Hi I need help, when I preview the scene the message "weapon class is not valid" appear. Then this error this error appears in the Message Log: Blueprint Runtime Error: "Accessed None trying to read property BP_Weapon_Base". Node: Branch Graph: IsValid Function: IF Get Left Hand Socket Transform Blueprint: BP_ThirdPersonCharacter. How can I fix that ?
I just wanted to say thankyou for the tutorial series! I have just got back into unreal after 2 years to try and make a game inspired by rainbow 6 siege and ive forgotten almost everything, i am only up to this video so far but you are very easy to follow and explain things well compared to others i have watched in the past.
Awesome series!!! Just a quick note for those that want to use the Thread Safe anim bp way... You don't need the interface for the player, just create a "pure" function in the character BP that has the output pin name "ReturnValue" and you can easily call it from the thread-safe anim bp functions. Also make sure the "Is Not Valid" execution pin returns as well after the log print.
Are you saying we can still cast character to BP_ThirdPersonCharacter and then call that pure function? What do you mean by "thread-safe anim bp functions"
I am not given the option at 10:29 for the "get skeletal mesh" variable in that spot of the tutorial, I'm using UE5.0 for context, any ideas? I'm stuck
@@voidcompiler3799 I did but also found the issue. I renamed it to something else and didn't connect the dots that this is the variable I needed so I just didn't search for it. Thank you for your help :]
I addet ur game to my wishlist and if this game is on steam, i buy it for sure, just for support u!!! Thx u very much for ur hi-quality tutorial ! I just start to learning UE, but im happy to have ur tuts.
Pitäis kirjoita englannin siis olen oikeesti ruotsin kielinen mutta, how did you get the upper body blend space to react when jumping with weapon? I have the transform bone and layer blend but when I jump he doesn't do anything with the upper body.. he just plays the walk/run animation.. It would be cool to make him move with the hands when jumping/landing.
Blueprint Runtime Error: "Accessed None trying to read property BM_Weapon_Base". Node: Branch Graph: IsValid Function: IF Get Left Hand Socket Transform Blueprint: BP_ThirdPersonCharacter
Hey. The left hand IK works really well, but I have this issue when I use a different pose for putting down the weapon the left hand is no longer on the weapon but a little further down. Do you have an idea on how to fix that?
@@voidcompiler3799 If the anim blueprint is playing a different pose from the aiming idle, the left hand is not on the gun. Also when using the sprint animation from the anim starter pack the left hand does not stay on the gun
it works but after running i get this message what do i need to do to fix this Blueprint Runtime Error: "Accessed None trying to read property Weapon_Base". Node: Branch Graph: IsValid Function: IF Get Lefthand Transform Blueprint: BP_ThirdPersonCharacter
Hey! Thank you so much for this series of tutorials, this is kino stuff! I have a question: I keep getting an error due to the "Valid" function inside that GetLeftHandedSocket, my best guess its because it doesn't get assigned a value for "transform" to return to in the case it is "not valid", yet I don't know how to solve it, due to me being shit in blueprints. This is the message: "PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property BP_WeaponBase". Node: Branch Graph: IsValid Function: IF Get Left Handed Socket Transform Blueprint: BP_ThirdPersonCharacter" edit: I'm using 5.31 if by some weird functionality mix-up that was the problem, crossing my fingers its not
I think I fixed it? But I don't know if it was the correct way of doing it... The "Input Object" node of the "IS VALID" function wasn't getting anything trying to read the Weapons Base through its child component (don't know why), so I went and plugged it to the [Is Valid] function without the (target -----> child actor) node.
Everything seems to be working, but when I rotate the camera, my gun is buggy, and when I turn the camera up, the gun doesn't move with the camera and It stay in place, do you know how to fix it?
Amazing work on this tutorial series! This works perfectly as expected on Manny, but when I apply the exact same process to a metahuman, the left hand IK doesn't follow the weapon when it moves and rotates from hand sway and recoil. The hand rotates, but the IK doesn't move with the weapon, which is weird because it moves when I adjust the LHIK socket location. Please help!
sorry to keep bothering u, but nothing happens when i click to try and change the parent socket (even after an hour). i would joind the discord but i cant rn.
I have a question. Does LHIK only work for weapons where you hold with two hands? I'm following everthing exactly as in video (also redid everything from scratch twice) but won't work with Pistol. The Pistol is from the same pack and that's the ONLY deviation from tutorial. Any help?
@@voidcompiler3799 I am trying right now, what if it doesn't have a grip bone? it has root and inside: chargehandle firemode mag shelleject shelleject_hatch trigger
Hey I have a question, the landscaping material in your game did you build or your purchase from the market if so can you tell me the name of it please
When you set up the WeaponSocket, you then go to the character blueprint to add the weapon and then rotate the weapon there. Is there a difference if you were to rotate and position the WeaponSocket instead? Or is there a reason for this set up? Either seems correct to me but asking in case there is something I dont know lol
Removing that jiggling movement while walking go to Animation Blueprint -> Animation Graph -> locomotion -> idle and walk/run states, Then find Layered Blend Bone nodes and set "Mesh Space Rotation Blend" = True.
@@voidcompiler3799 many videos tutorials have legends to many linguage wen tou talk. I think is the plantform youtube have this. Try see in your settings your youtube videos dont come with legends of linguages
Hi I need help, when I preview the scene the message "weapon class is not valid" appear. Then this error this error appears in the Message Log:
Blueprint Runtime Error: "Accessed None trying to read property BP_Weapon_Base". Node: Branch Graph: IsValid Function: IF Get Left Hand Socket Transform Blueprint: BP_ThirdPersonCharacter. How can I fix that ?
yea i'm having exacly the same problem.
Did anyone find the solution?
@@indy2lI think he fixed it in a later video or the next
@@faded87 Yeah he did, I forgot to edit this comment
I just wanted to say thankyou for the tutorial series! I have just got back into unreal after 2 years to try and make a game inspired by rainbow 6 siege and ive forgotten almost everything, i am only up to this video so far but you are very easy to follow and explain things well compared to others i have watched in the past.
No one does a proper IK video, man this helps like a TON!!
Awesome series!!! Just a quick note for those that want to use the Thread Safe anim bp way... You don't need the interface for the player, just create a "pure" function in the character BP that has the output pin name "ReturnValue" and you can easily call it from the thread-safe anim bp functions. Also make sure the "Is Not Valid" execution pin returns as well after the log print.
Are you saying we can still cast character to BP_ThirdPersonCharacter and then call that pure function? What do you mean by "thread-safe anim bp functions"
No, Threadsafe anim function thing is completely separate topic. There is tutorials how to use.
@@voidcompiler3799 Ah, thank you!
this series is amazing.
please keep up the amazing work
for some reason it doesnt use the socket but it uses the hand_l even though its assinged to the socket
Can you please explain on how to fix blueprint runtime error ? every time I compile I get this error
This has been awesome. Thank you for the tutorial so far, Keep the amazing work going.
Thank you!
i have a custom model, and for some reason the hand has some wierd offset any idea why?
Thanks for the tutorial! It was very helpful :)
love your videos brother !!! I will also be buying ur game looks amazing
I have an issue at 10:08 My weapon doesn’t connect to the child actor it says something about it being not being compatible to the mesh. Help please
I also face the same problem. Is there a solution, my friend?
I am not given the option at 10:29 for the "get skeletal mesh" variable in that spot of the tutorial, I'm using UE5.0 for context, any ideas? I'm stuck
Hey, I'm having the same problem, did you perhaps find a solution? Thanks in advance
@LukaHebarKljun 1:26 did you add skeletal mesh and it is named skeletal mesh?
@@voidcompiler3799 I did but also found the issue. I renamed it to something else and didn't connect the dots that this is the variable I needed so I just didn't search for it. Thank you for your help :]
I addet ur game to my wishlist and if this game is on steam, i buy it for sure, just for support u!!! Thx u very much for ur hi-quality tutorial ! I just start to learning UE, but im happy to have ur tuts.
Even though I'm Brazilian your tutorials are helping me a lot thanks
Oloko, finalmente achei um brazuka nos comentários, é nós mano
@@RadioactiveGamesOficial é nois kkk
@@migueldoprado27 você ainda está desenvolvendo games?
@@RadioactiveGamesOficial to não dei uma parada
i loved it mate
Pitäis kirjoita englannin siis olen oikeesti ruotsin kielinen mutta, how did you get the upper body blend space to react when jumping with weapon? I have the transform bone and layer blend but when I jump he doesn't do anything with the upper body.. he just plays the walk/run animation.. It would be cool to make him move with the hands when jumping/landing.
legend right here
Blueprint Runtime Error: "Accessed None trying to read property BM_Weapon_Base". Node: Branch Graph: IsValid Function: IF Get Left Hand Socket Transform Blueprint: BP_ThirdPersonCharacter
I have the same error, were you able to resolve it?
Hej in 10:56 u add skeletal mesh, why i cant find this node ?
Do you have gun mesh in your weapon base?
yep,@@voidcompiler3799 i give it other name ^^ my bad
7:54 bro i cant edit anything in "Details Window" i cant click anything in there.
okey i fix it. I stop game :D the game was runnin xD
Hey. The left hand IK works really well, but I have this issue when I use a different pose for putting down the weapon the left hand is no longer on the weapon but a little further down. Do you have an idea on how to fix that?
I dont completely understand. But in later tutorials I show how to drop weapon and change pose to hands only. That also disables left hand IK.
@@voidcompiler3799 If the anim blueprint is playing a different pose from the aiming idle, the left hand is not on the gun. Also when using the sprint animation from the anim starter pack the left hand does not stay on the gun
Also how did you get the M4 without the ironsights? @@voidcompiler3799
@@voidcompiler3799 hes right your left hand ik stops working as soon as you try to move anything please help and stop just asking the same question?
@@ASTERisk44946 so when you move LHIK in weapon mesh during playing left hand ik stops working completely?
it works but after running i get this message what do i need to do to fix this
Blueprint Runtime Error: "Accessed None trying to read property Weapon_Base". Node: Branch Graph: IsValid Function: IF Get Lefthand Transform Blueprint: BP_ThirdPersonCharacter
Will be fixed in next part! 3#
okay thank you !!
@@voidcompiler3799
@@voidcompiler3799your fix in video 3 doesn't work! weapon not vaid again
Thank you so much!
Hey! Thank you so much for this series of tutorials, this is kino stuff! I have a question:
I keep getting an error due to the "Valid" function inside that GetLeftHandedSocket, my best guess its because it doesn't get assigned a value for "transform" to return to in the case it is "not valid", yet I don't know how to solve it, due to me being shit in blueprints. This is the message:
"PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property BP_WeaponBase". Node: Branch Graph: IsValid Function: IF Get Left Handed Socket Transform Blueprint: BP_ThirdPersonCharacter"
edit: I'm using 5.31 if by some weird functionality mix-up that was the problem, crossing my fingers its not
I think I fixed it? But I don't know if it was the correct way of doing it...
The "Input Object" node of the "IS VALID" function wasn't getting anything trying to read the Weapons Base through its child component (don't know why), so I went and plugged it to the [Is Valid] function without the (target -----> child actor) node.
Good you found it! I show how to do it in 3# video I think.
@@vitlaska i did that and it still tells me that the weapon is invalid could you explain in deeper detail please
@@gamengined Hey I don't know if you still need help but watch the part 3, he fixes the bug in the beginning. Good luck!
great video!
you the best my friend ;)
hello, after I did this part, my weapon is closer to the side of the screen., how can I move it a bit?
I will show in tutorials. I dont remember episode maybe 5
@@voidcompiler3799 and, why when i rotate my charcater in "play" and rotate the camera, i see inside the mesh?
Everything seems to be working, but when I rotate the camera, my gun is buggy, and when I turn the camera up, the gun doesn't move with the camera and It stay in place, do you know how to fix it?
First video at 7:50 and up camera bug is in aimrotation function in apt_manny
Bro this aim rotation is exactly what I was looking for! Thanks a lot!
How did you came to this decision?
I cant find "IF get (user interface)"
i cant find the anim graph page ur on
10:41 i cant get the skeletal mesh variable
Join discord I can help. Maybe you forgot add skeletal mesh?
Very small font due to resolution. Could you please make the font bigger next time recording?
Yo bro, i got a problem when i Look down my player and head is not going with the camera, Like my camera is leaving my body when i look down
You have done some mistake in aimrotation function in abt_ manny
I can’t walk in the editor how to fix?
Where should i be modifying Location Values (Y plane) ?
My Left Hand floating to the side
You can change LHIK location in any weapon model!
Of course you need to have made it
Amazing work on this tutorial series! This works perfectly as expected on Manny, but when I apply the exact same process to a metahuman, the left hand IK doesn't follow the weapon when it moves and rotates from hand sway and recoil. The hand rotates, but the IK doesn't move with the weapon, which is weird because it moves when I adjust the LHIK socket location. Please help!
Did you solve this problem? I have the same problem...
My question is when will your game come out looking forward in streaming it?
Hi, I need some help when I move the camera the hand does not move with it in left and right motions only up and down.
Enable yaw in third person character! I do it in 1# video before importing animations
Have you solved it?
sorry to keep bothering u, but nothing happens when i click to try and change the parent socket (even after an hour). i would joind the discord but i cant rn.
nvm i fixed it. also thx for this series:)
I have a question. Does LHIK only work for weapons where you hold with two hands? I'm following everthing exactly as in video (also redid everything from scratch twice) but won't work with Pistol. The Pistol is from the same pack and that's the ONLY deviation from tutorial. Any help?
Should work exactly same with pistol. Do you have LHIK in pistol?
Using Character variable in Animation Blueprint event graph is also casting. I suggest to use "Try Get Pawn Owner".
You can adjust LHIK socket location while playing in editor.
Yo, i did step by step and i'm having error log that i created by your tut. "weapon class is not valid", i cant find the solution, and ideas?
How do I adjust the right hand as it is in a bad position?
I don’t have your weapons pack and I can’t get it
You can use any other weapon pack. Silver pack deleted I think
@@voidcompiler3799 I am trying right now, what if it doesn't have a grip bone?
it has root and inside:
chargehandle
firemode
mag
shelleject
shelleject_hatch
trigger
Hey I have a question, the landscaping material in your game did you build or your purchase from the market if so can you tell me the name of it please
I did build it. It is very complex material
How would I do this if u want to make this with ur other hand as well?
What tou mean?
When you set up the WeaponSocket, you then go to the character blueprint to add the weapon and then rotate the weapon there. Is there a difference if you were to rotate and position the WeaponSocket instead? Or is there a reason for this set up? Either seems correct to me but asking in case there is something I dont know lol
Its better to rotate socket only. But both works.
Im Making my own game that is not an fps and this tutorial helped me so much with blueprints... YOU ARE AMAZING😘😘😘😘😘
LeftHandSocketTransform doesnt do anything for my hand, but it does work for shoulder/arm
pls continue!
Part 3 and 4 are out!
Note: an important thing is always pressing the compile before you save
thanks dude
Removing that jiggling movement while walking go to Animation Blueprint -> Animation Graph -> locomotion -> idle and walk/run states, Then find Layered Blend Bone nodes and set "Mesh Space Rotation Blend" = True.
still diden't work pls help
@@mahamad9019 did you do that in first video 7:50 ->
i find thank you bro@@voidcompiler3799
@@voidcompiler3799 Yep, it still doesn't work.
@MrPyCCkuu1 did you disable orient rotation in first video 7:50?
Thanks :)
Great video and it works well, Is there a way to multicast this to both a server and client? and if so how?
Thank you and I show in videos that! 7# is about replicating more.
what version of unrea lr u using plz
and when next video
I am using ue5.1
I try to create today/tomorrow!
th-cam.com/video/24XbpTSzVJI/w-d-xo.html
Greetings!
I have few technical questions about IK in your video. Can I ask you in Discord?
Of course!
hey man good tutorial but can add the subtitles for better understanding what say
My casting keeps failing
Hard to say why
Which casting?
@@voidcompiler3799 In the Left Hand Socket transform interface - 10:30
Do you have BP WEaponBase -> Child Actor -> Cast to weaponBase? And you have that child actor set in thirdPersonCharacter so you can see gun?
@@E.H.N
@@voidcompiler3799 I do yes, I even deleted the interface and started again.
12:45
my char is still kinda t posing after editing everything..
Hard to say. You can join discord and send images and I can help. Have you set up Anim BP?
@@voidcompiler3799 yes everything
@@n3cro_ftp you can send me image of your animBP and tell you how fix. Discord link in description!
active subtitle plis
TH-cam created those only to newer videos
almost 90% perfect ik
please your videos dont have legends please take for more people
Dont have legends? I dont understand
@@voidcompiler3799 many videos tutorials have legends to many linguage wen tou talk. I think is the plantform youtube have this. Try see in your settings your youtube videos dont come with legends of linguages
@@voidcompiler3799 and i love your work i learn mutch with you. Congrat... 😎💙
I cant understand your English sorry 😢
😫
your english is good, keep up the good work bro, love the videos@@voidcompiler3799