How to Make WALL JUMPING in Unreal Engine

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  • เผยแพร่เมื่อ 20 ม.ค. 2025

ความคิดเห็น • 36

  • @somefrankenstein7925
    @somefrankenstein7925 11 หลายเดือนก่อน

    I found that at 12:27 if you put the branch in the completed where the stop jumping was on a false and the wall jump on true there I didn't get the clunky instant wall jump if I started a jump to close to the wall. This also allowed me to slow down the pace in an obstacle course and move my camera angle in turn also made it easier to do consecutive wall jumps.

    • @thegamedevcave
      @thegamedevcave  11 หลายเดือนก่อน

      sounds like a good option to have, i personally like the more instant wall jump. feels more snappy and responsive to me in a twitch reaction gameplay scenario (the wall slide compensates for it enough in my opinion) but you certainly can put it into completed for a different kind of feeling, probably feels a little less chaotic that way, you're right!

    • @somefrankenstein7925
      @somefrankenstein7925 11 หลายเดือนก่อน

      yeah sounds right, I just had issues where I didn't tap the space bar fast enough and in what I was testing it would result in a fall to death since the slide wasn't taking effect since it already jumped
      @@thegamedevcave

  • @tijmdevries2222
    @tijmdevries2222 11 หลายเดือนก่อน +3

    Nice video! I would rather use event on movement mode change with a timer instead of tick I guess, but maybe I'm too afraid of tick usage 😅

    • @thegamedevcave
      @thegamedevcave  11 หลายเดือนก่อน +4

      yeah i think you are to be honest, this is the sort of thing you really want to be checking on a frame by frame basis instead of on a timer (especially with lower framerates that can be a little tricky).
      The bool check on isfalling is a very fast and cheap thing to do every frame so that really doesn't impact anything really. It's good not to throw everything into event tick, but that's usually advice given to beginners in the context where they put their whole code in there because they don't understand how to structure their code to make function calls only when needed. Some things however need to simply be done every frame (or close to) and the Tick event is there for a reason. it's alright to use it in those contexts.
      You could do the line trace only 2-3 times a second, which would be slightly more optimized for performance but not noticeably so , even on a mobile platform but your snapping to the wall will become significantly less responsive as a result unless your timer starts to approach sometimes that runs every few frames, at which point the befits of Timers are kind of lost. (at least in case of the player, if we're talking about an actor that's instanced 100s of times, it may be a bit more important to shave off those few extra line tracers, but at that point they're NPCs and responsiveness isn't as relevant)

  • @KahL1One
    @KahL1One 22 วันที่ผ่านมา

    So I'm ALMOST THERE with this. My project is a Paper ZD/2D project as a base. I'm able to get the wall collision working for the jump mechanic itself. Problem is that the camera keeps rotating itself, NOT my character sprite. It's actually giving me a bit of motion sickness. HELP!!! Almost there and HUGE thank you!

    • @thegamedevcave
      @thegamedevcave  22 วันที่ผ่านมา +1

      you'll likely want to set your cameraboom to "use control rotation" so it doesn't rotate with the actor (for which you may need to add one first if you dont have one yet, it's called a spring arm component I believe). especially if you have a 2D game, you likely dont want to update that control/ camera rotation anyway. That'll prevent the camera from swinging around all over the place when you rotate the character

    • @KahL1One
      @KahL1One 21 วันที่ผ่านมา

      @@thegamedevcave Alright so I have some progress:
      1. was able to get the CAMERA ROTATION to stop the LAG spin off of the springarm.
      2. NEW PROBLEM: camera STILL swivels to the other side of the map in reverse until I remove myself from the wall surface. However it's somewhat consistent.
      If I hop off WITHOUT moving the d-pad to the opposite direction to recover onto the opposite wall, the camera remains normal. Even with the velocity of bouncing me in the opposite direction as I want. However if I manually change direction opposite to the wall that I'm facing at the same time of the wall bounce's impact, the camera swaps to the other side (no rotational lag now though so that helps the sickness factor some).
      So this is the new problem. WHY is the camera rotating at all, and how do I stop this? The SpringArm camera rotation is properly set as well, being RELATIVE. So it's only happening with this newfound (and very needed) function so far.
      Thanks for the previous response also BTW. Gave me solution ideas to tinker with.

    • @thegamedevcave
      @thegamedevcave  21 วันที่ผ่านมา

      ​@@KahL1One you can try changing the camerraboom's rotation from local to world (you'll see that the locationm,rotation and scale options in the details panel when you select a compoent look like dropdown menus, you can cahnge them to world there isntead of local)
      usually this is a little tricky because it can cause a whoel lot of unintended side effects but for a 2D game I think you'll be fine doing that and that way it shouldn't take the actor rotation into a count anymore.

    • @KahL1One
      @KahL1One 21 วันที่ผ่านมา

      @@thegamedevcave Doesn't seem to be working. Tried checking on that and the camera is properly set to "relative" as "world" rotates the entire map. This seems to be clicking OFF however when I stand next to a wall mesh where the wall jump can be activated and NOT pressing left nor right on the keyboard/d-pad. Still unsure of what the cause is.

  • @ManhuaandMangaMaven
    @ManhuaandMangaMaven 4 หลายเดือนก่อน

    This question might sound dumb but how would I implement the animation, I already have an animation for the wall jump it’s a one foot on wall jump

    • @thegamedevcave
      @thegamedevcave  4 หลายเดือนก่อน

      could do an anim montage when you do the wall jump

    • @ManhuaandMangaMaven
      @ManhuaandMangaMaven 4 หลายเดือนก่อน

      @@thegamedevcave thanks

  • @Wammer-22
    @Wammer-22 7 หลายเดือนก่อน

    So I made a 2d sidescroller, and when I tried to use this, it just makes my character fly. If I hold jump or even just press it anywhere, I get a jump boost. Any ideas?

    • @radhesubedi7640
      @radhesubedi7640 6 หลายเดือนก่อน

      same here but in my case i can wall jump when the wall is on the right side of the player but not on the left side
      also i think that you might want to reduce the value he explained here 3:14 for your issue, i put mine at around 15 and works well

    • @Wammer-22
      @Wammer-22 6 หลายเดือนก่อน

      @@radhesubedi7640 Ok thanks this helped

  • @Denominator90
    @Denominator90 8 หลายเดือนก่อน

    Now what if your framerate is 30 vs 120? In my 2d prototype I can't nail down consistent "Launch Character" height and X movement.

    • @thegamedevcave
      @thegamedevcave  8 หลายเดือนก่อน

      launch character shouldn't have anything to do with the framerate, the only thing here that doest anything with framerate is the fact that we're going a line trace every frame, all the other stuff works on any FPS regardless so if you're having issues with your character's movement, it's likely due to something other than framerate.

  • @danscardigan86
    @danscardigan86 11 หลายเดือนก่อน

    This will allow you to slide and jump off of anything, including other pawns, right? Unless you plug something into "Actors to Ignore"?

    • @thegamedevcave
      @thegamedevcave  11 หลายเดือนก่อน +1

      Yeah but you could set up a custom trace channel and only set the walls you want to be able to jump off to block it and do the line trace by channel of that custom channel

    • @danscardigan86
      @danscardigan86 11 หลายเดือนก่อน

      Thanks, @@thegamedevcave
      Subbed while watching the video because you explained why you multiplied the forward vector. I'd seen that done before in other videos but nobody had explained why. Great to learn little bits like that inside of a large tutorial.

  • @screenapple1660
    @screenapple1660 11 หลายเดือนก่อน

    how do you make level stream fade in and fade out?

    • @thegamedevcave
      @thegamedevcave  11 หลายเดือนก่อน

      not entirely sure, that's not really what level streaming is. what you're looking for is more so to do with culling, where objects beyond a certain distance stop rendering visually, you can do some thing in materials i believe to make that fade a bit smoother if you need to, foliage has a built in way of doing this (for things like grass and trees and such). usually it's not something that's used much on normal actors though. That's more where level streaming comes in and trying to cleverly hide the loading in and out of areas with your level design (like all the crawling/ climbing / long halways you'll find in modern AAA games)

  • @Krasontvr
    @Krasontvr 11 หลายเดือนก่อน

    whenever i try to do the slide my character does a 180 and falls off the wall and i dont know what to do

    • @thegamedevcave
      @thegamedevcave  11 หลายเดือนก่อน

      the character should turn 180 agrees when you press the jump button so i assume you might have got some things mixed up and connected some nodes that should be to do with the actual jump to the sliding portion

    • @Krasontvr
      @Krasontvr 11 หลายเดือนก่อน

      thanks
      @@thegamedevcave

    • @DanielsChannelNo2
      @DanielsChannelNo2 8 หลายเดือนก่อน

      @@thegamedevcave that is because u recommened it in the sliding part then its cut and suddenly is gone without explenation,more viewers will end up with questioners result,i also noticed maybe another error trap at the launch character part ur multiplying the distance float (at least u explain it as distance) and then add it the multiplied result to the jump height from the char ,however it shouldnt be multiplied first and the distance float proberly added to x directly of the addition cause otherwise the gathered jumpheight is also multiplied by distance or is this inteded?

  • @camgoodkicks
    @camgoodkicks 10 หลายเดือนก่อน

    I can't understand why my launch sends me far out instead of up like yours. It's been driving me nuts since the blueprints match

    • @thegamedevcave
      @thegamedevcave  10 หลายเดือนก่อน +1

      if the blueprints match i'd expect everything to work the same. my best guess is that the values you're passin in to the launch character node are wrong or your character's gravity is super strong so you need way more upward force to get him to jump

    • @camgoodkicks
      @camgoodkicks 10 หลายเดือนก่อน

      I had this issue before with my dodge button. For whatever reason, it doesn't like launching up and with some form of movement simultaneously. Although, I am in UE5 using the Enhanced Inputs.
      My workaround is a delay node set to zero that goes into another launch that handled only the vertical jumping and it works perfectly
      your tutorials are still fantastic for all of this and it gave me the understanding I needed to troubleshoot so thank you!@@thegamedevcave

  • @The_PastStudioa
    @The_PastStudioa 6 หลายเดือนก่อน

    Thanks for making this

  • @itsjustsuchy
    @itsjustsuchy 7 หลายเดือนก่อน

    So idk why, but it says infinite loop detected. I use 5.4.3

  • @NotSVGames
    @NotSVGames 11 หลายเดือนก่อน

    hey Great Video !!
    but i want to request for a wall running video for ue 5.3
    almost all the tutorials out there are out dated or broken........
    pleasse consider my request 😢

    • @thegamedevcave
      @thegamedevcave  11 หลายเดือนก่อน

      it's on my list of things to do!

  • @tonywood2283
    @tonywood2283 6 หลายเดือนก่อน

    Subscribed.