That shows that you would rather give factual information and help us for free than possible monetary gain, which I think me and the rest of the viewers hugely appreciate you for doing. Thank you so much!
Not only that, BUT they moved the inputs to a different blueprint entirely. Not sure if you noticed that there's a blueprint called BP_FirstPersonPlayerController. This contains all the input and appears to be a cleaned up / simplified version of the Third person controllers inputs.
Mizzo, I hope you see this comment. From someone like myself who has spent countless hours learning UE5 from other TH-cam channels (the 'main stream' ones I am sure you can guess a few), I want to say that you are by FAR the best one yet and ironically, you don't have many subs. So I truly hope your channel grows immensely! These in-depth and scalable tutorials you provide are exactly what most people are looking for in these types of videos. Most other tutorials teach you one simple specific thing in a way that cannot be scaled into a full project and doesn't really teach you anything about creating a game (IYKYK). Your videos are truly different and educational. Thank you, and keep up the good work! Peace and love from South Africa.
Heyyy thank you for your very kind words. I appreciate the sentiment, but actually I do already have incredibly healthy growth. I'm looking at about 25-40 new subs per day AND COUNTING. Haha I must be doing something right. 😁
Using this video and a couple others i figured out how to retarget the advanced locomotion system animations! Now back to your 8 way movement blend space video 😂 Thank you very much
For those who are having problem with retargeting in the NEW UE 5.4, you simply now just need to 1) Click on retarget animation 2) Select the source and target skeletons 3) Then choose the animation blueprint or the animation in the list that will show up 4) Then just click export 5) It will ask you for a export location and click export again That's it
@4:51 when you change target preview mesh, your models matched height and size. Mine didn't do that. Using f_med_nrw_preview, my metahuman remains shorter than SKM_Quinn! I've had to force Target Mesh Scale to 1.148. Using UE 5.4. In the end it came out wrong so I just used the auto retarget feature in 5.4 and got better results.
@@adriandeveraaa Here's a comment above about it : @xeno926 2 weeks ago For those who are having problem with retargeting in the NEW UE 5.4, you simply now just need to 1) Click on retarget animation 2) Select the source and target skeletons 3) Then choose the animation blueprint or the animation in the list that will show up 4) Then just click export 5) It will ask you for a export location and click export again
I for the most part leave organisation up to the individual. In a large project I'd tend to agree, but this isn't a large project and my main concern is the resulting gameplay. 🙂
Hi man. really appreciate your awesome tutorials, I'm new to Unreal and I have 5.3 installed, i have some questions, I want to model my weapons and create my animations for that, which series of your tutorials do you recommend? also as I said I'm new to UE, i just follow the tutorial and copy anything 😀. thanks in advance
Love the tutorial great help teaching me animations, however I am running into a problem where I can't play an anim montage. I have the DefaultSlot in my anim BP and the code will run through to play it but it will never play the montage for some reason. Please someone help!
Quick question about how to fix the character shoulders looking kinda wierd in the metahuman base skeleton page. At around 9:20 is what it looks like. I must’ve missed it somewhere cause mine still looks like that. Lol. Thanks for the videos bro. Keep up the good work
What is the different if you use first person view and add third person animations instead of use third person template from beginning and just simple move camera to make it look like first person? Are there any negative consequences of using third person template and move camera in front of character head?
please help, i double clicked the state machine to rename it like you did, but both code box thingies disappeared, and now there's only a box that says ENTRY>. what do I do?
I have the same issue, you may have done what i did and used a metahuman that is smaller in size and cannot be readjusted to fit into the manny skeleton correctly- at least i asume thats what the problem in my case is. I may go back and use another MH that is the same size instead of Medium.
Is there anyway to prevent the camera from clipping through walls when looking up or down? I have tried attaching the camera to a spring arm and tracking a physics body to the camera but am still having the view clip through objects. A sort of fix I found was increasing the radius of the collision capsule however, you have to make it comically large to fix the issue.
So I asked on another video but is there a way for me to do a flip flop button between the first person and the third person camera and have the ads for each camera mode to be utilized correctly. Because I wanna be able to have third person ads as well as first person ads . I cant find a video or seem to get it to work on my own so back to the drawing boards
Lol i was going to ask the same thing, i can only promote My BP to a variable, not from cast. Does anyone know hot to correct this issue ? i'm using 5.4
I don't think so. The direction is a float, the angle in degrees that the character is moving relative to the forward vector. Forward vector aint that.
awesome tutorial! but i have a problem when i want to play my game it says "EnhancedInputAction None does not have a valid Input Action asset!!" in the BP_ThirdPersonCharacter
Hey, thanks a lot for these tutorials! One quick question. Even tho I tried playing with root motion options, I can't make anims stay in place. Any suggestions?
@@PitchforkAcademy Yup, it was exactly that. Watched another vid for the problem and figured it out. Took me north of an hour to solve it lol. Thank you so much for quick reply and amazing content! Can't get enough of it and hopefully will see it through.
Just starting this out, not looked far ahead in the playlist yet, can the metahuman be swapped out for ue5 skeleton or are there specific bone transforms you have done that require the extra bones for whatever reason?
Hello! Nice video, i just have one question, at 4:47 when i use my meta human preview body, hes way shorter than the actual mannequin, they are not of the same size like it is in your video. I'm using chandra as you told to on the first video, i did everything like u did, what should i do?
Just like me you have got the m_med_nrw_body where as Mizzo is using the m_tall_nrw_body - you can open the MHC (Meta Human Creator) and choose the taller body - save it with different name and you will then see this in Quixle Bridge under My MetaHumans - but either way i carried on with medium and just tried to match as close as possible to the pose before retargeting the animations
hey mate when pasting the bps from the 3rd person controller into the metahuman bp i had this error ''This blueprint (self) is not a Pawn, therefore ' Target ' must have a connection.''
@@PitchforkAcademyyeah, that's where I found the solution, it's just that he, just like me skipped the first video because we thought this video was exactly the same, just on another version😅
hey brother quick question how would you go about retargeting ABP_Quinn in UE 5.4 with the new retargeter? Can I Just retarget the MM_ anims straight to my metahuman? Thanks bro
@@PitchforkAcademy hey man been trying to sign up to Patreon now the link takes me to your profile no option to sub I entered my payment info and now your profile is different can’t tell if I’m subbed
Blueprint nodes take some time to execute. A sequence ensures that it will start executing almost at the same time as opposed to one after the other. Think of it like a foot race where all the runners take off at the same time, as opposed to a baton race.
(Solved) I I V i followed step by step and even double checked but once i plugged in the idle anim (following the next video) I've was left with this error. im new and have been trying to troubleshoot it so i can learn but im stumped at this point. i followed the message log but its pretty vague "Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Set Isfalling? Graph: EventGraph Function: Execute Ubergraph Anim BP Kellan Blueprint: AnimBP_Kellan"(Solved
@@PitchforkAcademy Much appreciated brotha. Crazy how the littlest undetectable thing can mess everything up. Looking forward to seeing your methods through. do you have a discord or anything? ***I just had to delete the is falling nav and isfalling variable and replace like you said and the error went away. ***
@GlossBlackPearlescentRed I just have a subreddit (MizzoFrizzo Tutorials) and a facebook group (MizzoFrizzo Tutorial Discussion), but they have almost no members yet. I'd like to start a discord but I just don't have the time to manage it without enlisting some help! 😑
@@PitchforkAcademy I'm currently dealing with the same problem.. I added sensitivity in a later video which didn't work correctly for me, then removed the functionality i added. But now I'm being told the "PC ref" isn't valid in the animation blueprint... Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Set Is Falling? Graph: EventGraph Function: Execute Ubergraph BP Ettore Blueprint: BP_Ettore I don't understand how the fix for the guy above me was deleting and replacing the isfalling nav & isfalling variable... I replaced those just incase it's computer BS but it didn't resolve it for me, the reference seems broken and IDK what caused it... Going to have to start a new project and setup revision control this time for shit like this Thanks for the series ! Massive help with getting used to ue5
@@PitchforkAcademy Having the same issue, ive deleted is falling nav and the variable, remade them but still get an error for is falling..any ideas mate?
@@PuniieGodx not sure if you solved this problem but after I changed the arms I clicked on Global settings and unchecked Enable IK. I was using a medium body, the stride of the med body is smaller and lags behind the original rig. It was locking the hands to the source rig and it was pulling the hands to it. Making it looked messed up.
Can someone tell me why then I click play after following every step my character stand in t pose still and tell me how I last week or something had it made and worked but now when I made it again it don’t work
16:09 is not clear what's going on at all... it's really tough to find videos showing good practices, everyone is just making random crap that no one should follow
The moment you timestamped is merely talking about organisation. I don't waste people's time with organisation in my tutorials because I believe it's about personal preference. 🙂
@@PitchforkAcademy but it never is about personal preference and it's not about organisation either.... It's about designing your code in such way so you're able to easily understand your own work, are able to easily make changes to it and many more... words like maintainability and scalability come to mind. Learning best practices is important.
@@PitchforkAcademy hmm... well, I guess I'm thinking about it differently because for many years I've been trained to follow best practices at work (java dev). Maybe what you did in the video is ok in UE5, idk what are the best practices for blueprints and UE. It just looked dodgy to me personally but I admin I have been struggling with UE5 so maybe that's skewing my perception.
@SugoiAdam284 Mate, I'm not experienced. We can talk privately and I'll see if there's anything I can help you with, but I'm most definitely not good enough to be a paid consultant.
@@PitchforkAcademy I have done these steps 1_ I added Static Mesh and named it Weapon 2_ I added a weapon to him 3_You have added Sphere Collision When I click on the weapon, I cannot check the physics simulation
Apologies for having to reupload, guys. I'd missed the fact that copy/pasting the input mapping context was setting the wrong IMC_Default... ✌
That shows that you would rather give factual information and help us for free than possible monetary gain, which I think me and the rest of the viewers hugely appreciate you for doing. Thank you so much!
@@qualk37 I appreciate your saying that, but I'm getting money from youtube ads now. 😁
Nah dude good on you for that. If I hadn't already subscribed I would have because of that. Thank you
@@PitchforkAcademy Oh that's great that you are getting monetisation! You definitely deserve it.
Not only that, BUT they moved the inputs to a different blueprint entirely. Not sure if you noticed that there's a blueprint called BP_FirstPersonPlayerController. This contains all the input and appears to be a cleaned up / simplified version of the Third person controllers inputs.
Mizzo, I hope you see this comment. From someone like myself who has spent countless hours learning UE5 from other TH-cam channels (the 'main stream' ones I am sure you can guess a few), I want to say that you are by FAR the best one yet and ironically, you don't have many subs. So I truly hope your channel grows immensely! These in-depth and scalable tutorials you provide are exactly what most people are looking for in these types of videos. Most other tutorials teach you one simple specific thing in a way that cannot be scaled into a full project and doesn't really teach you anything about creating a game (IYKYK). Your videos are truly different and educational.
Thank you, and keep up the good work! Peace and love from South Africa.
Heyyy thank you for your very kind words. I appreciate the sentiment, but actually I do already have incredibly healthy growth. I'm looking at about 25-40 new subs per day AND COUNTING. Haha I must be doing something right. 😁
@@PitchforkAcademy That is fantastic man, you deserve it!
@@TimothySchidlowski That's very kind... 🥲
great tutorial, this series is really helping me with my project, I really appreciate you making it!
Using this video and a couple others i figured out how to retarget the advanced locomotion system animations!
Now back to your 8 way movement blend space video 😂
Thank you very much
For those who are having problem with retargeting in the NEW UE 5.4, you simply now just need to
1) Click on retarget animation
2) Select the source and target skeletons
3) Then choose the animation blueprint or the animation in the list that will show up
4) Then just click export
5) It will ask you for a export location and click export again
That's it
@4:51 when you change target preview mesh, your models matched height and size. Mine didn't do that. Using f_med_nrw_preview, my metahuman remains shorter than SKM_Quinn! I've had to force Target Mesh Scale to 1.148. Using UE 5.4.
In the end it came out wrong so I just used the auto retarget feature in 5.4 and got better results.
Mine is using med_nrw_preview as well. How do I do auto retarget in unreal engine 5.4?
@@adriandeveraaa Here's a comment above about it :
@xeno926 2 weeks ago
For those who are having problem with retargeting in the NEW UE 5.4, you simply now just need to
1) Click on retarget animation
2) Select the source and target skeletons
3) Then choose the animation blueprint or the animation in the list that will show up
4) Then just click export
5) It will ask you for a export location and click export again
if you use an other MetaHuman Body you need to rotat diffrently 6:00 (That took me a while)
I'd like to see some stuff on physical animations for hit detection and collision
Physical animation is really cool but very tricky. There's also already some great tutorials on the subject out there...
you're an absolute fckin legend Mizzo
It is a necessary functionTo collapse. I think that would be handy because that way you would keep everything nice and tidy
I for the most part leave organisation up to the individual. In a large project I'd tend to agree, but this isn't a large project and my main concern is the resulting gameplay. 🙂
Hi man. really appreciate your awesome tutorials, I'm new to Unreal and I have 5.3 installed, i have some questions, I want to model my weapons and create my animations for that, which series of your tutorials do you recommend? also as I said I'm new to UE, i just follow the tutorial and copy anything 😀. thanks in advance
Thank you so much for this greate tutorial,keep up at the good work
BTW - If you right click on the get you can make it a validated get, which is just a litte cleaner
also someone tell him to stop doing a isvalid check into a cast
Amazing Tutorial Thank you!
Love the tutorial great help teaching me animations, however I am running into a problem where I can't play an anim montage. I have the DefaultSlot in my anim BP and the code will run through to play it but it will never play the montage for some reason. Please someone help!
The series is awesome dude.
Quick question about how to fix the character shoulders looking kinda wierd in the metahuman base skeleton page. At around 9:20 is what it looks like. I must’ve missed it somewhere cause mine still looks like that. Lol. Thanks for the videos bro. Keep up the good work
@datfoo4065 It might look like that in an asset editor window but it shouldn't look like that in-game.
@@PitchforkAcademy ok kool. Good lookin out
Legend.
tried doing this for the keiji character and the animations break for running not sure what to tweak to fix it
What is the different if you use first person view and add third person animations instead of use third person template from beginning and just simple move camera to make it look like first person? Are there any negative consequences of using third person template and move camera in front of character head?
That's exactly how we make a true first-person....
please help, i double clicked the state machine to rename it like you did, but both code box thingies disappeared, and now there's only a box that says ENTRY>. what do I do?
nevermind i found it in 2 seconds my bad
Hey man, great tutorial :)
Quick Question. Is it possible to use a smaller character for retargeting, or do i run into problems with that?
Of course you can. You just want to match the poses as best you can and get your chains correct. 🫠
Thanks a lot for the answer!
3 Minutes, that fast as hell :D@@PitchforkAcademy
@@kerlle I shouldn't be so glued to my device! 🥴
When my character starts walking its fingers start curling up. How do you fix that?
Edit: Actually its fingers are already messed up in the idle form.
I have the same issue, you may have done what i did and used a metahuman that is smaller in size and cannot be readjusted to fit into the manny skeleton correctly- at least i asume thats what the problem in my case is. I may go back and use another MH that is the same size instead of Medium.
Is there anyway to prevent the camera from clipping through walls when looking up or down? I have tried attaching the camera to a spring arm and tracking a physics body to the camera but am still having the view clip through objects. A sort of fix I found was increasing the radius of the collision capsule however, you have to make it comically large to fix the issue.
As far as I know, it's pretty tricky. You'd want to create custom collision, and to do that I think you have to create your own custom pawn class.
@@PitchforkAcademy That's what I was thinking from what I read on a few threads, but was hoping I was just missing something. Thank you!
So I asked on another video but is there a way for me to do a flip flop button between the first person and the third person camera and have the ads for each camera mode to be utilized correctly. Because I wanna be able to have third person ads as well as first person ads . I cant find a video or seem to get it to work on my own so back to the drawing boards
Yes of course. There are videos on the subject.
i couldn't promote to a variable at 11:30, right clicking on As BP Trey brought up an option to promote to variable
Lol i was going to ask the same thing, i can only promote My BP to a variable, not from cast. Does anyone know hot to correct this issue ? i'm using 5.4
Can we also do Get character rotation-> Get Forward Vector to get the Direction? Is it the same? thanks
I'm not sure if it's the same. Why mess with it...?
I don't think so. The direction is a float, the angle in degrees that the character is moving relative to the forward vector. Forward vector aint that.
Hello, at minute 10:47, I can't find BP_chandra, what can I do?
It's whatever character BP you are using
awesome tutorial! but i have a problem when i want to play my game it says "EnhancedInputAction None does not have a valid Input Action asset!!" in the BP_ThirdPersonCharacter
Did you follow the step where we set the Input Mapping Context?
@@PitchforkAcademy yeah i had something wrong the mapping context was resetet i didnt saved it or so 😅
@@realBritakee Sooo fixed?
@@PitchforkAcademy yap its fixed now thx for the Greate Tutorial series do you plan in making more Videos Like this
@@realBritakee Indeed I do. I have some very exciting plans for this channel!
Hey, thanks a lot for these tutorials! One quick question. Even tho I tried playing with root motion options, I can't make anims stay in place. Any suggestions?
Which root motion options did you play with? Did you change the translation mode to globally scaled in the retargeter?
@@PitchforkAcademy Yup, it was exactly that. Watched another vid for the problem and figured it out. Took me north of an hour to solve it lol. Thank you so much for quick reply and amazing content! Can't get enough of it and hopefully will see it through.
Just starting this out, not looked far ahead in the playlist yet, can the metahuman be swapped out for ue5 skeleton or are there specific bone transforms you have done that require the extra bones for whatever reason?
Pretty sure ue5 mannequin and metahuman skeletons are the same. Just make your project with the mannequin if that's how you want to proceed... 👍
Hello! Nice video, i just have one question, at 4:47 when i use my meta human preview body, hes way shorter than the actual mannequin, they are not of the same size like it is in your video. I'm using chandra as you told to on the first video, i did everything like u did, what should i do?
I'm not sure what you've done to get that result.
try getting the skeleton in the retarget pose as closely as possible to the manny pose its because of hight diff i guess
Just like me you have got the m_med_nrw_body where as Mizzo is using the m_tall_nrw_body - you can open the MHC (Meta Human Creator) and choose the taller body - save it with different name and you will then see this in Quixle Bridge under My MetaHumans - but either way i carried on with medium and just tried to match as close as possible to the pose before retargeting the animations
hey mate when pasting the bps from the 3rd person controller into the metahuman bp i had this error ''This blueprint (self) is not a Pawn, therefore ' Target ' must have a connection.''
Which node requires a target?
Hey, I am a bit late but I ran into the same problem, you just have to go to your metahuman class settings and change parent to first person character
@@denisgusev7219 Didn't we do that in Part 1??
@@PitchforkAcademyyeah, that's where I found the solution, it's just that he, just like me skipped the first video because we thought this video was exactly the same, just on another version😅
hey brother quick question how would you go about retargeting ABP_Quinn in UE 5.4 with the new retargeter? Can I Just retarget the MM_ anims straight to my metahuman? Thanks bro
Yep
@@PitchforkAcademy hey man been trying to sign up to Patreon now the link takes me to your profile no option to sub I entered my payment info and now your profile is different can’t tell if I’m subbed
@6henny443 Uhh nope, not seeing any new subs...
@@PitchforkAcademy its just weird cause when i went to pay it said error but now I can see your profile and have no option to sub.. weird
@@PitchforkAcademy just made a new account
14:28 - is there any difference in using "Sequence" and just connecting nodes one after another?
Blueprint nodes take some time to execute. A sequence ensures that it will start executing almost at the same time as opposed to one after the other. Think of it like a foot race where all the runners take off at the same time, as opposed to a baton race.
@@PitchforkAcademy oh, so its useful if u want to parallelize some logic, instead of making a queue of nodes?
(Solved) I
I
V
i followed step by step and even double checked but once i plugged in the idle anim (following the next video) I've was left with this error. im new and have been trying to troubleshoot it so i can learn but im stumped at this point. i followed the message log but its pretty vague
"Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Set Isfalling? Graph: EventGraph Function: Execute Ubergraph Anim BP Kellan Blueprint: AnimBP_Kellan"(Solved
It's saying it can't find Isfalling? from the character movement component. Maybe revisit that, replace it and se if you can fix it.
@@PitchforkAcademy Much appreciated brotha. Crazy how the littlest undetectable thing can mess everything up. Looking forward to seeing your methods through. do you have a discord or anything?
***I just had to delete the is falling nav and isfalling variable and replace like you said and the error went away. ***
@GlossBlackPearlescentRed I just have a subreddit (MizzoFrizzo Tutorials) and a facebook group (MizzoFrizzo Tutorial Discussion), but they have almost no members yet. I'd like to start a discord but I just don't have the time to manage it without enlisting some help! 😑
@@PitchforkAcademy I'm currently dealing with the same problem..
I added sensitivity in a later video which didn't work correctly for me, then removed the functionality i added.
But now I'm being told the "PC ref" isn't valid in the animation blueprint...
Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Set Is Falling? Graph: EventGraph Function: Execute Ubergraph BP Ettore Blueprint: BP_Ettore
I don't understand how the fix for the guy above me was deleting and replacing the isfalling nav & isfalling variable...
I replaced those just incase it's computer BS but it didn't resolve it for me, the reference seems broken and IDK what caused it...
Going to have to start a new project and setup revision control this time for shit like this
Thanks for the series ! Massive help with getting used to ue5
@@PitchforkAcademy Having the same issue, ive deleted is falling nav and the variable, remade them but still get an error for is falling..any ideas mate?
Question:
Why "MF_Idle" vs. "MM_Idle" ?
Given Male Pawn i presumed the reverse?
It doesn't really matter. MM has a more aggressive, forward-leaning stance, while MF is much more relaxed and on the back foot.
@@PitchforkAcademy i didn't notice a difference at first. Thank you
everytime i run its buggy on the speed animation i need help plz
@@BlueBeam10 for me its just my arms at the end of the running animation my arms are like going forward in a weird way
@@PuniieGodx yeah i am 5.4 and mine run animation looks like it turned into a zombie trying to get someone.
@@PuniieGodx not sure if you solved this problem but after I changed the arms I clicked on Global settings and unchecked Enable IK. I was using a medium body, the stride of the med body is smaller and lags behind the original rig. It was locking the hands to the source rig and it was pulling the hands to it. Making it looked messed up.
Can someone tell me why then I click play after following every step my character stand in t pose still and tell me how I last week or something had it made and worked but now when I made it again it don’t work
Did you set the animation blueprint in your character's blueprint?
@@PitchforkAcademy hmm no I tried but looks bad the I move because way to much movement on the head
@@emilweinbergjensen3565 I have no idea what you're saying.
@@PitchforkAcademy it okay I’m just stupid I forgot to boxes that need to be checked plus what you said before so all good now thanks for answering me
is there any reason why i cant find retarget animation assets
Are you using 5.4?
@@PitchforkAcademy yes
@@RetroTelevisor420 Then that's probably why
@@PitchforkAcademy which version are you using?
@@RetroTelevisor420 5.3
16:09 is not clear what's going on at all... it's really tough to find videos showing good practices, everyone is just making random crap that no one should follow
The moment you timestamped is merely talking about organisation. I don't waste people's time with organisation in my tutorials because I believe it's about personal preference. 🙂
@@PitchforkAcademy but it never is about personal preference and it's not about organisation either.... It's about designing your code in such way so you're able to easily understand your own work, are able to easily make changes to it and many more... words like maintainability and scalability come to mind. Learning best practices is important.
@@michalrv3066 How people understand their own work is a personal preference. 🙂 As for scalability, this is an animation blueprint. 😅
@@PitchforkAcademy hmm... well, I guess I'm thinking about it differently because for many years I've been trained to follow best practices at work (java dev). Maybe what you did in the video is ok in UE5, idk what are the best practices for blueprints and UE. It just looked dodgy to me personally but I admin I have been struggling with UE5 so maybe that's skewing my perception.
Do you offer paid consulting? Working on a game, would love your help. Cheers, Adam.
Oh no perish the thought. I'm not that experienced...
Pretty please@@PitchforkAcademy
@SugoiAdam284 Mate, I'm not experienced. We can talk privately and I'll see if there's anything I can help you with, but I'm most definitely not good enough to be a paid consultant.
@@SugoiAdam284 Head to MizzoFrizzo Tutorial Discussion on facebook and get in touch with me there
Joined!
@@PitchforkAcademy
What the hell is retargeting?
It's taking an animation from one skeletal mesh and applying it to another skeletal mesh by blending certain bones etc
❤
❤️
I want to ask you some questions. I am having a problem with the games. A simple problem. Can I contact you?
You just did contact me. 🙂
@@PitchforkAcademy I have done these steps
1_ I added Static Mesh and named it Weapon
2_ I added a weapon to him
3_You have added Sphere Collision
When I click on the weapon, I cannot check the physics simulation
@@SamyYuii Are you following my weapons system tutorial?