How To Make A Multiplayer FPS (First Person Shooter) - Part 2 - Unreal Engine 5 Tutorial

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  • เผยแพร่เมื่อ 15 มิ.ย. 2024
  • In this tutorial, which is Part 2 of my How To Make A Multiplayer First Person Shooter In Unreal Engine 5 tutorial series, I show you how to take a Metahuman from Quixel Bridge, export the skeletal mesh, open it up in Blender and make the necessary changes before importing the altered mesh back into UE5, as well as make some changes to our third-person character mesh, namely the vertical aim offset, to make it look much more realistic.
    Patreon: / mizzofrizzo
    Subreddit: / mizzofrizzo_tutorials
    Facebook: / 884349679908510
    Part 1 (UE5.3 version): • How To Make A Multipla...
    Part 1.1 (UE5.4 version): • How To Make A Multipla...
    Part 2: • How To Make A Multipla...
    Part 3: • How To Make A Multipla...
    Part 4: • How To Make A Multipla...
    Part 5: • How To Make A Multipla...
    Timestamps:
    0:00 - Intro
    1:19 - Import metahuman
    4:45 - Export metahuman mesh for use in Blender
    8:08 - Import mesh into Blender and make changes
    11:31 - Export altered mesh from Blender
    12:34 - Import altered mesh into Unreal Engine
    14:53 - Make additional changes to mesh in Blender
    16:45 - Export altered mesh from Blender
    17:40 - Import altered mesh into Unreal Engine
    18:18 - Retarget animations/animation blueprint for FPS arms
    23:01 - Move camera forward
    23:40 - Add socket to FPS arms
    26:58 - Improved vertical aim offset and mesh transform
    36:31 - Outro
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ความคิดเห็น • 102

  • @6henny443
    @6henny443 5 วันที่ผ่านมา

    A god for actually keeping track of what fixes you find or changes you may make off camera on the project. Get lost on so many others. These are easy to learn what I’m actually doing

  • @kennywillard147
    @kennywillard147 2 หลายเดือนก่อน +6

    Please, keep this going, very interesting to watch!

  • @FNtuts
    @FNtuts 2 หลายเดือนก่อน +1

    thanks for the great tutorials! looking forward to the rest of the series😀

  • @PapaBear5555
    @PapaBear5555 หลายเดือนก่อน

    Moving forward to this part in the play list. Learning so much basics as i go! Part 2 LETS GO! :) Keep up the good work.

  • @fabiorota9661
    @fabiorota9661 หลายเดือนก่อน

    nice! finally i begin to understand how to make multyplayer while still having a first person view! Thanks a lot

  • @ss_ramsay
    @ss_ramsay 2 หลายเดือนก่อน

    Love the videos :) keep up the good work. Would love to see some kind of procedural aiming system.

  • @diogo1990fernandes
    @diogo1990fernandes 27 วันที่ผ่านมา

    That improved vertical aim its only when the gun is picked, unarmed the animation is very unrealistic and a bit stupid, I'm following the playlist, I hope this will be fixed down the line :)
    I'm loving this videos, keep the good work :)

  • @thunderstar64
    @thunderstar64 2 หลายเดือนก่อน +1

    Thanks for the tutorials man, dont let the complainers get to you, these are great :)

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      What complaints lol

  • @traguis4699
    @traguis4699 2 หลายเดือนก่อน

    been trying to make a multiplayer inventory system you should make a tutorial about that bro. good vid👍

  • @SixR6s
    @SixR6s 2 หลายเดือนก่อน +1

    I love you... rly u made my day

  • @FischersFritze12
    @FischersFritze12 2 หลายเดือนก่อน +1

    Mega tutorial, looking forward to the sequel! Is the goal to make a shooter like in Inrto ?

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +1

      Oh, absolutely not. We might do a few things in homage to The Finals, such as create 3 different weight classes, but it's a beast of a game created by a big team lead by former Battlefield devs. I just make beginner's tutorials haha

  • @lunarxander955
    @lunarxander955 14 วันที่ผ่านมา +1

    Thanks!

    • @MizzoFrizzo
      @MizzoFrizzo  13 วันที่ผ่านมา

      Wow thank you so much!!! 🫶

    • @MizzoFrizzo
      @MizzoFrizzo  12 วันที่ผ่านมา

      Can you please comment your email address so I can give you lifetime access to my Discord? I'll send you the link then I'll delete your comment...

  • @Conversion108
    @Conversion108 หลายเดือนก่อน

    Hello, was just wondering if you plan to continue this series? If so can't wait to see what's next.

  • @ovk_jupyter
    @ovk_jupyter 27 วันที่ผ่านมา

    Hey! Found this tutorial recently and it has helped alot. I kinda want to not use the meta humans and use my own meshes. Do you know how that could work or what I would need to do?

    • @MizzoFrizzo
      @MizzoFrizzo  27 วันที่ผ่านมา

      Just use your own meshes. Any differences along the way will be up to you to figure out.

  • @coolguyplays4996
    @coolguyplays4996 2 หลายเดือนก่อน

    Hi, great tutorials they’re possibly the easiest ones to follow that I have found but is there an estimation on when more tutorials in this sires will be released because?

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +1

      Maybe after Part 2 hits 1000 views. 😅

    • @theduckter1055
      @theduckter1055 2 หลายเดือนก่อน

      @@MizzoFrizzowell we got 1k views ー\_(ツ)_/ー

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      @theduckter1055 Yeah I'm just going through some stuff at the moment... Hopefully in the next few days I can do it for you guys.

  • @foreverblessed3511
    @foreverblessed3511 2 หลายเดือนก่อน +2

    Hello MizzoFrizzo! Your videos are really great. Im excited to see ehat you do with this series.
    When you get to the networking side of things, would you be able to talk a little about different options? I would love to know more about how to have dedicated servers, or multiplayers games that can support a decent playercount, like 30

    • @foreverblessed3511
      @foreverblessed3511 2 หลายเดือนก่อน

      Thumbs up this comment if you want dedicated server covered in this series :)

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +1

      I won't be doing any of that, no. This series is more about replication logic. They are also beginner's tutotials, and I can't encourage beginners to think about using dedicated servers when even huge companies struggle to manage them well.

  • @ss_ramsay
    @ss_ramsay 2 หลายเดือนก่อน

    Would love to see some advanced weapon animations where the gun uses its own animation blueprint to control its states. Would also love to see how to do this with the face on a metahuman. I am having issues casting to my character from these animation blueprints 😢

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      I've tried making animBPs for weapons (briefly) and it did not go well. If I work out some better systems for animating guns I'll definitely be making a tutorial about it but it probably won't be part of this series. 🙂

    • @ss_ramsay
      @ss_ramsay 2 หลายเดือนก่อน

      @@MizzoFrizzo After further investigation I found the easiest way I could do it is to make an animation blueprint with an idle pose for the gun along with a default slot. you can then call anim montages on that slot and the gun will maintain it's state after the animation is complete. u can also use notifies within the montages to allow for exact timing of events. Notifies have their own event in the event graph of the weapons animbp.

    • @ss_ramsay
      @ss_ramsay 2 หลายเดือนก่อน

      only reason I say this is again because I can't seem to get a player reference in my gun or head animation blueprint

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      @sebastienramsay9099 Sounds solid in principle. I don't know why there would be any issue getting a reference to the character though... Also, why would you need it? Why not just play montage from the character BP and 'get anim instance' of the current weapon if you want to set anything within it...? I'm very interested in exploring this more as I do think an advanced solution would be required to get that AAA gun handling feel.

    • @ss_ramsay
      @ss_ramsay 2 หลายเดือนก่อน

      ​@MizzoFrizzo I'm very new to unreal engine so I'm not very good at getting references yet. I wanted the player ref in the weapon animbp so I could have a bool on my character for bulletInChamber as I'm not sure how I'm going to save the state of the gun after logging off and logging back in again. I would love to see a weapon system 3.0 with an animation blueprint (unless u got smthn better) and would love to know how to properly animate the head along with the body. Just a note for some improvements on the weapon system. (Correct me if u fixed already) when u spawn a weapon, instead of using enum just to change the socket, add the socket (type: name) to the weaponbp. Could also make something about adding optics to a gun aswell as separating the iron sights from the gun. Thanks again for everything you've taught me 🙏

  • @jimothywayne
    @jimothywayne หลายเดือนก่อน

    Question, is there a benefit to setting up first person this way over using the third person character and a camera attached to the head socket? Assuming the head bobble is preferred vs static?

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน +1

      There are advantages to both. I'll be doing a multiplayer true first-person shooter series later in the year, so we'll see. ✌️

    • @jimothywayne
      @jimothywayne หลายเดือนก่อน

      @@MizzoFrizzo Thanks! Going through this series step by step and I'll certainly do that one as well!

  • @PapaBear5555
    @PapaBear5555 หลายเดือนก่อน +1

    Found an issue as i followed along and am not getting the same results, (1st time) I feel i missed a step maybe somewhere but cant find where so will have to go back and re trace steps. I have (hopefully) narrowed the difference between my and the video example is when i try and retarget the arms :( I noticed right away at 21:42 retarget Anim yours has a (side arrow) that says duplicate etc mine doesn't have that action it simply has the "retarget animation" when clicked i have a different windows so when clicked the window that opens shows black arms with no target and auto generate is ticked , additionally there is a red triangle saying that "NO Target Mesh assigned " Using Fortnite Humanoid template for source skeleton. so i can select the source SK mesh and the Target SK mesh and unclick the AUTO and then i can change the Retarget asset. as you have done but it apears i have a list of actions i have to select to export. Will work on this today. Any tip help or perspective appreciated.

  • @louiscampeau7823
    @louiscampeau7823 2 หลายเดือนก่อน +1

    mizzo i love you but how can you use that blender theme

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      Haha I've never cared about themes 🙂

  • @ss_ramsay
    @ss_ramsay 2 หลายเดือนก่อน

    please let me know if you can figure out how to animate the players head along with their body. I know you can make an animation bp for the head but then I can't find out how to get a reference to the player in the event graph of the head animbp.

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      Surely you would just want to animate the bone that the camera is parented to. I'll try to include it in the upcoming episode that looks at sequencer and animation. 👍

  • @Lusiirealworld
    @Lusiirealworld 2 หลายเดือนก่อน

    Where are you mannn, We Miss you...

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      I'll be back pretty soon. 🥲

  • @ss_ramsay
    @ss_ramsay 2 หลายเดือนก่อน +2

    How come the hands on the first person mesh are so far back? Don't we want them to be as close as possible to mesh other players see?

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +1

      It actually doesn't matter. The only thing that matters is that on each player's instance they experience what feels like the same world. The arms may come forward a little when we start creating some animations, so no need to worry. 🫠

    • @ss_ramsay
      @ss_ramsay 2 หลายเดือนก่อน

      @MizzoFrizzo I feel like it does matter? I can think of two examples. If character rotates on axis of floating hands then u will have the same issue as u did in the true fps where if u turn u won't stay in the same spot. Another one is let's say I'm even further back, would I be able to look around corners without exposing my real body?

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +2

      @sebastienramsay9099 You make some valid points! We'll move it in a future session. 🙂

  • @pikachuuuuu02
    @pikachuuuuu02 16 วันที่ผ่านมา

    can you suggest me how can I improve my knowledge about animation blueprint? I barely know how animation blueprint works and things inside it.

    • @MizzoFrizzo
      @MizzoFrizzo  16 วันที่ผ่านมา

      I will record a tutorial just for you, Pikachu! Just give me a few days. 😁

    • @pikachuuuuu02
      @pikachuuuuu02 16 วันที่ผ่านมา

      @@MizzoFrizzo idk how to thank you 😭

    • @MizzoFrizzo
      @MizzoFrizzo  16 วันที่ผ่านมา

      @@pikachuuuuu02 There's a thank you button 😅

    • @pikachuuuuu02
      @pikachuuuuu02 16 วันที่ผ่านมา

      @@MizzoFrizzo I wanna press it too but not earning right now, but I promise when I'll start, I'll press it :)

    • @MizzoFrizzo
      @MizzoFrizzo  15 วันที่ผ่านมา

      @pikachuuuuu02 That's okay you don't ever have to press it. 🙂

  • @ItayHa-zx9dw
    @ItayHa-zx9dw หลายเดือนก่อน +2

    Hi, i finished this part and as the player you don't see your gun and it shoots from the ground.
    i checked the grippoint on the TP_body and the gun is on the ground. on the skeletal mesh the grippoint is on the right spot how can i fix this?

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      Go back over everything and find what you messed up. 🫶

    • @jimothywayne
      @jimothywayne หลายเดือนก่อน

      @@MizzoFrizzo Its happening to me as well. I've rewatched and followed along 3 times to verify I wasn't just missing something (now I still could be lol) I've noticed though that one major difference I can notice is I'm on 5.4.1 and this is being made on 5.3. Could that be causing the issue? I'm going to keep going over and see if I can locate what's wrong. To add to the information though, the skeleton and preview animations are showing the gun in the correct socket but when trying to play the game it is out of view to the owner and shoots from the floor level.

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      @jimothywayne I already checked that this all works in 5.4. I could've missed something but I don't think so. 🤔

    • @jimothywayne
      @jimothywayne หลายเดือนก่อน

      ​@@MizzoFrizzoI figured out what is happening. When we changed the FirstPeronMesh with the MH arms, we updated the Anim Class to the "MH_FirstPerson_AnimBP." The weapon component BP is getting the anim instance and casting to the "FirstPerson_AnimBP." we need to update to function to cast to the "MH_FirstPerson_AnimBP." Easy fix and I may have overlooked it in the video? Either way I got it working again on my end! Time to finish the video 😁

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน +1

      @jimothywayne Oh yeah of course. Stupid cast! You should be able to delete that cast and everything after it...

  • @UnrealAnderson
    @UnrealAnderson 2 หลายเดือนก่อน

    Hi when will part 3 be up? :)

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +4

      I'm going through some stuff right now so I don't know. Hopefully in the next 7 days..

  • @Abharsair
    @Abharsair หลายเดือนก่อน

    hi i have no clue why but i cnat get it to look up and down its just not working

  • @datfoo4065
    @datfoo4065 2 หลายเดือนก่อน +1

    Isn’t there a way to have the characters that are visible to other players be the meta human character

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน +2

      Yes of course there is. I'm saving that for later. 😉

    • @datfoo4065
      @datfoo4065 2 หลายเดือนก่อน +1

      @@MizzoFrizzo nice.

  • @dnax1375
    @dnax1375 16 วันที่ผ่านมา

    I'm using 5.3 would I have to update to 5,4 to do the rest of the parts after 1?

    • @dnax1375
      @dnax1375 16 วันที่ผ่านมา

      5.4* 😆

    • @MizzoFrizzo
      @MizzoFrizzo  16 วันที่ผ่านมา

      @dnax1375 Not necessarily. The differences are minimal and I have different versions of Part 1 for 5.3 and 5.4.

  • @the_abc_b0mb3r8
    @the_abc_b0mb3r8 หลายเดือนก่อน

    When I imported my meta human I don’t have just arms. His whole body is m_tal_nrw_body 😬 think I messed up

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      I just downloaded a metahuman in 5.4 to check if they've changed to one mesh and it hasn't changed. Not sure what you've done to get that result!

  • @Morwag_Scrums
    @Morwag_Scrums 15 วันที่ผ่านมา

    21:50 IK retargeter you are using does not look the same as the one I have in 5.4...

    • @MizzoFrizzo
      @MizzoFrizzo  15 วันที่ผ่านมา

      5.4 has automatic retargeting, so just use that instead...

  • @SixR6s
    @SixR6s 2 หลายเดือนก่อน

    Hey Mate, its just a question, but can u make a replicated leaning system, that looks nearly like r6 leaning?

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      I haven't played any Rainbow6 games since I was a kid..

    • @SixR6s
      @SixR6s 2 หลายเดือนก่อน

      @@MizzoFrizzo The Leaning System is simple, but i dont like it how most of the tutorials it does, maybe u can take a look and come up with a better option?

    • @MizzoFrizzo
      @MizzoFrizzo  2 หลายเดือนก่อน

      @SixR6s I would first need to know what methods other tutorials are showing and what end result you were aiming for...

    • @SixR6s
      @SixR6s 2 หลายเดือนก่อน

      do you have platform where we can talk?@@MizzoFrizzo

    • @ss_ramsay
      @ss_ramsay 2 หลายเดือนก่อน

      ​@@MizzoFrizzoIf you look up and down with the current leaning system in the true fps the hands will move left and right as you do so right?

  • @carbon999
    @carbon999 24 วันที่ผ่านมา

    Why when I download the metahuman it doesn't give me all the files.

  • @WingsAndWindsAviation
    @WingsAndWindsAviation หลายเดือนก่อน

    please make a 5.4 version of it

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      I did that already:
      th-cam.com/video/fBjMk3FDYGI/w-d-xo.html

    • @WingsAndWindsAviation
      @WingsAndWindsAviation หลายเดือนก่อน

      @@MizzoFrizzo no like the part 2 one

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      @@WingsAndWindsAviation It's not necessary.

    • @_Marcel_28
      @_Marcel_28 หลายเดือนก่อน

      @@MizzoFrizzo i think what can be an problem here is that we dont have to select quinn at retargeting, it must be the arms otherwise other anims come out. @WingsAndWindsAviation was that an point bringing problems?

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      @@_Marcel_28 Uhhhh, what?

  • @ss_ramsay
    @ss_ramsay หลายเดือนก่อน

    Hey, just wondering how everything is going?

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      My girl is going traveling indefinitely and it's a major bummer, but I am coming to terms with it and have ordered a Quest 2 which is exciting because I can mess around with that and maybe make some VR tutorials. I'm hoping to continue the series very soon... 🙂

    • @ss_ramsay
      @ss_ramsay หลายเดือนก่อน

      @MizzoFrizzo sorry to hear that, I'm glad you've found some light in the tunnel. I can't wait for some new content :)

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      @sebastienramsay9099 I'll be just fine, so don't worry there'll be content for years to come (as well as games I intend on releasing). 😁

    • @MizzoFrizzo
      @MizzoFrizzo  หลายเดือนก่อน

      @@ss_ramsay Thanks for asking... How are you, my guy?