Lyra FPS Series - Creating A Sprint Ability -

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 20

  • @NevadaWastelands
    @NevadaWastelands วันที่ผ่านมา +1

    To fix the hold and release problem just add and a Release trigger to the input mapping

  • @redendos
    @redendos ปีที่แล้ว +1

    These vids are lit! I love the funny commentary, probably first time I’ve ever actually lol’d from a tutorial video.
    This tutorial series is exactly what I need to start my dream game! ❤

    • @DevGods
      @DevGods  ปีที่แล้ว +1

      Thanks a lot! Glad you’re finding them entertaining as well as helpful

    • @redendos
      @redendos ปีที่แล้ว +1

      @@DevGods For sure! I’ve just started using UE5 a month ago and I’m really excited to watch these tutorials and start this journey! Thank you so much!

  • @EV_WAKA
    @EV_WAKA 2 ปีที่แล้ว +2

    Please keep these vids going! If only I could just download your knowledge in my head and make my dream game using Lyra. One day...thanks to you. Keep it up man!

    • @redendos
      @redendos ปีที่แล้ว +1

      My thoughts exactly

  • @brandonlawson1086
    @brandonlawson1086 2 ปีที่แล้ว +1

    Very informative! Thanks!

  • @UnbeatenSpartan
    @UnbeatenSpartan ปีที่แล้ว +1

    How do you create an inputdata? As I am not in the lyra sample game and creating my own system.

    • @DevGods
      @DevGods  ปีที่แล้ว

      What do you mean by input data. Is there a time stamp ?

  • @brandonlawson1086
    @brandonlawson1086 2 ปีที่แล้ว +1

    Would you be up to covering inventories?

    • @EV_WAKA
      @EV_WAKA 2 ปีที่แล้ว +1

      This!

    • @DevGods
      @DevGods  2 ปีที่แล้ว

      My own inventory system is quite different from the lyra version but I could take a look at it and see how it works.

  • @threedai
    @threedai 2 ปีที่แล้ว +1

    Hello Dev, Great review, i was interesting more on the technical aspect of the Async loading, and general optimisations, if you have any new idea, like performing Occlusion cullin like a boss !! lot of actual newbie need to be oriented, and optimization are the basics, take care !! have fun.

    • @DevGods
      @DevGods  2 ปีที่แล้ว

      Hey! Thanks. I’ll put it down in my notes. I haven’t done much environment stuff to get to things like occlusion culls but I’m sure I can find some good information out there on it if I looked hard enough. As for async loading, are you talking from the art side of things like levels or the code side for things like data?

    • @threedai
      @threedai 2 ปีที่แล้ว

      @@DevGods Twice, but yeah async preload and for sure to manage assets :) , thank for your answer, litteraly looking forward !!

  • @nickprice6644
    @nickprice6644 2 ปีที่แล้ว +1

    Hi, the problem with the mappings opening at around 6:05 dnt happen in ver. 5.0.2
    Nick

    • @DevGods
      @DevGods  2 ปีที่แล้ว

      I think I was In 5.0.2 for this recording. Might just be a bug for certain systems. Haven’t messed with it since the new update so hopefully they fixed it on all machines

  • @JustMeUT99
    @JustMeUT99 ปีที่แล้ว +1

    That input mapping bug has been there since the launch of 5.0 and boy is it annoying!

  • @safak2492
    @safak2492 2 ปีที่แล้ว +2

    (edited: Dont use it) For Hold/Release fix 10:50 i changed Trigger "Pressed" to "Hold" in IMC_Default_KBM

    • @DevGods
      @DevGods  2 ปีที่แล้ว

      That’s a good fix, but it will cause input bugs when you want to do more complex things like allowing players to use toggle sprint. This is also a big problem when introducing more fire modes for charged weapons or ramp up weapons. In a later video I will show in the code where to add some flexibility so you can catch all input use cases