Implementing firing function - Part 1 - UE4 Realistic Recoil Tutorial Series

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  • เผยแพร่เมื่อ 10 ม.ค. 2025

ความคิดเห็น • 32

  • @safaricalamari7613
    @safaricalamari7613 3 ปีที่แล้ว +3

    The looping a Enim function and cancelling it with a boolean check was brilliant, so simple. I was messing around with Timelines and branches with different booleans to check for firemode.
    Earned a sub, made things way simpler!

    • @Gbelloo
      @Gbelloo 3 ปีที่แล้ว

      Do you know how to disable the weapon sway while aiming down sight? It’s messing up my recoil pattern system and he doesn’t show how to change that

    • @safaricalamari7613
      @safaricalamari7613 3 ปีที่แล้ว +3

      @@Gbelloo Because this is an intermediate tutorial course, if you can't solve that issue, this course might be a little to hard to jump into right now.
      But what I do is just set the animation play rate to 0. (essentially stop the idle animation playing). You can do this permanently, or set it's play rate to be linked to a Stamina float and invert it (so it sways more if you have less stamina), you can also just turn the play rate to 0 when firing etc.
      :D Hope that helps.

    • @Gbelloo
      @Gbelloo 3 ปีที่แล้ว

      @@safaricalamari7613 I had that in mind, to set the animation to 0 so it would “freeze”. I just didn’t know if his template had an easy function that needed to be enabled or even setting the isaiming to true.

    • @Gbelloo
      @Gbelloo 3 ปีที่แล้ว +1

      @@safaricalamari7613 so I guess set the aiming down sight animation to 0 then back when released. Thank you!

    • @safaricalamari7613
      @safaricalamari7613 3 ปีที่แล้ว +1

      @@Gbelloo NP, good luck with the rest of your project. :D

  • @pain-kl9oi
    @pain-kl9oi 3 ปีที่แล้ว +5

    thanks for the new series.

  • @OO-bo4xk
    @OO-bo4xk 3 ปีที่แล้ว +1

    The miniature kinda looks like modern warfare style of recoil pattern… and this is what I’ve been waiting for!

  • @landown
    @landown 3 ปีที่แล้ว +7

    In case someone is wondering how the "vector + vector" operations is called in UE5, It'ts called "Add" and it is under Operators :)

  • @bilegtni5202
    @bilegtni5202 3 ปีที่แล้ว +2

    you should do reloading animation bro please please

  • @bilegtni5202
    @bilegtni5202 3 ปีที่แล้ว

    wow bro it is amazing i love it i am very very very happy thank you !!!!!!!!!!! you don't believe how happpy i am

  • @DrKnow186
    @DrKnow186 3 ปีที่แล้ว +1

    9:36 ctrl + v, but where did you copy it from? it's not in the video
    9:53 where did you get it

    • @CyberLOD
      @CyberLOD  3 ปีที่แล้ว +1

      I copy it from my completed project lol In ur case, u'll need to rewrite the code :)

    • @DrKnow186
      @DrKnow186 3 ปีที่แล้ว

      @@CyberLOD okay i am a beginner i dont know how to do it. how to find this window: SET, firemode. and a window between "appened - target firemode" green-pink. this is a tutorial, strange that more people did not stand in this place. everything should be well spelled out.

  • @Hak_zak
    @Hak_zak 3 ปีที่แล้ว

    follow this tutorial to fire a projectile instead of a line :
    th-cam.com/video/-Q2ZEFmnnmw/w-d-xo.html

  • @polar1991
    @polar1991 3 ปีที่แล้ว +2

    How many episodes will this series be?

    • @CyberLOD
      @CyberLOD  3 ปีที่แล้ว +2

      There will be around 4-5 episodes :v

    • @bilegtni5202
      @bilegtni5202 3 ปีที่แล้ว

      @@CyberLOD i love you bro

  • @_pastras
    @_pastras 3 ปีที่แล้ว +3

    Let’s just hope you make all these features frame rate independent, otherwise non of this is practical for any game. Good luck 👍🏼

    • @CyberLOD
      @CyberLOD  3 ปีที่แล้ว +1

      Yeah the system is based on timeline so i guess its frame rate independent :v

    • @_pastras
      @_pastras 3 ปีที่แล้ว

      @@CyberLOD Alrighty, I’m excited to see what you’re going to create.

  • @Lazyboyswift
    @Lazyboyswift 2 ปีที่แล้ว

    I want to make a triple burst weapon, do you have a tutorial on how to do this?

    • @MatthoyDofus
      @MatthoyDofus ปีที่แล้ว

      You could create a new state in your enum for the burst weapon and add more variable like : bulletShotsPerClick (single and automatic won't need it but for burst or shotgun by example you can use it and set to 3(for the burst) or whatever you like and you're going to use your fire rate like the time between each bullet shot in a burst like 0.08(for a shotgun you would have 0) idk and when you call your shoot on your switch on burst mode you create a local variable BulletToShoot in which you're going to assign the value of your bulletShotsPerClick and now like the fire automatic function but instead of can shoot in your boolean you need can Shoot AND BulletToShoot != 0 and before the delay you make BulletToShoot -= 1(or BulletToShoot --) your delay is your fire rate and it should work i didnt tested it out its just an idea but yeah it should work this way.
      In theory your value BulletToShoot should reset to 3 everytime you click to shoot so make care to not allow spam clicking to create a strange automatic weapon you can use your actual fire rate as the delay between possible burst so you would have like 2 firerate

  • @shadowlama4373
    @shadowlama4373 3 ปีที่แล้ว

    how to make a trace on this?

  • @dr.infinite9481
    @dr.infinite9481 2 ปีที่แล้ว

    Will this work for pistols, shotguns, smgs and snipers?

    • @CyberLOD
      @CyberLOD  2 ปีที่แล้ว

      I've only tested it with auto rifle but you could tweak the curves to make it work for other weapons as well

  • @triscitt
    @triscitt 3 ปีที่แล้ว +2

    Pog

  • @glorygaming9181
    @glorygaming9181 3 ปีที่แล้ว

    Very good

  • @sparrow6ix710
    @sparrow6ix710 3 ปีที่แล้ว

    How do you make a burst fire

    • @CyberLOD
      @CyberLOD  3 ปีที่แล้ว

      Well you can create a new field in your enum and then in the fire function, from the switch node, call a "Do N" node and finally "N" will be 3.

  • @SPOKSYA
    @SPOKSYA 3 ปีที่แล้ว