Heads up friend from a Noob following you. AND love what you are doing :) I see that you are starting to break away from the way you started out with the tut - Like with the Replication - Normally you do all that under your REP graph. Please don't, if IT CAN be done. Its so easy to get lost over time with adding new struck, and ways you do stuff :)
You are right, im sorry about that, its really hard to make this large videos without making mistakes, i have to redo them a lot of times, Ill be sure to include a video to organize everything i have missed!
@nativecoder You are doing - The best form of noob tutorials - That I (Personally), have seen on TH-cam. And being that I know really nothing about "How - To". I am so happy, with the way you are doing yours - Keep it up friend :)
Hey! Got the same problem like other guys , made all like in video, but character doesnt get weapon in to hand, using UE5.2. Only the one thing is different i have, not like in video. In BP_PickUp, in construction script last node is "Set skeletal mesh asset", but i think its only the new name of node in 5.2+ version. Dont know how to solve this prob.:(
Does it always set the overlay to the pistol overlay no matter what you do? For me it was because in my Give function, on the first sequence, I forgot to attach weapon name to row name on my Get Data Row node Now it works just fine
Hey bro after i deleted the Set overlays at 19:40 i got problem while aiming. the aiming function is not working ( not aiming after pressing right click ) when i equip the weapon what can be the reason?
@@ajplay5916 I found that the overlay section in my "Weapon_Table" wasn't matching the actual weapon. Changing it to the correct corresponding overlay seemed to fix it for me, Hope this helps!
Hello! I love your tutorials!! Im running into an issue and whenever i walk over and pickup a weapon, it snaps to my hand but it automatically goes into aiming and wont let me use the aim function pls help!
(Beginner) I completed all your tutorials without a problem but this one... I don t get it. When I pick up a weapon it doesn't attach it to the character. I added a break point on the AttachToHand function, it checks if "Is Valid Soft Class Reference" and it goes to false, so it is not setting the class, I think. Any idea what could be wrong? Thank you!
Its simple, if you followed the series from the beginning you can just add the animation you want to play inside the "overlays" state machine on the animation blueprint. Where we apply the blend by bool to check if you are aiming, instead of passing it the "main states" you can pass it the animation you want to be playing while holding the weapon. I will be able to help you better on my discord and send you some screenshots, thank you!
Really struggling with this one.. I got my metahuman to walk over the weapons and they dissapear as in video but after following the video twice I still can't get my character to pick up and hold the weapons. The character holds them in the skeletel mesh view after fixing to the hand and displays correctly in the animated preview but when I play the level it doesn't pick up? I am using 5.3 The only thing I can see different in the Blueprints is in the BP_weapon update values when you say set skeletal mesh it only has set skeletal mesh asset which I used.
@@NaturaIIy I'm not sure if it'll help you, but I also had the same issue. Then I re-checked the previous video and noticed that in the BP_ThirdPersonCharacter in the Pickup Weapon function, I forgot to connect the weapon name to the Give function.
@@MCMDEVELOPMENT Hi for me in the BP_Pickup on component begin overlap (sphere) I connected Overlapped Component to Target of Pickup Weapon... When I should have connected "Other Actor" to Target. My fault I should have watched the vid more closely lol.
This all worked for me, only issue i'm having is when cycling weapons sometimes the meshes pull in sideways, but if i stop aiming and re-aim it fixes itself, just a weird little glitch
Heads up friend from a Noob following you. AND love what you are doing :)
I see that you are starting to break away from the way you started out with the tut - Like with the Replication - Normally you do all that under your REP graph. Please don't, if IT CAN be done. Its so easy to get lost over time with adding new struck, and ways you do stuff :)
You are right, im sorry about that, its really hard to make this large videos without making mistakes, i have to redo them a lot of times, Ill be sure to include a video to organize everything i have missed!
@nativecoder You are doing - The best form of noob tutorials - That I (Personally), have seen on TH-cam. And being that I know really nothing about "How - To". I am so happy, with the way you are doing yours - Keep it up friend :)
@TimBorggrenDenmark what does this mean for the work we've already done in rep graph if following tut? How do we optimize/fix that
@@FiresAndFoxes Sorry dont get it?
the most perfect so far, it doesn't beat around the bush, it explains it simply but that's exactly what it represents
(Google translate)
Thanks a lot! Even though I’m old, it helps me take my mind off the world.
Hey! Can you add left hand ik? I notice the left hand is not holding the gun correctly. I been having this problem for a while now. Thanks!
HI, I need help... where you create "set overlay server" node and "set overlay client"?
How would we go about making an unarmed option as well?
Hey! Got the same problem like other guys , made all like in video, but character doesnt get weapon in to hand, using UE5.2. Only the one thing is different i have, not like in video. In BP_PickUp, in construction script last node is "Set skeletal mesh asset", but i think its only the new name of node in 5.2+ version. Dont know how to solve this prob.:(
Found the problem , in the BP_Weapon (1:58) was problem with Variable "Weapon Name", dont know how, but made the two of them) Now all is perfect )
Does it always set the overlay to the pistol overlay no matter what you do?
For me it was because in my Give function, on the first sequence, I forgot to attach weapon name to row name on my Get Data Row node
Now it works just fine
Hey bro after i deleted the Set overlays at 19:40 i got problem while aiming. the aiming function is not working ( not aiming after pressing right click ) when i equip the weapon what can be the reason?
Hey! Have the same problem ,have you found the problem ?
@@ajplay5916 I found that the overlay section in my "Weapon_Table" wasn't matching the actual weapon. Changing it to the correct corresponding overlay seemed to fix it for me, Hope this helps!
Hello! I love your tutorials!! Im running into an issue and whenever i walk over and pickup a weapon, it snaps to my hand but it automatically goes into aiming and wont let me use the aim function pls help!
(Beginner) I completed all your tutorials without a problem but this one... I don t get it. When I pick up a weapon it doesn't attach it to the character. I added a break point on the AttachToHand function, it checks if "Is Valid Soft Class Reference" and it goes to false, so it is not setting the class, I think. Any idea what could be wrong? Thank you!
Not sure, need a little more context to help you out, if you join my discord I will be able to help you better:
discord.gg/cqZ8JkKe
1 second, thanks@@nativecoder
Did you find the issue for this? It's also not setting as a valid soft class reference for me as well.@@pixys6856
Could you add another hand placement animation to the design when running with the rifle, something like it is in ALS V4?
Its simple, if you followed the series from the beginning you can just add the animation you want to play inside the "overlays" state machine on the animation blueprint. Where we apply the blend by bool to check if you are aiming, instead of passing it the "main states" you can pass it the animation you want to be playing while holding the weapon. I will be able to help you better on my discord and send you some screenshots, thank you!
@@nativecoder I think I understand, but when I can't deal with it, I will take your help on discord, thanks for the answer 🙂
Really struggling with this one.. I got my metahuman to walk over the weapons and they dissapear as in video but after following the video twice I still can't get my character to pick up and hold the weapons. The character holds them in the skeletel mesh view after fixing to the hand and displays correctly in the animated preview but when I play the level it doesn't pick up? I am using 5.3 The only thing I can see different in the Blueprints is in the BP_weapon update values when you say set skeletal mesh it only has set skeletal mesh asset which I used.
@Native Coder thank you so much for figuring this out for me on your Discord channel I can't praise you enough. 👍👍😃
@@andrew-martin How was it fixed im having same issue :P
@@NaturaIIy I'm not sure if it'll help you, but I also had the same issue. Then I re-checked the previous video and noticed that in the BP_ThirdPersonCharacter in the Pickup Weapon function, I forgot to connect the weapon name to the Give function.
what was the fix ? i am having the same issue
@@andrew-martin
@@MCMDEVELOPMENT Hi for me in the BP_Pickup on component begin overlap (sphere) I connected Overlapped Component to Target of Pickup Weapon... When I should have connected "Other Actor" to Target.
My fault I should have watched the vid more closely lol.
This all worked for me, only issue i'm having is when cycling weapons sometimes the meshes pull in sideways, but if i stop aiming and re-aim it fixes itself, just a weird little glitch
if i have animations for weapons what do i do?
thansk
when and where you created the Overlay enumeration and client/server function? i cant see it anywhere
could you find it?
i found it th-cam.com/video/fcHx1e2Pco8/w-d-xo.html