For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
I just wanna say i went from knowing nothing about Unreal, coding, or anything with regard to creating games. Now that I've watched your True First Person Shooter tutorial series I have progressed to a fully fleshed out weapon system, animations, and (the most important) understanding the logic and being able to modify the code to suite my needs. I have taken paid courses and tried other TH-camrs (many of which work well for simple things) but none of them are meant to scale to an entire game. Your tutorials are the best on the platform for UE beginners and will allow so many awesome games to be made in the future. Thanks for all the hard work and i can't wait for more! PS: Are there any projects you are working on as you make these videos? I would gladly support any game / content you were making in the future.
Thank you so very much for your kind words. I'm ecstatic to receive such positive feedback...! There is indeed a game in the works, but it's announcement will have to wait until we have enough to share and create a page on Steam. For now I have Patreon, and I'm soon announcing that the first 150 people to contribute via Patreon will receive lifetime access to my Discord even if they cancel their Patreon membership after one payment. Your kind words and support mean a great deal to me, and I assure you that there are exciting times ahead! 😁
Quick tip: If you go to the outliner at top right, right-click camera actor > transform > lock actor movement, it will prevent accidentally moving the camera in the left viewport.
Oh, well it looks like you only did the IK rig on the gun... I know I might be asking to much, but is there a possibility that you could direct me to a video or guide on creating a GUN skeleton in UE5 SK mesh tool? Still an amazing video, something I really needed as an amateur animator
Excellent stuff! Subscribed! I have just upgraded to UE5.4 and about to redo all of the animations using the 5.4 way, so damn glad I found this vid! I'm also, at this very moment, converting my character models to use the UE5 skeleton (using Blender and Game Rig Pro). Fun, fun, fun!
Holy fuck I love you man, 8 minutes in and I get to know something I’ve been wondering for some time now and that I havnt seen anywhere before which is the ik hand switch… I’ve been manipulating the hands for my animations using the fk which is vgivign me horrible transition, this will make it fun again to alter animations yay :) keep up the good work, I began subscribing to your patreon tonight because you are highly underrated and deserves more
Quick point for anyone else using the modular rig and moving the control points. When you move a control point i believe it actually moves the origin of the object, so rotation will happen where the control is and not where you may expect. Happened to me when i tried to rig a dust cover on the rifle and it started rotating mid air instead of where i rigged the bones.
I love all your videos, well explain, simple and direct to the point. I will ask if you can make a video about creating a simple fps map and add textures to it?
Thanks for your kind words! That's more environment design and I'm focussed on programming, but there are fantastic environment design channels put there such as MagnetVFX!
hey, after finishing this video i made a reload animation and learn how to make CR in 5.3 and when i test after this, i found that when i pick assault first then pistol, then the assault is present in hand but the idle animation is of pistol, so i thought maybe i did a mistake in weapon comp master but after spending 2 days i tried creating it from scratch and i think the problem is not with comp master cuz even weapon int shows its secondary but the mesh is of assault, idk what causing the problem so any suggestions?
Hey your work is great and i need help, can you make a video about first person melee attacks (including damage system). I search all the internet but there is 0 videos about it. Thank you for your effort and keep doing this great work!
Learning alot from you. And the nuances of unreal engine lol. It crashed while i was doing the animation, but no clue how to get back into the 'rigging' mode of the level sequence, i can see the keyframe graph but the control rig controls are goneski
love the Video MizzoFrizzo, im having trouble at 32:03 where u add a controll to the grip bone and you get that yellow ball, well im getting that yellow ball, its just that its 100x bigger then my gun and i dont know why the scale is all wack. is there any chance youd know how to fix this problem?
Whenever I create a control rig for the weapon I don’t get the option to create a modular rig and my rigging setup looks different, it doesn’t have the yellow rig spheres or arrow, how do I get to this
@@PitchforkAcademy Thank you so much, I've learned a lot from this video but I need to get better at adjusting movements, then I can finally animate :)
I'm following along with the true FPS series but instead of having infinite ammo, I want to have a max ammo for each weapon and only reload the amount I shoot, something similar to call of duty, any ideas?? Love your videos by the way, they're easy to follow and I use them as a tool to learn blueprints/C++
@MizzoFrizzo I think I did all right in sequencer I animated reload of cup(rotation of a coffee cup), but when i launch baked animation cup has no rotation. Do u know what could be the reason?
About fixing an existing animation in the end. Can't you add additive section and adjust animation that way so you dont have to change any bake keyframes?
@@PitchforkAcademy just tried it myslef. It's working, kinda. You still need to make a couple of keyframes during animation, but you dont need to tweek or delete exising ones, so it's easier i guess
@retrocasual_ Not sure that would be easier. One thing you could try is an additive that pulls the left hand out over the course of the whole animation to better align it, but personally I like to be a bit more precise and make my own keyframes as shown in the video. Obviously I'd spend a bit more time on it and make it perfect though haha
@@taariqmartin7743 As I explained in the video, this doesn't work with some skeleton hierarchies. I couldn't get it to work with the FPS Weapon Bundle...
I don't even know where to start. I have started stopped and recreated like 5 games already ...lol Your videos are great but are dated an I am just trying to find where to maybe start from seeing as we in 5.4 ? If anyone has a starter point of a play list that would be great! I am trying to build a simple swappable view of FPS and TPS view , mele / shooter, multiplayer. Any advice? Cheers keep it up.
@@PitchforkAcademy Thank you very much! I will be starting from the link posted. The whole creation process is so fun and challenging. I have never done this before so very excited to see what i can come up with.
could you make a tutorial on making extended magazines? i have made some low poly assets for my game with 3 magazine types but im not sure how to implement the code to swap the magazine meshes in ue5.
All your tutorial work so well i try learning through course some how ur tutorial work better than most course i try to learn lol but i wonder if u going to make a online multiplayer tutorial that work with all your other multiplayer tutorial ? it be amazing if u can do that
@@PitchforkAcademy oh what i mean is since i don't know if all your other tutorial(the third person weapon replicate one) only work in local multiplayer or does it also work in online multiplayer?
Seems like a handy tool for editing animations, but trying moving the rig around a bit the controls just felt way too cumbersome for making high-quality animations.
@Killicon93 Blender might be better for animation but I'm not familiar with it. I have made some pretty nice animations in sequencer without any training!
@@PitchforkAcademy IKs, some good poses and decent timing will make for some quite alright animations. But like one feature I found really handy for making those small high-fidelity shaking movements in Blender was using the 3D cursor as a pivot point. That said, I did have in mind that I'd limit the fidelity of the animation for my project, so perhaps confining myself to using UE5's sequencer would provide a pretty natural constraint for it.
@@PitchforkAcademy Sitrep: I gave it another try and started getting the hang of it, even though the controls were so comparatively clumsy to blender that I got a bit pissed off at first. And then the dangn thing crashed while I was on the phone with my mom. I think for now its value is probably best suited for when you need to quickly make small supplementary animations for a character, or need to tweak something. And another great use is if you gotta animate something that needs to interact with the game space and don't wanna import and export things back and forth to get the references from the scene into your 3D software.
hi, I really like your work and I'm copying this from you How To Make Your First Game - Unreal Engine 5 Beginner's Tutorial and I want to solve it so that it can squat and stand up I can't figure out how to solve it please make a video about it too thanks in advance
@MizzoFrizzo I'm working on a project that I would love to build on top of some of the work you have done. If you can solve this, I will be making the switch over to unreal. Basically if nintendo made Halo. If you wanna see the GDD, let me know!
@@PitchforkAcademy Yes, it is possible to add custom animations to a first-person shooter (FPS) game in Unreal Engine 5 without losing the Inverse Kinematics (IK) foot movement. Here's a detailed guide to help you achieve this: Step 1: Setting Up Your Character and Animation Blueprints Create a New Character Blueprint In the Content Browser, right-click and create a new Blueprint Class. Choose Character as the parent class. Name your Blueprint (e.g., "BP_FPSCharacter"). Add Components Open your BP_FPSCharacter Blueprint. Add a Skeletal Mesh component and assign your character mesh. Add a Camera component and position it for first-person view. Add a Spring Arm component and attach it to the Camera component for better control over camera movement. Step 2: Importing and Setting Up Custom Animations Import Custom Animations Import your custom animations into Unreal Engine 5. Ensure that the skeleton matches the one used by your character. Create an Animation Blueprint Right-click in the Content Browser and create a new Animation Blueprint. Select the skeleton that matches your character. Name it (e.g., "ABP_FPSCharacter"). Set Up Animation States Open the Animation Blueprint and set up your animation states (e.g., Idle, Walk, Run, etc.) in the State Machine. Create transitions between these states based on parameters like speed and direction. Step 3: Implementing IK Foot Movement Enable IK Bones Ensure that your character's skeleton has IK bones for the feet (e.g., ik_foot_root, ik_foot_l, ik_foot_r). If not, you might need to add them in your 3D modeling software and re-import the skeleton and animations. Set Up IK in the Animation Blueprint Open your Animation Blueprint. In the AnimGraph, use nodes like FABRIK or Two Bone IK to implement IK for the feet. Connect these nodes to adjust the foot bones based on the IK targets. Adjust IK Targets Use the Transform (Modify) Bone node to adjust the IK targets based on the ground surface. You can use line traces to detect the ground position and set the IK target positions accordingly. Step 4: Blending Custom Animations with IK Blend Poses In the AnimGraph, use the Layered Blend per Bone node to blend your custom animations with the IK adjustments. Set the blend settings to ensure that the IK adjustments only affect the lower body (feet) while keeping the upper body animations intact. Adjust Animation Curves Ensure that your custom animations have appropriate curves for foot placement and movement. Adjust the curves to blend smoothly with the IK adjustments. Step 5: Testing and Debugging Test in the Editor Place your character in the level and test the animations. Ensure that the IK adjustments are correctly applied and that the custom animations blend smoothly with the IK foot movement. Debugging Use the IK Debugging Tools in Unreal Engine to visualize the IK targets and bones. Adjust the IK settings and animation curves as needed to achieve the desired result. - chatGPT. Does this help?
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
This is gold, happy to support now and would love to see more from you
I just wanna say i went from knowing nothing about Unreal, coding, or anything with regard to creating games. Now that I've watched your True First Person Shooter tutorial series I have progressed to a fully fleshed out weapon system, animations, and (the most important) understanding the logic and being able to modify the code to suite my needs. I have taken paid courses and tried other TH-camrs (many of which work well for simple things) but none of them are meant to scale to an entire game. Your tutorials are the best on the platform for UE beginners and will allow so many awesome games to be made in the future. Thanks for all the hard work and i can't wait for more!
PS: Are there any projects you are working on as you make these videos? I would gladly support any game / content you were making in the future.
Thank you so very much for your kind words. I'm ecstatic to receive such positive feedback...! There is indeed a game in the works, but it's announcement will have to wait until we have enough to share and create a page on Steam. For now I have Patreon, and I'm soon announcing that the first 150 people to contribute via Patreon will receive lifetime access to my Discord even if they cancel their Patreon membership after one payment. Your kind words and support mean a great deal to me, and I assure you that there are exciting times ahead! 😁
Quick tip: If you go to the outliner at top right, right-click camera actor > transform > lock actor movement, it will prevent accidentally moving the camera in the left viewport.
24:45 True First Person personal timestamp. Again thanks for the tutorial.
Thanks man
28:00 saving timestamp for gun rig for later. These tutorials have been a huge help man, keep it up!
amazing tutorial man, may god bless you
OMG thank you soooo much for this... I was having so much trouble trying to rig a GUN in the UE5 editor, this is exactly what I needed.
Oh, well it looks like you only did the IK rig on the gun...
I know I might be asking to much, but is there a possibility that you could direct me to a video or guide on creating a GUN skeleton in UE5 SK mesh tool?
Still an amazing video, something I really needed as an amateur animator
Excellent stuff! Subscribed!
I have just upgraded to UE5.4 and about to redo all of the animations using the 5.4 way, so damn glad I found this vid!
I'm also, at this very moment, converting my character models to use the UE5 skeleton (using Blender and Game Rig Pro). Fun, fun, fun!
Perfect timing I was just looking for a tutorial on this subject 😂
Holy fuck I love you man, 8 minutes in and I get to know something I’ve been wondering for some time now and that I havnt seen anywhere before which is the ik hand switch… I’ve been manipulating the hands for my animations using the fk which is vgivign me horrible transition, this will make it fun again to alter animations yay :) keep up the good work, I began subscribing to your patreon tonight because you are highly underrated and deserves more
Quick point for anyone else using the modular rig and moving the control points. When you move a control point i believe it actually moves the origin of the object, so rotation will happen where the control is and not where you may expect. Happened to me when i tried to rig a dust cover on the rifle and it started rotating mid air instead of where i rigged the bones.
Your tutorials are so helpful man
loving the videos
Nice! Was waiting for this one
Thanks for your patience! 🙂
So usefull, thank you !
awesome
I love all your videos, well explain, simple and direct to the point.
I will ask if you can make a video about creating a simple fps map and add textures to it?
Thanks for your kind words! That's more environment design and I'm focussed on programming, but there are fantastic environment design channels put there such as MagnetVFX!
@@PitchforkAcademy all good, thank you :)
hey, after finishing this video i made a reload animation and learn how to make CR in 5.3 and when i test after this, i found that when i pick assault first then pistol, then the assault is present in hand but the idle animation is of pistol, so i thought maybe i did a mistake in weapon comp master but after spending 2 days i tried creating it from scratch and i think the problem is not with comp master cuz even weapon int shows its secondary but the mesh is of assault, idk what causing the problem so any suggestions?
Hey your work is great and i need help, can you make a video about first person melee attacks (including damage system). I search all the internet but there is 0 videos about it. Thank you for your effort and keep doing this great work!
@@B4H4D1R I'll put it on the list...
Learning alot from you. And the nuances of unreal engine lol. It crashed while i was doing the animation, but no clue how to get back into the 'rigging' mode of the level sequence, i can see the keyframe graph but the control rig controls are goneski
I have this same issue
how do i get the animations i made here working on a first person project?
thx a lot man!!!
Can you make a tutorial on how to change the main character with this tut so I could add it to my game
@@HassanFadel-h1d You'd have to be more specific.
Please do the same with fps weapon bundle
that's what i need!! thanks a lot!!!
at 12:06 I don't have "camera actor" :( I'm on 5.4. Thank you for your video !
This video was recorded in 5.4...
love the Video MizzoFrizzo, im having trouble at 32:03 where u add a controll to the grip bone and you get that yellow ball, well im getting that yellow ball, its just that its 100x bigger then my gun and i dont know why the scale is all wack. is there any chance youd know how to fix this problem?
That's so weird. Can't you just scale it down in the control offset settings?
@@PitchforkAcademy Thankyou, i swear i tried that earlier and it didnt work but its working now. thankyou for responding to me and so quickly
Whenever I create a control rig for the weapon I don’t get the option to create a modular rig and my rigging setup looks different, it doesn’t have the yellow rig spheres or arrow, how do I get to this
I’m on 5.3.2 and I don’t have the plug-in nor can I right click to create modular rig
@@xxspecterxx It's a new feature in 5.4...
Would you mind putting the projects on a patreon tier, would really love to support you and learn better by digging into a system
No I don't do that sorry
@@PitchforkAcademy All good, thanks again for all the guides
Why can't I see the world outliner in my world, I'm confused?
Click the Windows drop-down menu up the top left and find the World Outliner
@@PitchforkAcademy Thank you so much, I've learned a lot from this video but I need to get better at adjusting movements, then I can finally animate :)
I'm following along with the true FPS series but instead of having infinite ammo, I want to have a max ammo for each weapon and only reload the amount I shoot, something similar to call of duty, any ideas?? Love your videos by the way, they're easy to follow and I use them as a tool to learn blueprints/C++
Check out my Ammunition Inventory video:
th-cam.com/video/40kBSMxhvSs/w-d-xo.html 🙂
@@PitchforkAcademy Awesome Thanks!!!
@MizzoFrizzo I think I did all right in sequencer I animated reload of cup(rotation of a coffee cup), but when i launch baked animation cup has no rotation. Do u know what could be the reason?
Are you running an animation on the coffee cup itself?
@@PitchforkAcademy yes, it doesnt work at all. In sequencer all fine, but after baking - baked cup has no animation. Sorry, I'm a bit noob)
I can share a screen recorded link,if it can help
I think maybe I can make animation in blender and export it
@@user-yk9kh3lc6m Is it a static mesh or a skeletal mesh?
About fixing an existing animation in the end. Can't you add additive section and adjust animation that way so you dont have to change any bake keyframes?
I don't know, can you?
@@PitchforkAcademy just tried it myslef. It's working, kinda. You still need to make a couple of keyframes during animation, but you dont need to tweek or delete exising ones, so it's easier i guess
@retrocasual_ Not sure that would be easier. One thing you could try is an additive that pulls the left hand out over the course of the whole animation to better align it, but personally I like to be a bit more precise and make my own keyframes as shown in the video. Obviously I'd spend a bit more time on it and make it perfect though haha
Please do the same with the fps weapon bundle
@@taariqmartin7743 As I explained in the video, this doesn't work with some skeleton hierarchies. I couldn't get it to work with the FPS Weapon Bundle...
I don't even know where to start. I have started stopped and recreated like 5 games already ...lol Your videos are great but are dated an I am just trying to find where to maybe start from seeing as we in 5.4 ? If anyone has a starter point of a play list that would be great! I am trying to build a simple swappable view of FPS and TPS view , mele / shooter, multiplayer. Any advice? Cheers keep it up.
Start here:
th-cam.com/video/fBjMk3FDYGI/w-d-xo.html
@@PitchforkAcademy Thank you very much! I will be starting from the link posted. The whole creation process is so fun and challenging. I have never done this before so very excited to see what i can come up with.
could you make a tutorial on making extended magazines? i have made some low poly assets for my game with 3 magazine types but im not sure how to implement the code to swap the magazine meshes in ue5.
I can certainly try! Thanks for the idea I'll add it to my list... 🫶
All your tutorial work so well i try learning through course some how ur tutorial work better than most course i try to learn lol but i wonder if u going to make a online multiplayer tutorial that work with all your other multiplayer tutorial ? it be amazing if u can do that
I don't understand your question...
@@PitchforkAcademy oh what i mean is since i don't know if all your other tutorial(the third person weapon replicate one) only work in local multiplayer or does it also work in online multiplayer?
Would I be able to apply this to melee weapons?
Of course...
Hey i was wondering if you plan on making an inventory system tutorial. Kind of like a grid style inventory.
Maybe one day, but in the meantime there are some excellent tutorials already out there... 🙂
In 5.4 I can't find bake animation sequence? The options doesn't exist?
I recorded this in 5.4....
@MizzoFrizzo Yeah I got that, but I just wondered if there is something I have to activate to get the bake option?
@@HappyScarySad Nope
Seems like a handy tool for editing animations, but trying moving the rig around a bit the controls just felt way too cumbersome for making high-quality animations.
@Killicon93 Blender might be better for animation but I'm not familiar with it. I have made some pretty nice animations in sequencer without any training!
@@PitchforkAcademy IKs, some good poses and decent timing will make for some quite alright animations. But like one feature I found really handy for making those small high-fidelity shaking movements in Blender was using the 3D cursor as a pivot point.
That said, I did have in mind that I'd limit the fidelity of the animation for my project, so perhaps confining myself to using UE5's sequencer would provide a pretty natural constraint for it.
@@PitchforkAcademy Sitrep: I gave it another try and started getting the hang of it, even though the controls were so comparatively clumsy to blender that I got a bit pissed off at first. And then the dangn thing crashed while I was on the phone with my mom.
I think for now its value is probably best suited for when you need to quickly make small supplementary animations for a character, or need to tweak something.
And another great use is if you gotta animate something that needs to interact with the game space and don't wanna import and export things back and forth to get the references from the scene into your 3D software.
Can you create a tutorial on how to make a chase scene for like horror game
can you pls make a Multiplayer Tutorial in which we have a Rifle And a sniper with scope better movement Everything replicated Start a new serious pls
hi, I really like your work and I'm copying this from you How To Make Your First Game - Unreal Engine 5 Beginner's Tutorial and I want to solve it so that it can squat and stand up I can't figure out how to solve it please make a video about it too thanks in advance
Oh thanks very much... 🙂 Take a look at this video:
th-cam.com/video/-IM5IE_XiLI/w-d-xo.html
@@PitchforkAcademy I understand, thanks, I'll check it out
@@PitchforkAcademy i should { crouch }
Any way to keep the IK feet AND do custom animations?
There must be a way but I haven't dived into that...
@MizzoFrizzo I'm working on a project that I would love to build on top of some of the work you have done. If you can solve this, I will be making the switch over to unreal. Basically if nintendo made Halo. If you wanna see the GDD, let me know!
@@PitchforkAcademy Yes, it is possible to add custom animations to a first-person shooter (FPS) game in Unreal Engine 5 without losing the Inverse Kinematics (IK) foot movement. Here's a detailed guide to help you achieve this:
Step 1: Setting Up Your Character and Animation Blueprints
Create a New Character Blueprint
In the Content Browser, right-click and create a new Blueprint Class.
Choose Character as the parent class.
Name your Blueprint (e.g., "BP_FPSCharacter").
Add Components
Open your BP_FPSCharacter Blueprint.
Add a Skeletal Mesh component and assign your character mesh.
Add a Camera component and position it for first-person view.
Add a Spring Arm component and attach it to the Camera component for better control over camera movement.
Step 2: Importing and Setting Up Custom Animations
Import Custom Animations
Import your custom animations into Unreal Engine 5. Ensure that the skeleton matches the one used by your character.
Create an Animation Blueprint
Right-click in the Content Browser and create a new Animation Blueprint.
Select the skeleton that matches your character.
Name it (e.g., "ABP_FPSCharacter").
Set Up Animation States
Open the Animation Blueprint and set up your animation states (e.g., Idle, Walk, Run, etc.) in the State Machine.
Create transitions between these states based on parameters like speed and direction.
Step 3: Implementing IK Foot Movement
Enable IK Bones
Ensure that your character's skeleton has IK bones for the feet (e.g., ik_foot_root, ik_foot_l, ik_foot_r).
If not, you might need to add them in your 3D modeling software and re-import the skeleton and animations.
Set Up IK in the Animation Blueprint
Open your Animation Blueprint.
In the AnimGraph, use nodes like FABRIK or Two Bone IK to implement IK for the feet.
Connect these nodes to adjust the foot bones based on the IK targets.
Adjust IK Targets
Use the Transform (Modify) Bone node to adjust the IK targets based on the ground surface.
You can use line traces to detect the ground position and set the IK target positions accordingly.
Step 4: Blending Custom Animations with IK
Blend Poses
In the AnimGraph, use the Layered Blend per Bone node to blend your custom animations with the IK adjustments.
Set the blend settings to ensure that the IK adjustments only affect the lower body (feet) while keeping the upper body animations intact.
Adjust Animation Curves
Ensure that your custom animations have appropriate curves for foot placement and movement.
Adjust the curves to blend smoothly with the IK adjustments.
Step 5: Testing and Debugging
Test in the Editor
Place your character in the level and test the animations.
Ensure that the IK adjustments are correctly applied and that the custom animations blend smoothly with the IK foot movement.
Debugging
Use the IK Debugging Tools in Unreal Engine to visualize the IK targets and bones.
Adjust the IK settings and animation curves as needed to achieve the desired result.
- chatGPT. Does this help?
Amazing tutorial bro, do u have some full gaming creating course for sell?
Nope. Everything I ever release will be free on youtube. 🙂
Can you create a tutorial for a first person cinematic like cinematics of subnautica
Hopefully yes!
Does this work with metahuman as well ?
Yep
@@PitchforkAcademy I was able to do it with my meta human, thanks a lot !!
Rather advanced.
Nahhhh
@@PitchforkAcademy hm
@@HeyShotgun just watch his true fps series and everything becomes clear with practise
1:00 he's not even changing the magazine, its just the same! lazy...
/s
I was impressed with the video until you called a rifle magazine a "clip"...
@@SABOMBTECH lol
This is a coding tutorial bro get that crap out of here who cares 😭😭
thx a lot man!!!