hey man i stopped making my game for like two years because i couldn't figure out sliding and after about 5 minutes I was like omg this is it this is what i needed to know. Thank you so much. subbbbbing
Man I just freakin love your content. Your tutotials are easy to follow, to the point and they work every time!. Keep making good content man. I recommended to friends too!!
Thank you for the tutorial, somewhere along the way I messed up and my character just slides eternally even after landing. I'm seeing the slopeAngle variable never get's reset due to only being called from the isFalling false branch. I've been at it for almost a couple hours trying to debug this seemingly simple problem. So annoying when these seemingly easy issues arise that I can't seem to debug :( For some reason my character is not landing, it's always true on isFalling
if you get relative rotation from hit component and plug it into the actor rotate, that may put you in the down direction, but you also have to hook up the target, and delete the delay.
Nice tutorial! I wanted my character to always face towards the slope's end, so they get turned around if trying to jumo back on from the bottom, & figured out a better method to achieve this: - scrap the ZX method - instead grab the hit actor from the hit results & split it into pins to get the Slope X/Y/Z values - set the X & Y values of our characters's rotation using it's own X & Y values - drag off from from the Set Actor Rotation Z value and create a select float node - for the Select's A value feed in the Slope Z value + 90 - for the Select's B value we want the Slope Z value - 90 - to decide when to choose A for the Select check if the Slide's X rotation value is >= 0. - that's it!
Did it man, thank you! And for others "the split" thing he is talking about actually is getting the hit result's actor rotation and connecting that with our character set rotation
you are the best ever brother please can you make a tutorial how to make a spline camera and switch to another spline camera when the player touch a box trigger just like little nightmare and thankyou very much
hi uisco i want you to make a tutorial about how to make ai punch me and how to make so ai helps you to fight the other ai i know i have asked for wall peeking but i hope u can do these too
This is completely random but one of the main actors in the show Raised by Wolves is creating his own video game and your voice sounds exactly like his. I thought that was a coincidence. Also thanks for the tutorial.
I've implemented this into alsv4 and it works to a degree but the rotation seems to effect other things. Also if I use a sound effect it plays if I ragdoll or climb. Anyone got any ideas on how to solve that. Either way a good tutorial 👍
Beautiful tutorial i have been looking for it for a long time but i have a request is it possible to do a tutorial to make the character facing the sliding direction
The print string in mine reads 90 degrees on everything with an occasional blip of a different number. Any theories as to why that might happen? Thank you!
Hey there, My character doesn't stop the sliding animation after reaching the ground, when I tried to check the issue it shows true on the is falling condition. pls help :\
I don't know why but for some reason for me the character always thinks it's falling. In that first branch that checks if you're falling or not, it always goes into true, and it plays the falling animation not the sliding animation. If I keep holding the W key it will go into the slide animation but will stay in place, and when I let go of the W key it will go into the falling animation and basically "fall down" the slope
Hi there, love the video! Got it up and running in no time :) I was curious if you could explain how to make this work on landscape and not just really flat surfaces. When I try it on landscape, the character doesn't get out of the sliding animation. Whereas if its on a flat surface like a cube, there's no issues. Thanks again!
for some reason i can slide in any direction, even upwards. i have set walkable floor angle to 1, braking declaration to 0 and ground friction 0. if i rotate i can start sliding up. not sure what im doing wrong. - im also using ALS v4 as one of the other people here commented
Hi, I have a question. what would be your advice for developers who want to make an fps game? where to start? or where do you start first? thank you for your answer have a nice day and much success.
I saw many of your videos , you are not given the best practices and pretty sure you know the good practice, why you use event tick when you know you can replace it with better solution especially with all kind of traces which you know it costs lots of performance drop Second : try to align your blueprint for easy reading Third you always use the opposite way from casting between character and its animation bp If you don’t want to make something from your heart just don’t do it
Using event tick is not necessarily bad, many systems use event tick, I wanted to make sure I got the angle floor the player was on every frame, if your not happy you can comment another solution, thank you for tip 2 will take that on board, with your third point I don’t understand there is no correct way of doing it, I think in this video it is easier to reference from third person to the animation blueprint, This video was a request which I specifically made, I appreciate feedback but you do not need to discourage me just because you don’t like the way I code
@@UnrealUniversity I’m not discouraging you, your contents are really great , I’m judging on multiple videos when you are using event tick , instead of that you can use set timer by function name when you need it and clear function name when you don’t need it, imagine event tick with all that traces in open world and large map from wall climbing to wall running that will really cost lots of performance 2- you and codelikeme you both do really great subjects but make bp easy to read and organize it , that is will help viewers to get motivated to watch the video 3- also judging on your multiple tutorials, i notice in character bp you get mesh-anim instance - cast to anim bp to set variable true or false or calling some variable, instead of that use the opposite way, in character animation bp cast to your character If you felt offended sorry for that and best of luck
hey man i stopped making my game for like two years because i couldn't figure out sliding and after about 5 minutes I was like omg this is it this is what i needed to know. Thank you so much. subbbbbing
Awesome!! Thank you so much for taking my suggestion!
Man I just freakin love your content. Your tutotials are easy to follow, to the point and they work every time!. Keep making good content man. I recommended to friends too!!
Thank you for the tutorial, somewhere along the way I messed up and my character just slides eternally even after landing. I'm seeing the slopeAngle variable never get's reset due to only being called from the isFalling false branch. I've been at it for almost a couple hours trying to debug this seemingly simple problem. So annoying when these seemingly easy issues arise that I can't seem to debug :(
For some reason my character is not landing, it's always true on isFalling
I'm having the same issue.
if you get relative rotation from hit component and plug it into the actor rotate, that may put you in the down direction, but you also have to hook up the target, and delete the delay.
This just gave me so many ideas for my student application project, can't wait to follow this tut tomorrow and expand my level 🤘🏻
Nice tutorial! I wanted my character to always face towards the slope's end, so they get turned around if trying to jumo back on from the bottom, & figured out a better method to achieve this:
- scrap the ZX method
- instead grab the hit actor from the hit results & split it into pins to get the Slope X/Y/Z values
- set the X & Y values of our characters's rotation using it's own X & Y values
- drag off from from the Set Actor Rotation Z value and create a select float node
- for the Select's A value feed in the Slope Z value + 90
- for the Select's B value we want the Slope Z value - 90
- to decide when to choose A for the Select check if the Slide's X rotation value is >= 0.
- that's it!
Hey, can you elaborate on the second bullet? You can't split the pin off the "Hit Actor" node as that's an actor reference. What did you mean by this?
Please elaborate with a screenshot. I didn't understand a thing.
@@varcanoart sorry can't, haven't touched Unreal in 7 months and don't have the project on hand. Tried to be clear.
Did it man, thank you! And for others "the split" thing he is talking about actually is getting the hit result's actor rotation and connecting that with our character set rotation
Still it is not very good though...
There ideas are gem at times
this is cool, i dont know why so few games use sliding like in mario64 or alice madness returns.
That helped me a lot, thank you! All the best!
Thanks brother ❤️🔥,great tutorial
you are the best ever brother please can you make a tutorial how to make a spline camera and switch to another spline camera when the player touch a box trigger just like little nightmare and thankyou very much
thank you uisco 😍🥰
ur content is so good thanks alot also pls maek the transition between the animations smoother looks pretty weird in video XD
how to add the ability to jump while sliding?
hi uisco i want you to make a tutorial about how to make ai punch me and how to make so ai helps you to fight the other ai i know i have asked for wall peeking but i hope u can do these too
This is completely random but one of the main actors in the show Raised by Wolves is creating his own video game and your voice sounds exactly like his. I thought that was a coincidence. Also thanks for the tutorial.
ahaha I am watching the show I never realised that
hello, does it also work with first person
Thanks!
could i use this to make a slide system like in sm64?
Simpe and working method!
Thank you so much
Any time
Sir please can you make a tutorial about acsending stairs with animation, I know it may have the same concept as this tutorial
Great and useful tut as always
BTW can you explain the dot product
thanks :)
I've implemented this into alsv4 and it works to a degree but the rotation seems to effect other things. Also if I use a sound effect it plays if I ragdoll or climb. Anyone got any ideas on how to solve that. Either way a good tutorial 👍
Beautiful tutorial i have been looking for it for a long time but i have a request is it possible to do a tutorial to make the character facing the sliding direction
THIS IS A TUTORIAL!
hi thanks you it's work but do you know why my character animation dont rotate please?
Hello, do you know how do i change the speed while sliding downhill? Great turturial btw! :)
Hi is it possible to make that with a sidescroller 2.5d ??
It would be different
@@UnrealUniversity oh ok ty men
May u give us a practical example using enhanced input system?
The print string in mine reads 90 degrees on everything with an occasional blip of a different number. Any theories as to why that might happen? Thank you!
I had the same when just following this. I believe you missed putting the 1 into the Z of the dot node
Hi, is it possible that it slides only when going down?
Hey there, My character doesn't stop the sliding animation after reaching the ground, when I tried to check the issue it shows true on the is falling condition. pls help :\
Resetting the rotation after sliding causes rotation to snap back into place, any way to make the rotation smoother?
I don't know why but for some reason for me the character always thinks it's falling. In that first branch that checks if you're falling or not, it always goes into true, and it plays the falling animation not the sliding animation. If I keep holding the W key it will go into the slide animation but will stay in place, and when I let go of the W key it will go into the falling animation and basically "fall down" the slope
maybe something was missed
I wonder if I can use this for Secret Slide in Peach's Castle?
Could you do one on ur5
Hi there, love the video! Got it up and running in no time :) I was curious if you could explain how to make this work on landscape and not just really flat surfaces. When I try it on landscape, the character doesn't get out of the sliding animation. Whereas if its on a flat surface like a cube, there's no issues. Thanks again!
did you solve this?I had the same issue and just assumed landscape had too many uneven surfaces that it doesnt detect when to stop.
for some reason i can slide in any direction, even upwards. i have set walkable floor angle to 1, braking declaration to 0 and ground friction 0. if i rotate i can start sliding up. not sure what im doing wrong. - im also using ALS v4 as one of the other people here commented
Can you control your character while sliding? Like in Super Mario 64?
You move left and right although you can't do a full 360 turn
Fast and quick coding, a little too fast but excellent work.
First Again!
in UE5 i never stopped sliding
Hi, I have a question. what would be your advice for developers who want to make an fps game? where to start? or where do you start first? thank you for your answer have a nice day and much success.
weeee
I saw many of your videos , you are not given the best practices and pretty sure you know the good practice, why you use event tick when you know you can replace it with better solution especially with all kind of traces which you know it costs lots of performance drop
Second : try to align your blueprint for easy reading
Third you always use the opposite way from casting between character and its animation bp
If you don’t want to make something from your heart just don’t do it
Using event tick is not necessarily bad, many systems use event tick, I wanted to make sure I got the angle floor the player was on every frame, if your not happy you can comment another solution, thank you for tip 2 will take that on board, with your third point I don’t understand there is no correct way of doing it, I think in this video it is easier to reference from third person to the animation blueprint, This video was a request which I specifically made, I appreciate feedback but you do not need to discourage me just because you don’t like the way I code
@@UnrealUniversity I’m not discouraging you, your contents are really great , I’m judging on multiple videos when you are using event tick , instead of that you can use set timer by function name when you need it and clear function name when you don’t need it, imagine event tick with all that traces in open world and large map from wall climbing to wall running that will really cost lots of performance
2- you and codelikeme you both do really great subjects but make bp easy to read and organize it , that is will help viewers to get motivated to watch the video
3- also judging on your multiple tutorials, i notice in character bp you get mesh-anim instance - cast to anim bp to set variable true or false or calling some variable, instead of that use the opposite way, in character animation bp cast to your character
If you felt offended sorry for that and best of luck
@@georgearida4144 ok will take it on board thanks for your advice