The gizmo part is absolute gem for me, I'm going to use it a lot now. Thanks for great explanation, now I'm gonna check if I can develop orbiting platforms :P
Really appreciate the brief and down to business style of your video. Hope the algorithm gods don't punish you for not filling up more time with useless stuff to get to the next segment length!
Dude this was the easiest to follow tutorial on how to make a moving platform every other video I watched was like double the length and so hard to understand thank you!
Man I agree. So many tutorials are so freaking long for no reason but this guy did a great job. If we had more Unreal tuts like this, Unreal wouldnt be so frustrating to learn
Great video! If you'd want the platform to follow a path, would you just repeat the steps of the MoveToPoints? Or is there a way to make a path and have the platform follow that.
Hi, thanks for the explanation. How would you go about making the platform pause at control point 2 for like a second and than go back to control point 1, pause there and go back to point 2? Basically a short delay whenever a control point is reached.
Could you do a video where if the player walked up to a button on a wall or panel and pressed a button that it would activate the platform? or maybe one where the player is required to have a key card or where the player has to kill X monsters before it activates, this would be really helpful and it could be applied to other things then platforms.
@@GorkaGames kinda, I was thinking more like button is on wall, player walks over to button interacts then platform begins to move, if they interact with it again it stops in place. Or player needs a required item, and then interacts with button, and platform moves. Either or, just my thoughts, I like videos that build upon things already learned. Like short series / how too videos. Keep up the great work love these short simple videos.
Would you have an idea on how to expose the duration as a variable so it can be changed for each instance of the moving platform, just like the distance traveled?
From the InterpToMovement component, drag a pin and type SET DURATION. It will give you a Float node to Set the duration. Make a Float Variable for this and EXPOSE the Variable so you can Edit in the viewport. Note: Place this Set node between the First and the Second control Point like in his video. Let me know if you managed it.
That widget tip is super useful! I made my object a flat wall that pushes the character but it seems to be glitching my character camera when they both collide. This only happens if the character is not moving. Any suggestions on how to fix?
I'm also looking for that answer The same thing happens when you are in the middle of a door when it closes, the collision does not work if the character is not moving
Weird question, any way to have your character not effected by the platform they are standing on? So they could stand on it, But it doesn't actually move the character. I'm sure It's somewhere in collisions or something But I cant find it.
thanks a lot ! it works ^^ Also i wonder if you happen to have a tutorial on how to make the hair on the manequin as you have on this video ( pretty cool ).
If you set the duration for "interptomovement" too low, and makes the movement too fast, the player can't stand on the platform and pass through the platform even though when you saw it landing on the platform, right?
For some reason my platform only moves a fraction of the distance I put my gizmo. Like a 1/4 of the actual placement distance before it reverses back. Any idea why this might be?
I found that increasing the size of the object displaces the gizmo and gives an innacurate placement. Any idea how to solve this? For instance 4X size increases. decreases the actual movement distance by 4X from where you placed the gizmo
Nice vid as always - how could you go about moving an object in UE (pawn?) e.g. a space ship with physics? e.g. in unity you can add force to a rigidbody (in this case with gravity disabled) in the direction you want, also torque. Can we do the same in UE? I have tried but it seems not to be as easy and I have yet to get it working.
I made a moving platform like mentioned in the video above. But in my case when the character steps on the platform, the platform starts sinking till it reaches the ground. When the character jumps on the platform, the jump height is way higher than jumping from a normal floor. Does anyone know the fix?
Only thing I can think of would be to set an idle that is invisible, but still effective in the game data for the purposes of registering a base value for momentum or whatever its called that's non-zero. That's kinda crude tho ngl
Level sequence does all this now, don't have to use a blueprint and it's so much easier. Alot of these tutorial are out of date, so much has changed since 5.4
Epic must copy how 3d modeling apps like blender work. Just have a tool to had points in the scene and create a spline, that can be linear or "smooth".
GREAT VIDEO!!! but i would really like more horror mechanics and others would too it would be great for every subscriber to see that Gorka Games created a video called The Horror Tutorial Series With many of the needed skills to create a horror game and thanks for replying for every comment i post on your channel and good luck on reaching 12k subscribers you deserve it
Honestly made me feel better about learning UE5. I keep getting stuck and seeing simple solutions is fantastic.
The gizmo part is absolute gem for me, I'm going to use it a lot now. Thanks for great explanation, now I'm gonna check if I can develop orbiting platforms :P
yeah its amazing, so easy to
Really appreciate the brief and down to business style of your video. Hope the algorithm gods don't punish you for not filling up more time with useless stuff to get to the next segment length!
Thanks for this tutorial. May this technique be used for more complex objects like miner's trolley, or railcar? Thanks
Dude this was the easiest to follow tutorial on how to make a moving platform every other video I watched was like double the length and so hard to understand thank you!
Man I agree. So many tutorials are so freaking long for no reason but this guy did a great job. If we had more Unreal tuts like this, Unreal wouldnt be so frustrating to learn
Straight to the point, earned the like!
I never comment in TH-cam but this is gold. Thank you!
Thank you for keeping this so simple and straight forward!!!! We need more simple tutorials like this! Makes learning Unreal alot easier
dude you are my god damn savior. THANK YOU! I will be crediting you in a game concept I'm working on, just started learning unreal.
This deserves more likes thanks for being so straight forward!
Very good video for basic understanding
Great video! If you'd want the platform to follow a path, would you just repeat the steps of the MoveToPoints? Or is there a way to make a path and have the platform follow that.
Hi, thanks for the explanation.
How would you go about making the platform pause at control point 2 for like a second and than go back to control point 1, pause there and go back to point 2?
Basically a short delay whenever a control point is reached.
Pause on impact in the interp details?
Did it work?
This InterToConstant is a great component. It saves you to code the tick and setting bool vars with just a few clicks. Buen vídeo, Gorka. Gracias! +1
What happens if the platform knocks into the player standing on the floor? Does it push the player out the way?
Could you do a video where if the player walked up to a button on a wall or panel and pressed a button that it would activate the platform? or maybe one where the player is required to have a key card or where the player has to kill X monsters before it activates, this would be really helpful and it could be applied to other things then platforms.
I see what you mean.. basically interact with the platform to stop and play the movement?
@@GorkaGames kinda, I was thinking more like button is on wall, player walks over to button interacts then platform begins to move, if they interact with it again it stops in place. Or player needs a required item, and then interacts with button, and platform moves. Either or, just my thoughts, I like videos that build upon things already learned. Like short series / how too videos.
Keep up the great work love these short simple videos.
@@GorkaGames could you consider making it. it also helps me
Would you have an idea on how to expose the duration as a variable so it can be changed for each instance of the moving platform, just like the distance traveled?
From the InterpToMovement component, drag a pin and type SET DURATION. It will give you a Float node to Set the duration. Make a Float Variable for this and EXPOSE the Variable so you can Edit in the viewport.
Note:
Place this Set node between the First and the Second control Point like in his video. Let me know if you managed it.
I have a problem, if i scale my mesh, the 3D widget is huge and give me wrong position...
I really like your tutorials!!! Great job!!!
I NEEDED THIS TY
my pleasure!
That widget tip is super useful! I made my object a flat wall that pushes the character but it seems to be glitching my character camera when they both collide. This only happens if the character is not moving. Any suggestions on how to fix?
I'm also looking for that answer
The same thing happens when you are in the middle of a door when it closes, the collision does not work if the character is not moving
Thank you!, This really simply and quick
Thanks
my pleasure!!
THANK YOU for this!!!!
Weird question, any way to have your character not effected by the platform they are standing on?
So they could stand on it, But it doesn't actually move the character.
I'm sure It's somewhere in collisions or something But I cant find it.
ur goated cheers for the video
thanks a lot ! it works ^^ Also i wonder if you happen to have a tutorial on how to make the hair on the manequin as you have on this video ( pretty cool ).
Thanks but how can we ask a variable for the duration pls ?
can we somehow set the duration at each control point? like it sotps for 1 sec then continues back?
Fr I need this
If you set the duration for "interptomovement" too low, and makes the movement too fast, the player can't stand on the platform and pass through the platform even though when you saw it landing on the platform, right?
Can i ask is there a difference between performance of the two methods you showed? Or same performance either way just less annoying with the widget?
For some reason my platform only moves a fraction of the distance I put my gizmo. Like a 1/4 of the actual placement distance before it reverses back. Any idea why this might be?
I found that increasing the size of the object displaces the gizmo and gives an innacurate placement. Any idea how to solve this? For instance 4X size increases. decreases the actual movement distance by 4X from where you placed the gizmo
@@aaidenwitten8430 bump
@@aaidenwitten8430 i noticed you could change the scale of the static mesh itself, and once you do the position it'll move to should work fine.
for some reason the platform I made doesn't go to the position I tell it too because it's too far is there a reason for that?
This was awesome! Ty
Beautiful!
Nice vid as always - how could you go about moving an object in UE (pawn?) e.g. a space ship with physics? e.g. in unity you can add force to a rigidbody (in this case with gravity disabled) in the direction you want, also torque. Can we do the same in UE? I have tried but it seems not to be as easy and I have yet to get it working.
I made a moving platform like mentioned in the video above. But in my case when the character steps on the platform, the platform starts sinking till it reaches the ground. When the character jumps on the platform, the jump height is way higher than jumping from a normal floor. Does anyone know the fix?
Fixed the issue... turns out i had deleted default scene root of the blueprint... Not sure how default scene root affects the platform physics
If the object hits the player without movement, the collision does not work
I´m dealing with the same issue, did you found a solution?
Only thing I can think of would be to set an idle that is invisible, but still effective in the game data for the purposes of registering a base value for momentum or whatever its called that's non-zero.
That's kinda crude tho ngl
@@johnsmoak8237 thought about the same, but didnt found a solution yet. I will overwork this later and can tel, if its working.
great video! is this possible with rotation as well?
just use the rotating movement
Freaking saved me bro thanks for that
Level sequence does all this now, don't have to use a blueprint and it's so much easier. Alot of these tutorial are out of date, so much has changed since 5.4
level sequence has always done that, and its just for cinematic purposes, not gameplay like this tutorial
@@jaydenree682 It's for gameplay as well, you just add a trigger for the lift or platform
Epic must copy how 3d modeling apps like blender work.
Just have a tool to had points in the scene and create a spline, that can be linear or "smooth".
I need to deal cards to players, and I think I can adapt this to do that.
The icon doesn't show up on my map
Mine moves forward but wont return
great video, but just try to slow down on the next one. it becomes a little bit harder to hear what you are saying✌
cool
It did not work for me
Same
@wilson8827 i did end up getting it working but the computer with the code on it stopped working so once it's fixed I can try and help you if needed
GREAT VIDEO!!! but i would really like more horror mechanics and others would too it would be great for every subscriber to see that Gorka Games created a video called The Horror Tutorial Series With many of the needed skills to create a horror game and thanks for replying for every comment i post on your channel and good luck on reaching 12k subscribers you deserve it
I've used a ping pong once , it was used after stepping on a switch, the step up is confusing at first.
tnx
ty