I can't praise you enough for creating short, to the point, and well built blueprints that you share with the community. I've been using UE4 for quite a while now, but I still watch your videos in case I pick up anything new or find some different approach to doing things that I hadn't considered before. Keep up the fantastic work!
Dude.. Thank u!.. I knew there had to be a way to set up an auto fire like you did here but wasn't sure about the exact configuration. Much appreciated bro.
slight amendation: if you run into an issue where the player can bypass the cycle delay by spamming mouse click you can set three nodes (do once-delay-sequence ) before plugging into this. For example a heavier autocannon
@@jcapo1803 My man. Immediately after your red event node - fire event, left mouse click, whatever - put a 'do once' node. Then connect the 'do once' completed into a sequence node. 0 from the sequence goes into a delay node set to your cooldown time. 1 from the sequence hooks into the rest of your firing BP. Lastly completed from the delay node goes into reset on the 'do once'. Makes a nice little hourglass shape, and voila no more spam clicking.
@@senatorblutarsky6753 Dam now I am having an issue where i have to click twice to activate the autofire. meaning when I click once, it fires a bullet, but i have to click again to initiate the auto fire
@@jcapo1803 Hey, I'm not sure if you need this still or not, but I found an alternative solution that seems to be working well for me. For your 'Sequence' node, instead of connecting (1) directly into the 'Set Timer by Event' node, connect it to a branch first. For the condition of the branch, drag off of the 'return value' on the timer and make a 'Get timer remaining by time handle', then make do a "is the timer > 0 and connect it to the condition. From the branch, get the 'False' and connect it to the timer. So, the logic is that if the timer is not greater than zero, it will fire. And because it is checking the amount of time remaining on the timer itself, it should be consistent every time. And no delays.
hey great tutorial. I had another autofire system set up but came across a glitch so now i am trying to find an alternative way to go about it and so far this has worked the best, however one slight issue. I'm able to click faster than the autofire interval that I have set up. How do you avoid this exploit?
Amazing tutorial like always. I want to work for EpicGames using Unreal Engine what type of classes do I need to take in college or any exterior classes?
I looked for hours and couldn’t find anything that worked. Thank you so much dude!
Thanks alot brother you saved my whole game my enhanced input was not working so I used this and not it's working :)
Great tutorial, also without using for loops :D Exactly what i was looking for!
gordon freeman jus gave me a whole unreal tutorial there ain't no wayyyy 😭😭😭
These are phenomenal tutorials. Straight and to the point. I'm excited for more, thank you for creating these videos!
I can't praise you enough for creating short, to the point, and well built blueprints that you share with the community. I've been using UE4 for quite a while now, but I still watch your videos in case I pick up anything new or find some different approach to doing things that I hadn't considered before.
Keep up the fantastic work!
Thank you sir! This tutorial actually worked unlike others! Saved me a lot of time! Thank you!!!
Kind of strange setup, but learned something new :) thanks
Dude.. Thank u!.. I knew there had to be a way to set up an auto fire like you did here but wasn't sure about the exact configuration. Much appreciated bro.
Thanks jejeje
Keep these up dude..concise, and to the point. Bit size nerd-gold..
Super simple and concise tutorial, thank you very much!
Keep the good work Bartosz!
very useful if you want to play around with makeing a vampire survivers like in unreal(just a fun thing i want to do :p)
Sensacional! Muito obrigado, simples e objetivo, você entende do que esta falando, parabéns!
slight amendation: if you run into an issue where the player can bypass the cycle delay by spamming mouse click you can set three nodes (do once-delay-sequence ) before plugging into this. For example a heavier autocannon
could you explain that further? I am having this issue and can't solve it.
@@jcapo1803 My man. Immediately after your red event node - fire event, left mouse click, whatever - put a 'do once' node. Then connect the 'do once' completed into a sequence node. 0 from the sequence goes into a delay node set to your cooldown time. 1 from the sequence hooks into the rest of your firing BP. Lastly completed from the delay node goes into reset on the 'do once'. Makes a nice little hourglass shape, and voila no more spam clicking.
@@senatorblutarsky6753 ahh you are incredible :) thank you so much.
@@senatorblutarsky6753 Dam now I am having an issue where i have to click twice to activate the autofire. meaning when I click once, it fires a bullet, but i have to click again to initiate the auto fire
@@jcapo1803 Hey, I'm not sure if you need this still or not, but I found an alternative solution that seems to be working well for me.
For your 'Sequence' node, instead of connecting (1) directly into the 'Set Timer by Event' node, connect it to a branch first. For the condition of the branch, drag off of the 'return value' on the timer and make a 'Get timer remaining by time handle', then make do a "is the timer > 0 and connect it to the condition. From the branch, get the 'False' and connect it to the timer.
So, the logic is that if the timer is not greater than zero, it will fire. And because it is checking the amount of time remaining on the timer itself, it should be consistent every time. And no delays.
hey great tutorial. I had another autofire system set up but came across a glitch so now i am trying to find an alternative way to go about it and so far this has worked the best, however one slight issue. I'm able to click faster than the autofire interval that I have set up. How do you avoid this exploit?
Bloody Brilliant!
I made you 90 likes lol : o)
how would i implement this on a turret?
Amazing tutorial like always. I want to work for EpicGames using Unreal Engine what type of classes do I need to take in college or any exterior classes?
I learn everything from TH-cam, you don't need a degree to be a game developer nowadays. No one ask for diploma anymore they ask for portfolio.
@@KamskiStudio wow that's cool well I hope I learn from the best
Math
@@KamskiStudio can you clarify portfolio
@@Blazingangels0 Portfolio is presentation of all the projects/art you made.
Bartosz jesteś średni, można spamić LPM , ale fullauto działa pomóż pls
When I Try 2:12, it says 'Please Compile Blueprint'? Can you help? Thanks anyway!
Uhhm.. do it then? You need to compile before setting any default values on newly created variables!
ceeazy, thanks but I have never used unity before.
Thanks for the help! I’ve never used unity before!
@@LapizYT Exelent trolling Sir, I am not even mad that's amazing :*