I am a UE4 novice and wanted to try making a character who can jump and cast spells. Used this tutorial and it worked perfectly!!! If my guy casts the spell while jumping, it actually spawns from the correct position! Thank you so much. Liked and subbed 😂
5:10 im not using the third person character and am instead using a different mesh, for this boss battle. for some reason the animnotify_spawnfireball doesn't appear, any help as to why pls? im pretty sure i followed everything correctly
@@sebbydaking1014 Yeah notifies have to go into event graph in your anim BP. Mesh generally doesn't matter as long as it has the same skeleton as the animations and anim BP. Glad you got it to work!
Btw I used a niagara system and it all worked the same I just had to make sure the animation looped correctly and had velocity within the system set the same as the fireball blueprint velocity
Hey there! I'm also trying to use a niagara system but it doesn't work out quite the same. If I set velocity of the NS to equal that of the collision sphere they collide and disappear half way, but if I set velocity of the collision sphere to be less than that of the NS then they don't move unanimously.
Hello the fireball spawn on my feet I think because the projectile instantly explode. However when I jump and cast the projectile go away correctly can someone help me ?
Hi, so if I understand this correctly the fireball explodes instantly when you cast it correct? That could happen for a number of reasons but my guess would be that it has something to do with collisions. So you can try to play around with those, for example disable them completly inside the Fireball blueprint and see if then the fireball spawns and travels correctly.
Hey man, I'm pretty late to the video, but I have a question. Would this tutorial work if I did a base projectile blueprint like "BP_ProjectileBase" and made children of it and modify those?
Hi yeah that would absolutly work and if you want to have different projectiles for different spells. Like a fireball, ice spear and arcane missile or something like that then having a parent projectile with all the basic functionality would be the best way to go about it. Just make sure that you are changing the class of the actor you are spawning.
@@TaKKeZ I would first check if you have the "enemy" tag on the enemy actor. Besides that it sounds like an issue with collision so play around with setting that up. I didn't go into that too much in this video since people tend to have their own ways to deal with colliding with enemies and so on.
Thank you so much for this! I am starting to learn it myself and I can't seem to figure out how to do chain lightning from this base tutorial! I was wondering if you know how to make this into a chain fireball/lightning type ability that can hit 3 characters? Thank you! I love your tutorials!
Hii, so for something like chain lightning that will jump from enemy to enemy. You would first need to have a way to see if there are any enemies around the one that you initially used it on. You could do that with something like spawning a sphere collision on the hit target, and then check overlapped actors for potential targets. Then you could just apply that damage from the first hit to them as well. I haven't really tested it but that's where I would start. With the visual effect it would be harder though, one way could be to "attach" that visual effect to those affected actors. Not sure exactly how to go about that right now though.
@@tinagrossrieder8895 You're welcome! It's pretty much just an actor with character mesh but I added the health bar in this video: th-cam.com/video/f_0-FusfIds/w-d-xo.html
Thank you for the tutorial so I have an enemy AI how do I get the collision to hit my Ai character it hits everything bar it tried messing around cant figure it out
Hi and sorry for the late response. If you want the projectile to only hit specific actors. You can do that by creating custom collision channel for your project.
thank you for this, but im having trouble with when the projectile hits the enemy or any other object, it hits it but theres no contact between them, hence no explosion is called(but it does bounce of it), tried adding a print string at the event hit, but nothing happens. i even changed them to component hit, component begin overlap, but still nothing. is it because im using ue4?
Hi, using ue4 shouldn't make a difference. Most likely the issue lies in the collision of the projectile. So I would start solving this by checking there.
ok i kinda figured it out, but i kinda didnt at the same time. it only works when it hit the bottom of my test character, and when i run and fire the projectile. it might have to do with its collision
@@mahersabit9265 It could also be the collision of the dummy itself. Another option might be that it's not actually hitting the bottom of the dummy but rather the floor. Also make sure that the Generate Overlap Events is set to true on all involved meshes/actors when using Overlap events.
Hi, if you mean in general then UE marketplace is a great place to get animations. This punching animation specifically is from UE Marketplace asset pack called Punch! Animation Pack.
Hi, this animation is from Unreal Engine marketplace, I believe it is from the Punch! Animation Pack. If you are asking how to create the animation inside Unreal. Then I would probably recommend looking into creating animations outside of Unreal and then importing them. You can make 3D animations in software like Blender for example which is also free to use.
@@fenyxfirepower4441 Hmm Im guessing you created the anim notify before trying to call it in animBP. So I would try to save the anim montage and all other blueprints. And optionally restart Unreal since sometimes the notifies dont show up properly.
The reason mine hits is because it's set up as a "dummy" for testing which means it's an actor. If you want the projectiles to hit pawns you can always adjust the collisions for that.
Hi, if you mean the VFX of the fireball then you have to use your own, the one I used was just to show how to do it but you can use any VFX. You can find some free ones on Unreal Engine Marketplace for example.
Hi, if I understand it correctly then you are not using third person template, correct ? If thats the case then you should be able to use any character for this, since its tied to animations. I would try using Print String node to see where the issue lies. Chances are that if the spell projectile is not spawning, it is simply colliding with the player actor as soon as it spawns. So if that sounds like it could be happening in your project I would start there.
@@fenyxfirepower4441 I dont think it should matter since I dont know if they made any changes to AnimNotifies in that version. But it could be a possibility. I recommend checking google to see if there is any advice on not seeing notifies.
Hi, if by that you mean that you can't add it in the blueprint. Then try to search for niagara or cascade. Epic games seems to have renamed them. So if you are using the old particle system it should be Cascade and if you are using the new one it should be Niagara.
Well ideally you would want a more complex ability/spell system that would handle that. But very simple way of doing it would be honestly just boolean variable to check if you can cast that spell. When trying to cast it, check if the boolean is true. Then when you are casting it set it to false and then add a Delay node where the time is equal to the cooldown you want the spell to have. And then after the delay you can set the boolean back to true. It's really iffy way of doing it for sure but it could get you started on building more complex system.
Thanks Skye! Loved creating a note at the keyframe to make the animation really easy to put together
Glad you enjoyed the video :)
I am a UE4 novice and wanted to try making a character who can jump and cast spells. Used this tutorial and it worked perfectly!!!
If my guy casts the spell while jumping, it actually spawns from the correct position! Thank you so much. Liked and subbed 😂
hey! spawn emitter at location only works for cascade emitters, is there a alternative option i can use for niagara?
5:10 im not using the third person character and am instead using a different mesh, for this boss battle. for some reason the animnotify_spawnfireball doesn't appear, any help as to why pls? im pretty sure i followed everything correctly
oops... for anyone else, just go to the "event graph" and not the "AnimGraph" when ur in the animation blueprint. thanks for the tutorial by the way!
@@sebbydaking1014 Yeah notifies have to go into event graph in your anim BP. Mesh generally doesn't matter as long as it has the same skeleton as the animations and anim BP. Glad you got it to work!
I am in the animation blueprint for ABP_manny and in the event graph, i can't seem to find animnotify_spawnwaterball (i made a waterball instead)
Btw I used a niagara system and it all worked the same I just had to make sure the animation looped correctly and had velocity within the system set the same as the fireball blueprint velocity
Hey there! I'm also trying to use a niagara system but it doesn't work out quite the same. If I set velocity of the NS to equal that of the collision sphere they collide and disappear half way, but if I set velocity of the collision sphere to be less than that of the NS then they don't move unanimously.
its really easy and worked, thank you so much
Hello the fireball spawn on my feet I think because the projectile instantly explode. However when I jump and cast the projectile go away correctly can someone help me ?
Hi, so if I understand this correctly the fireball explodes instantly when you cast it correct? That could happen for a number of reasons but my guess would be that it has something to do with collisions. So you can try to play around with those, for example disable them completly inside the Fireball blueprint and see if then the fireball spawns and travels correctly.
Hello thanks for the help but It was a problem with the socket I change weapon_r to hand_r and It was good. Thanks for your videos !
@@that_skye
Did you find the solution for this problem? i have the same issue
@@that_skye Hello I am having an issue where it explodes under me and does not travel!
Hey man, I'm pretty late to the video, but I have a question. Would this tutorial work if I did a base projectile blueprint like "BP_ProjectileBase" and made children of it and modify those?
Hi yeah that would absolutly work and if you want to have different projectiles for different spells. Like a fireball, ice spear and arcane missile or something like that then having a parent projectile with all the basic functionality would be the best way to go about it. Just make sure that you are changing the class of the actor you are spawning.
@@that_skye What should I do if my projectile does not hit the enemy but the surroundings? xD
@@TaKKeZ I would first check if you have the "enemy" tag on the enemy actor. Besides that it sounds like an issue with collision so play around with setting that up. I didn't go into that too much in this video since people tend to have their own ways to deal with colliding with enemies and so on.
@@that_skye I fixed it haha, it was about the damn collision.
@@TaKKeZ Glad you got it to work!
Awesome video. Straight to the point. Thank you!
Cool.
Thanks :)
Thank you so much for this! I am starting to learn it myself and I can't seem to figure out how to do chain lightning from this base tutorial! I was wondering if you know how to make this into a chain fireball/lightning type ability that can hit 3 characters? Thank you! I love your tutorials!
Hii, so for something like chain lightning that will jump from enemy to enemy. You would first need to have a way to see if there are any enemies around the one that you initially used it on. You could do that with something like spawning a sphere collision on the hit target, and then check overlapped actors for potential targets. Then you could just apply that damage from the first hit to them as well. I haven't really tested it but that's where I would start. With the visual effect it would be harder though, one way could be to "attach" that visual effect to those affected actors. Not sure exactly how to go about that right now though.
Thank you so much! Also, How did you create the enemy with the health bar? Thanks again!
@@tinagrossrieder8895 You're welcome! It's pretty much just an actor with character mesh but I added the health bar in this video: th-cam.com/video/f_0-FusfIds/w-d-xo.html
Thank youuuu!!
Thank you for the tutorial so I have an enemy AI how do I get the collision to hit my Ai character it hits everything bar it tried messing around cant figure it out
Hi and sorry for the late response. If you want the projectile to only hit specific actors. You can do that by creating custom collision channel for your project.
thank you for this, but im having trouble with when the projectile hits the enemy or any other object, it hits it but theres no contact between them, hence no explosion is called(but it does bounce of it), tried adding a print string at the event hit, but nothing happens. i even changed them to component hit, component begin overlap, but still nothing. is it because im using ue4?
Hi, using ue4 shouldn't make a difference. Most likely the issue lies in the collision of the projectile. So I would start solving this by checking there.
ok i kinda figured it out, but i kinda didnt at the same time. it only works when it hit the bottom of my test character, and when i run and fire the projectile. it might have to do with its collision
@@that_skye yes! but what i dont get is how it works at the bottom of the dummy character but not anywhere else
@@mahersabit9265 It could also be the collision of the dummy itself. Another option might be that it's not actually hitting the bottom of the dummy but rather the floor. Also make sure that the Generate Overlap Events is set to true on all involved meshes/actors when using Overlap events.
Where can I get an animation of my own for the punch?
Hi, if you mean in general then UE marketplace is a great place to get animations. This punching animation specifically is from UE Marketplace asset pack called Punch! Animation Pack.
Could you please link how to make this animation
Hi, this animation is from Unreal Engine marketplace, I believe it is from the Punch! Animation Pack. If you are asking how to create the animation inside Unreal. Then I would probably recommend looking into creating animations outside of Unreal and then importing them. You can make 3D animations in software like Blender for example which is also free to use.
Im using the third person character, i do everything in the evend graph,
but the part with the blueprint "animnotify_spawnfireball, doesn't appear.
@@fenyxfirepower4441 Hi make sure that you are doing it in event graph inside the Animation Blueprint.
@that_skye yes i am
@@fenyxfirepower4441 Hmm Im guessing you created the anim notify before trying to call it in animBP. So I would try to save the anim montage and all other blueprints. And optionally restart Unreal since sometimes the notifies dont show up properly.
I did that and it didn't work
Animnotify doesn't show up
How does your fireball hit your enemies for mine it passes through them since they’re pawns
The reason mine hits is because it's set up as a "dummy" for testing which means it's an actor. If you want the projectiles to hit pawns you can always adjust the collisions for that.
@@that_skye When I do that to hit pawns my projectiles dont fire
Where do I find the Projectile_Fireball? Did I miss something?
Hi, if you mean the VFX of the fireball then you have to use your own, the one I used was just to show how to do it but you can use any VFX. You can find some free ones on Unreal Engine Marketplace for example.
Thanks man
Glad you enjoyed!
I cant seem to make it work. I dont have a thirdperson actor in my devkit i am workin in. Not sure how to get it to activate for the player ingame
Hi, if I understand it correctly then you are not using third person template, correct ? If thats the case then you should be able to use any character for this, since its tied to animations. I would try using Print String node to see where the issue lies. Chances are that if the spell projectile is not spawning, it is simply colliding with the player actor as soon as it spawns. So if that sounds like it could be happening in your project I would start there.
Thank you, Bro!
Can the problem be that im using unreal 5.3.2
@@fenyxfirepower4441 I dont think it should matter since I dont know if they made any changes to AnimNotifies in that version. But it could be a possibility. I recommend checking google to see if there is any advice on not seeing notifies.
For me there is no Particle System Component. Why is that?
Hi, if by that you mean that you can't add it in the blueprint. Then try to search for niagara or cascade. Epic games seems to have renamed them. So if you are using the old particle system it should be Cascade and if you are using the new one it should be Niagara.
How do I put a cooldown on a spell?
Well ideally you would want a more complex ability/spell system that would handle that. But very simple way of doing it would be honestly just boolean variable to check if you can cast that spell. When trying to cast it, check if the boolean is true. Then when you are casting it set it to false and then add a Delay node where the time is equal to the cooldown you want the spell to have. And then after the delay you can set the boolean back to true. It's really iffy way of doing it for sure but it could get you started on building more complex system.
The Tutorial I followed everything It Does not work at all. Legit followed every step the project is not spawning
This is a stupid way to do this find a different video that tells you how to set up for eventually using interchangeable attacks
thanks
Quit speeding it up so much man if you English isn't coming out right when we have closed captions on you're going too fast.
It doesnt colide with the dummies