Pyra-C GS
Pyra-C GS
  • 22
  • 34 623
UE5 Charged Dev Log: An Inventory Interlude: Part 6
A long boring video showing all my mistakes during the most recent inventory rebuild. Retainer Box and item viewport update
มุมมอง: 159

วีดีโอ

UE5 Charged Dev Log: An Inventory Interlude: Part 5
มุมมอง 71ปีที่แล้ว
A long boring video showing all my mistakes during the most recent inventory rebuild. Item Filtering
UE5 Charged Dev Log: An Inventory Interlude: Part 4
มุมมอง 45ปีที่แล้ว
A long boring video showing all my mistakes during the most recent inventory rebuild. Dropping stackable items
UE5 Charged Dev Log: An Inventory Interlude: Part 3
มุมมอง 60ปีที่แล้ว
A long boring video showing all my mistakes during the most recent inventory rebuild. Picking up stackable items
UE5 Charged Dev Log: An Inventory Interlude: Part 2
มุมมอง 38ปีที่แล้ว
A long boring video showing all my mistakes during the most recent inventory rebuild. in this video I populate the names of inventory items and sort out the dropping code
UE5 Charged Dev Log: An Inventory Interlude: Part 1
มุมมอง 98ปีที่แล้ว
A long boring video showing all my mistakes during the most recent inventory rebuild. this will be the final full rebuild, from now on it will just be tweaks and adjustments. as always, unless stated in the title, this isn't a tutorial, just an overview of what I'm doing.
UE5 Charged Dev Log EP2: Damage and Atmosphere update
มุมมอง 161ปีที่แล้ว
Hello All, showcasing my weapon damage and target dummy spawning along with some visual changes to the atmosphere of the game. I also ramble on a lot, sorry!! Link to the Slime rancher game Post-mortem: th-cam.com/video/gyDOrNbvFN8/w-d-xo.html Link To the spawning material I used: th-cam.com/video/HR3flKges_A/w-d-xo.html
UE5 Charged Dev Log EP1: getting started with Weapons and Projectiles
มุมมอง 222ปีที่แล้ว
Hello all! first of my dev log for a game called 'Charged'. It's going to be a robot looter shooter with some (hopefully) unique player building mechanics.
Video response: Basics of Master Weapons in UE5
มุมมอง 381ปีที่แล้ว
Just helping some dude out with some basics of master blueprints, interfaces and structs
Unreal Engine 5 Shooting Tutorial: Shotgun Spread Part 2
มุมมอง 699ปีที่แล้ว
Fixing a minor mistake from part one and adding accurate tracer ammo for a nice visual touch Link to part one: th-cam.com/video/MGGesKzF_YQ/w-d-xo.html
Unreal Engine 5 Shooting Tutorial: Shotgun Spread Part 1
มุมมอง 2.4Kปีที่แล้ว
In this tutorial we'll be creating a spread pattern when shooting a shotgun, I make a slight mistake in this vid, it's fixed in part 2.
Unreal Engine 5 Projectile Tutorial: Homing Rockets
มุมมอง 18Kปีที่แล้ว
In this tutorial we'll be creating a Homing Rocket with the first person template of UE5 using a free asset pack from the marketplace. This projectile doesn't cause any damage as there are multiple ways to implement that and it can be very project specific.
Unreal Engine 5 Projectile Tutorial: Grenades
มุมมอง 11Kปีที่แล้ว
In this tutorial we'll be creating a grenade with the first person template of UE5 using a free asset pack from the marketplace. This projectile doesn't cause any damage as there are multiple ways to implement that and it can be very project specific.
Unreal Engine 5 Inventory Project EP9 Player Storage
มุมมอง 1572 ปีที่แล้ว
Player storage is fully working, a couple of minor problems left to fix but functionality is all there. Next episode I'll be starting the loot system so some chests/containers will spawn with loot, probably just fixed loot to start and later I'll be introducing a random loot table. Link to the inventory Item preview tutorial I used th-cam.com/video/dKRsW-JtroM/w-d-xo.html
Unreal Engine 5 Inventory Project EP8 update!
มุมมอง 1602 ปีที่แล้ว
Just a small update to the project, I've restarted and made some great progress, we can now place items in storage and retrieve them. Next stage will be dropping partial stacks of items in storage and a basic save and load system for player and player owned storage.
Unreal Engine 5 Inventory Project EP7 My Mistakes!
มุมมอง 1032 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP7 My Mistakes!
Unreal Engine 5 Inventory Project EP6
มุมมอง 1532 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP6
Unreal Engine 5 Inventory Project EP5
มุมมอง 742 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP5
Unreal Engine 5 Inventory Project EP4
มุมมอง 662 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP4
Unreal Engine 5 Inventory Project EP3
มุมมอง 832 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP3
Unreal Engine 5 Inventory Project EP2
มุมมอง 1262 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP2
Unreal Engine 5 Inventory Project EP1
มุมมอง 3562 ปีที่แล้ว
Unreal Engine 5 Inventory Project EP1

ความคิดเห็น

  • @TheRobJarvis
    @TheRobJarvis 5 วันที่ผ่านมา

    ty great tutorial

  • @walney2008
    @walney2008 23 วันที่ผ่านมา

    Hi, thank you very much for your video. I managed to make the missile launcher, but I want to learn how to mark a target and the missile follow, to learn how to place the Vigilante helicopter model and create a guided missile launcher like in the game War Thunder, can you teach me when you have time? I'm from Brazil and I use a translator, thank you.

  • @walney2008
    @walney2008 26 วันที่ผ่านมา

    Could you teach how to place the missiles and make this Vigilante missile launcher (West_AA_Patriot) work? It would be very interesting for your channel.

  • @ZorrroUK
    @ZorrroUK 5 หลายเดือนก่อน

    ah that pesky little impule vel change tickbox is what was tripping me up, thank you

  • @GameDevAraz
    @GameDevAraz 8 หลายเดือนก่อน

    warning idk if this works on moving target, you will need to constantly feed the moving targets current location the the target of the missile, so it needs extra code set up, not a one click fix

  • @baryafe
    @baryafe 8 หลายเดือนก่อน

    how do i make the grenade dmg my ai enemy? and apply the explosion on it

  • @djhyperkid86
    @djhyperkid86 9 หลายเดือนก่อน

    Will this also work with the third person template? I would love to add this to my game.

  • @MohdZeeshan-u1g
    @MohdZeeshan-u1g 10 หลายเดือนก่อน

    new subs. thnks man

  • @MohdZeeshan-u1g
    @MohdZeeshan-u1g 10 หลายเดือนก่อน

    Thanks you man

  • @jacksonhall8945
    @jacksonhall8945 10 หลายเดือนก่อน

    Hi there, have this tutorial fully implemented and it works great but I’m curious about something. This works just fine when the scanned actor is a pawn or some small object. But when I scan an architecture element, like a wall or a floor, the rocket goes to a fixed point of that element, not where the player scanned. I understand the homing mechanic is bound to a component, but do you know of a way to make the rocket home to the location the player scanned instead of to the component they scanned? I want my projectile to home to the component of enemies, but to go to the scanned location if the target is anything else. Would really appreciate any help you could provide! Thank you!

    • @ESFORGE
      @ESFORGE 9 หลายเดือนก่อน

      because of it hits the main origin point of that object , the middle of that object

  • @jacksonhall8945
    @jacksonhall8945 10 หลายเดือนก่อน

    Hey there! Followed your tutorial a couple of times, and everything works except… the rockets don’t actually detect a collision with something else. Doesn’t matter if it’s a wall, an enemy, the floor, etc. It sure homes to the like trace, but the rockets go right through the target and then circle back to try and hit the target again but fly right through. Any suggestions?

    • @jacksonhall8945
      @jacksonhall8945 10 หลายเดือนก่อน

      Nevermind! If anyone else runs into this issue, ensure that you move the static mesh component of the rocket on top of the Default Scene Root, to replace the root with the mesh. Then it’s all chilling

  • @hopl5577
    @hopl5577 11 หลายเดือนก่อน

    Nice bro

  • @JFTSwiertz
    @JFTSwiertz ปีที่แล้ว

    Mine isn't bouncing around the world, am i missing something? Edit, don't skip the default scene root step, more important than i thought it was :)

    • @cinnamondum
      @cinnamondum ปีที่แล้ว

      I got that problem too

    • @fernandotittzdev
      @fernandotittzdev 9 หลายเดือนก่อน

      lol yes super important! Thx I was missing this as well

  • @SitamGG
    @SitamGG ปีที่แล้ว

    Hey ive been following your tutorials and i was wondering how could i make it so the sounds of the shot follows the player... because if you shoot and move then the sound fades away

  • @Utopia2023Game2
    @Utopia2023Game2 ปีที่แล้ว

    hah , finally i got my solution with you thanks man <3

  • @eugenekuznetsov7600
    @eugenekuznetsov7600 ปีที่แล้ว

    This is Unreal 4 assets, it is even being run in Unreal 4.26 based on 1:21 timestamp

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      Hello! It is an unreal 4 asset but it is running in 5, it's not technically supported in 5 but there is an option to force it hence the 4.26 at that time stamp

    • @sidharms7206
      @sidharms7206 11 หลายเดือนก่อน

      That Unreal 4 pack is highly recommended as is the "FPS Weapon Bundle", yet both are super recommended for anyone doing any kind of project like this and needs free assets. I love that dude included them to make sure everyone could follow along.

  • @lewisjosephevans
    @lewisjosephevans ปีที่แล้ว

    Thanks great tutorial!

  • @ThuanLy-xm9nm
    @ThuanLy-xm9nm ปีที่แล้ว

    tks

  • @Utopia2023Game2
    @Utopia2023Game2 ปีที่แล้ว

    your tutorial is amazing good ... with complete explain every things .. how i didnt find you until now !! Good JOB man

  • @macolincoln7157
    @macolincoln7157 ปีที่แล้ว

    Love the vids, also im the same way with blueprints everything has to be well placed and looking good for me to be happy lol

  • @thatdudepeter
    @thatdudepeter ปีที่แล้ว

    by the way can you make it so any actor in a certain radius of that explosions gets destroyed?

    • @CalamityJay-ez2mq
      @CalamityJay-ez2mq 6 หลายเดือนก่อน

      Add a collision sphere set to whatever radius you want (I used 800) parented to the projectiles static mesh, after the Spawn Emitter Node, get the overlapping actors for that sphere collision and run a For Each Loop with a Destroy Actor Node in the Loop Body, connect the Array Element Pin to the Target Pin, then on the completed Pin add a second Destroy Actor Node but leave the target as self. This is pretty basic though so it'll also destroy the player if you're within the radius haha

  • @thatdudepeter
    @thatdudepeter ปีที่แล้ว

    this guy is wayyyyyyyyyyy to underrated

  • @danielpacker8227
    @danielpacker8227 ปีที่แล้ว

    I really appreciate you putting this video together! I do have a problem/question - I'm trying to incorporate this into a racing game. When my projectile hits the box, it has no effect (I get the explosion effect, but the box doesn't get pushed around). When I ram the box with my car, the box goes flying. I tried setting the box's mass to .02 Kg, and upping the Force Strength and the impulse strength up into the millions. Do you have any suggestions?

  • @djtc2093
    @djtc2093 ปีที่แล้ว

    Great video - how would you create a guided missile though with the mouse input ?

  • @lolaswift111
    @lolaswift111 ปีที่แล้ว

    At 8'1'', why you added an "Inherited Interface", instead of "Implemented Interface"

  • @lolaswift111
    @lolaswift111 ปีที่แล้ว

    thanks a lot. I've seen people using Datatable for weapons. In this example, where is suitable for using that?

  • @TheSicklyOne
    @TheSicklyOne ปีที่แล้ว

    This is the first video ive seen of yours. This looks great. Did you have a background in ue or take any classes? Im trying to make a small game and ive got some simple stuff implemented but there is so many aspects to unreal it feels like too much sometimes.

  • @dioney-be7dm
    @dioney-be7dm ปีที่แล้ว

    How did you install it to UE5? It says it is only downloadable for ue4

  • @lancemarchetti8673
    @lancemarchetti8673 ปีที่แล้ว

    Awesome!

  • @XxbennythebeastxX
    @XxbennythebeastxX ปีที่แล้ว

    Hello great video! For future projectiles could you do artillery? Javelin? Airstrike? a10 warthog gun run? and could you do it so its network replicated? i subbed to support!

  • @jackk724
    @jackk724 ปีที่แล้ว

    As you're working a lot with structs you might want to start doing test packaging builds. Unreal Blueprints are notoriously buggy and will completely lose/wipe all information stored in structs made in BP when you build, you'll never see this issue in editor so you can work for months thinking everything is fine until the moment you build and Unreal tells you a bunch of struct classes don't exist.. If/when that happens, you'll need to completely reimplement the entire struct Unreal wipes one variable at a time. The main options to avoid this are to create structs in C++. Or stop using structs all together and consider something like objects as a data container. Meeki games has a good topic on replacing structs for objects.

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      I've done a couple of builds with no problems YET but I probably could do with building more often. I did consider building this with UObjects instead of structs, are they less likely to mess up when building? I did ask for some advice on the discord server regarding Structs vs UObjects and this isnt something that was mentioned, if it does help then it wouldn't be too difficult for me to switch to objects.

    • @jackk724
      @jackk724 ปีที่แล้ว

      @@Pyra-C-GS Nice that you've been lucky so far. UObjects are definitely one way to get around the issue if you want to stay using just BP for now. I haven't heard that they've fixed the struct issue. But it's such a random and sporadic thing I don't think it gets much attention.

  • @jackk724
    @jackk724 ปีที่แล้ว

    "It works so that's the correct way to do it" 😂 Good luck maintaining the codebase when it gets larger if you're going in with that attitude. The reason you don't put logic in widgets is because they're essentially a responsive class. They're there just to display information. You're using an inheritance based engine with Object Oriented based languages. Ideally each class will be responsible for very specific functionality, broken down neatly into individual Functions. Each function should do one thing and do one thing well. This way you keep dependencies across classes to a minimum, meaning that less things will break if the thing at the top of the stack breaks. This also avoids unnecessary references being stored/passed and as a result less memory being used. Rather than being stubborn and just ignoring the advice people have now wasted their time writing up for you because "I don't like to be told what to do.". Perhaps a better approach could have been to follow the advice, see if it works, and perhaps when you spend the time to learn how to code, you'll begin to understand and appreciate why those suggestions were made. The use of components is good to see though, that definitely leans into the Object Oriented approach. Components are often overlooked in Unreal.

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      "Rather than being stubborn and just ignoring the advice people have now wasted their time writing up for you because..." I am stubborn but not so much that I ignore advice, the reason I'm rewriting my inventory is partly due to the advice I have received. "see if it works, and perhaps when you spend the time to learn how to code, you'll begin to understand and appreciate why those suggestions were made. " you're a 100% correct about this, I do appreciate the advice and how much it has helped with this most recent rewrite but I still have a lot of learning to do! Thanks for the advice and taking the time to explain in detail.

  • @WilhelmRieck
    @WilhelmRieck ปีที่แล้ว

    how can you destroy a fracture object? Its not destroying objects that are made to fracture?

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      it's been a while since I've used any destructible objects so I'm not sure off hand, can you set the object to fracture on damage received?

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      there's a public discord called 'Unreal Slackers' I'd highly recommend, there's lots of active helpful people on there

  • @Galvatorrix
    @Galvatorrix ปีที่แล้ว

    The missile doesn't home to the line trace whatsoever for me, I have no idea why! Built it twice from scratch. Can you please help me figure out what's wrong?

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      the first step id take is to get a print string and plug the 'hit component' from the line trace into it, it'll let you know if the line trace is actually doing what you expect. do you get any errors?

    • @Galvatorrix
      @Galvatorrix ปีที่แล้ว

      @@Pyra-C-GS No errors, just fires straight even after placing the trace, do you have discord?

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      @@Galvatorrix Pyra#5376

    • @Galvatorrix
      @Galvatorrix ปีที่แล้ว

      @@Pyra-C-GS I will add you in just a minute thank you, will show you what i got

    • @madcatdev
      @madcatdev ปีที่แล้ว

      same here

  • @mikaznavodya9300
    @mikaznavodya9300 ปีที่แล้ว

    Thanks bro

  • @psyco4452
    @psyco4452 ปีที่แล้ว

    dummy question, high velocity rockets (like 6000+ max speed) i got a random offset to the target. even i made the magnitude to 10000.... im confused how to fix that. (i shoot my rocket from a car that can move fast)

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      is this for homing rockets in particular? if so you might need to increase the homing velocity a little more to compensate for the high speed

    • @psyco4452
      @psyco4452 ปีที่แล้ว

      @@Pyra-C-GS already did the trouble is the missile miss the target no matter what the magnitude. (It's aiming the root component) could this be a problem ?

    • @keshavraj2079
      @keshavraj2079 ปีที่แล้ว

      same problem but i fixed it.

  • @unknown-bg4mn
    @unknown-bg4mn ปีที่แล้ว

    Great tutorial👍

  • @nicholaswhite2377
    @nicholaswhite2377 ปีที่แล้ว

    I can't find anywhere how to make the smoke from the rocket not disappear immediately after it hits. The smoke plume is destroyed along with the actor instead of fading out smoothly. How can it be separated?

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      I'm not overly familiar with particle effects in unreal, hence why I'm using a content pack at the moment, it might be better in the newer Niagara system? I'll take a look at the problem and see what I can find. It's a bit of a workaround but spawning another particle at location (the same location as the explosion particle) and selecting the smoke might be worth a try.

    • @nicholaswhite2377
      @nicholaswhite2377 ปีที่แล้ว

      ​@@Pyra-C-GS Thanks for the answer. I found a solution for myself) Before destroying the actor, I set a delay equal to the lifetime of the particles and before it launched the deactivation of the niagara, and turned off the collision of the projectile.

    • @psyco4452
      @psyco4452 ปีที่แล้ว

      simply create a new actor, keep scene component, add the niagara effect to it. on the rocket BP actor, set the new actor spawn, and attach actor to actor, on hit : trigger set life span of the niagare actor, then destroy the actor. that way it will reduce the stress over memory of 'undead' particles actors Edit : just found out you need a event tick to check if the rocket lifespan is equal to 0 : branch : on true , Set trail lifespan to desire ammount. Otherwise if you rocket disapear after X time without hitting anything the particle will remain alive = undisered memory stress hope you'll enjoy that

  • @garrenhahn6089
    @garrenhahn6089 ปีที่แล้ว

    At 3:46, why do we add the start location to the end location vector? I don't really understand what's going on there. XYZ plus a vector gives us what, a new XYZ along that vector? Cool tutorial though! I'm looking to make a gas bottle that takes off wildly when shot. Any recommendations for that?

    • @Pyra-C-GS
      @Pyra-C-GS ปีที่แล้ว

      my understanding of it is the forward vector is a normalised value, so the XYZ are all ranges from -1 to 1, it only tells us which way we are facing and not where that location is, we multiply by a value to extend the distance the line is going to travel but to get the location it's going to travel to we need to add our world location.. so basically Direction * distance + our location equals the end of the trace. hope that makes sense? For your gas bottle you could try using a 'add impulse' node and add a 'random float in range' for the XYZ.. for the Z make sure the min and max are both positive so it always has an upwards trajectory of some kind and the X and Y could range from something like -80 to 80 which will give it a randomness to the direction. Alternatively use a projectile movement component which activates when shot, you could add random numbers to the velocity while it's traveling to make its flight path erratic and unpredictable.

  • @Сма_йлик
    @Сма_йлик ปีที่แล้ว

  • @Сма_йлик
    @Сма_йлик ปีที่แล้ว

  • @jasonborne238
    @jasonborne238 2 ปีที่แล้ว

    Looks good so far, im also working on an ape escape remake I'll be following your progress dude good luck

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      Thank you!! Just had a quick look, are those two ape escape vids your project? if so you've got the art style perfect!! looks really well made.

    • @jasonborne238
      @jasonborne238 2 ปีที่แล้ว

      @@Pyra-C-GS I'll be working on a new gadget today too

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      What are you creating?

    • @jasonborne238
      @jasonborne238 2 ปีที่แล้ว

      @@Pyra-C-GS a remake of ape escape 1 and 2 but each stage are open zones like Mario odyssey

    • @jasonborne238
      @jasonborne238 2 ปีที่แล้ว

      @@Pyra-C-GS those videos aren't from my game but reference from the ps2 used for animation

  • @1mrbogaert
    @1mrbogaert 2 ปีที่แล้ว

    Very nice video. Could you tell me how to plug in the apply damage node? That's the part where i tend to loose the plot. Cheers.

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      If you are looking for damage specifically for explosives then you'd use either 'Apply Radial Damage' or 'Apply Radial Damage With Falloff' the 'origin' of both would be set the same, you can use get the world location of your projectile actor and plug that in. both need a damage radius but the 'falloff' node needs an inner and outer radius, my understanding is that the damage will reduce the further away from the inner radius you are and within that inner radius you'll get hit for full damage. hope that helps, I'll be updating my main project over the next couple of days and damage is one thing I'll be implementing so I'll make a vid on it and go through all the damage types.

    • @1mrbogaert
      @1mrbogaert 2 ปีที่แล้ว

      @@Pyra-C-GS i have been experimenting with that myself. If i could make a suggestion for the next video, a grenade that only starts ticking after its dropped between ai. I have subbed regardless. I just started my own game and your channel is fun to watch.

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      Thank you, glad you're having fun!! dropped between ai? do you mean like a proximity grenade, you launch it and it wont explode unless an enemy gets close?

    • @1mrbogaert
      @1mrbogaert 2 ปีที่แล้ว

      @@Pyra-C-GS exactly. Or whatever your imagination comes up with. I'll be watching with interest. 👍

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      this sounds fun, I'll make it later today, I'll also include damage.

  • @phantomgames282
    @phantomgames282 2 ปีที่แล้ว

    hey could you please do an aim down sighst video fps that would be great thanks

  • @phantomgames282
    @phantomgames282 2 ปีที่แล้ว

    could you please make a videp showing us how to do this? thanks i was just very confuised

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      I'm currently rebuilding my inventory from scratch due to all the mistakes in this project. if all works out well I'll do a more in depth video. Do you have a similar project?

    • @phantomgames282
      @phantomgames282 2 ปีที่แล้ว

      @@Pyra-C-GS yes i am curntley tring to make an online survival first person shooter. and it would be greatly appreciated if you could make that video.

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      A LOT of what I've done wont work in multiplayer, nothing is replicated and nothing is server authoritative

  • @phantomgames282
    @phantomgames282 2 ปีที่แล้ว

    that would be nice to have the tutural for the cool details stuff you did no show

  • @phantomgames282
    @phantomgames282 2 ปีที่แล้ว

    well done

  • @phantomgames282
    @phantomgames282 2 ปีที่แล้ว

    dude well done and it is very good for first couple videos. it was very helpful and intresting!!

    • @Pyra-C-GS
      @Pyra-C-GS 2 ปีที่แล้ว

      Thank you!! I don't really know what I'm doing but I enjoy it!