Unreal Engine 4- OnComponentOverlap Vs. OnComponentHit Tutorial

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  • เผยแพร่เมื่อ 25 ส.ค. 2024

ความคิดเห็น • 41

  • @melinaschweizer4609
    @melinaschweizer4609 3 หลายเดือนก่อน +1

    Amazing video, super concise and well explained. Was struggling trying to find out why my hand-held weapon wasn't generating hits!

  • @Pontos420
    @Pontos420 3 ปีที่แล้ว +4

    This video is way too important and good for it to only have 700+ views.
    Nice job again, you really deserve much for viewers.

  • @alexogar9300
    @alexogar9300 3 ปีที่แล้ว +4

    Thx a lot man! Had some troubles today creating a projectile. All solved now, thx to you. Keep with the awesome content

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว +1

      really glad to hear it Alex! Keep up the good work😎✌

  • @noxyk
    @noxyk ปีที่แล้ว +1

    such an essential video that makes all the difference.

  • @hamzasayyid8152
    @hamzasayyid8152 3 ปีที่แล้ว +3

    Great video! I really loved that you gave examples with the different nodes. Really helps in visualizing what the nodes are useful for

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Hey thanks so much Hamza really appreciate the kind words! I put a lot of effort into my videos to try and give all the required information :)

  • @rainbowbull8339
    @rainbowbull8339 ปีที่แล้ว +1

    Very helpful chart. I'm visual, so that was perfect. Keep up the great work!

  • @Bodenlanable
    @Bodenlanable ปีที่แล้ว +1

    I love your channel. You explain things so well.

    • @Beardgames
      @Beardgames  ปีที่แล้ว +1

      love u brother!!

  • @lz4090
    @lz4090 3 ปีที่แล้ว +1

    Very helpful with visual guides. Thank you

  • @cimicher
    @cimicher 2 ปีที่แล้ว +1

    Excellent video!

  • @TheGhos1Face
    @TheGhos1Face 3 ปีที่แล้ว +1

    Nice one mate!

  • @nierautomata9654
    @nierautomata9654 3 ปีที่แล้ว +1

    Love the cool intro effects 😆 another valuable lesson learned thank you teacher! 🙏

  • @georgemartin1947
    @georgemartin1947 3 ปีที่แล้ว +1

    That intro is sexy, only just noticed it's new! Thank you beard games. You da man

  • @carsoncarr578
    @carsoncarr578 ปีที่แล้ว

    thanks, I was going crazy for a while because I needed to tick "generate overlap events"

  • @MZONE3D
    @MZONE3D 3 ปีที่แล้ว +1

    Smashing that information game and the thumbnail game :)

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Thanks mzone😎👌

  • @faizah0179
    @faizah0179 6 หลายเดือนก่อน

    Thank you for the video, it is easy to understand

  • @Atl3m
    @Atl3m 3 ปีที่แล้ว

    thanks agien . short but great like always.

  • @AnwarAliCodes
    @AnwarAliCodes 11 หลายเดือนก่อน

    briliant thanks mate

  • @Jerhevon
    @Jerhevon 3 ปีที่แล้ว

    Heh, begun taking to throwing together Hit Results in various ways off of some overlaps. Sometimes line traces, sometimes just throwing the quickest info I need into a new Hit Result. Especially as I play more with the Gameplay Ability system and it's penchant for being orthogonal to the traditional Unreal Apply Damage path.

  • @garrytalaroc
    @garrytalaroc 2 ปีที่แล้ว

    thanks so much.! great video

  • @bkm1104
    @bkm1104 ปีที่แล้ว

    Thank you very helpful

  • @nicolashernanhoyosrodrigue762
    @nicolashernanhoyosrodrigue762 ปีที่แล้ว

    Excelente video! Muy bueno y nos desenreda. Muchas Gracias

  • @RobCardIV
    @RobCardIV 2 ปีที่แล้ว +2

    which is less CPU requirement, spamming a trace every frame (This), or just updating, manually placing the hand held physics actor into the root (desired) hand held position?
    so i guess what im asking is, which requires less CPU
    setting somethings location, (or resetting, every frame X_X), or line tracing every frame ?
    I know line traces are super light weight but, doesnt that requires calculation and shit or overlaps or collisions ?
    wouldnt "moving object to posistion 0x0x0 be nearly free ?
    like more free than a line trace?
    fuck. why do i care ?
    interesting

  • @redx3250
    @redx3250 2 ปีที่แล้ว

    wow really informative

  • @strangeanimations2518
    @strangeanimations2518 ปีที่แล้ว

    My sphere is generating Hit events with the box ticked off...
    Edit: I even turned off simulate physics and it still works

  • @FPChris
    @FPChris 11 หลายเดือนก่อน

    ActorBeginOverlap and EndOverlap mess up if the radius of multiple actors overlap. Like on 3 or 4 item pick ups bunched together. Destroying one pickup can leave the others untriggered even though you’re standing inside the radius.

  • @MrSmith01
    @MrSmith01 3 ปีที่แล้ว

    This is quality content sir

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Glad I could provide my friend😎

  • @mohamedayman5240
    @mohamedayman5240 3 ปีที่แล้ว

    thats very usefullll

  • @K0UK0U
    @K0UK0U ปีที่แล้ว

    Please tell me the outro soundtrack

  • @alexanderkartashov8776
    @alexanderkartashov8776 2 ปีที่แล้ว

    i didn't know hit event requires physics... this explains why it failed sometimes. Thanks!

    • @Beardgames
      @Beardgames  2 ปีที่แล้ว

      So there are exceptions but if you're swinging a weapon on hit won't work🙂 anytime!

  • @dribbler8131
    @dribbler8131 3 ปีที่แล้ว

    Excellent Information again, I would love to see how you set up your character for the line trace weapon to work, Did you use 2 colliders one at the start of weapon and end of weapon to line trce between them ? or some other way ?
    For anyone wondering the same as me, I made 2 circle colliders on the sword one where it starts and another where it ends and then used those locations for the Line Trace Start and Line Trace End which seemed to reproduce the same effect when my character was swinging the sword.

  • @dribbler8131
    @dribbler8131 3 ปีที่แล้ว

    Hi, I managed to get your line trace system working and am wondering how do you prevent a sword swing from hitting the same target multiple times? as I have a flat 200 dmg sword with an enemy who has 1000 HP and sometimes I find that the line trace will trigger twice depending on the rotation of the player character etc., Excellent tutorial though! : )

  • @VVLGANESHK
    @VVLGANESHK 3 ปีที่แล้ว

    How can I do it for multiplayer with oncomponent begin overlap ?

  • @RobCardIV
    @RobCardIV 2 ปีที่แล้ว +1

    haahaaheheehehe
    fuuuckkk this.
    You are a wizard sir.
    I learned nothing here.
    I learned all this by myself.
    but it took me 3 fucking years
    THREE FUCAKING YEARS, to do so.
    You are a wizard because you nearly taught me how to do it instantly.
    if only I had sub'a'dub'a'dub'duuuuuuuuubbbbbddddd a bit earlier.
    Im subbed as soon as i press comment.

    • @RobCardIV
      @RobCardIV 2 ปีที่แล้ว

      ok im sorry wizard sir.
      i said i knew all this, i learned nothing.
      and thats true but.
      I was never 100 % positive I knew what the fuck I was doing.
      this confirmation is a blast of mental foundation.
      and all kung fu or other knowledge crumbles with shoddy foundation.
      does it not.