You're a talented teacher. I've been learning Unreal Engine 4 for about 3 months via TH-cam, Udemy, and EBooks. I've come across tons of different tutorials and I have to say your explanations are really some of the best I've found. Thank you very much! If you ever set up a Patreon, please send out a notification of some sort. Thanks again for your work. This tutorial is great!
Really enjoying your tutorials. As someone who just started working with UE4 and wants to know the reasoning behind things your stuff is great. Thank you for explaining the purpose behind the functions of nodes and the structre of your BPs.
I like your tutorials brother, they are more detailed with sketches and I followed your C++ multiplayer series which is great. Also I looked at your game too :). Keep doing what you doing. Best of luck. Please start discord if possible, so we can share in other discord and get more people to watch.
@@MarkLuttrell true somehow I was confused about C++ tutorial from you, but am true about what I said on detailed pictorial explanation though. Not many people explain in detail. And Unreal documentation is not in par with details, these tutorials will be in handy.
Hey man, is it possible to do this without the camera? Say using the movement of the left stick on a controller to make the turn in place happen instead of the right stick which would happen when following the camera as usual.
Hi, I have been going over this over and over. I just sat down and wrote out all the steps. It looks like after you subtract the incremental amount traveled along the distance curve, you are checking to see if the root yaw offset is greater than the maximum TIP angle. If it is, you are setting the root yaw offset to the maximum TIP angle. Is that right? If that is what you are doing, then I think you can replace everything after the last branch with "set the root yaw offset to the maximum TIP angle" and avoid the rest of the math and logic operations. I will log things out after I finish setting up after your part 2 and 3.
@@itanshi Hi. I never logged it but the math works out and when I replaced all of those nodes with a simple set to the positive or negative maximum TIP angle it behaved properly.
All of your other videos I actually knew what we were doing. I understood how it all worked. and I will officially say I have no fucking clue what we just did besides make a bunch of variables. I hope it works ! haha
This was a really good tutorial but I got so frustrated with how much code there was not because there was a lot of it or he did something wrong but with how much the engine crashed while I tried to follow along with this
So I've duplicated this setup about four times now, and each time it fails but in a completely different way. In some of them, the Turning value never resets to 0 so the character will rotate once, then never rotate again until I move the capsule and reset the "Speed >0" node. Other times, the Distance Curve value is retained from one animation to the next, making the Root Yaw Offset jump to -180. Other times, the figure will just inexplicably vibrate at the end of the turn. Genuinely at a loss here. Any chance there's a UE Project link so I can test out any differences?
I don't have a project that you can diff against. That would be one benefit of doing this in C++. I could literally paste my work here. Keep at it though. If you're failing in different ways, your also learning all the ways to fail which means that you'll be less likely to fail in the same way next time. I send myself an email whenever I do something dumb that I never want to repeat and detail what went wrong. If I don't do that, I tend to repeat the same mistakes.
@@MarkLuttrell Just to update you and maybe help anyone else out who is stuck, it turned out that I'd done the rotation curve going from 0-90 instead of -90 to 0, because I wanted to keep the animation from 'popping'. I tried using the Paragon method of doing a "Do Once" node to set the curve value, but that was called every tick for some reason. I just upped the Interp value for the Root Bone Rotation node and it smoothed out the 'pop'.
@@ObliqueReference Might be you used "Do once" in a function ? Looks like if you do it, its kind of loosing its functionality since the function will reset it every tick. forums.unrealengine.com/t/do-once-not-doing-once/1794/3
this naming and code are a torture lol XD a ton of useless math, even multiplying by 1 for some mystical reasons. A ton of unnecessary variables saved. You should not teach people when you're this bad.
In my personal projects, I do almost all C++, but this isn't realistic in a professional environment. Yes, you want your core gameplay elements to be in C++, but client side FX and tweaking variables makes way more sense to do in BP. If you want designers to be able to work along with engineers, blueprints are a must. I have yet to hear of a major Unreal project not utilizing them. They're a tool just like anything else.
th-cam.com/video/VMZftEVDuCE/w-d-xo.html A lot of us prototype in BP, then translate core/heavy logic to C++ in a parent class. Then we create a child BP for all the manipulation, fx ...high level stuff. FYI every actor you see in Fortnight is a BP and setup this way. Parent C++ -> Child BP (game ready actor).
You're a talented teacher. I've been learning Unreal Engine 4 for about 3 months via TH-cam, Udemy, and EBooks. I've come across tons of different tutorials and I have to say your explanations are really some of the best I've found. Thank you very much! If you ever set up a Patreon, please send out a notification of some sort. Thanks again for your work. This tutorial is great!
Thanks!
Really enjoying your tutorials. As someone who just started working with UE4 and wants to know the reasoning behind things your stuff is great. Thank you for explaining the purpose behind the functions of nodes and the structre of your BPs.
I like your tutorials brother, they are more detailed with sketches and I followed your C++ multiplayer series which is great. Also I looked at your game too :). Keep doing what you doing. Best of luck. Please start discord if possible, so we can share in other discord and get more people to watch.
Thanks! I haven't really done a C++ series yet though. I plan to cover that in the future.
@@MarkLuttrell true somehow I was confused about C++ tutorial from you, but am true about what I said on detailed pictorial explanation though. Not many people explain in detail. And Unreal documentation is not in par with details, these tutorials will be in handy.
This even works with custom gravity!
Hey man, is it possible to do this without the camera? Say using the movement of the left stick on a controller to make the turn in place happen instead of the right stick which would happen when following the camera as usual.
Thank you. Still works perfectly. 💪
I have a question and if my output instead of try get pawn owner is get owning actor how do I put the connector?
great tutorial mate but im not turning in plcae ive checked everything but im not sure where i have gone wrong, any advice would be great
When will the new videos for the multiplayer tutorial series come out? i can't wait a year for them since i don't have that type of patience
Hi, I have been going over this over and over. I just sat down and wrote out all the steps. It looks like after you subtract the incremental amount traveled along the distance curve, you are checking to see if the root yaw offset is greater than the maximum TIP angle. If it is, you are setting the root yaw offset to the maximum TIP angle. Is that right?
If that is what you are doing, then I think you can replace everything after the last branch with "set the root yaw offset to the maximum TIP angle" and avoid the rest of the math and logic operations. I will log things out after I finish setting up after your part 2 and 3.
how did this turn out?
@@itanshi Hi. I never logged it but the math works out and when I replaced all of those nodes with a simple set to the positive or negative maximum TIP angle it behaved properly.
All of your other videos I actually knew what we were doing. I understood how it all worked. and I will officially say I have no fucking clue what we just did besides make a bunch of variables. I hope it works ! haha
i made is this way but then my animation is always looping when Char is in IDLE
what about using root motion for the turn in place anims to avoid foot slide?
This was a really good tutorial but I got so frustrated with how much code there was not because there was a lot of it or he did something wrong but with how much the engine crashed while I tried to follow along with this
Goofy Man You Got ME XD, Great Tutorial XD
Yeah! What SniperGhost said!
❤❤
Will This work for non root animations? Thanks....
So I've duplicated this setup about four times now, and each time it fails but in a completely different way. In some of them, the Turning value never resets to 0 so the character will rotate once, then never rotate again until I move the capsule and reset the "Speed >0" node. Other times, the Distance Curve value is retained from one animation to the next, making the Root Yaw Offset jump to -180. Other times, the figure will just inexplicably vibrate at the end of the turn. Genuinely at a loss here. Any chance there's a UE Project link so I can test out any differences?
I don't have a project that you can diff against. That would be one benefit of doing this in C++. I could literally paste my work here. Keep at it though. If you're failing in different ways, your also learning all the ways to fail which means that you'll be less likely to fail in the same way next time. I send myself an email whenever I do something dumb that I never want to repeat and detail what went wrong. If I don't do that, I tend to repeat the same mistakes.
@@MarkLuttrell Just to update you and maybe help anyone else out who is stuck, it turned out that I'd done the rotation curve going from 0-90 instead of -90 to 0, because I wanted to keep the animation from 'popping'. I tried using the Paragon method of doing a "Do Once" node to set the curve value, but that was called every tick for some reason. I just upped the Interp value for the Root Bone Rotation node and it smoothed out the 'pop'.
@@ObliqueReference Might be you used "Do once" in a function ? Looks like if you do it, its kind of loosing its functionality since the function will reset it every tick. forums.unrealengine.com/t/do-once-not-doing-once/1794/3
Hey man great tutorial, do i have to implement all the other stuff you did before? or i can just begin with this video till the end and it'll work?
This is a fresh start.
damn... how realistic game do you really want?!?
Watch This At 1.25x This Guys A Turtle
Noted.
disagree. "this guy" has perfect pacing.
this naming and code are a torture lol XD
a ton of useless math, even multiplying by 1 for some mystical reasons. A ton of unnecessary variables saved. You should not teach people when you're this bad.
Professionals who use blueprints hmmm
In my personal projects, I do almost all C++, but this isn't realistic in a professional environment. Yes, you want your core gameplay elements to be in C++, but client side FX and tweaking variables makes way more sense to do in BP. If you want designers to be able to work along with engineers, blueprints are a must. I have yet to hear of a major Unreal project not utilizing them. They're a tool just like anything else.
th-cam.com/video/VMZftEVDuCE/w-d-xo.html
A lot of us prototype in BP, then translate core/heavy logic to C++ in a parent class. Then we create a child BP for all the manipulation, fx ...high level stuff. FYI every actor you see in Fortnight is a BP and setup this way. Parent C++ -> Child BP (game ready actor).
don't understand why people think professional stuff can not be done in Blueprints...
@@Rev0verDrive exactly that's the best way in my view as well 💪
@@MarkLuttrell it was to teach him a lesson, not completely humilliate him hahahah
how do you get the get curve value?
You need to do all of this in your characters animation blueprint