Unreal Engine 4 - Blocking Attacks (AI & Player)

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  • เผยแพร่เมื่อ 15 ก.ย. 2024

ความคิดเห็น • 29

  • @mauriciosilva1631
    @mauriciosilva1631 3 ปีที่แล้ว +5

    despite several setbacks one more tutorial finished thank you beard!

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Keep it up Mauricio :)!

  • @stabbedbyapanda
    @stabbedbyapanda ปีที่แล้ว

    Wow Ty first half was exactly what I needed. Thank you.

  • @blenderzone5446
    @blenderzone5446 3 ปีที่แล้ว +1

    love it mate!

  • @reinspieler
    @reinspieler 3 ปีที่แล้ว

    Yes so much good content for later

  • @peteranonimus9608
    @peteranonimus9608 2 ปีที่แล้ว +1

    Can you upload your project like before?Please (Sometimes i just copying what you do and wont work for me .Its usually help a lot to find the issue )

  • @realdlps
    @realdlps 3 ปีที่แล้ว

    I love the video, but my eyes are burning from that shield glow

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Hahaha maybe I should lower it or remove it😂

  • @ivannechkin3665
    @ivannechkin3665 3 ปีที่แล้ว

    insane bro

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Thanks a lot amigo :)

  • @mauriciosilva1631
    @mauriciosilva1631 3 ปีที่แล้ว

    I'm having some problems in this tutorial you have how to make his example available?

  • @lorddragon9085
    @lorddragon9085 3 ปีที่แล้ว +2

    Is it just me or are the animations not working?
    Btw great tutorial!

    • @Pontos420
      @Pontos420 3 ปีที่แล้ว +1

      No you are right for me the animations are not working either.

  • @Wanhjo
    @Wanhjo 3 ปีที่แล้ว

    i suppose that you can link an animation when detects the attack and blocks

  • @Adoof_3.0
    @Adoof_3.0 2 ปีที่แล้ว

    Can u give me a assist of the shield and how to equip it plz?

  • @jankystreams3337
    @jankystreams3337 2 ปีที่แล้ว +1

    Hey Jon, how would I put a particle effect on the shield when it gets hit? Like a spark effect or something?

    • @Beardgames
      @Beardgames  2 ปีที่แล้ว +1

      Hey Jacky so what you'd want to do is use an EventHit to trigger when an enemy is hit. The eventhit provides information the overlap doesn't such as hit location, you can then spawn a particle system as the hit location 🙂

    • @jankystreams3337
      @jankystreams3337 2 ปีที่แล้ว

      @@Beardgames Thanks man 👍

  • @DaughterOftheSteppesDev
    @DaughterOftheSteppesDev 3 ปีที่แล้ว +1

    For me it says: PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property AttackingActor"

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      It means you're attackingActor isn't getting given a value. Go over the attackingAcotr and make sure it's being set :)

    • @DaughterOftheSteppesDev
      @DaughterOftheSteppesDev 3 ปีที่แล้ว

      @@Beardgames I made my damage setup similar to yours and attack blocking works now. I just needed to connect actor to damage causer pin :)

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      @@DaughterOftheSteppesDev Glad to hear it :)

  • @AeonSaturnal
    @AeonSaturnal 3 ปีที่แล้ว

    HAVE ANY ADVICE ON HOW I COULD IMPLEMENT TIME-BASED PARRYING?

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว +1

      So you'd need a condition on when the enemy is swinging their sword. Then you'd pass this to your character blueprint and if you Parry during this time it's a time based parry😎

  • @Tyrannyofman
    @Tyrannyofman 2 ปีที่แล้ว

    Is this replicated?

  • @Sl1mmor
    @Sl1mmor 3 ปีที่แล้ว +1

    Blueprint Runtime Error: "Accessed None trying to read property AttackingActor". Blueprint: ThirdPersonCharacter Function: Block Angle Graph: BlockAngle Node: Return Node
    Heeelp!

    • @Beardgames
      @Beardgames  3 ปีที่แล้ว

      Check this out, should help you solve the problem :) th-cam.com/video/1X6HF1GX9ic/w-d-xo.html

  • @KathiCurry
    @KathiCurry 2 ปีที่แล้ว

    Dude lost me at 4:47
    Because im using a template and im hella scared im removing something thats needed

    • @flatinumfox
      @flatinumfox 6 หลายเดือนก่อน

      to be fair, i did and i had to struggle to repair my project. Updating this to tutorial to 5.3 might help me