One of the best yt channel i have ever seen . Always making new videos and providing us new and fresh content . Hats off mann . Hey why dont you make a fps multiplayer series i am sure people would love it
If you never figured it out you select the capsule component and in the details panel you can either change the scale for size or shape with capsule radius and half height@@keizerderood6873
love how you just breeze through at max speed without 5 hours of rambling in between, understanding that people can pause and go back if they missed something. Great channel, sub from me.
Amazing, you rock, learning a lot from you. Thanks a lot. While learning from the tutorial i had a doubt. If a player goes out of nav mesh area and if he come back again to nav mesh area pet doesn't follow, is there a way to make the pet follow back when player enter the zone. If possible, make a tutorial or let me know what should i do to make it possible. Thanka lot for your hard work. Thanks again
Cool, this was actually going to be the next part of my game. I discovered that my animal would lose sight of me after a big jump or if my player character was launched. The solution is simply connect the 'on fail' execution pin back to the input of the 'follow player' event when it is called after event begin play. Now my little wolf friend follows me everywhere.
My pet followed until I add the animations. So the navigation mesh is there and operating. The pet is visibly animated, but doesn't move to follow the character.
Hi, can you help me implement this to my selected character blueprint? I created a player character selection screen that loads 1 of 2 characters and I'm not sure how to get the companion ai to move to the selected character instead of a default one. Thank you
I don't know what I am doing wrong, but my fox won't move. I added the NavmeshBoundsVolume, created the blendspace, added it to my anim bp, but the fox just stands there in idle anim.
i found the problem. The Fox could not see me at begin play, so the event didn't get called. I did it like @studiobaxter1242 said and added the on fail back to begin play/followplayer and now everything works
is there something different in 5.2? my blueprint is exactly the same as yours but my fox does not move when i follow. im at the step of adding the bound and i press P and see where it highlights green. but the fox does not move at all when i hit play.
No idea about 5.2 but I'm on 5.1 & I thought I was losing my mind. Literally every change is exactly the same as his and the fox doesn't follow my player. 😑
When the pet follows, he gets pretty close and then abruptly backs off and that loops how do I stop that abrupt gets too close and backs off it’s jerky
Love your tutorials! I'm running into a problem where my pet works fine in the editor but would walks off the map in builds. Couldn't find anything that solved this issue. Does anyone know what's causing it and how to resolve it?
I'm running UE5.2 and AIMoveTo with target as character/pawn does not work, but using the actor location does. The actor location won't work if the player jumps.
1) Did you remember to add a NAV mesh to the level? Press P in Editor to see if the floor/area is green. If no green then your Nav mesh needs to be scaled bigger. 2) If jump isnt working, you may need a Smart Nav Link / NavLinkProxy. [watch?v=nXoG10cHUWg] [Nav links are very buggy for me in UE4.27, idk if they made them better in UE5.2. But we shouldnt need to place points in the level at all - because what if the level was procedurally generated = we cannot place Links manually. 3) Thus we would need a Smart AI that has collision detection code and scans in 3D, then decides where to jump. Find me a tut on that ;) ]
can you explain this in more detail? my fox isnt moving when i hit play. my blueprint is exactly the same as the video. which part do i need to change?
Did you do step 1? Press P (in level view), and tell me if you see green on the floor. If yes, then Nav mesh should be correct. If no, you need to increase the scale of Nav mesh. "but using the actor location does." Timestamp me where you refer to. (I dont have UE5.2, but I may be able to see what you mean.) Also tell me, did you use a Project template like ThirdPerson template or make your own?
@@davidbernal3733 good :). Remember to make backups of important files after you get it working - and before you make a new change. I click an asset. Press Control + W (duplicate). Rename this new file with _backup1. Then go back to the original copy, rename it v2. (It's easier to rename the original and increase version number - so that all your links update with the new name automatically - instead of switching to use the new copy.)
Very easy to follow and implement. Another amazing tutorial! How would you go about doing a pet like in destiny where it disappears and and appears based on different factors?
You would need to add AI logic (in the BP or using AI blackboard / "Behavior Tree" - he has a video about that [ watch?v=QJuaB2V79mU ]). E.g. if AI is X distance from Player, then AI do Y. Or if Player is hurt, AI run close and heal Player.
Hello sir, i have a request, can u make tutorial for recruitment Companion ai with event or quest, like watchdog legion. I hope u make it, i like ur tutorial n thank you.
Just wondering, using lion,all fine except on play, liion goes sideways, with animation. Looking into it,but atm am lost as to why. Ill update if I get it.
Wow it's so amazing ❤ Plz I have one problem I made my character jump higher When I jump higher the (fox) doesn't back to move to character again how to fix it with decrease the highest of jump 😂
Can you show us how you can make a ball actor, not pawn or character to roll itself to world location? at Event Begin Play and not triggered by any controller or keys. Thanks
most likely so i followed a lot of his tuts and most dont work regardless i always have to go to the comment section to find a fix and find some of the comments are missing
great tuto as always , for some reason the fox disturb my camera eventhough I set his collision to ignore the camera when he is behind me it disturbs the camera, very nice tuto as always though
One of the best yt channel i have ever seen . Always making new videos and providing us new and fresh content . Hats off mann . Hey why dont you make a fps multiplayer series i am sure people would love it
Thank you so much!! I really appreciate it. As I have just done a full Third Person Shooter masterclass, I will wait a bit.. but yeah absolutely!
@@GorkaGames hi ineed your help
@@GorkaGames I want to know how to make the capsule component smaller
If you never figured it out you select the capsule component and in the details panel you can either change the scale for size or shape with capsule radius and half height@@keizerderood6873
Thanks!
love how you just breeze through at max speed without 5 hours of rambling in between, understanding that people can pause and go back if they missed something. Great channel, sub from me.
Nice!! If you press Shift + F 11 you can change unreal window in full screen mode
he is using blueprints. you expect too much from him.
My dude you keep hitting them out of the park great tutorial as always, so easy and complete.
awww this is so cute, I've always wanted to add this
😄😄
WOW No way! Dude you've been adding some banger tutorials lately! So many I need to come back for. Especially this one. Glad I subscribed lol
Thank you so much man!!!
One of the goatest teachers for ue
thank you!!!
Your tutorials help me so much! Thank You so much !
my pleasure!!
idk why but it actually worked, amazing!!
thank you very much i was learning very much from you
my pleasure!!
Bro you are the greatest Game dev ❤
thank you so much!!
Amazing, you rock, learning a lot from you. Thanks a lot. While learning from the tutorial i had a doubt.
If a player goes out of nav mesh area and if he come back again to nav mesh area pet doesn't follow, is there a way to make the pet follow back when player enter the zone. If possible, make a tutorial or let me know what should i do to make it possible. Thanka lot for your hard work. Thanks again
Cool, this was actually going to be the next part of my game.
I discovered that my animal would lose sight of me after a big jump or if my player character was launched.
The solution is simply connect the 'on fail' execution pin back to the input of the 'follow player' event when it is called after event begin play. Now my little wolf friend follows me everywhere.
Thank you, this was driving me crazy
Thanks for this!
Well crafted.
thank you!
Killing it bro, great tutorial.. Keep them coming!!!
Will you be making Custom Character in the RPG series anytime soon? I need to get to this point 😅
My pet followed until I add the animations. So the navigation mesh is there and operating. The pet is visibly animated, but doesn't move to follow the character.
how to make it so that when I approach an npc I press E so that he follows me and when I press it again he stops following in UE4 ????
Hi, can you help me implement this to my selected character blueprint? I created a player character selection screen that loads 1 of 2 characters and I'm not sure how to get the companion ai to move to the selected character instead of a default one. Thank you
It's amazing!!! Have you planned to make one where the companion attacks with a button? 😁
add this in rbg game but make this animal big wolf i think will be good ❤
haha that would be great!!
Cant get this work on play as client mode ? It works fine in play standalone only for me. Any idea ? Thanks.
Bro You are doing great 👍
thank you so much man!!
Where i get the animations?
Did you create that in blender.
How to rig for unreal engine?
Please help me
I don't know what I am doing wrong, but my fox won't move. I added the NavmeshBoundsVolume, created the blendspace, added it to my anim bp, but the fox just stands there in idle anim.
i found the problem. The Fox could not see me at begin play, so the event didn't get called. I did it like @studiobaxter1242
said and added the on fail back to begin play/followplayer and now everything works
@@back2the90s8 hey guy,thanks very much!
is there something different in 5.2? my blueprint is exactly the same as yours but my fox does not move when i follow. im at the step of adding the bound and i press P and see where it highlights green. but the fox does not move at all when i hit play.
No idea about 5.2 but I'm on 5.1 & I thought I was losing my mind. Literally every change is exactly the same as his and the fox doesn't follow my player. 😑
@@wolf_li check your player start distance. It worked for me if i placed bpplayerstart right next to the follower
How about a way to play as your pet companion? It would be nice to have a trick for playing as your companion characters know general.
just switch the mesh in your thirdperson_bp with the animal mesh and select the animal's animbp, but it should have more animations like jumping.
freakin cute ima make that when i get my new computer!
Is there a way to use pet in open world without nav mesh. If we are creating an open world game. Thanks.
thanks man! fast and objective! cheers!
I hope to make it attack animés ♥️
why does the fox keep stopping? it doesn't move at a constant rate.
What if you close the door? How will you get the fail and teleport to player?
Bro last month free for the month Niagara pack video . when it come . i am waiting for this
THank you! How would it be possible to have it on the side of the player, instead of running behind it?
im having a issue! once the animation finishes it sets him back to his original postiton and its bad what do I do
very cute, I've added a fox to my tropical island
thanks.
Excellent Tutorial :)
Great one!
thank you!
When the pet follows, he gets pretty close and then abruptly backs off and that loops how do I stop that abrupt gets too close and backs off it’s jerky
Hello how to set... velocity to start slow then increase to 100 after that start decrease almost reaching the player? like velocity smooth.
Can you make it so it can attack and also you can make it follow and disband
Can i use pawn sensing component for the pet AI ?
Will you teach us how to help us in battles in the rpg series?
this was useful thank you
Please I'm new to Unreal Engine. Which of your videos can I use to learn the controls?
help me pls i can't see actors in viewport
check in the outline if they are grayed out. if they are right click and set to pin
do you kown how to make a die jumpscare can you pls show?
Love your tutorials! I'm running into a problem where my pet works fine in the editor but would walks off the map in builds. Couldn't find anything that solved this issue. Does anyone know what's causing it and how to resolve it?
I'm running UE5.2 and AIMoveTo with target as character/pawn does not work, but using the actor location does. The actor location won't work if the player jumps.
1) Did you remember to add a NAV mesh to the level? Press P in Editor to see if the floor/area is green. If no green then your Nav mesh needs to be scaled bigger.
2) If jump isnt working, you may need a Smart Nav Link / NavLinkProxy. [watch?v=nXoG10cHUWg]
[Nav links are very buggy for me in UE4.27, idk if they made them better in UE5.2. But we shouldnt need to place points in the level at all - because what if the level was procedurally generated = we cannot place Links manually.
3) Thus we would need a Smart AI that has collision detection code and scans in 3D, then decides where to jump. Find me a tut on that ;) ]
can you explain this in more detail? my fox isnt moving when i hit play. my blueprint is exactly the same as the video. which part do i need to change?
Did you do step 1? Press P (in level view), and tell me if you see green on the floor.
If yes, then Nav mesh should be correct.
If no, you need to increase the scale of Nav mesh.
"but using the actor location does."
Timestamp me where you refer to. (I dont have UE5.2, but I may be able to see what you mean.)
Also tell me, did you use a Project template like ThirdPerson template or make your own?
@@kenalpha3 It ended up working after restarting UE
@@davidbernal3733 good :). Remember to make backups of important files after you get it working - and before you make a new change.
I click an asset. Press Control + W (duplicate). Rename this new file with _backup1.
Then go back to the original copy, rename it v2.
(It's easier to rename the original and increase version number - so that all your links update with the new name automatically - instead of switching to use the new copy.)
Need one help to dump items id from Unreal Engine 4 Games
I have obb unpacked files
Please reply possible or not and make tutorial
Anyone knows how to add a little delay in the companion response in starting "follow the player"?
thank you so much!!!!!
what to do if there are hills? pet goes underground
Very easy to follow and implement. Another amazing tutorial! How would you go about doing a pet like in destiny where it disappears and and appears based on different factors?
You would need to add AI logic (in the BP or using AI blackboard / "Behavior Tree" - he has a video about that [ watch?v=QJuaB2V79mU ]).
E.g. if AI is X distance from Player, then AI do Y. Or if Player is hurt, AI run close and heal Player.
Nice. The awkward part however is to create those Animal Animations. No Mixamo for animals :(
so nice
thanks!!
Hello sir, i have a request, can u make tutorial for recruitment Companion ai with event or quest, like watchdog legion. I hope u make it, i like ur tutorial n thank you.
Just wondering, using lion,all fine except on play, liion goes sideways, with animation. Looking into it,but atm am lost as to why. Ill update if I get it.
still need aid, nothing I do stops pet from moving perpendicular to me , at all times, did I miss a rotation or something ?
I got it, ODDLY , I must have accidentally rotated pet, as rotating it to look fwd, fixed it ;0-0- SO odd,anyway easy if embarrassing fix p-0-0
not working for me, dont know why
Great
word for word
Wass up broro
heyyy how is it going my g!!!
@@GorkaGames going good what Abt u
@@dijik123 glad to hear, great great
Well i am the 1000k like😎
Wow it's so amazing ❤
Plz I have one problem
I made my character jump higher
When I jump higher the (fox) doesn't back to move to character again how to fix it with decrease the highest of jump 😂
Connect the 'on fail' execution pin back to the input of the 'follow player' event when it is called after event begin play.
@@studiobaxter1242 thank you
It's work 🤝🤝🤝❤️❤️❤️❤️
Can you show us how you can make a ball actor, not pawn or character to roll itself to world location? at Event Begin Play and not triggered by any controller or keys. Thanks
wow
Interesante.
Did you delete my comment?
most likely so i followed a lot of his tuts and most dont work regardless i always have to go to the comment section to find a fix
and find some of the comments are missing
Ye nobody likes you
I mean, this tutorial is 🦊-y 🤣
great tuto as always , for some reason the fox disturb my camera eventhough I set his collision to ignore the camera when he is behind me it disturbs the camera, very nice tuto as always though