Bu harika ders için teşekkür ederim. Seni ilgiyle takip ediyorum. Sadece iki küçük şey ilave etmek isterim. 1. Atış sonrası duvarda ortaya çıkan parçacığın rotasyonu önemlidir. Bu yüzden, LINETRACE nodundan aldığın NORMAL değerinden MAKEROTFROMX değerini SPAWNEMITTER nodunun Rotation değerine bağlamalısın. Normal değerini CAMERATRACE'den mi yoksa SOCKETTRACE'den mi alacağını kontrol etmelisin. 2. Eğer silahın Range değerini düşük girersek ImpactEmitter havada ortaya çıkıyor. Bunu önlemek için her iki LINETRACE nodundaki Return Value değerinin doğru değer gösterdiğini kontrol etmeliyiz.
The server works fine but the clients do not. When another player (server or client) shoots at the ground, the clients draw the "impact emitter" on the wall in front of them.
Hello, when I shoot from Client1 I see the impact on the server side and not on Client 2 and when I shoot on the Server side I don't see the impact on any clients but I see the muzzle flash everywhere. What could that be?
Hey, for me the Trace Socket Function somehow always has the same End-Location and hits always the same Position. However when i pick up a second Weapon, the Trace Socket suddenly works for both Weapons. I found the Problem for that already. When I Scroll up, even if I only have one Weapon equipped, the Trace Camera starts working. But if I dont scroll, the TraceCamera Function gets skipped and the traces dont show. Do you maybe have an idea how to fix that? Also: The Height of the Particles when i shoot at something, doesnt get replicated. The Location gets Replicated pretty good, but only the height of the particles are always the same. Thanks! ^^
Hey, I had the same issue regarding the end location. The issue was highly specific and only occured online and when the rifle was picked second, after the pistol. The socket traces always ended up in the same location. The issue was solved by removing the extra bp_thirdpersoncharacter added in the game probably in the next tutorials.
Amazing Work, My Friend ❤
Bu harika ders için teşekkür ederim. Seni ilgiyle takip ediyorum. Sadece iki küçük şey ilave etmek isterim.
1. Atış sonrası duvarda ortaya çıkan parçacığın rotasyonu önemlidir. Bu yüzden, LINETRACE nodundan aldığın NORMAL değerinden MAKEROTFROMX değerini SPAWNEMITTER nodunun Rotation değerine bağlamalısın. Normal değerini CAMERATRACE'den mi yoksa SOCKETTRACE'den mi alacağını kontrol etmelisin.
2. Eğer silahın Range değerini düşük girersek ImpactEmitter havada ortaya çıkıyor. Bunu önlemek için her iki LINETRACE nodundaki Return Value değerinin doğru değer gösterdiğini kontrol etmeliyiz.
Another great tutorial. 👍
Thank you very much teacher!
The server works fine but the clients do not. When another player (server or client) shoots at the ground, the clients draw the "impact emitter" on the wall in front of them.
That will be fixed in the upcoming videos ✌🏻
BRO WHEN@@nativecoder 😭
Please make ammo count and ammo pickup please!
Will there be a video on how to reload? Can you make the animations available to us?
This please!
Hello, when I shoot from Client1 I see the impact on the server side and not on Client 2 and when I shoot on the Server side I don't see the impact on any clients but I see the muzzle flash everywhere. What could that be?
when I aim, gun shoots everywhere but not the where crooshair points. Why?
Hey, for me the Trace Socket Function somehow always has the same End-Location and hits always the same Position. However when i pick up a second Weapon, the Trace Socket suddenly works for both Weapons. I found the Problem for that already. When I Scroll up, even if I only have one Weapon equipped, the Trace Camera starts working. But if I dont scroll, the TraceCamera Function gets skipped and the traces dont show. Do you maybe have an idea how to fix that?
Also: The Height of the Particles when i shoot at something, doesnt get replicated. The Location gets Replicated pretty good, but only the height of the particles are always the same.
Thanks! ^^
Hey, I had the same issue regarding the end location. The issue was highly specific and only occured online and when the rifle was picked second, after the pistol. The socket traces always ended up in the same location. The issue was solved by removing the extra bp_thirdpersoncharacter added in the game probably in the next tutorials.
Thanks for the tutorial, The client and the server see the shooting area differently, how can I replicate it?
Here is the fix for the weapon system: th-cam.com/video/ZHC5dhp_gZ8/w-d-xo.html