0:58 : check box for hit event ??? => Video paused and check in UE... OMG, I avoided Hit event thinking it was bugged for months... Thanks for the video !
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.
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.
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
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.
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! : )
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.
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.
This video is way too important and good for it to only have 700+ views.
Nice job again, you really deserve much for viewers.
Amazing video, super concise and well explained. Was struggling trying to find out why my hand-held weapon wasn't generating hits!
Thx a lot man! Had some troubles today creating a projectile. All solved now, thx to you. Keep with the awesome content
really glad to hear it Alex! Keep up the good work😎✌
Great video! I really loved that you gave examples with the different nodes. Really helps in visualizing what the nodes are useful for
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 :)
Very helpful chart. I'm visual, so that was perfect. Keep up the great work!
such an essential video that makes all the difference.
That intro is sexy, only just noticed it's new! Thank you beard games. You da man
Love u
I love your channel. You explain things so well.
love u brother!!
Very helpful with visual guides. Thank you
Love the cool intro effects 😆 another valuable lesson learned thank you teacher! 🙏
Thanks for this useful tutorial!
thanks, I was going crazy for a while because I needed to tick "generate overlap events"
Smashing that information game and the thumbnail game :)
Thanks mzone😎👌
0:58 : check box for hit event ??? => Video paused and check in UE... OMG, I avoided Hit event thinking it was bugged for months... Thanks for the video !
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.
Thank you for the video, it is easy to understand
Nice one mate!
Excellent video!
This vid is gold!
My sphere is generating Hit events with the box ticked off...
Edit: I even turned off simulate physics and it still works
Excelente video! Muy bueno y nos desenreda. Muchas Gracias
thanks so much.! great video
thanks agien . short but great like always.
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.
Thank you very helpful
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
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.
briliant thanks mate
This is quality content sir
Glad I could provide my friend😎
Please tell me the outro soundtrack
thats very usefullll
wow really informative
How can I do it for multiplayer with oncomponent begin overlap ?
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! : )
i didn't know hit event requires physics... this explains why it failed sometimes. Thanks!
So there are exceptions but if you're swinging a weapon on hit won't work🙂 anytime!
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.
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.
Take Ur meds please