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jourverse
United States
เข้าร่วมเมื่อ 1 ก.พ. 2016
Learn to create awesome game in Unreal Engine.
If you love what you see, consider becoming a patron on Patreon. Your support helps us all grow together!
If you love what you see, consider becoming a patron on Patreon. Your support helps us all grow together!
Unreal Engine AI Vehicle Tutorial 16: Offroad Vehicle AI
In this tutorial, we will create a vehicle AI capable of driving off-road on various terrains. To achieve this, we'll use the A* algorithm with a free step to perform line traces of neighboring points to determine the landscape's height. This allows us to generate a path with the lowest slope and the shortest distance to the target without searching boundary.
Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html
Vehicle AI Codes: drive.google.com/file/d/1d6P2zk8HRgvQB2Xr0012fpnRaw0aszZI/view?usp=sharing
Project Download: www.patreon.com/posts/project-file-ai-120039857
Intelligent Vehicle AI is now available on the Fab Marketplace.: fab.com/s/4854a17c11da
If you find this video helpful, make sure to like, subscribe, and hit the notification bell for more Unreal Engine tutorials. Thanks for watching!
Chapters:
Intro: (0:00)
Improve K-Turn Condition: (1:17)
Detect Road Actor: (24:06)
Add A* Algorithm Library: (31:52)
Offroad Vehicle AI: (41:15)
Use C++ Spline Road: (57:32)
Create New Landscape: (1:16:14)
Result: (1:23:36)
Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html
Vehicle AI Codes: drive.google.com/file/d/1d6P2zk8HRgvQB2Xr0012fpnRaw0aszZI/view?usp=sharing
Project Download: www.patreon.com/posts/project-file-ai-120039857
Intelligent Vehicle AI is now available on the Fab Marketplace.: fab.com/s/4854a17c11da
If you find this video helpful, make sure to like, subscribe, and hit the notification bell for more Unreal Engine tutorials. Thanks for watching!
Chapters:
Intro: (0:00)
Improve K-Turn Condition: (1:17)
Detect Road Actor: (24:06)
Add A* Algorithm Library: (31:52)
Offroad Vehicle AI: (41:15)
Use C++ Spline Road: (57:32)
Create New Landscape: (1:16:14)
Result: (1:23:36)
มุมมอง: 338
วีดีโอ
Unreal Engine AI Vehicle Tutorial 15: On Road Terrain Vehicle AI
มุมมอง 71014 วันที่ผ่านมา
In this tutorial, we will create a vehicle AI capable of driving on terrain. To achieve this, we'll perform a sphere trace in a grid pattern to determine the terrain's height, which will influence the weight of each grid position. We'll also calculate the average slope of the path to adjust the vehicle's target speed dynamically. Additionally, the spline path will be projected onto the terrain,...
Unreal Engine AI Vehicle Tutorial 14: Terrain Road Network
มุมมอง 51228 วันที่ผ่านมา
In this tutorial, we’ll create functional road networks on terrain in Unreal Engine. You’ll learn how to make a proportional editing tool, generate a road mesh that blends smoothly with the landscape, and deform the terrain to fit the road. This ensures the road won’t float or sink into the ground. By the end, you’ll have a road system that works perfectly with any terrain. Playlist: th-cam.com...
Unreal Engine AI Vehicle Tutorial 13: Grid Value Tracing for Smarter Navigation
มุมมอง 871หลายเดือนก่อน
In this tutorial, we explore techniques to enhance our vehicle AI system in Unreal Engine. Discover how to implement Grid Value Tracing to develop smarter navigation systems for AI vehicles. Topics include tracing paths on-road and off-road, handling tight K-turn priorities, dynamically adjusting grid cell values based on various situations, and finding the best target locations. Playlist: th-c...
How to Sell Plugins on Unreal Engine's Fab Marketplace
มุมมอง 5572 หลายเดือนก่อน
In this video, I’ll guide you through the entire process of selling plugins on Unreal Engine's Fab Marketplace, from preparation to final success. Whether you’re a seasoned developer or just starting out, this tutorial is packed with actionable tips to help you succeed. Fab Vehicle AI: www.fab.com/listings/f805ef8b-c244-49dd-a09e-655814c200bb Patreon Support: www.patreon.com/c/jourverse Fab Rev...
Unreal Engine AI Vehicle Tutorial 12: Organizing and Packaging a Vehicle AI Plugin
มุมมอง 5452 หลายเดือนก่อน
Learn how to organize and package your Vehicle AI Plugin in Unreal Engine. This step-by-step tutorial walks you through organizing the VehicleAIComponent, renaming the plugin, merging two plugins into one, packaging it, and implementing it in other projects. Project Download: www.patreon.com/posts/project-file-ai-115524787 Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html If you...
Unreal Engine AI Vehicle Tutorial 11: Vehicle AI Component for Multiple Vehicles
มุมมอง 8202 หลายเดือนก่อน
In this tutorial, we will transfer all the logic to the Vehicle AI component, making it easy to integrate with any vehicle. Additionally, we will enhance vehicle speed control by calculating the curvature of the spline path. Project Download: www.patreon.com/posts/project-file-ai-114943109 Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html If you find this video helpful, make sur...
Unreal Engine AI Vehicle Tutorial 10: Creating a Curved Road Network
มุมมอง 9433 หลายเดือนก่อน
In this tutorial, we will create a curved road tool. Simply click on the spline to add a new point, then drag to adjust and shape the curve. We will generate a procedural road network based on the curve and update the pathfinding algorithm to support splines. Project Download: www.patreon.com/posts/project-file-ai-113680482 Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html&si=BN...
Unreal Engine AI Vehicle Tutorial 9: Spatial Queries & Path Node Enhancements
มุมมอง 1.1K4 หลายเดือนก่อน
In this tutorial, we build on the procedural road network and vehicle AI system, enhancing its functionality and efficiency. You'll learn how to adjust the first and last path nodes to refine primary vehicle path, ensure vehicle stay on the right side of the road, and implement advanced spatial queries using a Quadtree for more efficient pathfinding. We also cover how to find splines within a s...
Unreal Engine AI Vehicle Tutorial 8: Integrating Road Network with Vehicle AI
มุมมอง 1.4K4 หลายเดือนก่อน
In this tutorial, we'll integrate a procedural road network with vehicle AI, enabling it to understand the road network and avoid obstacles in real-time. This system is ideal for driving simulations, open-world games, or any project that requires dynamic vehicle AI. Project Download: www.patreon.com/posts/project-file-ai-112102092 Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.htm...
Create a Road Network Plugin in Unreal Engine | Editor Mode
มุมมอง 2.5K5 หลายเดือนก่อน
In this tutorial, we will create an editor mode plugin that allows users to create and connect road segments directly within the editor, generating procedural road meshes that can also be used for vehicle AI pathfinding. Perfect for developers looking to streamline road creation in their projects. PowerPoint Download: docs.google.com/presentation/d/1c1lLen-tUkMAhtoXZyqbD-sfwbk647S1/edit?usp=sha...
Unreal Engine AI Vehicle Tutorial 6: Advanced Move To Target Location
มุมมอง 2.1K5 หลายเดือนก่อน
In this tutorial, we will create various vehicle modes such as moving to a target location, following the player's vehicle, following a spline loop, and player possession. We will also create a flying pawn to navigate the scene at runtime, allowing you to click on a location for the vehicle to move there. Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html&si=BNhi5AonyaqQeME7 Proj...
Unreal Engine AI Vehicle Tutorial 5: Three-Point Turn
มุมมอง 1.7K5 หลายเดือนก่อน
In this fifth tutorial of our Unreal Engine AI Vehicle tutorial series, we dive into advanced maneuvers such as K-turns and reverse alignment. This tutorial will walk you through the process of using line traces for obstacle detection, determining available space for K-turns, and performing K-turns in both regular and tight spaces. We'll also cover how to execute reverse alignment, adjust paths...
Unreal Engine AI Vehicle Tutorial 4: Reverse Driving
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In this tutorial of our Unreal Engine AI Vehicle tutorial series, we focus on advanced techniques including reverse driving and spline metadata. This video will guide you through the intricacies of driving in reverse, managing forward or backward data in spline metadata, resetting spline points, and improving obstacle detection. Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html&...
Unreal Engine AI Vehicle Tutorial 3: Trajectory with Polynomial Regression
มุมมอง 2.9K6 หลายเดือนก่อน
In this tutorial, we will create trajectory prediction using polynomial regression. You'll learn how to predict future positions of AI vehicles and dynamically update the environment with box collisions. You can skip this tutorial if you don't have plan to avoid dynamic obstacle. Playlist: th-cam.com/play/PLg8qOa5gnZ3AU4EqWBcc0Y_Om_M3XCe6Q.html&si=xqPZwEgJEJdlN0nC A* Algorithm Plugin: drive.goo...
Unreal Engine AI Vehicle Tutorial 2: Avoiding Obstacle System
มุมมอง 5K7 หลายเดือนก่อน
Unreal Engine AI Vehicle Tutorial 2: Avoiding Obstacle System
Unreal Engine AI Vehicle Tutorial 1: Spline Path Following
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Unreal Engine 5.3: Motion Matching AI Tutorial
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Unreal Engine 5.4: Learning Agents for Character (Part 2)
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Unreal Engine 5.4: Learning Agents for Character (Part 1)
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Unreal Engine 5.3: Machine Learning Tutorial
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Unreal Engine 5.3: Motion Matching Tutorial
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Create a Beach in Unreal Engine Tutorial
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Pick-Up Items at Different Heights Unreal Engine
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Destructible Vehicle Tutorial 11 - Package City Sample Vehicle Project
มุมมอง 7K11 หลายเดือนก่อน
Destructible Vehicle Tutorial 11 - Package City Sample Vehicle Project
Underwater Effect with Post Processing Materials in UE5
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Underwater Effect with Post Processing Materials in UE5
Ocean Water Tessellation Tutorial in UE5 | LOD Tessellation Update
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Ocean Water Tessellation Tutorial in UE5 | LOD Tessellation Update
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Creating Custom Buoyancy in Unreal Engine's Ocean Simulation
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Unreal Engine Ocean Simulation Tutorial: Part 3
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Download the Bow and Arrow Project File for UE 5.5: www.patreon.com/posts/project-file-bow-120736462
Download the Bow and Arrow Project File for UE 5.5: www.patreon.com/posts/project-file-bow-120736462
Download the Bow and Arrow Project File for UE 5.5: www.patreon.com/posts/project-file-bow-120736462
Windwalker Echo Locomotion Project File In UE5.5 Download: www.patreon.com/posts/project-file-to-120727975
Windwalker Echo Locomotion Project File In UE5.5 Download: www.patreon.com/posts/project-file-to-120727975
Finally a good tutorial for beginners !! Thank you so much !!
Download the Pick Up Project File for UE 5.5: www.patreon.com/posts/project-file-and-120691142
Download the Pick Up Project File for UE 5.5: www.patreon.com/posts/project-file-and-120691142
Download the Open Door Project File for UE 5.5: www.patreon.com/posts/project-file-and-120691142
Download the Building Destruction Project File for UE 5.5: www.patreon.com/posts/project-file-and-120666161
I'm having 46 errors like this: Parameters Maps must be created via an Input Node, not the default value of pin! Please connect to a valid input Parameter Map. - Node : Map Set Pin: Source -
Download the Building Destruction Project File for UE 5.5: www.patreon.com/posts/project-file-and-120666161
Download the Tank Project File for UE 5.5: www.patreon.com/posts/project-file-and-120666161
Good afternoon. For some reason the plugin doesn't work on versions 5.5. Unreal Engine says that the plugin was created for an older version, and refuses to load the project. Please tell me how to fix this.
You can try in UE5.4. Everything should work on any version of Unreal Engine, but you need to change Unreal Engine version in the plugin.
WoT Blitz Reforged be like:
This is great! Any chance we could get this for Unreal 5.5? They changed a few things for Learning agents
Hi, can I have the copy of the project. I already follow through this tuto 2 times but still doesn't work at all. The Ai character not moving :(
No error in logs
@@AbangMuhammadHakimBinAbangKipr The project file is available in my Patreon. 🙂
Nice, by the way, do you think if we switch the EQS system and we created a sphere trace grid where it detects whatever we want to is better then using EQS for better performance? i mean imagine a full city with traffic using EQS, this is going to be bad right?
A sphere trace grid is more direct and efficient, allowing us to easily obtain collision data, including the location and collided object, which can then be fed into the pathfinding algorithm.
Please make police chase system with this
@@KrmaStudios1 I’m working on multi thread optimization for traffic system. I will implement multiple vehicle behaviors after the traffic system.
@@jourverse Cant wait
Inside AlgorithmBPLIbrary .h: static TArray<double> CalculatePolynomialCoefficients(const TArray<double>& Values, int32 Degree); static double EvaluatePolynomial(const TArray<double>& Coefficients, double t); UFUNCTION(BlueprintCallable, Category= "Math|Regression") static TArray<FVector> PredictFuturePosition(const TArray<FVector>& HistoryPosition, int32 Degree, int32 NumFuturePoints, double PredictionInterval = 1); inside AlgorithmBPLIbrary .cpp: TArray<double> UAlgorithmBPLibrary::CalculatePolynomialCoefficients(const TArray<double>& Values, int32 Degree) { int32 N = Values.Num(); if (N <= Degree) { UE_LOG(LogTemp, Error, TEXT("Not enough data points to fit the polynomial of the desired degree.")); return TArray<double>(); } Eigen::MatrixXd A(N, Degree + 1); Eigen::VectorXd B(N); for (int32 i = 0; i < N; ++i) { double t = i; B(i) = Values[i]; for (int32 j = 0; j <= Degree; ++j) { A(i, j) = FMath::Pow(t, j); } } Eigen::VectorXd Coefficients = A.householderQr().solve(B); TArray<double> CoefficientsArray; for (int32 i = 0; i < Coefficients.size(); ++i) { CoefficientsArray.Add(Coefficients(i)); } return CoefficientsArray; } double UAlgorithmBPLibrary::EvaluatePolynomial(const TArray<double>& Coefficients, double t) { double Result = 0.0; for (int32 i = 0; i < Coefficients.Num(); ++i) { Result += Coefficients[i] * FMath::Pow(t, i); } return Result; } TArray<FVector> UAlgorithmBPLibrary::PredictFuturePosition(const TArray<FVector>& HistoryPosition, int32 Degree, int32 NumFuturePoints, double PredictionInterval) { TArray<double> XValues; TArray<double> YValues; for (const FVector& Position : HistoryPosition) { XValues.Add(Position.X); YValues.Add(Position.Y); } TArray<double> XCoefficients = CalculatePolynomialCoefficients(XValues, Degree); TArray<double> YCoefficients = CalculatePolynomialCoefficients(YValues, Degree); TArray<FVector> FuturePositions; for (int32 i = 1; i <= NumFuturePoints; ++i) { double FutureIndex = (HistoryPosition.Num() - 1) + i * PredictionInterval; double FutureX = EvaluatePolynomial(XCoefficients, FutureIndex); double FutureY = EvaluatePolynomial(YCoefficients, FutureIndex); double FutureZ = 0.0; FVector FuturePosition = FVector(FutureX, FutureY, FutureZ); FuturePositions.Add(FuturePosition); } return FuturePositions; }
Very clear, very impressive teaching! thanks!!!
Amazing!!!!!
Thank you.
Thanks to the author for the great manual, but with all due respect, he didn't show how to do paint and windshield damage for a custom vehicle. And I think that makes up about 50% of the visual perception of damage.
Hi, I really like your videos, please explain the parking system in the next lesson, I will appreciate it!
@@Dragon-sz2rx Thank you. I’ll working on traffic system in the next tutorial first.
1:05:04 I've seen the tutorial three times but I can't figure out why deformation not working in front and rear but only in the side parts of the vehicle. I know Understand where is not easy but do you have Idea about how this is happening? I'm using UE5.5 version
@@ArcaDone I think city sample has bugs in UE5.5. I migrated from older version and update in UE5.5 later.
@@jourverse so you suggest to open city sample from older version and re-create vehicle destructible project again from older version?
@ Yes, you can try on older version.
@@jourverse last try: have you no idea where can I search because front and rear deformation non appear? Debug something or about animation? Because destruction in unreal engine 5.5 is working fine
SO COOL!
This is amazing video nice continue man, i have a question how i will train cars for Traffic Light System please help me.
Hey hello, I can't sign up for a Patreon account. I keep getting a payment error via Patreon, I need a small update for the Vehicle project. I couldn't update my project to 5.5. It's vital for me. Can you help me? Do you have any emails?
You can join my discord group: discord.com/invite/FEkhTyggYq Which vehicle project that you need help (Vehicle AI or vehicle destruction)?
@@jourverse I'm currently logged into Patreon, I'm the guy who asked you from there.
Hey! I wanna ask if this shader will support spherical mesh? As I want to create a planetary ocean effect 😊 (Love the Tutorial btw, the best effect for now on TH-cam 🎉 )
Thanks. I haven't tried it on a spherical mesh. You can try creating a high-poly sphere and adding this material to see if it works on the sphere.
@ ok!
Hey I bought the "Intelligent Vehicle AI" Plugin and installed it, when I open the SampleRoadNetwork Map, nothing really happens. The cars just sit there. I can't even posess any of the vehicles, and the default "Flying Pawn Input" is insanely too fast to move the camera. I wish I could just get a working project like you show in your videos, instead of a plugin that doesn't do anything.
Thank you for purchasing the plugin. To use it, left-click on a location to set the target for the vehicle to move toward. Let me know if the green path for the vehicle generates after you left-click on the floor or roads, and confirm if the vehicle starts moving. To adjust the flying pawn speed: Open BP_FlyPawn. Locate the EnhancedInputAction IA_Move event. Modify the multiply value (default is 200) to a lower value to reduce the speed. Regarding vehicle possess, I plan to add this feature in a future update. However, if you'd like to implement it now, feel free to contact me on Discord, and I’ll guide you through the process. discord.com/invite/FEkhTyggYq
@@jourverse Thanks, i just posted in the #support channel of your Discord
Bro my character won’t turn right or left I am trying to fix this issue for past 2 days I have tried to reach you on discord asswell please help me bro 42:03
Hi, have You managed to run it in 5.4?
This tessellation don't work in 5.4. The ocean water works in 5.4.
@@jourverse but tessellation does not work because it is not possible due to changes Epic made or You did not try? Because I don't know if I should try to fix it or it is just impossible and it will be just a waste of time?
Im having these error before adding the stage on FX_OceanWater: 55571_FX_OceanWater_MessageLog: System failed to compile with 2 warnings and 4 errors. 55571_FX_OceanWater_MessageLog: Error: /Engine/Generated/NiagaraEmitterInstance.ush:372:54: Err0r: scalar, vector, or matrix expected In_SpectrumGrid.SetVector4Value<Attribute="Spectrum">(IndexXY.x, IndexXY.y, PositiveAndNegativeSpectrum); ^ Empty, Particle GPU Compute Script, 55571_FX_OceanWater_MessageLog: Error: /Engine/Generated/NiagaraEmitterInstance.ush:372:34: Err0r: use of undeclared identifier 'Attribute' In_SpectrumGrid.SetVector4Value<Attribute="Spectrum">(IndexXY.x, IndexXY.y, PositiveAndNegativeSpectrum); ^ Empty, Particle GPU Compute Script, 55571_FX_OceanWater_MessageLog: Error: /Engine/Generated/NiagaraEmitterInstance.ush:372:18: Err0r: invalid format for vector swizzle 'SetVector4Value' In_SpectrumGrid.SetVector4Value<Attribute="Spectrum">(IndexXY.x, IndexXY.y, PositiveAndNegativeSpectrum); ^ Empty, Particle GPU Compute Script, 55571_FX_OceanWater_MessageLog: Warning: /Engine/Generated/NiagaraEmitterInstance.ush:304:62: note: 'In_ComplexAmplitude' declared here void CustomHlsl28C936F24AFF3F2500B367B3A6E7BB22_Func_(float4 In_ComplexAmplitude, int In_SpectrumGrid, float2 In_WindDirection, float In_WindSpeed, float4 In_WindTighten, float4 In_WindDirectionality, float4 In_PatchLength, float In_g, float4 In_A, float4 In_ShortWaveCutoff, float4 In_LongWaveCutoff, int In_GridSize, int In_HalfGridSize, out int Out_IGNORE) ^ Empty, Particle GPU Compute Script, 55571_FX_OceanWater_MessageLog: Warning: In_ComplexAmplitude Empty, Particle GPU Compute Script, 55571_FX_OceanWater_MessageLog: Error: /Engine/Generated/NiagaraEmitterInstance.ush:364:33: Err0r: use of undeclared identifier 'ComplexAmplitudes'; did you mean 'In_ComplexAmplitude'? PositiveAndNegativeSpectrum *= ComplexAmplitudes; ^~~~~~~~~~~~~~~~~ Empty, Particle GPU Compute Script, LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 1740.635986 LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1740.765503, Update Interval: 343.996094
well. I fix it. But its not showing in preview as yours does. How can i debbug or fix that??
This series is an excellent working example of a dynamic Control Rig. A lot of extra practice and reading is required to really understand the animating communication, however that understanding can be gained separately to these videos (and the video would become 5 hours long / 20 parts to really explain all this). Thank you for doing so much hard work to get a working template that I can now investigate :)
Thank you for your understanding. If I explain all the details, it will become an unfollowable and overly complex tutorial. If you want to know the purpose, you can search on Google or watch a tutorial dedicated to that topic alone. I created this project in version 5.0, so if you're working with a more recent version, you may need to make some changes. However, the concept remains the same.
this can work with bouyancy?
@@alejandropascual297 Yes, it can
@jourverse how can we make It work? Can you do a tutorial or give some link to one?
@@alejandropascual297 th-cam.com/video/ESXwS17Lya0/w-d-xo.htmlsi=74NoZ2XHTew_VG5z
Intelligent Vehicle AI Plugin: fab.com/s/4854a17c11da
I have an issue where any collision (for example slow head on collision with another object) will deform the passenger side trunk panel (above and behind the passenger side rear wheel) even though it shouldn't be affected by said collision due to it being nowhere near the impact point. The panel will instantly become extremely deformed and some of the planar normals seem to turn inside out. Any advice would be much appreciated.
I could be wrong but i think it has something to do with the roof collision group as it also bends the tops of the door frames outwards. I'm now into "Destructible Vehicle Tutorial 4 - Enter and Exit" and after reducing the force impulse on my Third Person Character Blueprint, Character Movement Component it doesn't bug when I walk into it or jump on the hood or trunk but instantly deforms when I jump on the roof.
Amazing tutorial! I realize when I put the tank in my level I can't control other character like the Manny. even though I have set the Manny as default pawn. Can anyone tell me how to fix this?
This one is insane brooo so perfect without any issues your my best teacher from now on❤
Thank you for the explanations. I have been following the learning agents drive tutorials and I am nearly at the point of training a custom model with custom actions. It seems to me it takes quite a bit of practise to know what functions are available and the need for there use.
Great to hear!
Bro when I try to move camera my character avoids a certain location view it just moves on another way this locomotion is very hard bro Impossible to follow
This uses root motion locomotion, which is a different type of locomotion system. I did this in UE5.0. Some of the blueprint nodes have been updated.
You can join the Discord and send me a private message. I'll share the project file with you. discord.com/invite/FEkhTyggYq
@@jourverseok brother thanks
@@jourverseplus I used different method for it it works fine now
I found the one set transform they change the name and settings and it doesn’t show transform value …and I cannot find from rotator at 23:31 please help if you know about this
Bro this control rig between 35 :00 to 36 I can’t find it in 5.4 ue …like set transform control and from rotator …do you know what’s the issue. ..? Please help
Brother please show how to grab axe from the ground by pressing E button I wanna make inventory system so I want axe to be on the ground and I press e to pick it up ❤
th-cam.com/video/Z9z5iyRPvbg/w-d-xo.htmlsi=kt5MbxB2eETkBOHK I did it in UE5.0.
I have followed this tutorial through to the end, going through all the steps, and everything is the same as yours, but the car isn't moving. Is there anything specific you recommend looking at?
You should check your vehicle's movement component and ensure your vehicle animation blueprint is set up correctly. If everything matches the tutorial, it should work.
@@jourverse Checked that and still nothing sadly. Is it because I'm on the newest engine? If not I might have to start again from scratch.