How To Make A True First-Person Shooter in Unreal Engine 5 - Part 2.1: Create an Animation Blueprint

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  • เผยแพร่เมื่อ 5 ต.ค. 2024
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ความคิดเห็น • 133

  • @PitchforkAcademy
    @PitchforkAcademy  10 หลายเดือนก่อน +8

    Apologies for having to reupload, guys. I'd missed the fact that copy/pasting the input mapping context was setting the wrong IMC_Default... ✌

    • @qualk37
      @qualk37 10 หลายเดือนก่อน +3

      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!

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน +2

      @@qualk37 I appreciate your saying that, but I'm getting money from youtube ads now. 😁

    • @leonlysak4927
      @leonlysak4927 10 หลายเดือนก่อน +1

      Nah dude good on you for that. If I hadn't already subscribed I would have because of that. Thank you

    • @qualk37
      @qualk37 10 หลายเดือนก่อน +1

      @@PitchforkAcademy Oh that's great that you are getting monetisation! You definitely deserve it.

    • @DoggoDogPack
      @DoggoDogPack 9 หลายเดือนก่อน +1

      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.

  • @TimothySchidlowski
    @TimothySchidlowski 5 หลายเดือนก่อน +5

    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.

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน +3

      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. 😁

    • @TimothySchidlowski
      @TimothySchidlowski 5 หลายเดือนก่อน

      @@PitchforkAcademy That is fantastic man, you deserve it!

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน +2

      @@TimothySchidlowski That's very kind... 🥲

  • @gudjonmar664
    @gudjonmar664 6 หลายเดือนก่อน +1

    great tutorial, this series is really helping me with my project, I really appreciate you making it!

  • @knitejax659
    @knitejax659 5 หลายเดือนก่อน

    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

  • @xeno926
    @xeno926 2 หลายเดือนก่อน +10

    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

  • @SMJay
    @SMJay 4 หลายเดือนก่อน +2

    @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
      @adriandeveraaa 3 หลายเดือนก่อน

      Mine is using med_nrw_preview as well. How do I do auto retarget in unreal engine 5.4?

    • @darthravyn572
      @darthravyn572 2 หลายเดือนก่อน

      @@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

  • @valentinried7738
    @valentinried7738 9 หลายเดือนก่อน +2

    if you use an other MetaHuman Body you need to rotat diffrently 6:00 (That took me a while)

  • @Zhroomtrip
    @Zhroomtrip 9 หลายเดือนก่อน +1

    I'd like to see some stuff on physical animations for hit detection and collision

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน +1

      Physical animation is really cool but very tricky. There's also already some great tutorials on the subject out there...

  • @HellboyNews
    @HellboyNews 4 หลายเดือนก่อน

    you're an absolute fckin legend Mizzo

  • @grantpearson7728
    @grantpearson7728 8 หลายเดือนก่อน

    It is a necessary functionTo collapse. I think that would be handy because that way you would keep everything nice and tidy

    • @PitchforkAcademy
      @PitchforkAcademy  8 หลายเดือนก่อน

      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. 🙂

  • @alinarangi7826
    @alinarangi7826 29 วันที่ผ่านมา

    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

  • @RonYonassiProduction
    @RonYonassiProduction 8 หลายเดือนก่อน

    Thank you so much for this greate tutorial,keep up at the good work

  • @bernard2735
    @bernard2735 10 หลายเดือนก่อน

    BTW - If you right click on the get you can make it a validated get, which is just a litte cleaner

    • @Aestareth_
      @Aestareth_ 8 หลายเดือนก่อน

      also someone tell him to stop doing a isvalid check into a cast

  • @tony-lj1mj
    @tony-lj1mj 10 หลายเดือนก่อน

    Amazing Tutorial Thank you!

  • @That_Italiano
    @That_Italiano หลายเดือนก่อน

    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!

  • @datfoo4065
    @datfoo4065 7 หลายเดือนก่อน

    The series is awesome dude.

    • @datfoo4065
      @datfoo4065 7 หลายเดือนก่อน

      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

    • @PitchforkAcademy
      @PitchforkAcademy  7 หลายเดือนก่อน +1

      @datfoo4065 It might look like that in an asset editor window but it shouldn't look like that in-game.

    • @datfoo4065
      @datfoo4065 7 หลายเดือนก่อน

      @@PitchforkAcademy ok kool. Good lookin out

  • @Cluxiu
    @Cluxiu 10 หลายเดือนก่อน

    Legend.

  • @geekoechorl9488
    @geekoechorl9488 5 หลายเดือนก่อน

    tried doing this for the keiji character and the animations break for running not sure what to tweak to fix it

  • @porterneon
    @porterneon 9 หลายเดือนก่อน

    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?

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน

      That's exactly how we make a true first-person....

  • @TheRetroEditorOfficial
    @TheRetroEditorOfficial 8 หลายเดือนก่อน

    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?

  • @kerlle
    @kerlle 6 หลายเดือนก่อน

    Hey man, great tutorial :)
    Quick Question. Is it possible to use a smaller character for retargeting, or do i run into problems with that?

    • @PitchforkAcademy
      @PitchforkAcademy  6 หลายเดือนก่อน

      Of course you can. You just want to match the poses as best you can and get your chains correct. 🫠

    • @kerlle
      @kerlle 6 หลายเดือนก่อน

      Thanks a lot for the answer!
      3 Minutes, that fast as hell :D@@PitchforkAcademy

    • @PitchforkAcademy
      @PitchforkAcademy  6 หลายเดือนก่อน

      @@kerlle I shouldn't be so glued to my device! 🥴

  • @HTETyt
    @HTETyt 10 หลายเดือนก่อน

    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.

    • @pryzmgaming
      @pryzmgaming 10 หลายเดือนก่อน

      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.

  • @addakis5663
    @addakis5663 5 หลายเดือนก่อน

    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.

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน +1

      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.

    • @addakis5663
      @addakis5663 5 หลายเดือนก่อน

      @@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!

  • @HeyShotgun
    @HeyShotgun 4 หลายเดือนก่อน

    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

    • @PitchforkAcademy
      @PitchforkAcademy  4 หลายเดือนก่อน +1

      Yes of course. There are videos on the subject.

  • @dalyonpacker8433
    @dalyonpacker8433 5 หลายเดือนก่อน

    i couldn't promote to a variable at 11:30, right clicking on As BP Trey brought up an option to promote to variable

    • @doctormccoy-1017
      @doctormccoy-1017 หลายเดือนก่อน

      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

  • @lolaswift111
    @lolaswift111 10 หลายเดือนก่อน

    Can we also do Get character rotation-> Get Forward Vector to get the Direction? Is it the same? thanks

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      I'm not sure if it's the same. Why mess with it...?

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน

      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.

  • @vulgo1685
    @vulgo1685 3 หลายเดือนก่อน

    Hello, at minute 10:47, I can't find BP_chandra, what can I do?

    • @PitchforkAcademy
      @PitchforkAcademy  3 หลายเดือนก่อน

      It's whatever character BP you are using

  • @realBritakee
    @realBritakee 10 หลายเดือนก่อน +1

    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

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      Did you follow the step where we set the Input Mapping Context?

    • @realBritakee
      @realBritakee 10 หลายเดือนก่อน

      @@PitchforkAcademy yeah i had something wrong the mapping context was resetet i didnt saved it or so 😅

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      @@realBritakee Sooo fixed?

    • @realBritakee
      @realBritakee 10 หลายเดือนก่อน

      @@PitchforkAcademy yap its fixed now thx for the Greate Tutorial series do you plan in making more Videos Like this

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      @@realBritakee Indeed I do. I have some very exciting plans for this channel!

  • @emrahcoban4488
    @emrahcoban4488 9 หลายเดือนก่อน

    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
      @PitchforkAcademy  9 หลายเดือนก่อน +1

      Which root motion options did you play with? Did you change the translation mode to globally scaled in the retargeter?

    • @emrahcoban4488
      @emrahcoban4488 9 หลายเดือนก่อน

      @@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.

  • @thedirtyscotTV
    @thedirtyscotTV 9 หลายเดือนก่อน

    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?

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน +1

      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... 👍

  • @clodoaldovieira5511
    @clodoaldovieira5511 7 หลายเดือนก่อน

    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?

    • @PitchforkAcademy
      @PitchforkAcademy  7 หลายเดือนก่อน

      I'm not sure what you've done to get that result.

    • @tigerkralle1997
      @tigerkralle1997 7 หลายเดือนก่อน

      try getting the skeleton in the retarget pose as closely as possible to the manny pose its because of hight diff i guess

    • @edhanlon30
      @edhanlon30 6 หลายเดือนก่อน

      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

  • @zanderyoung7314
    @zanderyoung7314 6 หลายเดือนก่อน

    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.''

    • @PitchforkAcademy
      @PitchforkAcademy  6 หลายเดือนก่อน

      Which node requires a target?

    • @denisgusev7219
      @denisgusev7219 5 หลายเดือนก่อน +1

      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

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน

      @@denisgusev7219 Didn't we do that in Part 1??

    • @denisgusev7219
      @denisgusev7219 5 หลายเดือนก่อน +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😅

  • @6henny443
    @6henny443 3 หลายเดือนก่อน

    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
      @PitchforkAcademy  3 หลายเดือนก่อน

      Yep

    • @6henny443
      @6henny443 3 หลายเดือนก่อน

      @@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

    • @PitchforkAcademy
      @PitchforkAcademy  3 หลายเดือนก่อน

      @6henny443 Uhh nope, not seeing any new subs...

    • @6henny443
      @6henny443 3 หลายเดือนก่อน

      @@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

    • @6henny443
      @6henny443 3 หลายเดือนก่อน

      @@PitchforkAcademy just made a new account

  • @now_ever
    @now_ever 8 หลายเดือนก่อน

    14:28 - is there any difference in using "Sequence" and just connecting nodes one after another?

    • @PitchforkAcademy
      @PitchforkAcademy  8 หลายเดือนก่อน +2

      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.

    • @now_ever
      @now_ever 8 หลายเดือนก่อน

      @@PitchforkAcademy oh, so its useful if u want to parallelize some logic, instead of making a queue of nodes?

  • @GlossBlackPearlescentRed
    @GlossBlackPearlescentRed 8 หลายเดือนก่อน

    (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
      @PitchforkAcademy  8 หลายเดือนก่อน +1

      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.

    • @GlossBlackPearlescentRed
      @GlossBlackPearlescentRed 8 หลายเดือนก่อน

      @@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. ***

    • @PitchforkAcademy
      @PitchforkAcademy  8 หลายเดือนก่อน +1

      @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! 😑

    • @BeverageOfSorts
      @BeverageOfSorts 8 หลายเดือนก่อน

      @@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

    • @garyaj072
      @garyaj072 7 หลายเดือนก่อน

      @@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?

  • @elganzandere
    @elganzandere 10 หลายเดือนก่อน

    Question:
    Why "MF_Idle" vs. "MM_Idle" ?
    Given Male Pawn i presumed the reverse?

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      It doesn't really matter. MM has a more aggressive, forward-leaning stance, while MF is much more relaxed and on the back foot.

    • @elganzandere
      @elganzandere 10 หลายเดือนก่อน

      @@PitchforkAcademy i didn't notice a difference at first. Thank you

  • @KurkoBane-v9s
    @KurkoBane-v9s 6 หลายเดือนก่อน

    everytime i run its buggy on the speed animation i need help plz

    • @PuniieGodx
      @PuniieGodx 5 หลายเดือนก่อน

      @@BlueBeam10 for me its just my arms at the end of the running animation my arms are like going forward in a weird way

    • @azulechaos1273
      @azulechaos1273 5 หลายเดือนก่อน

      @@PuniieGodx yeah i am 5.4 and mine run animation looks like it turned into a zombie trying to get someone.

    • @azulechaos1273
      @azulechaos1273 5 หลายเดือนก่อน

      @@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.

  • @emilweinbergjensen3565
    @emilweinbergjensen3565 9 หลายเดือนก่อน

    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

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน

      Did you set the animation blueprint in your character's blueprint?

    • @emilweinbergjensen3565
      @emilweinbergjensen3565 9 หลายเดือนก่อน

      @@PitchforkAcademy hmm no I tried but looks bad the I move because way to much movement on the head

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน

      @@emilweinbergjensen3565 I have no idea what you're saying.

    • @emilweinbergjensen3565
      @emilweinbergjensen3565 9 หลายเดือนก่อน +1

      @@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

  • @RetroTelevisor420
    @RetroTelevisor420 5 หลายเดือนก่อน

    is there any reason why i cant find retarget animation assets

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน

      Are you using 5.4?

    • @RetroTelevisor420
      @RetroTelevisor420 5 หลายเดือนก่อน

      @@PitchforkAcademy yes

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน

      @@RetroTelevisor420 Then that's probably why

    • @RetroTelevisor420
      @RetroTelevisor420 5 หลายเดือนก่อน

      @@PitchforkAcademy which version are you using?

    • @PitchforkAcademy
      @PitchforkAcademy  5 หลายเดือนก่อน +1

      @@RetroTelevisor420 5.3

  • @michalrv3066
    @michalrv3066 8 หลายเดือนก่อน

    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

    • @PitchforkAcademy
      @PitchforkAcademy  8 หลายเดือนก่อน

      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. 🙂

    • @michalrv3066
      @michalrv3066 8 หลายเดือนก่อน

      @@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
      @PitchforkAcademy  8 หลายเดือนก่อน

      @@michalrv3066 How people understand their own work is a personal preference. 🙂 As for scalability, this is an animation blueprint. 😅

    • @michalrv3066
      @michalrv3066 8 หลายเดือนก่อน

      @@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
    @SugoiAdam284 9 หลายเดือนก่อน

    Do you offer paid consulting? Working on a game, would love your help. Cheers, Adam.

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน

      Oh no perish the thought. I'm not that experienced...

    • @SugoiAdam284
      @SugoiAdam284 9 หลายเดือนก่อน

      Pretty please@@PitchforkAcademy

    • @PitchforkAcademy
      @PitchforkAcademy  9 หลายเดือนก่อน

      @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
      @PitchforkAcademy  9 หลายเดือนก่อน

      @@SugoiAdam284 Head to MizzoFrizzo Tutorial Discussion on facebook and get in touch with me there

    • @SugoiAdam284
      @SugoiAdam284 9 หลายเดือนก่อน

      Joined!
      @@PitchforkAcademy

  • @michalrv3066
    @michalrv3066 8 หลายเดือนก่อน

    What the hell is retargeting?

    • @PitchforkAcademy
      @PitchforkAcademy  8 หลายเดือนก่อน

      It's taking an animation from one skeletal mesh and applying it to another skeletal mesh by blending certain bones etc

  • @Trevex-UnKown
    @Trevex-UnKown 7 หลายเดือนก่อน

  • @SamyYuii
    @SamyYuii 10 หลายเดือนก่อน

    I want to ask you some questions. I am having a problem with the games. A simple problem. Can I contact you?

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      You just did contact me. 🙂

    • @SamyYuii
      @SamyYuii 10 หลายเดือนก่อน

      @@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

    • @PitchforkAcademy
      @PitchforkAcademy  10 หลายเดือนก่อน

      @@SamyYuii Are you following my weapons system tutorial?