Heya. FluidNinja is a tricky beast. It's been a while, but from memory there was something to do with the actors or bone filter on the FluidNinja interaction settings, and when moving it to another level, I had to adjust the... Trace height? Interaction height? Something like that. When you do get it working though, I found if I attached 2 spheres slightly in front of the car it improved the look of the water movement, since fluid ninja treats objects as a simple point trace, not a shape
@@GDCorner Thank you so much, "Rush Hour" is awesome, I'm looking forward to an update for the fiery chase and drift action in the game. One more question from you, in your footage, CineCameraActor do you put "Attack" according to the car or is it separate, there are some shots of you in front of the front of the racing car looking very natural, I Haven't done that yet, thanks 😊
@@LeThang-yz7qo Hey, for some of those shots where the car is "chasing" the camera, I just created a spline track very similar to my latest tutorial, and played with the camera track until I had a look I liked. I then added a camera shake. You can do that with the BP class, or for a nice realistic and natural movement, I recommend looking at this pack of real captured camera shake, Cinemotion. www.unrealengine.com/marketplace/en-US/product/cinemotion-real-handheld-camera-motion-kit I'll be doing a follow up video in the coming weeks where I explore more camera movements such as the "chase cam", and also explore using a second car for doing some camera work. > I'm looking forward to an update for the fiery chase and drift action in the game Just to be clear, the fire scene from my latest tutorial is a 3rd party asset pack on the unreal marketplace. The "tap handbrake" hint is underway, make sure to keep an eye out on here or twitter for latest updates.
Heya, yes and no. It can be used at runtime for animations, scripted sequences etc, and there is a blueprint API example on how to construct a path at runtime with blueprints, however there are some limitations: - Once a vehicle has started, it won't respect changes to the path - It lacks many features you'd want for a game AI, such as rubber-banding/catchup, and collision avoidance. It really is designed more for animation rather than a general purpose vehicle AI.
brilliant ! cheers from RIo
Amazing work! Very impressive system already! Also, congrats!
Thanks 🙏
hi, do you have any instructions for the car to interact with the environment in FluidNinjaLive, I can't control it, thanks a lot
Heya. FluidNinja is a tricky beast. It's been a while, but from memory there was something to do with the actors or bone filter on the FluidNinja interaction settings, and when moving it to another level, I had to adjust the... Trace height? Interaction height? Something like that.
When you do get it working though, I found if I attached 2 spheres slightly in front of the car it improved the look of the water movement, since fluid ninja treats objects as a simple point trace, not a shape
@@GDCorner Thank you so much, "Rush Hour" is awesome, I'm looking forward to an update for the fiery chase and drift action in the game. One more question from you, in your footage, CineCameraActor do you put "Attack" according to the car or is it separate, there are some shots of you in front of the front of the racing car looking very natural, I Haven't done that yet, thanks 😊
@@LeThang-yz7qo Hey, for some of those shots where the car is "chasing" the camera, I just created a spline track very similar to my latest tutorial, and played with the camera track until I had a look I liked.
I then added a camera shake. You can do that with the BP class, or for a nice realistic and natural movement, I recommend looking at this pack of real captured camera shake, Cinemotion.
www.unrealengine.com/marketplace/en-US/product/cinemotion-real-handheld-camera-motion-kit
I'll be doing a follow up video in the coming weeks where I explore more camera movements such as the "chase cam", and also explore using a second car for doing some camera work.
> I'm looking forward to an update for the fiery chase and drift action in the game
Just to be clear, the fire scene from my latest tutorial is a 3rd party asset pack on the unreal marketplace.
The "tap handbrake" hint is underway, make sure to keep an eye out on here or twitter for latest updates.
@@GDCorner Thank you so much my friends, I'm watching and waiting for your next products.See you soon!
Can this be used for in game events, scripted and even non-scripted? Not for offline rendering but for AI gameplay (as in enemies for example)?
Heya, yes and no. It can be used at runtime for animations, scripted sequences etc, and there is a blueprint API example on how to construct a path at runtime with blueprints, however there are some limitations:
- Once a vehicle has started, it won't respect changes to the path
- It lacks many features you'd want for a game AI, such as rubber-banding/catchup, and collision avoidance.
It really is designed more for animation rather than a general purpose vehicle AI.