How to Make a Strafe Movement in Unreal Engine 5

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  • เผยแพร่เมื่อ 10 ธ.ค. 2024

ความคิดเห็น • 87

  • @GorkaGames
    @GorkaGames  ปีที่แล้ว +5

    Here is the anim pack that I used in the video: www.unrealengine.com/marketplace/en-US/product/animation-starter-pack

    • @XboxPlayerPL
      @XboxPlayerPL ปีที่แล้ว +3

      Not compatible with the 5.3 version.

  • @FPChris
    @FPChris ปีที่แล้ว +8

    You should put an onscreen counter for every time you say "basically" :D

  • @Guesty-t4c
    @Guesty-t4c หลายเดือนก่อน

    This is a great video♥

  • @DarkSession6208
    @DarkSession6208 ปีที่แล้ว +5

    @Gorka Games can we have a updated video for strafing? I followed your newest movement video, but since you used lots of different state machines and did NOT put walking/running/idle into one node, its very confusing.

  • @crypticinfusion8018
    @crypticinfusion8018 ปีที่แล้ว +2

    Happy New Year's dude! Also, I really appreciate your videos, they help a lot. Keep up the good work!!!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      Thank you so much man!! I really appreciate it and I`m glad that you find my videos helpful!!

  • @JayantChakradhari
    @JayantChakradhari ปีที่แล้ว +2

    Hi
    When I am opening animation blendspace everything is fine but when I try to use any animation the character just go away from the camera like when I'm using any running animation it just run away from the camera, how can lock the character's location ?
    Please tell me 😢

    • @TheOneAndOnlyTed
      @TheOneAndOnlyTed ปีที่แล้ว

      I was having the same issue, and after a little messing around Enabling Root Motion and Force Root Lock on every animation fixed the problem for me.

    • @JayantChakradhari
      @JayantChakradhari ปีที่แล้ว +2

      @@TheOneAndOnlyTed yes that's what I do too but I'm where using the animation from mixamo and when I use to enable root motion the animation start looking weird but mixamo allow us to fix that mixamo provides a option called (In place) or something that fixed my problem
      But still thanks for the help 😊

  • @forweon1046
    @forweon1046 ปีที่แล้ว +1

    happy new year buddy! 🎉

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      happy new year to you too man!!

  • @alexaqua1206
    @alexaqua1206 4 หลายเดือนก่อน

    thank you for your lessons

  • @ledistortioniste2758
    @ledistortioniste2758 ปีที่แล้ว +1

    Cool Haircut!!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thanks haha!! I actually have a tutorial on that .. 👀

    • @ledistortioniste2758
      @ledistortioniste2758 ปีที่แล้ว +1

      @@GorkaGames nice i'll check it out! Thanx!

  • @apexpredator-fp1fs
    @apexpredator-fp1fs 7 หลายเดือนก่อน

    This is just amazing well explain , no west of time , and all work thank you ! +1sub and like

  • @AliBounds
    @AliBounds ปีที่แล้ว +1

    Awesome vid

  • @mrxcs
    @mrxcs 10 หลายเดือนก่อน

    To get rid of the Cast Node, create an Interface with Output of type Character. Implement the interface on your Blueprint, returning as output a reference to itself, use this new node to get the character reference without needing to cast.

    • @Soraphis91
      @Soraphis91 3 หลายเดือนก่อน

      does not matter. this is the ABP of the ThirdPersonCharacter. whenever the later is loaded the former will be loaded too anyway.
      You could also just Cast to Character (as it is a C++ class it is loaded anyway) - no need for an interface.
      But usually your ABP has a lot of states the tightly relate to your character so having a tight coupling here i absolutely fine.
      The cast node is not evil. *unnecessary* hard references and tightly coupling is what you want to try to reduce.

  • @wolfiedgr8t
    @wolfiedgr8t ปีที่แล้ว +2

    Happy New Year Man ❤.Excellent video :) so how would you implement the crouch animations in the blendspace and on the character anim blueprint?

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +2

      Happy new year to you too man!! 🤩Yeah so basically you would make the crouching blendspace and then create a new state on the ABP. Then you would basically create a variable called "isCouching" both in the ABP and in the Player BP. So from the ABP you would get the variable and if it is true you would transition from that state. In this video a the end I cover it! th-cam.com/video/WUXvq6At6pE/w-d-xo.html

    • @wolfiedgr8t
      @wolfiedgr8t ปีที่แล้ว +1

      @@GorkaGames Thanks so much!!! I'll give that video a look and come back to you if I hit any problems 👍

    • @wolfiedgr8t
      @wolfiedgr8t ปีที่แล้ว +1

      @@GorkaGames I remember that video now, great stuff and thanks again ;)

  • @artsgalaxy5383
    @artsgalaxy5383 ปีที่แล้ว +2

    Thank exactly what I want ❤️

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +2

      I`m glad that it was what you where looking for 😄

  • @thelastdev
    @thelastdev ปีที่แล้ว +1

    My animation Blueprint looks different than yours , Idont have taccess to the AnimGraph, mine says Event Graph. How can I find this in the lastest version of ue5?

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      yeah the anim Bp contains an event graph and an anim graph. But sometimes it comes close, if you see in the bottom left where all the variables are you will find it

    • @thelastdev
      @thelastdev ปีที่แล้ว +1

      @@GorkaGames I found it but thanks for the reply bro

  • @Silver-u2z
    @Silver-u2z 7 หลายเดือนก่อน

    Hey, great tutorial! I was just wondering how I could keep the normal camera behavior and have the strafe bound to a key? For example, if I wanted to aim at something by holding mouse2 (or something like that) and switch to strafing.

  • @IV_Boi
    @IV_Boi ปีที่แล้ว

    Does WingFix have good material??? I’m using Udemy rn..but trying to expand my learning network

  • @FreddieSanderman-gs9br
    @FreddieSanderman-gs9br 8 หลายเดือนก่อน

    Hey love the tutorial but how can i add sprinting to this, i dont want to lose all these cool animations😅

  • @donfalcone7560
    @donfalcone7560 ปีที่แล้ว

    Thank you for the video. How did you achieve negative speed? When the stick is deflected in any direction, or WASD is pressed in any case, the speed has a positive value, and there is no strafe and walking back, just an animation of running forward is played in all directions.

    • @Zetapodius394
      @Zetapodius394 ปีที่แล้ว

      I'm having the same problem. It's just the same animation playing in all directions

  • @RDD87z
    @RDD87z ปีที่แล้ว +1

    Thanks, this was stright to the point and precisely 10 minutes!
    if you want an idea for a future video, you could give the character torso melee animation(maybe sword ), and leg to move separatedly with the strafemovements you just created. ( just like paragon characters do) where the leg animation changes its strafe animation if the spine is passing a certain degree.(actually not sure how that works but that idea is nice from the paragon guys)

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      Thank you!! Yeah I see what you mean, so I actually have made a tutorial where I use the Blend Bone Per layer node in order to separate the torso from the legs so you can play the attack animations separate from influencing the legs etc, but adding what you said on it would be a great idea to have the legs be facing in a way, but the torso following the camera separately, if that means what you mean maybe? 🤣

    • @RDD87z
      @RDD87z ปีที่แล้ว

      ​@@GorkaGames HAHA i think Camera will just give the direction where the attack animation will aim to,... basically what they did is , the leg direction try to follow naturally the direction of the torso. ( for example: torso pointng right and knees pointing left that would feel awkward xDD ).
      So im trying to figure out how they planned this. in my head is easier than explaining it :D HAHAHA
      i think its really important to know the rotation of the low spine respectively to the Player(capsule) ForwardVector . So depending on the degree between VelocityVector and the ForwardVector of that bone spine1, So if bone is stright and im pressing W, this resulting Degree will be 0, so it should do the walkforward/runforward animation moving forward, But if theres an attack that swings from right to left and lets say the torso is looking left around 90degrees from the camera/capsule forward-direction, then if im moving forward with W, it should try to figure out which animation to play when torso is turned -90.. probably it should play StrafeRight animation, that will move the player still forward but playing straferight animation towards the camera direction.
      heheh man im sorry. Its really hard to explain.. But believe me this is so cool when i saw it in paragon melee attacks , upperbody and locomotion mechanics.

    • @RDD87z
      @RDD87z ปีที่แล้ว +1

      ​@@GorkaGames th-cam.com/users/clipUgkxtn8xO3oQ-5ihlMZIdH6BNxyNpIoemLmb this is what i mean.. check the legs and the melee, he can still move and look natural, even if the torso is pointing another angle, the legs will turn accordingly and still keep moving in the pressed directions. Do you know how to make this? or what the logic behind it?

  • @JayantChakradhari
    @JayantChakradhari ปีที่แล้ว

    From where you get this animation ?

  • @fabiorota9661
    @fabiorota9661 9 หลายเดือนก่อน +2

    while walking backwards and changing direction slithly there are problems because of the switch from 180 to -180 that causes all the running animations to cicle; why is nobody talking about this?

    • @seanerer
      @seanerer 2 หลายเดือนก่อน

      Did you ever figure this out?

    • @fabiorota9661
      @fabiorota9661 2 หลายเดือนก่อน

      @@seanerer yeah, the problem is that the blend space goes all the way from 180 to -180, playing all the animations, if it's been a while, but i think there was a setting fir the blend space that solves it, but i really don't quite remember, if yiu mess around the blend space settings yiu should fix it eventually though, that is what i did

  • @scoutstv9263
    @scoutstv9263 ปีที่แล้ว +1

    Great video but how would i make it where the player don't spin in place when im turning the camera

    • @valurkurianprivateinvestig8822
      @valurkurianprivateinvestig8822 5 หลายเดือนก่อน

      Also came to say this, replying for exposure

    • @scoutstv9263
      @scoutstv9263 4 หลายเดือนก่อน

      @@valurkurianprivateinvestig8822 I found it out. I had to add a bool to the anime blueprint where if the player not moving I set his orient rotation to False

  • @arthurdante6515
    @arthurdante6515 ปีที่แล้ว +2

    This tutorial is very good, but I was wondering where did you get the animations you are using in the video?

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      Yeah sorry I forgot to place them in the description: www.unrealengine.com/marketplace/en-US/product/animation-starter-pack

  • @ashwinj9879
    @ashwinj9879 ปีที่แล้ว

    diagonal also working without any issue?

  • @bignickofficial
    @bignickofficial ปีที่แล้ว

    Right Gorka can you help me here please. I came here after your 3 hour tutorial which by the way was fantastic great help to get me started on my project. Thank you. My issue is with the anim graph already set to how we set it in the new tutorial you just released. How do we add the strafe blend to the animgraph aswell? :)

    • @hoodz85
      @hoodz85 ปีที่แล้ว

      replace the idle/jog blendspace 1d you created in the other tutorial with the blendspace made here. On the aiming state, in the layered blend per bone settings make sure to check "Mesh space rotation blend".

  • @michaelmano7261
    @michaelmano7261 ปีที่แล้ว

    What are your thoughts on casting inside of anim bps? The note on it says it's memory expensive.

    • @KillerBearsaw
      @KillerBearsaw ปีที่แล้ว

      I know this is old but for anye-one else sees this and is wondering: my understanding is that it's fine if you are casting to something that doesn't have a lot of children, or are casting as part of initializing a blueprint (like in the anim BPin the video) but you should avoid doing it to an object that has a lot of children, or frequently. I used to be so opposed to using casting that i wasted countless hours trying to find work arounds. Just avoid casting for things that are done frequently

    • @SuperBabyPunch
      @SuperBabyPunch ปีที่แล้ว

      That's why he's saving it to a variable at initialization. This reduces the frequency it will use Cast. (instead of needing to recast it every split second as it updates). The variable the casted actor is being held in is just a reference. Its not taking up many resources.

  • @MaikM7
    @MaikM7 ปีที่แล้ว +1

    Thank you! How do I make the speed when moving backwards slower?

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      Thanks! You could get the axis value of the Input and check if it`s negative, is so, just decrease the "Set Max Walk Speed" on the character movement component

  • @redstoner897
    @redstoner897 ปีที่แล้ว +1

    When going from moving forwards to moving backwards, the character goes into strafe mode before going to the opposite direction. Does anyone know why?

  • @Tommyboi7566
    @Tommyboi7566 ปีที่แล้ว

    How do I add crouching to this and make that have a blend space as well?

  • @masterughi
    @masterughi ปีที่แล้ว +2

    impressive but can you do tutorial of grinding on splines like in the old 3d platformers ?

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thanks, yeah I see what you mean. That would actually be a cool thing to make, I will note it down!

    • @masterughi
      @masterughi ปีที่แล้ว

      @@GorkaGames th-cam.com/video/iS2LP74DNoM/w-d-xo.html i mean something like this but with animation and some cool features

  • @serdargokhanonder28
    @serdargokhanonder28 ปีที่แล้ว

    Hi. This is very educational video but I did everything you did, but I can't navigate with the mouse. I want to rotate in the direction I want using the mouse. how can I do it?

  • @SFsuperforte
    @SFsuperforte 10 หลายเดือนก่อน

    You said you would put the anim starter pack in the description but you didn't

  • @TheKr0ckeR
    @TheKr0ckeR ปีที่แล้ว

    Thanks for a great guide! But how to do that with a top-down game? For example, if we are going up and looking up with mouse cursor. Its okay it will all work. But what if our mouse position is on the right but we are moving to UP, so it means we need to strafe left. Because he is looking to the right (in our axis), but locally moving left when we click W.

  • @thebelowzerogamers2179
    @thebelowzerogamers2179 4 หลายเดือนก่อน

    How do I make the jumping work?

    • @guybeahmiv932
      @guybeahmiv932 11 วันที่ผ่านมา

      yeah. it doesnt work this way. any fix yet?

  • @TheByQQ
    @TheByQQ 10 หลายเดือนก่อน +1

    I came here to find out how to fix the character strafing backwards when going left, and it's literally the only thing you didn't do...

    • @MixedByTheScientist
      @MixedByTheScientist 4 หลายเดือนก่อน

      Same here…

    • @TheByQQ
      @TheByQQ 4 หลายเดือนก่อน

      @@MixedByTheScientist In the end I just took the "going right" animation and flipped it 180 degrees

  • @breadgaming2824
    @breadgaming2824 ปีที่แล้ว +1

    one problem i have is that when i am strafing right and backward, the animation looks so wierd

  • @Lowly_on
    @Lowly_on ปีที่แล้ว +1

    waiting turn in place animations.

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      yeah! I have in mind doing one soon!

  • @HudsonIsaNerd
    @HudsonIsaNerd 9 หลายเดือนก่อน

    What about jumping

  • @trypresident
    @trypresident ปีที่แล้ว

    y did he slide when u turned in place weres the fix for that

  • @DailyPaily
    @DailyPaily ปีที่แล้ว +2

    Necesito un buen pack de animaciones para la 5.1....Edit: Antes lo digo antes aparecen en el mesgratis.

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      Si jaja, siempre me hace en falta un buen pack de animaciones guapo

  • @Lambdac0reYT
    @Lambdac0reYT 2 หลายเดือนก่อน

    yeah uh May character wont animate walking backwards

  • @xx_benboy0983
    @xx_benboy0983 5 หลายเดือนก่อน

    Basicly , L'ets go ahead

  • @shivcenzo4008
    @shivcenzo4008 2 หลายเดือนก่อน

    Do you Say ' Whats'up Guys Welcome to New unreal f*ck tutorial ' Why it Sound like F*ck ??

  • @jhonaspardini3458
    @jhonaspardini3458 ปีที่แล้ว

    not found

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      not found exactly what?

  • @ChristopherFranko
    @ChristopherFranko ปีที่แล้ว +1

    Basically

  • @ChristopherFranko
    @ChristopherFranko ปีที่แล้ว +2

    Great video. Basically just limit your use of the word Basically.
    And also, take a drink of water before you start doing this, as there are like 4 spots in the video where you are smacking your spit around.
    it will help with viewer retention. to cut all that stuff out.
    What is misophonia? People with misophonia are affected emotionally by common sounds - usually those made by others, and usually ones that other people don't pay attention to. The examples above (breathing, yawning, or chewing) create a fight-or-flight response that triggers anger and a desire to escape.

    • @tehf00n
      @tehf00n ปีที่แล้ว +1

      As someone who suffers from misophonia I have to agree with this comment. Often I switch a tutorial off or goto subtitles only because all I can hear is the lip slapping and squirty sounds that make me want to rage punch a hippo in the eye.

    • @ChristopherFranko
      @ChristopherFranko ปีที่แล้ว +1

      @@tehf00n man, youtube is a minefield to navigate too. I swear to god id pay for a browser extension that filter all audio through it.

    • @tehf00n
      @tehf00n ปีที่แล้ว

      @@ChristopherFranko yeah a good use of AI if ever there was one :) I'd also take a realtime version for Discord voice chat. I get so angry in meetings.