For a better and dynamic way for custom ledges, create a child blueprint of traversal level block, go change the static mesh and adjust the ledge splines to the climbing point of the mesh. If you want to add more ledges, duplicate one of the ledges and make sure you add them to the array code in the construction script of the original traversal block
Hey there. I got one you want to say and I apply this to a small wall from an asset I got from megascan. I added collision to the wall. Did the child blueprint and changed the mesh. But first of all, I can't get the material of the wall on the mesh, it always goes with the grid even if it appears to be the proper mat. Can't get rid of the text (I suppose because it's part of the code somewhere). And it just doesn't work. The guy jumps above but doesn't climb on it. I'm a beginner, but I'm sure you got that.
How did you get the footsteps in your custom scene ? Personally I've never added them before in unreal, but I was just wondering what you did migrating from the sample project.
Well just to clarify, I migrated my level INTO the sample project. So the only things from level were really just the environment. The footsteps you hear are from the sample pack. The footsteps are anim notifies that are associated with the animation sequence that's being used, so you could just add them there. I need to swap out the sounds though b/c I want that Snow crunching sound.
Thanks ! there is a limitation in blueprint, the box need to be minimum of 60cm to jump over, if it less you will not interact whit it ) it's for your question)
what's necessary for custom Metahuman in this project? i've messed around with it & although my hands/head are appropriately retargeted, Metahuman clothing is stuck in T-pose.
you need another database locomotion for rifle (import from lyra all the running with rifle for example) ...then add to the database chosers ....so put the condition when you equip rifle in hand then run that database locomotion you created
@@redkalupt_hd8231 sure will do when i find a good rilfe/pistol locomotion packs (free ones if posible haha im testing alot packs ...) most of the packs i have are working but not all directions (like diagonaly 45degrees kinda funny walk) ) ...on lyra have nice anim ssquences rifle run forward/left/right/backward/ and diagonaly a little missed out ... ) ...is just do a new database ,throw the rifle walk anims in ,then add this database to the choser database ...put an enum or bool as condition (when rifle equip) plays this database
Im thinking that its a good way to go about doing it. However if you want it for multiple mehses without having to redo all the collision for each one you can probably just do it as a child actor. thats what came up for me atleast :)
I also had the idea to do this, but I wondered if there was a way to make the character detect automatically any form of ledges without this level block ? I mean, is a game like assassin's creed also made like this ? In AC we can climb almost everything and maps are super huge so does this mean they made every single climable point one by one like that, or is there another way to make it work ?
So this is a new system that came out with UE5.4, in AC they used a diff way I’m sure. But I’m not a pro developer so I’m not exactly sure how it’s done.
I honestly couldn't figure it out. I asked someone from Epic and they said my way was currently the only method. But if you figure it out please let all of us know!
I figured something out with my little project I've been working on, I used this sample and migrated my content to ue's newest version and I put the traversable block on one side of a custom wall and then scaled the mesh much through to the otherside so instead of putting two cubes for a step to climb over the wall it uses the same block, and I realised that it wouldn't climb for 2 reasons, 1 being that the traversable block must be small enough to climb and 2. It has to be big enough and have enough room for the speed at which you are moving, so I'm assuming if you just find and change the variable for how big of an area is needed for the player to vault or climb or etc onto or over the wall to a lower value so that way you could theoretically make a completely thin wall that works perfectly the same as the traversable block did before it was changed, I will update if this works after I try it and fix anything wrong with it if there is any problems
So short answer, I have found no problems with the splines around the edges of the traversable block being inside of another mesh with the other meshes collision enabled, it works everytime, it just needs the space for the character to climb like in real life from what I'm understanding
I have also found, for some reason in my project which I kept the sample controller the same, it doesnt depend for me on the traversable blocks collision and rather relies on the players, I created a little wall and put it by the actual mesh wall I have and it works if I make the wall smaller but when it goes up for me to climb through the hole in my actual wall with the custom mesh model, it sees that the player is hitting the wall and seems to not activate the climb because he will hit the wall that and can't go to as far over the block as he needs when climbing
hey man ..just a quick ideea ....why you dont try duplicate that traversable blueprint mesh instead and put inside your mesh (tractor or whatever) and adjust the ledges inside that blueprint you can better adjust them fit them perfectly on that ledgespline
@@beyondcinema for sure i will (i tryed last night but i was lazy and sleepy so i just dragged fast the splines ...and didnt worked but im sure it will work with better adjustments) ....il try again and let you know if i find the solution ::)
Hello bro, Nice tutorial. I have a small question I created a level in this sample project and when I press play it goes to FPP view. Do you know how to add the TPP character. I think you have done it in your migrated level to this sample project.
hey there, what I did was I duplicated their game mode BP (GM_Sandbox)they provided, then I changed the pawn class to my Character BP. Then in your World Settings tab, make sure to select your new Game Mode in the GameMode Override section.
@@beyondcinema There is an option in class defaults of blueprints when u open the bp-transversal then go to its class defaults and uncheck start with tick enabled or u can do it on the static mesh inside of the bp
@@fuglongthe entirety of the female anatomy is structured differently than male anatomy. The pelvis tilts at a different angle, the femurs are further apart and angle in, the arms sit differently because the rib cage is a slightly different shape and scale. There a a ton of things that change the gate and kinematics of women from men. It’s just basic anatomy but you’re too focused on balls to get that
@@Deebus that's the most anti biology, insane shit I've ever heard. Humans share almost all of their anatomy. Very few biological differences aside from the obvious ones. Size and angle is not structure or composition. You claimed that women have almost entirely different anatomical structure, that's insane. All you listed was that sometimes they have slightly smaller angled versions of joints or bones. The structure is the same man... Not to mention all the rest of the organs aside from sex. Hell, males can lactate. If you really want to be blown away look up gene expression and how our DNA behaves based on our hormonal environment
For a better and dynamic way for custom ledges, create a child blueprint of traversal level block, go change the static mesh and adjust the ledge splines to the climbing point of the mesh. If you want to add more ledges, duplicate one of the ledges and make sure you add them to the array code in the construction script of the original traversal block
amazing! I'll try that! Thank you!
Hey there. I got one you want to say and I apply this to a small wall from an asset I got from megascan. I added collision to the wall. Did the child blueprint and changed the mesh. But first of all, I can't get the material of the wall on the mesh, it always goes with the grid even if it appears to be the proper mat. Can't get rid of the text (I suppose because it's part of the code somewhere). And it just doesn't work. The guy jumps above but doesn't climb on it. I'm a beginner, but I'm sure you got that.
@@GNUStream i have the same problem and im beginer too
I have the same issue
@@JamesKruseArtist Just use my method, it's not the most efficient but it works. I don't think there's another way currently.
Great work on the map
exactly what i was looking for, thank you great vid
thank you!
Can you just remove the cube and just use one spline? It would be cleaner and easier to use. I want to try that tonight.
I added my metahuman to the GASP project. But how do I play with the metahuman in my own map. I can only integrate the default character of GASP
I have a video on that, check my channel.
@@beyondcinema I can't find it. Can you share the link please?
th-cam.com/video/0H12MsVeHdw/w-d-xo.html
@@beyondcinema Bro, I watched that already. I wanted know how to add that metahuman to my own project.
How did you get the footsteps in your custom scene ? Personally I've never added them before in unreal, but I was just wondering what you did migrating from the sample project.
Well just to clarify, I migrated my level INTO the sample project. So the only things from level were really just the environment. The footsteps you hear are from the sample pack. The footsteps are anim notifies that are associated with the animation sequence that's being used, so you could just add them there. I need to swap out the sounds though b/c I want that Snow crunching sound.
Sounds are included in the animation sample
That's pretty clever actually.
Why add a box to climb? Can't you directly detect the climbing of objects?
Unfortunately no, I wish it was that easy, but everyone I asked so far says this is the only workflow (for now)
Thanks ! there is a limitation in blueprint, the box need to be minimum of 60cm to jump over, if it less you will not interact whit it ) it's for your question)
Thank you for clarifying that!
love this, thank you
what's necessary for custom Metahuman in this project?
i've messed around with it & although my hands/head are appropriately retargeted, Metahuman clothing is stuck in T-pose.
Are they parented to the Body component inside the BP?
hey I just made a video on this, check my channel. Hope it helps explain things.
How did you get bounds corners of selection?
Not sure what you mean?
can you actually use the motion matching asset into your own game? thks
yes you're allowed to do so I believe!
How can blend the 500 animations to, for example, play the animation with a weapon in the hand?😅
Man I wish I knew!
you need another database locomotion for rifle (import from lyra all the running with rifle for example) ...then add to the database chosers ....so put the condition when you equip rifle in hand then run that database locomotion you created
@@MaxStudioCG2023 sorry for asking but could you make a tutorial?😅
@@redkalupt_hd8231 sure will do when i find a good rilfe/pistol locomotion packs (free ones if posible haha im testing alot packs ...) most of the packs i have are working but not all directions (like diagonaly 45degrees kinda funny walk) ) ...on lyra have nice anim ssquences rifle run forward/left/right/backward/ and diagonaly a little missed out ... ) ...is just do a new database ,throw the rifle walk anims in ,then add this database to the choser database ...put an enum or bool as condition (when rifle equip) plays this database
Thanks for this!
could you see if you could do this with metahumans since they multiple skeletal meshes
One of the characters from the project is a metahuman. If you want your own metahuman in it just swap it out in that BP.
hey I just uploaded a video on this, if you still need it. :D
Im thinking that its a good way to go about doing it. However if you want it for multiple mehses without having to redo all the collision for each one you can probably just do it as a child actor. thats what came up for me atleast :)
Oh yeah I didn’t even think of that! Thank you!
why not make it work dynamically without pasting all the blocks around the map
I couldn't figure it out, lmk if you do!
@@beyondcinema the project uses predined ledges, you neeed to dynamically get the ledges with line/sphere-traces
I also had the idea to do this, but I wondered if there was a way to make the character detect automatically any form of ledges without this level block ? I mean, is a game like assassin's creed also made like this ? In AC we can climb almost everything and maps are super huge so does this mean they made every single climable point one by one like that, or is there another way to make it work ?
So this is a new system that came out with UE5.4, in AC they used a diff way I’m sure. But I’m not a pro developer so I’m not exactly sure how it’s done.
The als project can detect any geometry, idk how to do it but that might be a good start, probably something procedural
2 questions:
1) can you not add ledges to the actual tractor mesh?
2) can you not line trace the objects like usual on mesh traversals?
I honestly couldn't figure it out. I asked someone from Epic and they said my way was currently the only method. But if you figure it out please let all of us know!
@@beyondcinema okay I will let you know if I find out anything.
Very very smart thanks!
thank you! I had some help!
I figured something out with my little project I've been working on, I used this sample and migrated my content to ue's newest version and I put the traversable block on one side of a custom wall and then scaled the mesh much through to the otherside so instead of putting two cubes for a step to climb over the wall it uses the same block, and I realised that it wouldn't climb for 2 reasons, 1 being that the traversable block must be small enough to climb and 2. It has to be big enough and have enough room for the speed at which you are moving, so I'm assuming if you just find and change the variable for how big of an area is needed for the player to vault or climb or etc onto or over the wall to a lower value so that way you could theoretically make a completely thin wall that works perfectly the same as the traversable block did before it was changed, I will update if this works after I try it and fix anything wrong with it if there is any problems
So short answer, I have found no problems with the splines around the edges of the traversable block being inside of another mesh with the other meshes collision enabled, it works everytime, it just needs the space for the character to climb like in real life from what I'm understanding
I have also found, for some reason in my project which I kept the sample controller the same, it doesnt depend for me on the traversable blocks collision and rather relies on the players, I created a little wall and put it by the actual mesh wall I have and it works if I make the wall smaller but when it goes up for me to climb through the hole in my actual wall with the custom mesh model, it sees that the player is hitting the wall and seems to not activate the climb because he will hit the wall that and can't go to as far over the block as he needs when climbing
thank you for the insight and testing on this! I'll need to jump back in and mess with it more!
hey man ..just a quick ideea ....why you dont try duplicate that traversable blueprint mesh instead and put inside your mesh (tractor or whatever) and adjust the ledges inside that blueprint you can better adjust them fit them perfectly on that ledgespline
I did initially try that but when I moved the splines something got messed up. If you figure it out please let us know!
@@beyondcinema for sure i will (i tryed last night but i was lazy and sleepy so i just dragged fast the splines ...and didnt worked but im sure it will work with better adjustments) ....il try again and let you know if i find the solution ::)
@@MaxStudioCG2023 and how?
Hello bro, Nice tutorial. I have a small question
I created a level in this sample project and when I press play it goes to FPP view. Do you know how to add the TPP character. I think you have done it in your migrated level to this sample project.
hey there, what I did was I duplicated their game mode BP (GM_Sandbox)they provided, then I changed the pawn class to my Character BP. Then in your World Settings tab, make sure to select your new Game Mode in the GameMode Override section.
@@beyondcinema Thank you so much
Mm, cool animations. Mm-mm parkour. Hmm, how do I substitute my mesh? Oh! The video! Thank you very much!
Sorry, google translate(c) )))
Thank you! :)
i love the vids man
thank you brother
I LOVE OYU
I am Subscribed From Know
@@EmptyVd Thank you for the love my friend!!!
What is this map asset?
it's a sample project from Epic Games. Download from the link in my description.
This workload is too heavy. It would be better if there were a model that could automatically recognize the scene
Very true, but this is the current workflow as it’s a new system, I think in the future there will be an easier way.
We can disable tick on them Ig
@@BattleHVT please elaborate what do you mean?
@@beyondcinema There is an option in class defaults of blueprints when u open the bp-transversal then go to its class defaults and uncheck start with tick enabled or u can do it on the static mesh inside of the bp
@@BattleHVT interesting...I'll have to look into this.
so i found a better way i will post a video soon on my yt
oh no
That's the only way right now
Problem with these animations is that they are masculine, so not all of them fit very well for a female character.
They're pretty gender neutral to me lol, what kinda ladies do you got where you're from?
@@fuglong so your women move like men? Ooof big L if you think this is neutral.
@@gridtac2911 I didn't realize a small set of balls offset your balance so much idk
@@fuglongthe entirety of the female anatomy is structured differently than male anatomy. The pelvis tilts at a different angle, the femurs are further apart and angle in, the arms sit differently because the rib cage is a slightly different shape and scale. There a a ton of things that change the gate and kinematics of women from men. It’s just basic anatomy but you’re too focused on balls to get that
@@Deebus that's the most anti biology, insane shit I've ever heard. Humans share almost all of their anatomy. Very few biological differences aside from the obvious ones. Size and angle is not structure or composition. You claimed that women have almost entirely different anatomical structure, that's insane. All you listed was that sometimes they have slightly smaller angled versions of joints or bones. The structure is the same man... Not to mention all the rest of the organs aside from sex. Hell, males can lactate. If you really want to be blown away look up gene expression and how our DNA behaves based on our hormonal environment