Unreal Engine 5 Tutorial Series - Part 6: Enemy Damage and Projectiles

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  • เผยแพร่เมื่อ 23 ก.ค. 2024
  • In this video we will finish up the Enemy Character by adding Blueprints to allow the enemy to damage the Player as well as allowing the Player to deal damage to the Enemy by shooting Projectiles
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ความคิดเห็น • 21

  • @RSProduxx
    @RSProduxx ปีที่แล้ว +2

    Alright, sorry for spamming, but: I don´t understand why you don´t have like 10,000 subs... this is probably the best tutorial I could find and I´ve watched into alot...

  • @FactoryMaster-hh6wr
    @FactoryMaster-hh6wr 2 หลายเดือนก่อน

    Du hast mein leben gerettet

  • @TiagoSantosArtist
    @TiagoSantosArtist ปีที่แล้ว +1

    hi ty for the tutorial, i'm stuck at 4:00 i don't have the target player node. i have the sensitive box unchecked any help? ty :) is this because i have the rong BP type maybe? i used a charachter BP

    • @eichs22
      @eichs22  ปีที่แล้ว +1

      The node that has Target Player Health? I have that node because on my character BP, I created an integer variable called Player Health and set the value for it to 100

  • @battleguy6620
    @battleguy6620 ปีที่แล้ว +1

    Hey so I followed the tutorial for the dealing continuous damage and set up a health bar system but whenever the enemy gets close to me it doesn't deal damage and it can't be the health bar cause I tried one of those pain volumes and it works with that. Is there anything that I could be doing wrong?
    Edit: I am also using "Player Current Health" in float instead of "Player Health" in integer cause I figured they'd be the same thing.

    • @eichs22
      @eichs22  ปีที่แล้ว

      Not sure. Is your float one that you made? Or a built in one? Really all you need is a boolean that allows you to take damage and it continually does that until the boolean is false

  • @RSProduxx
    @RSProduxx ปีที่แล้ว

    Alright I see, my rather long request from a few days ago is mostly answered in this series, sorry for posting before watching :D

  • @SirLtEarth
    @SirLtEarth 4 หลายเดือนก่อน

    Trying to add a damage variable from player BP but cant get it to work

    • @eichs22
      @eichs22  4 หลายเดือนก่อน

      You mean health? Did you make the variable on the player? If so, did you save so it comes up in the cast?

  • @RSProduxx
    @RSProduxx ปีที่แล้ว

    works excellently... just the run animation stopping after a few seconds still bothers me... no idea why...
    so if anyone reading this has an idea, pls let me know :)

  • @RSProduxx
    @RSProduxx ปีที่แล้ว

    just finished nr. 5... seems the animation doesn´t catch up... after running a few seconds, the run animation of the enemy stops, sometimes the enemy even freezes for a few seconds, but then starts chasing again... would it help to alter the loop time from 1 second up or down? or is my PC too slow? :)

    • @eichs22
      @eichs22  ปีที่แล้ว +1

      Not sure exactly. Could be too slow, you could try tweaking the loop time but in my experience 1 second works best here but that could be different on a different machine

    • @RSProduxx
      @RSProduxx ปีที่แล้ว

      @@eichs22 hm, okay... I´ll just continue for now and see how it turns out...

  • @no.one.2
    @no.one.2 4 หลายเดือนก่อน

    Oh it worked, thank god christ jesus fucking hell finally. It only does 1 damage at a time even though I did a random number of options of damage, but I'll figure that out later. Thank you.

    • @eichs22
      @eichs22  4 หลายเดือนก่อน

      I think there's a random number in range node. Not sure the exact name but that would work

    • @no.one.2
      @no.one.2 4 หลายเดือนก่อน

      @@eichs22 I got it. I didn't plug in something somewhere. I've moved on to other issues like how to apply your damage model to the starting FPS gun to do damage, or how to get the starting fps bouncy ball collision to work on the gun you made. Right now, the gun I made does kill and cause damage, and explodes, but only while hitting the enemy I made. Otherwise it passes through all geometry without bouncing or impact or explosion.
      And then when I copy the code to the Starter FPS gun, when I connect it to the Event Hit node, it makes that Starter FPS gun behave like the one I made from the tutorial, meaning it takes away bounce and collision from anything other than the enemy. So, I am glad I discovered this, it gives me a lead on what to look for to add ..... I have no idea what I am doing. I have been studying and comparing the 2 blueprints for hours to see what might make it work. The collision options on the sphere or capsule do not do a thing, so maybe they need to be referenced somewhere. It's as if it is only reacting if it hits an enemy. All I have is clues or hints.
      Fun times.

    • @no.one.2
      @no.one.2 4 หลายเดือนก่อน

      @@eichs22 That's what I used, the range node, just missed a plug somewhere.

    • @no.one.2
      @no.one.2 4 หลายเดือนก่อน

      @@eichs22 do you know how to add the FPS_FirstPersonProjectile bounce and impact and collision to your BP? I'd rather do that and make the BP from scratch than add your code to the existing starter content.

    • @eichs22
      @eichs22  4 หลายเดือนก่อน

      @@no.one.2 you can copy and paste blueprint nodes between projects. Not sure how the bounce and overlaps will work together but you should be able to make a fresh project and copy whatever nodes you need from one to the other

  • @RSProduxx
    @RSProduxx ปีที่แล้ว

    let me guess... EventBeginPlay--->SetLifespan--->AoE-Dmg+Explosion-Effect(on IsBeingDestroyed) = Granade? :)