For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
Absolutely amazing!! One thing, maybe a little request, whatever it may sound, please do something with the new Game Animation Sample from Unreal. Any weapon system, anything. Would be awesome to see how to integrate functionalities within the motion matching nodes
omg! This was super easy to follow and well explained with examples. I have always been intimidated with scripting and could never make may levels interactable and alive. These have brought some confidence in me and I am looking forward to many more tutorials like this to bring my level designs to life! :D Thank you!
As somone who didnt watch the video but watched your intire fps game i guess your using bpi If i am right just know i learned it from you explaininig it so good
It's fascinating what else you can learn to improve your programming style. However, I would not enter the door angles in the timeline, but only work with the values ‘0’ and ‘1’ there. If the door angles are defined via the ‘Lerp (Rotation)’ node, you have a better animation.
@@Unrealismus I'm pretty sure a timeline does its own form of linear interpolation, in which case it makes absolutely no difference if you output the door angle or the alpha for a lerp node, but you can set yours up however you like. 👍
If you don't mind my asking... How did you learn Unreal and how long have you been using it? I've been using Blender, a little bit of unity, and Unreal since about version 4. I'm at the early-to-mid stage of developing my game Corvania, and I LOVE using Unreal 5; I currently live and breathe it. But I really struggle with some concepts. I try to learn from udemy and YT tutorials but copy and pasting isn't quite the same as fundamentally learning it. I'm just curious to know how you've seemingly got such a great understanding of how it works.
What if the door is already open? My rotation is behaving strange. I tried to put a change rotation on BeginPlay if the door is open but it doesn't work as I have intended.
@@PitchforkAcademy Yeah that's what I did, I think I also changed it to begin from start. I fixed that issue by putting a "Do Once" node that resets at the end.
I also had this problem. You need to add a collision box to the static mesh of the original door. Double click on the static mesh of the original -> Click on "Collision" -> Drop menue opens -> add your collision of choise. It original just has a complex collision no simple. And since it uses the simple one for collision it cant block.
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
Absolutely amazing!! One thing, maybe a little request, whatever it may sound, please do something with the new Game Animation Sample from Unreal. Any weapon system, anything. Would be awesome to see how to integrate functionalities within the motion matching nodes
omg! This was super easy to follow and well explained with examples. I have always been intimidated with scripting and could never make may levels interactable and alive. These have brought some confidence in me and I am looking forward to many more tutorials like this to bring my level designs to life! :D Thank you!
Just watched this all the way through, what a banger!! Super easy to follow and scalable...
Absolutely amazing tutorial! For a beginner as myself this really gives me these early tools to create and experiment!
@johndahlquist4974 Thanks for watching and thank you for your kind words!
This was great, I now understand how to do interactions! Thank you very much
As somone who didnt watch the video but watched your intire fps game i guess your using bpi
If i am right just know i learned it from you explaininig it so good
@@machloof Yep!
It's fascinating what else you can learn to improve your programming style. However, I would not enter the door angles in the timeline, but only work with the values ‘0’ and ‘1’ there. If the door angles are defined via the ‘Lerp (Rotation)’ node, you have a better animation.
@@Unrealismus I'm pretty sure a timeline does its own form of linear interpolation, in which case it makes absolutely no difference if you output the door angle or the alpha for a lerp node, but you can set yours up however you like. 👍
it's help me, thanks a lot
Thanks man
thank u thank uuuuuuuu soooo muchhhhh🙏
Is it posible you can make a video on how to open both ways. so that it opens away from the player relative to the player?
I'll see what I can do!
If you don't mind my asking... How did you learn Unreal and how long have you been using it?
I've been using Blender, a little bit of unity, and Unreal since about version 4. I'm at the early-to-mid stage of developing my game Corvania, and I LOVE using Unreal 5; I currently live and breathe it. But I really struggle with some concepts. I try to learn from udemy and YT tutorials but copy and pasting isn't quite the same as fundamentally learning it. I'm just curious to know how you've seemingly got such a great understanding of how it works.
It would be amazing if you showed how to replicate this for multiplayer.
That's actually part of my upcoming Introduction To Replication video, so you're in luck. 🙂
@@PitchforkAcademy awesome!
Could you do a tutorial on how to create conquer fields. Like in Call Of Duty for example
@@venquise I don't know what that is..
@@PitchforkAcademy I mean the Gamemode Domination where players control points on the map
@venquise Maybe some day 🙂
What if the door is already open? My rotation is behaving strange. I tried to put a change rotation on BeginPlay if the door is open but it doesn't work as I have intended.
Ahh yes, you may need to plug into 'reverse from end' on the timeline, but then you may get some teleportation if you spam it...
@@PitchforkAcademy Yeah that's what I did, I think I also changed it to begin from start. I fixed that issue by putting a "Do Once" node that resets at the end.
Would love it if the door opened away from the player at all times. Is that difficult to show?
@@MadMikeyB I'll put it on my list!
@@PitchforkAcademy Thank you dude!
my door had no collision before i open it once any one know why ?..
I also had this problem. You need to add a collision box to the static mesh of the original door. Double click on the static mesh of the original -> Click on "Collision" -> Drop menue opens -> add your collision of choise. It original just has a complex collision no simple. And since it uses the simple one for collision it cant block.
im not sure what i have done wrong my door opens great but wont shut