This is an amazing tutorial. So many out there are just watching a person create a feature, and are carbon copies of other videos on the topic. This video series is the difference between watching someone perform a surgery and going to med school.
Thank you for your tutorial man! I'm so glad you take the time and effort to explain the concepts involved, rather than solely giving a set of step by step instructions.
Omg, I LOVE your videos. So refreshing to see someone actually explain WHY things work the way they do, how things are connected etc. Usually I really dislike watching tutorials at this point (more like a necessary evil), because they are all carbon copies of each other and go like 'click this, now do this, click here, check this'... I never feel like I actually learn anything, unless I dig hours through the web and discord after watching. But your videos are something else. Stellar work. I just started following your locomotion tutorial series, but just out of interest: it's 20 videos long, is it completed in your mind? Thank you!
I am from Russia and I watch all these videos using neural network translation. An amazing way to present information. Thank you so much for your videos!
I tried to watch this series a few months ago but didn't have enough foundational unreal knowledge to follow. Coming back now after having built up a decent amount of knowledge, everything is crystal clear. Of course, it takes a great teacher which you've demonstrated you are. I too have a need to understand everything I'm doing because there will come a day where something goes wrong or needs to be updated and I'll be much better equipped. Thank you for putting this all together. I'm excited to watch the rest of series knowing I'll be learning so much and will have an excellent foundation for my characters.
I like how you take your time to explain the basics, show why and how, speak slowly and articulate well, it is appreciable for non-english language native like me.👍
@@furrybproductions My goal going forward will be to upload videos on a weekly basis, so seven days from today, which would be this next Friday for me.
AnimBPs are not meant to be replicated, and are supposed to run client side. I'll be following best practices to ensure that the AnimBP doesn't run code that should be run on an authoritive server. I can go into more detail on replication later on in the series, but it isn't my strong-suit so I'll need to take some time to get myself up to speed on the subject before hand.
I've completed this entire tutorial series but it makes my UE editor extremely unstable and crashing all the time, and I went back to rewatch this and it appears that this is creating a runaway loop
It baffles me that if I name it "CharMoveComp" rather than "ReturnValue", it won't show up in the PropertyAccess drop-down....that's beyond my comprehension...
Hi, trying to figure out if your series applies to my use case. I am trying to use UE for film production, not for games. I am trying to figure out best way to animate a character in a scene, and have camera following where the character is looking. It would be first person view. So picture a trail in the woods. Character walks, sometimes, stops, looks around. Etc. Typical real life sort of scenario. I don't need the character visible in the film, just his shadows. Any tips on how to animate in this fashion? Does your series cover this sort of use case? Thanks!
Great job with the video series! I have a couple of questions. First, since a Transform is a struct, why do you retrieve and store the Location and Rotation separately, with two property accesors, instead of retrieving the Transform, storing that, and then just breaking the struct to get the Location and Rotation. It would seem the slight memory overhead of the Scale (not likely to be anything other than default) would be offset by eliminating function call overhead, on a function that is called every animation tick -- but I am new to the threaded animation feature, so perhaps I'm looking at it wrong. Second, what was the reason for defining functions to retrieve and store each variable, rather than a single function to retrieve all the character data and store it, then just refer to the variables in the rest of the logic? Neither question is intended to disagree with your code; I'm here to learn, and understanding the reason for those choices is part of the process. Thanks!
As soon as it's out of the experimental phase or at least somewhat stable, I'll cover it on the channel. Hopefully it will be stable in the next major version release.
Please give me an answer, does this system work for two players? And if I repeat everything the same way as the author, will it work for all players who join?
What is the difference between getting the ActorVelocity and the Velocity within the MovementComponent of that Actor because if I print them they are the same
just a small recommendation, point your camera a little bit down and dont leave space on top of your head, thats the more comfortable composition to watch..
@@Voxelvision586 I also had this problem. For me what worked was going into the GetCharacterMovement function and in the details panel set the function from "Public" to "Protected". If you don't know Object Oriented Programming and don't know what this does, your best bet is to set it to "Protected", see if it shows up, and if it does, change it back to "Public". If you do know Object Oriented Programming, you will know what Protected means (in short: code outside of the animation blueprint are no longer allowed to call the function GetCharacterMovement, but the animation blueprint itself and any classes that inherit from it *can* call the function). TBH I suspect there is some kind of bug in 5.3 where it doesn't update/refresh the list of functions you can see from "property access" correctly. So by changing from Public to Protected what I think is really happening is some kind of refresh is triggered under the hood that allows it to show up.
@@Fangornmmc Yup, I ran into the same problem. It's still working this way in 5.41. I made a bug report, I'd suggest anyone else coming across this does as well.
Just subbed. However looking at your feed you seem to not upload for long periods of time, do you plan to actively upload or is this like a 4 or 5 ep then you leave for like 7 months lol
You probably didn\t think about this but it's kinda creepy looking at a person for 20 minutes... perhaps going forward don't put yourself on the fullscreen for most of the time
Your thoroughness is greatly appreciated, the more we know the better.
I'm glad to hear it. Thanks.
Totally agree!
This is an amazing tutorial. So many out there are just watching a person create a feature, and are carbon copies of other videos on the topic. This video series is the difference between watching someone perform a surgery and going to med school.
Thank you for your tutorial man! I'm so glad you take the time and effort to explain the concepts involved, rather than solely giving a set of step by step instructions.
Omg, I LOVE your videos. So refreshing to see someone actually explain WHY things work the way they do, how things are connected etc.
Usually I really dislike watching tutorials at this point (more like a necessary evil), because they are all carbon copies of each other and go like 'click this, now do this, click here, check this'...
I never feel like I actually learn anything, unless I dig hours through the web and discord after watching. But your videos are something else. Stellar work.
I just started following your locomotion tutorial series, but just out of interest: it's 20 videos long, is it completed in your mind?
Thank you!
I am from Russia and I watch all these videos using neural network translation. An amazing way to present information. Thank you so much for your videos!
Me too. Thanks to the author for adding subtitles, their presence saves us time on translation
I tried to watch this series a few months ago but didn't have enough foundational unreal knowledge to follow. Coming back now after having built up a decent amount of knowledge, everything is crystal clear. Of course, it takes a great teacher which you've demonstrated you are. I too have a need to understand everything I'm doing because there will come a day where something goes wrong or needs to be updated and I'll be much better equipped. Thank you for putting this all together. I'm excited to watch the rest of series knowing I'll be learning so much and will have an excellent foundation for my characters.
This is an amazing start to this series and has me hyped to watch them all! Thank you for your efforts and attention to detail!
Thanks! I'm glad the video was helpful.
@@OutcastDevSchool The "TryGetPawnOwner.GetMovementComponent" is not valid / always failling at "Cast to CharacterMovementComponent"
any help?
I like how you take your time to explain the basics, show why and how, speak slowly and articulate well, it is appreciable for non-english language native like me.👍
This is very dense but I really appreciate it, as it explains some of the underlying logic to UE which is very helpful
Amazing video and teaching!! Thx for this tutorial, i am implementing using c++, let's see if i can make it! So far i managed ok
A great series of video tutorials! Thank you very much! 😄
Hello! you are simply the best, I am very glad that I found your channel
Brrooo you are best, you fine explanation is best y important for begginers!! I go learn this serie!!
Hope the tutorial will give the necessary and then proceed on buying the asset. Let's go!
This is so well explained wow. Thank you for explaining the system, and adding all these great detail's
I Love how explain exactly what you doing and why you doing it. Keep it Going.
This is really good!
Great start!
Thanks. There will be plenty more to come.
@@OutcastDevSchool when is the next video?
@@furrybproductions My goal going forward will be to upload videos on a weekly basis, so seven days from today, which would be this next Friday for me.
@@OutcastDevSchoolAWESOME!
Great work, young man. Much respect! Your understanding of this material is inspirational.
Outcast dev school has a new video!🎉
Hey man awesome tutorial. Really helpful. Your lighting setup in your room is dope too, love the blue backlight from your desktop 😁
Hey! Welcome Back!
Thanks! I've missed making these videos, and I'm looking forward to uploading to the channel consistently for the foreseeable future.
really OP!
Excited to see more, this is great! will this be multiplayer ready?
AnimBPs are not meant to be replicated, and are supposed to run client side. I'll be following best practices to ensure that the AnimBP doesn't run code that should be run on an authoritive server. I can go into more detail on replication later on in the series, but it isn't my strong-suit so I'll need to take some time to get myself up to speed on the subject before hand.
nice explanation
Great lesson here. Youre bright. The channel is informative.
I've completed this entire tutorial series but it makes my UE editor extremely unstable and crashing all the time, and I went back to rewatch this and it appears that this is creating a runaway loop
Dude this is great, thank you!
Thank you so much for the time and effort to make those videos, i sub to see more ❤
ありがとう
Man, i love your vids!
It baffles me that if I name it "CharMoveComp" rather than "ReturnValue", it won't show up in the PropertyAccess drop-down....that's beyond my comprehension...
thx!
Hi, trying to figure out if your series applies to my use case. I am trying to use UE for film production, not for games. I am trying to figure out best way to animate a character in a scene, and have camera following where the character is looking. It would be first person view. So picture a trail in the woods. Character walks, sometimes, stops, looks around. Etc. Typical real life sort of scenario. I don't need the character visible in the film, just his shadows. Any tips on how to animate in this fashion? Does your series cover this sort of use case? Thanks!
Awesome series thank you!, will you use Distance Matching with this locomotion system?
Yes, I will be covering a full distance matching implementation for starts, stops, and pivots.
Great job with the video series! I have a couple of questions. First, since a Transform is a struct, why do you retrieve and store the Location and Rotation separately, with two property accesors, instead of retrieving the Transform, storing that, and then just breaking the struct to get the Location and Rotation. It would seem the slight memory overhead of the Scale (not likely to be anything other than default) would be offset by eliminating function call overhead, on a function that is called every animation tick -- but I am new to the threaded animation feature, so perhaps I'm looking at it wrong. Second, what was the reason for defining functions to retrieve and store each variable, rather than a single function to retrieve all the character data and store it, then just refer to the variables in the rest of the logic? Neither question is intended to disagree with your code; I'm here to learn, and understanding the reason for those choices is part of the process. Thanks!
Yo The Cast is Failing and i Realised My Animation BP Has _C added to it in Charachter why is that is that the prb?
did you fixed it? mine is failing as well :(
This is good. Thank you. GPT's can learn from this so we can use them to automate creation of scripts using our voices.
Will you explain motion matching in this series?
As soon as it's out of the experimental phase or at least somewhat stable, I'll cover it on the channel. Hopefully it will be stable in the next major version release.
@@OutcastDevSchoolok Thanks :)
Please give me an answer, does this system work for two players?
And if I repeat everything the same way as the author, will it work for all players who join?
What is the difference between getting the ActorVelocity and the Velocity within the MovementComponent of that Actor because if I print them they are the same
Does this still make the basic movement animation to be replicated through multiplayer like it would by using the normal event graph ?
Good concept, but using paid marketplace assets will hinder this tutorial. Not many will be able to follow.
just a small recommendation, point your camera a little bit down and dont leave space on top of your head, thats the more comfortable composition to watch..
Thanks for the tip. I'll test a few different placements next time I record.
i cant get the " GetCharacterMovment " function to show up in the Property Assess , any advice?
output in get char movement function must be named "ReturnValue"
bro My ADHD is driving me wild, AHHHHHHH
you teach how to make a fishing rod and not just use it, that's great
i enabled Pure on GetCharacterMovement but i cant find it in Property Access Node ((
You fix this?
@@Glandus_Falangus You Fix This?
Hay Mate, i cant get the " GetCharacterMovment " function to show up in the Property Assess , any advice?
Ok, so i had to rename it a few times save and restart, then it came up , don't know why
@@mrb9002 Not Working For Me
@@Voxelvision586 I also had this problem. For me what worked was going into the GetCharacterMovement function and in the details panel set the function from "Public" to "Protected". If you don't know Object Oriented Programming and don't know what this does, your best bet is to set it to "Protected", see if it shows up, and if it does, change it back to "Public". If you do know Object Oriented Programming, you will know what Protected means (in short: code outside of the animation blueprint are no longer allowed to call the function GetCharacterMovement, but the animation blueprint itself and any classes that inherit from it *can* call the function).
TBH I suspect there is some kind of bug in 5.3 where it doesn't update/refresh the list of functions you can see from "property access" correctly. So by changing from Public to Protected what I think is really happening is some kind of refresh is triggered under the hood that allows it to show up.
@@Fangornmmc Yup, I ran into the same problem. It's still working this way in 5.41. I made a bug report, I'd suggest anyone else coming across this does as well.
Just subbed. However looking at your feed you seem to not upload for long periods of time, do you plan to actively upload or is this like a 4 or 5 ep then you leave for like 7 months lol
Well this is timely... get out of my head.
You probably didn\t think about this but it's kinda creepy looking at a person for 20 minutes... perhaps going forward don't put yourself on the fullscreen for most of the time
what lol..
lol How did you survived School and college ? btw you can always "alt+tab" and just listen his voice, XP
Actually you sound creepy
Bro what lmao
Bro what are your problems sir