายเดือนก่อน
In this Unreal Engine 5 tutorial, I'll show you how to create an advanced camera system using the Lyra Framework. We'll dive into setting up the camera struct in C and seamlessly integrating it into your abilities using Blueprints. This tutorial is perfect for developers looking to enhance their game's camera mechanics and provide players with a more dynamic and immersive experience. What you’l...
Lyra Series How to make Left-Handed Characters & Shoulder Swap Ability Tutorial for Unreal Engine 5
มุมมอง 3383 หลายเดือนก่อน
In this Unreal Engine 5 tutorial, I'll guide you through the process of making your character left-handed or implementing a shoulder swap for their weapon using the Lyra Framework. We'll cover everything from setting up the ability and modifying the animations to adjusting the base camera for a smooth and natural transition. What you’ll learn: Setting up the left-handed ability to implementing ...
Lyra Series How To Set Up Character Leaning Ability & Secondary Camera Mode Tutorial in Unreal UE5
มุมมอง 4283 หลายเดือนก่อน
Welcome to my latest Unreal Engine 5 tutorial! In this video, I'll show you how to make your character lean using the Lyra Framework. We’ll go through setting up the ability, modifying the animation, and adding a secondary ability camera that can be used for other abilities as well. What you’ll learn: Setting up the character leaning ability Modifying animations for a smooth lean effect Impleme...
Lyra Series How To Implement Team Damage in C++ For Unreal Engine UE5
มุมมอง 1934 หลายเดือนก่อน
Welcome to another episode of the Lyra How-To Series! In this video, I'll guide you through the process of implementing team damage in Unreal Engine using C . This tutorial covers everything you need to know to get team damage up and running. What you'll learn: Setting up team damage logic in C This step-by-step guide is designed for those with basic knowledge of Unreal Engine and C , but I’ll ...
Lyra Series How To Create Hip Fire Ability and Forward Facing Character in Blueprints in Unreal UE5
มุมมอง 2535 หลายเดือนก่อน
Welcome to another episode of my Lyra How-To Series! In this video, I'll show you how to create a Hip Fire Gameplay Ability and change your character's animation style from strafing to forward-facing, all using Unreal Engine Blueprints. Whether you're developing a tactical shooter or just looking to enhance your character's animations, this tutorial will guide you through the entire process ste...
Lyra Series How To Add Fall Damage using C++ CPP for Unreal Engine 5 UE5
มุมมอง 3116 หลายเดือนก่อน
🎮Welcome to another exciting tutorial in the Lyra How To series! In this video, we'll dive into implementing fall damage in C for the Lyra framework within Unreal Engine 5. Whether you're a beginner or an experienced developer, this step-by-step guide will walk you through the process, providing you with the knowledge and skills to add realistic fall damage mechanics to your game. Don't forget ...
Carbon Group | Devlog #2: Multiplayer Network Replicated City Sample Destructive Vehicles in Lyra
มุมมอง 4947 หลายเดือนก่อน
Carbon Group | Devlog #2: Multiplayer Network Replicated City Sample Destructive Vehicles in Lyra
How To Import The Matrix City Sample Map into Any Project including Lyra in Unreal Engine UE5
มุมมอง 12K7 หลายเดือนก่อน
How To Import The Matrix City Sample Map into Any Project including Lyra in Unreal Engine UE5
Carbon Group: The City | Devlog #1: Tactical Espionage Shooter in Unreal Engine 5, Lyra & Metahumans
มุมมอง 2348 หลายเดือนก่อน
Carbon Group: The City | Devlog #1: Tactical Espionage Shooter in Unreal Engine 5, Lyra & Metahumans
Lyra Series How To Create Metahuman Character Customization with Lyra - Unreal Engine UE5 FULL VIDEO
มุมมอง 6229 หลายเดือนก่อน
Lyra Series How To Create Metahuman Character Customization with Lyra - Unreal Engine UE5 FULL VIDEO
Lyra Series How To Create Metahuman Character Customization with Lyra in Unreal Engine UE5
มุมมอง 4029 หลายเดือนก่อน
Lyra Series How To Create Metahuman Character Customization with Lyra in Unreal Engine UE5
Lyra Series How To Create Walk Run Sprint Ability Animations Unreal Engine 5 UE5 Part 3 (Updated)
มุมมอง 5609 หลายเดือนก่อน
Lyra Series How To Create Walk Run Sprint Ability Animations Unreal Engine 5 UE5 Part 3 (Updated)
Lyra Series How To Start Off Unarmed Animation Fix Unreal Engine 5 UE5
มุมมอง 31410 หลายเดือนก่อน
Lyra Series How To Start Off Unarmed Animation Fix Unreal Engine 5 UE5
Lyra Series How To Create Walk Run Sprint Ability Unreal Engine UE5 Part 2
มุมมอง 1K10 หลายเดือนก่อน
Lyra Series How To Create Walk Run Sprint Ability Unreal Engine UE5 Part 2
Lyra Series How To Create Walk Run Sprint Anim Unreal Engine UE5
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Lyra Series How To Create Walk Run Sprint Anim Unreal Engine UE5
Lyra Series How To Fix Floating Animation Glitch Unreal UE5
มุมมอง 38010 หลายเดือนก่อน
Lyra Series How To Fix Floating Animation Glitch Unreal UE5
Lyra Series How To Fix Hand Animation Problem Unreal UE5
มุมมอง 85211 หลายเดือนก่อน
Lyra Series How To Fix Hand Animation Problem Unreal UE5
MetaHuman Character Creator 2 for Carbon Series Game Unreal UE5
มุมมอง 67ปีที่แล้ว
MetaHuman Character Creator 2 for Carbon Series Game Unreal UE5
MetaHuman Character Creator for Carbon Series in Unreal 5 UE5
มุมมอง 96ปีที่แล้ว
MetaHuman Character Creator for Carbon Series in Unreal 5 UE5

ความคิดเห็น

  • @MO92MO
    @MO92MO 13 ชั่วโมงที่ผ่านมา

    Hi, fantastic work, a question, does your patreon provide the source unreal engine code of the current version till now? or its just the playable exe?

  • @DJBLVZD
    @DJBLVZD 14 ชั่วโมงที่ผ่านมา

    Very niceee

  • @santhosh8395
    @santhosh8395 16 ชั่วโมงที่ผ่านมา

    I need to send audio file via VaRest and play response audio. I did setup flask api that runs locally in my system. I couldn't make it work, don't know what went wrong. I'm new to unreal, please help me. My blueprint: couldnt paste link in yt comment. You got any discord channel?

  • @FunWithSmexy
    @FunWithSmexy 2 วันที่ผ่านมา

    what about magic like dark n darker or melee

    • @tango-alpha-dev
      @tango-alpha-dev วันที่ผ่านมา

      I am not familiar with that game, but I can look it up

    • @FunWithSmexy
      @FunWithSmexy 18 ชั่วโมงที่ผ่านมา

      @@tango-alpha-dev they use GAS system for their game as well its done really well

  • @davy4842
    @davy4842 3 วันที่ผ่านมา

    Yea please full body hit reactions and knickknacks

    • @tango-alpha-dev
      @tango-alpha-dev วันที่ผ่านมา

      Already working on it my guy

    • @davy4842
      @davy4842 วันที่ผ่านมา

      @ The thing is with Lyra it has a function the ability that controls that but i see no way of adding full body animation that simulates root motion but it’s not root motion (like the Lyra task is the Lyra dash gameplay ability) if you can go through that

  • @33chooch
    @33chooch 3 วันที่ผ่านมา

    Are you going to add knockback to the melee attacks?

    • @tango-alpha-dev
      @tango-alpha-dev วันที่ผ่านมา

      I absolutely will. The next video is on damage. Full body and knockback will come, either in the next one or right after

  • @satyampal2387
    @satyampal2387 4 วันที่ผ่านมา

    my small map level is not loading help please. also moving building folder is crashing too much

  • @kamikazeplays6818
    @kamikazeplays6818 15 วันที่ผ่านมา

    Can i import that to uefn

  • @amrindersingh1292
    @amrindersingh1292 17 วันที่ผ่านมา

    How to publish and host in google play store?

  • @helldunkel7898
    @helldunkel7898 18 วันที่ผ่านมา

    Editor is editor. Now redo the first attempt but make a build.

  • @drumandbassob0007
    @drumandbassob0007 25 วันที่ผ่านมา

    man this lyra project is hard to learn , am getting close to having a decent first person camera mode after watching this vid thanks

  • @andymiller3097
    @andymiller3097 หลายเดือนก่อน

    works a charm - nice vid 👍

  • @hassango7951
    @hassango7951 หลายเดือนก่อน

    Hey! Im new to unreal and just want to use lyra to make horror game so I wanted to remove the dash and make the character walks as yours and there is 3 parts do I need to see all of them to get it ? or i can have it all work fine with only that part (part 3)? thx and make more about lyra :)

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      If you don’t need the sprint, I would recommend the earlier videos. You can simply ignore the last videos as those have to do with sprint. The first two deal with the walk/run part. Let me know if you have any questions. Cheers

    • @hassango7951
      @hassango7951 หลายเดือนก่อน

      @@tango-alpha-dev Yeah i need walk and run so all i need to watch is part 1 and 2 right? Thxx

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      Definitely check those out, hopefully that will get you what you need. If not, again, just hit me up and I’ll be more than happy to help. Cheers

  • @johndsdevblogs
    @johndsdevblogs หลายเดือนก่อน

    Great video. Here are a few notes on how to improve testing. 1. Actor that represents cpp should be pure c++ class. Right now you have blueprint inherenting c++ code. You could spawn it from blueprint but I think the object class should be written in c++ 2. What you tested is Working with objects in this case a cast, but what about math? You could try to get a 1k calculations in both cpp and blueprint. From my expirince blueprint is good for 3 things beginning to learn ue4/5, level/game design( editor stuff), and prototyping.

  • @webbofmusic
    @webbofmusic หลายเดือนก่อน

    Easy sub

  • @todddurholt2666
    @todddurholt2666 หลายเดือนก่อน

    is it possible to implement the Game Animation Sample with C++ i have been advised its not game ready?

  • @mangarookie
    @mangarookie หลายเดือนก่อน

    hey thnx for the follow up! I was baffled with the BP child of a C++ actor functioning so much slower in the first video. But editor is being editor I guess... still, I would have never imagined it to be this way if it wasn't for your video. so thx again on this, it's eye opening.

    • @mangarookie
      @mangarookie หลายเดือนก่อน

      there are also immense differences for ; cast and direct function call, interface function call, blueprint interface function call and blueprint library function calls. Afaik Cast+DirectCall is the fastest.

  • @jarnine-d9n
    @jarnine-d9n หลายเดือนก่อน

    I'm writing this before I watch the video, I would think C++ would be faster without the extra bit of code blueprints need to work together.

  • @japanfigs8063
    @japanfigs8063 หลายเดือนก่อน

    Very nice video bro. Thank you

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      I am glad you enjoyed it, thank you!

  • @crazyguy7585
    @crazyguy7585 หลายเดือนก่อน

    ofcourse C++ is faster then BP Because all u see in BP Node is compact C++. math operation is so faster in c++ if have lots of complex calculation per sec u have to use c++ for that and if u have simple things go for bp mix both with optimum result

    • @mangarookie
      @mangarookie หลายเดือนก่อน

      of course but in his first try a blueprint child actor of a user created C++ class was a lot slower compared to a "pure" BP class actor, when implementing the same function in blueprint. Now that the function is in C++ it is faster as expected. but why is the bp child of a custom C++ class so slow... is there a way to overcome that? would packaging just fix it?

    • @crazyguy7585
      @crazyguy7585 หลายเดือนก่อน

      @@mangarookie u can use nativization for if u want ur bp faster when u package ur project.

  • @A.D.A.M.411
    @A.D.A.M.411 หลายเดือนก่อน

    Wait so what im getting from this is either you go full blueprints or full C++ no inbetween? Interesting... Now I'm wondering about the GAS Ability System and how it uses both C++ and Blueprints and if there is any performance issues with it... Do you have any information on this or if you get a wild hair, than do some of these test on that. Anyways thanks for the update and doing it in the first place.

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      I don't necessarily think that. I think a big part of it may be it running in the editor. I'm thinking once it is packaged the result may be different. I may have to try that now...

    • @KaasTVNL
      @KaasTVNL 28 วันที่ผ่านมา

      @@tango-alpha-dev can you please try to packed it? en run the test again?

  • @kevinbittner5069
    @kevinbittner5069 หลายเดือนก่อน

    The question "Which is faster" Depends in the context. Blueprints are faster for prototyping things but if we are talking about performance then cpp that is faster but both are fine use what you are comfortable with. There are games made fully from bp and there are games fully made from cpp. If you want to know why cpp is faster on performance it is because cpp interacts directly with the hardware from the compiler. bp is a scripting language that has many steps before it can do the same thing even if you write them exactly the same bp just has many more steps to get to machine code that is just the nature of the beast. You will see more performance difference on heavy calculations you can check the unreal live where they did something similar like calc the Fibonacci sequence and show the difference. Hope that clears things up.

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      Great commentary, thank you. I do remember watching that video! Unreal does some amazing presentations. Again, this wasn't scientific at all, however, just a fun thing I decided to waste time on. Again, thank you for the comment, cheers

    • @MaxStudioCG2023
      @MaxStudioCG2023 หลายเดือนก่อน

      hey... i was always wondering ....can you pop some names of games made fully in blueprints? ... :D i only knnow blueprints (cpp never touch it more than press the build button sometimes haha)

    • @kevinbittner5069
      @kevinbittner5069 หลายเดือนก่อน

      @@MaxStudioCG2023 Sorry don't know any off the top of my head atm but often you can see epic talking about it as well as if you search youtube enough you can find indie devs who have released games and devlogs and they only work in bp. I make my stuff soley with cpp but bp is really nice for prototyping. The only reason I use cpp is because I already know it if I didn't bp can do most of it. There are some small things that can only be done in cpp but it's not as important and if you are clever you can solve it in bp with some work arounds. Best of luck on your adventures! if you want to learn some cpp and need help I am more than willing to talk over discord this goes for anyone.

  • @Beanbag59
    @Beanbag59 หลายเดือนก่อน

    Random question can u make any game u want in unreal ?

    • @Beanbag59
      @Beanbag59 หลายเดือนก่อน

      If so can u make a full tutorial like everything we have to know

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      I am somewhat working on that. Each How To video and Devlog I make is moving towards the game I am making. Are you thinking like an overview video?

    • @Beanbag59
      @Beanbag59 หลายเดือนก่อน

      @@tango-alpha-dev ya an overview of everything to make any game idea become a reality like for example I wanna make a baseball game or football game , im still new to unreal but ya like the animations and hitting the ball and the pitcher like how does it all work maybe u can do game projects based learning or overview if you’d like

    • @Beanbag59
      @Beanbag59 หลายเดือนก่อน

      @@tango-alpha-devya but like some tutorials don’t contain everything like u can out in animations UI like unique things that’s other tutorials don’t have

  • @dIancaster
    @dIancaster 2 หลายเดือนก่อน

    I'm not certain if I'm reading this right. Blueprints are faster? Very interesting. Thank you for doing the research on this, too many people just kind of assume they know and evidently the results don't necessary line up with our intuitions.

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      That is what it seemed mangarookie mentioned a pure cpp actor. I just posted that video here: th-cam.com/video/xiYXgAQwvrg/w-d-xo.html

  • @mangarookie
    @mangarookie 2 หลายเดือนก่อน

    make the cpp actor pure cpp, like with no function calls in blueprint. what are the results for that?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      That is an interesting idea. I might have to play with that.

    • @mangarookie
      @mangarookie หลายเดือนก่อน

      @@tango-alpha-dev do it! do it now youtube person! >:@

    • @tango-alpha-dev
      @tango-alpha-dev หลายเดือนก่อน

      Boom. Done. th-cam.com/video/xiYXgAQwvrg/w-d-xo.html

  • @mangarookie
    @mangarookie 2 หลายเดือนก่อน

    wttffffff how

  • @VIN-h4f
    @VIN-h4f 2 หลายเดือนก่อน

    Are you doing a part 3

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I absolutely will have more dev logs coming. Most of the items I add I try to do tutorials on, but yes, I will absolutely add more dev logs to show progress. Cheers

  • @thadarkone5087
    @thadarkone5087 2 หลายเดือนก่อน

    so can make it where you can go into the buildings ? like open door and jump into windows ?

    • @thadarkone5087
      @thadarkone5087 2 หลายเดือนก่อน

      also how can you take areas of the city to use it as a smaller map , like 4 city block with everything in it besides the ppl and cars ???

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      Thank you so much for the suggestion! I have been working on the player functionality lately but I will be diving into the level design shortly and that is first on my list so stay tuned!

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      @@thadarkone5087 There is a little more work to be done on the NPC side of things in my project, but I will absolutely get into how to set up crowds and cars. Cheers

  • @xmatrixtv1
    @xmatrixtv1 2 หลายเดือนก่อน

    hi im importing this city sample map into my project but when i open the map it says that in Game/CitySample/Audio/Scripts/CitySampleWorldAudioDataScript has invalid type and in the outliner it says that the world contains invalid actors files. Click the repair button to repair them, and the sky is black and i see the water plane only and when it finish loading all the static meshes and textures there are still big pieces missing why?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I am more than happy to help you work through that, shoot me a DM or email and I can get into it in more detail with you. Cheers

  • @Umarshafiq2012
    @Umarshafiq2012 2 หลายเดือนก่อน

    Great tutorial, Thanks for sharing such a detailed tutorial, I just have one question when equipping pistol do you need to set specific animation as well for the character?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      Lyra should have the equip pistol animation already built in

  • @austinscottful
    @austinscottful 2 หลายเดือนก่อน

    Great wrap up to an excellent series! Thanks for sharing this

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      Thank you so much! Glad you enjoyed it!

    • @tayloranderson5438
      @tayloranderson5438 2 หลายเดือนก่อน

      Yes

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      But it is NOT done! I still have a bunch more coming, cheers

  • @hosseinteimouri9369
    @hosseinteimouri9369 3 หลายเดือนก่อน

    realy great video , it's amazig . i want add reddead2 horse riding system in lyra, can you record a video how we can do that ?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I hadn't thought of a horse system as I was working on a modern game and will be doing cars... But now that you mention it. There was a horse in one of the John Wick movies. I might have to do something like that

    • @hosseinteimouri9369
      @hosseinteimouri9369 2 หลายเดือนก่อน

      @@tango-alpha-dev so can you help me if i have question about animation and issues in lyra with horse riding??

  • @austinscottful
    @austinscottful 3 หลายเดือนก่อน

    Another great video! Thank you🎉🎉

  • @JumpCatStudio102
    @JumpCatStudio102 3 หลายเดือนก่อน

    More lyra tutorials pls. Its awesome.

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      Thank you so much! I do have plenty more on the way

  • @JumpCatStudio102
    @JumpCatStudio102 3 หลายเดือนก่อน

    I dont why epic did set up their aim this way in lyra. Every single anim in lyra has the weapon_r backward.

  • @OdinSix11
    @OdinSix11 3 หลายเดือนก่อน

    Sup Tango

  • @austinscottful
    @austinscottful 3 หลายเดือนก่อน

    Oh man! Great work. Thank you for sharing

  • @davy4842
    @davy4842 3 หลายเดือนก่อน

    Can you add full body hit reaction using the Lyra task that emulates root movement movement and not actually use a root bone ? Like the GA-dash uses it but couldn’t make it work for full body hit reaction!!!! Can you please help I’m desperate!

    • @tayloranderson5438
      @tayloranderson5438 3 หลายเดือนก่อน

      That is an interesting request. Let me look into it

    • @davy4842
      @davy4842 3 หลายเดือนก่อน

      @@tayloranderson5438 please do !!!!

    • @davy4842
      @davy4842 3 หลายเดือนก่อน

      @@tayloranderson5438 if you can please do

  • @gmorl
    @gmorl 3 หลายเดือนก่อน

    Does that mean your character always loads the entire data asset?

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      From what I can in the logs, it gets loaded once at start. There are a lot of soft references in the blueprints so while the initial load time is longer, it doesn't seem to hurt performance at runtime.

  • @AaVase
    @AaVase 3 หลายเดือนก่อน

    what if i got objects or casts to the old blueprint? why is this so dumb tutorial

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      I always disconnect pins so there are not errors. And if it is a bad cast, because of a deleted type or something, I wrap it in a comment so I know what I did. Sorry if you did not like it, I use this technique quite a bit, so I figured I would share.

    • @AaVase
      @AaVase 3 หลายเดือนก่อน

      @@tango-alpha-dev what if i used any SETTER OR a GETTER? if it was objects or varps, if u will say its already in the bp then if u copy the casts and repaste it, it will not make an error

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      @@AaVase Don't compile and you shouldn't have errors. You can save uncompiled blueprints, so no need to compile. I often times have a bunch of variables from other blueprints not compiled in the blueprint holder. I typically use this to store code I am still working on so I can see if I made changes that did or didn't work, I can see how I did it earlier. Sure, you can use something like blueprintue.com or even a notepad to store extra blueprint code you may want to come back to, but this is a quick reference and visual storage system.

    • @AaVase
      @AaVase 3 หลายเดือนก่อน

      @@tango-alpha-dev ok sorry, but you still have a big bleprint or infinity space, gl on ur chal

  • @gridtac2911
    @gridtac2911 3 หลายเดือนก่อน

    I'm actually working through this right now. I created a new idle hipfire anim for a new weapon and the anim looks great in preview, but once I put the dang thing in the ABP and it plays at runtime, the blend space is all kinds of f--k'd up. The lower body looks like it's in the standard unarmed idle pose, and my upper body is additive over that. Still haven't figured out a solution yet.

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      Hmm. I am currently working on some mods in the ABPs. The Lyra animation is extremely complex. There could be any number of issues. What animations you're using? How you have the linked layers set up? Any way to share more specifics?

    • @gridtac2911
      @gridtac2911 3 หลายเดือนก่อน

      @@tango-alpha-dev I think it's something to do with the ik and spine 5 solvers on the current rig included with Lyra. I was using the shotgun idle hipfire anim to create a new anim for a pump shotty, but every time I pull the anim in to sequencer and bake it to the rig you can literally watch the ik handles for the hand, virtual bones, and hand gun just default to the a pose location. So basically, anything that was created by epic works fine, but attempt to modify with additive and it'll break because the backward solve is broken on the rig. I'm in the process of fixing the rig to see if that resolves the issue. Btw I believe this is also why you have to set the weapon bone in the anim you created on this video. The weapon bone wasn't included in the rigs solver.

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      ​@@gridtac2911 Oh man, I hear you. I am doing something for my game right now and the IK is all sorts of messed up. (Will make a video on it, maybe it will help your issue.) But keep me updated, if you figure it out, I would love to see it!

  • @DanielHsu-f1r
    @DanielHsu-f1r 3 หลายเดือนก่อน

    When creating the CitySample folder, do you *move* the folders (Audio, Building, etc.) into the CitySample folder or do you *copy* them? Also, what's the idea behind needing to "fix up redirectors?", since those folders are outside of the CitySample folder we made?

  • @DanielHsu-f1r
    @DanielHsu-f1r 3 หลายเดือนก่อน

    Do you copy the folders into the CitySample folder you made, or do you move the folders into the CitySample folder? The Audio, Building, etc. folders.

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      I move. That way you do not break dependencies

  • @playinsertoken
    @playinsertoken 3 หลายเดือนก่อน

    bro your select character is functuional in dedicated servers?

    • @tango-alpha-dev
      @tango-alpha-dev 2 หลายเดือนก่อน

      It should, the way that it is set up works within the framework of Lyra which does so through the cosmetic component. I have tested it in PIE using client servers so it should

  • @porterdesignandmotion
    @porterdesignandmotion 4 หลายเดือนก่อน

    I am doing this now and so far the "City" folder seems to be the biggest file in the process...I am "moving" the assets and not copying them as the walkthrough wasn't 100% clear, but moving the assets to the new CitySample folder does of course make the original folders "empty" so I assume that is what was done. Regardless I imagine this took you a long time to do. Once the files have been migrated and you create your City Sample Backup folder, are you free to delete the original citysample project? Thanks again!

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      Yes, you absolutely can delete the project. In fact, I did. I moved a few other things, like the crowd and the vehicles and I think one or two other folders those required, but then deleted the project. I have a fresh City Sample I reference, but that is only because I have the short term memory of Dori.

  • @porterdesignandmotion
    @porterdesignandmotion 4 หลายเดือนก่อน

    Thanks for this. I have been looking for a way to get this city map into a project for an automotive animation. It would be great if epic released a version with just the small city so it wasn't such a massive download. Thanks again.

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      I am glad you liked the video. And, yes! I couldn't agree more. they have the city sample buildings you can add, which are great, but building a map from those would be a full time job for someone. Again, glad you like it! Cheers

    • @Rickcoon-XXX
      @Rickcoon-XXX 3 หลายเดือนก่อน

      @@tango-alpha-dev Hey... i was Wondering if U could make a (Link) to Download your (CitySample) Download U made Online? Becuz i Tryed this 5 Times after watching your video Over -&- Over again and i Kept having Missing Static Mesh and Material Problem's with the City Map from the 1 i Tryed to make???

  • @borrowedtruths6955
    @borrowedtruths6955 4 หลายเดือนก่อน

    When I open the city sample map in 5.4, close the project and then reopen it, each time I have to reload it. Did I miss something?

    • @tango-alpha-dev
      @tango-alpha-dev 3 หลายเดือนก่อน

      I am so sorry, I am not sure what you mean by having to reload? Every time I close the engine, no matter the project, assets take a while to reload. Is that what you mean? Or do you mean you have to load the partitions? Let me know and I will see what I can do to help. Cheers

    • @borrowedtruths6955
      @borrowedtruths6955 3 หลายเดือนก่อน

      @@tango-alpha-dev I mean that when I reopen the project, I have to go to the world level, enclose the portion I want, the complete small city, and then wait for it to reload each time. I hope that makes more sense.

  • @Conversion108
    @Conversion108 4 หลายเดือนก่อน

    I can't read the graph for MoveForward it was to blury, what is the code doing to get the boolean?

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      I actually put the blueprint up here: blueprintue.com/blueprint/i3hetzc1/ hopefully that helps. Cheers

  • @cwingler
    @cwingler 4 หลายเดือนก่อน

    Does it work with gamepads?

  • @isaacpelistv3981
    @isaacpelistv3981 4 หลายเดือนก่อน

    hey bro nice tuto, i have learned a lot with this series of tutorials, but i can't find the tutorial to package the project to windows and be able to test lol.... could u help me?

    • @tango-alpha-dev
      @tango-alpha-dev 4 หลายเดือนก่อน

      Thank you so much for the compliment. I will eventually do a tutorial on packaging the game, but it may be a little bit. Depending on what you are looking for there may be a few options, like, are you looking to set up a dedicated server? Just a single player game? Let me know and I will see if I can help out. Cheers