Weapon Switching In Unreal Engine

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  • เผยแพร่เมื่อ 30 พ.ย. 2024

ความคิดเห็น • 19

  • @jihoooh5397
    @jihoooh5397 9 วันที่ผ่านมา +1

    Thank you so much, that was really informative.

  • @jihoooh5397
    @jihoooh5397 9 วันที่ผ่านมา +1

    I am hoping you to have a lot of subscribers.

  • @Weeeboss
    @Weeeboss 8 หลายเดือนก่อน +1

    Thank you for another informative video!
    Just a quick tip, as I've seen a lot of people use the "Pause Anims" when adjusting weapons/assets over their character:
    You can just press Ctrl+R to disable Realtime rendering, which also disables animations, adjust the weapon/asset to your liking and then press Ctrl+R again to re-enable Realtime rendering.

    • @thegamedevcave
      @thegamedevcave  8 หลายเดือนก่อน +2

      that's much faster! thanks i didn't know about that shortcut!

  • @jihoooh5397
    @jihoooh5397 9 วันที่ผ่านมา +1

    I am hoping you to make a weapon choose menu tutorial.

  • @askarYT
    @askarYT หลายเดือนก่อน

    Thaaaaaaaaaaaaank u verrry much !!! I've been looking for this tutorial for a while! You helped me a lot, thank you! ❤

  • @Leo-su3me
    @Leo-su3me หลายเดือนก่อน

    Nice video bro!

  • @bluebottlevt
    @bluebottlevt 28 วันที่ผ่านมา

    Amazing , very helpful. thank you

  • @Thatsunrealdude
    @Thatsunrealdude 8 หลายเดือนก่อน

    Nice video!

  • @kmtsvetanov
    @kmtsvetanov 6 หลายเดือนก่อน

    If I have in my BP_Weapon a "damage" variable, how can I get it ?

    • @kmtsvetanov
      @kmtsvetanov 6 หลายเดือนก่อน +1

      Found it.
      BP_Weapon has a variable "Damage" 10 that is editable and expose on spawn. This is the default value for all weapons.
      I have BP_Axe with Damage set to 20.
      To get the damage when a monster is hit I use:
      - Get Player Character -> Cast to BP_Player -> Get Weapon -> Get Child Actor -> Cast to BP_Weapon -> Get Damage

  • @carlosrivadulla8903
    @carlosrivadulla8903 8 หลายเดือนก่อน

    would this system be better if the weapon class is hold inside a data asset ?

    • @thegamedevcave
      @thegamedevcave  8 หลายเดือนก่อน +2

      it really depends on the context, there is no blanket statement " better" about this. if you have a simple weapon cycle system like this example (and my game) there is no need to get data assets involved. if your weapon/item system uses data assets ( like in the inventory series that i'm uploading), then you could take the weapon class out of a data asset yeah.

  • @kmtsvetanov
    @kmtsvetanov 5 หลายเดือนก่อน

    If I wish to switch to a Bow that is in the other hard how will I do it ?

    • @kmtsvetanov
      @kmtsvetanov 5 หลายเดือนก่อน +1

      Found it. We use Attach Component To Component.
      For Target pin we use "Weapon".
      For Parent pin - Our Skeletal Mesh Component
      And for Socket Name we say "hand_r"
      Remember to switch the socket name to "hand_l" When you select a sword

    • @thegamedevcave
      @thegamedevcave  5 หลายเดือนก่อน

      probably best use a whole other system altogether to be honest. but you could add a socket to both hands, and check when you switch weapons if it is the bow and move the mesh to that other hand...
      but if youre still looking into a system to make for weapon switching, you're best off just not using this one for your use.

  • @foxxdgd443
    @foxxdgd443 5 หลายเดือนก่อน +1

    this dosent work for me.

  • @yurapodchasov1326
    @yurapodchasov1326 2 หลายเดือนก่อน

    sombody now how diactivete hidden weapon not just hidde