Dodge Roll and Dash Step Movement - Unreal Engine 5 Tutorial

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  • เผยแพร่เมื่อ 28 ธ.ค. 2024

ความคิดเห็น • 139

  • @CobraCode
    @CobraCode  25 วันที่ผ่านมา

    At this point I found a much more robust method: th-cam.com/video/GTRloXAZ-gg/w-d-xo.html
    The method shown in this video turned out to be flawed as well since it can cause issues with framerate dependence. using a delta time multiplier also doesn't solve the issue since the character movement component has it's internal way of handling timing.
    This still works as a quick and dirty solution that alleviates some issues the launch character node has, however I would recommend using the force root motion method I found after this.
    It does require C++ though and is a bit of a pain to set up, but once you have it up and running it's hands down the best method.
    th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

    • @lethiagames9208
      @lethiagames9208 16 ชั่วโมงที่ผ่านมา

      anim montages doesn't play for no reason

  • @Aligyon
    @Aligyon 3 หลายเดือนก่อน +1

    i must say as 3d artist dipping into programming you explained everything really well! going over the pros and cons of different methods were masterfully done. Thank you for making this video!

  • @jaguarh5321
    @jaguarh5321 ปีที่แล้ว +4

    I was lucky that YT suggested this video to me, Launch method is a nightmare compared to this, having to fix the friction issue from edges, while in air, while on land, ... etc everything was horrible, BUT with velocity inspired method, things moved to heaven right now.
    I really appreciate this tutorial

  • @tinzyable
    @tinzyable 2 ปีที่แล้ว +4

    I've been searching for ages for a non "launch character" based method... This was fantastic, thanks!

  • @abdulkarimjouhar
    @abdulkarimjouhar 10 หลายเดือนก่อน +1

    Thanks!

    • @CobraCode
      @CobraCode  10 หลายเดือนก่อน

      Thank you :)

  • @reitokenvideogamecreation7655
    @reitokenvideogamecreation7655 5 หลายเดือนก่อน +2

    I had the same view before watching your video. It's better to be able to control the dash, and timeline was the idea that i get. But was looking for the get forward vector to know the position we are facing, and discover that the trick was just to multiply that value :)
    Nice vidéo.

    • @CobraCode
      @CobraCode  5 หลายเดือนก่อน +2

      Thank you :)
      One thing I noticed though is that this method is frame-rate dependent.
      You'll have to multiply the vector by Delta Time and then some multiplier you can adjust.
      Alternatively I also found an even better method that uses a built in system from UE, however it requires C++ to set up.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

  • @reehan1995
    @reehan1995 2 ปีที่แล้ว +2

    Fantastic method. Fixes the ground friction problem where you launch far in the air but not on the ground. Works for first person too. Endorsed!

  • @VinoVenitas
    @VinoVenitas 10 หลายเดือนก่อน +1

    As always a real life saver. I wanted to avoid using Launch Character, and you're the only one who gave us a different option.

    • @CobraCode
      @CobraCode  10 หลายเดือนก่อน +1

      Glad it was useful :D
      At this point I actually found an even better method though, so you might wanna check this out too.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

    • @VinoVenitas
      @VinoVenitas 10 หลายเดือนก่อน +1

      @@CobraCode yeah I followed that one as well. But the plugin I made got the error: "Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs." so I has to use this method instead. But keep up the great work, you're helping me make games in UE5 which is awesome

  • @CobraCode
    @CobraCode  2 ปีที่แล้ว +17

    Finally took some time to take a deeper look into dodge movement and released this to share my method!
    I also just noticed there is a dash type move in Lyra so want to analyze that in the near future and share that method in case anything noteworthy is going on.

    • @lomzogaming3631
      @lomzogaming3631 2 ปีที่แล้ว +1

      YOU HAD ME @ SPRITE

    • @aetherneos6438
      @aetherneos6438 ปีที่แล้ว

      I will have to check method used in Lyra as well!

  • @WAR_1933
    @WAR_1933 2 ปีที่แล้ว +11

    Ok let me tell you something your quality... is top tier.. I really enjoy how you go over all the other ways to do this at the start.. && your breakdown of blueprint is very easy to follow great work and I look forward to more of your content in the future.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you so much :D

  • @YahyaDanboos
    @YahyaDanboos 2 ปีที่แล้ว +5

    Man this has solved a huge issue I had with rolling and dashing in my games.
    Now my player can roll without flying like crazing when rolling off a ledge!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Awesome!
      I'm glad the video was helpful :D

  • @Losmhi
    @Losmhi 4 หลายเดือนก่อน

    THANK YOU MAN. This is very easy and very good explained, launch character tutorials are useless next to this

    • @CobraCode
      @CobraCode  4 หลายเดือนก่อน

      Thank you!
      Since making this video I actually did learn a lot more about this and found an even better solution (for most cases).
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html
      I also found one flaw with the method shown in this video in that it's frame rate dependent.
      You're gonna get more distance on the dodge on a better PC which is a big issue, sorry about that.
      So you'll want to multiply the delta time by your dodge strength on the update of the timeline.

    • @Losmhi
      @Losmhi 4 หลายเดือนก่อน

      @@CobraCode Are you going to upload updated verson or? And also is this working in first person

  • @nicholaswhite2377
    @nicholaswhite2377 ปีที่แล้ว +1

    Great video. I assumed that the task is solved in a similar way, but could not implement it due to lack of knowledge. Thank you!

  • @omarassla
    @omarassla 2 ปีที่แล้ว +2

    I don't know why i watched the whole video when i have nothing to do with Game development but i enjoyed it
    "also that last clip of the character flying was hilarious"

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you!
      Haha yeah I tried to find limitations of root motion and somehow that ended up happening.

    • @omarassla
      @omarassla 2 ปีที่แล้ว +1

      @@CobraCode i mean- I have no idea what that is BUT YEAH COOL!

  • @TrackstarOP
    @TrackstarOP ปีที่แล้ว +1

    Amazing tutorial man! The best thing about it too is that its very easy to follow (which is great, considering I just started UE5 2 weeks ago).
    I also wanted to keep the "Jump" input for my game, so I just made a brand new input called dodge roll and, viola, worked like a charm. Thank you! 🙌

  • @std_void
    @std_void 11 หลายเดือนก่อน +1

    OMG this is so helpful and planty of information! Thank you so much!

  • @kevineleven131
    @kevineleven131 ปีที่แล้ว +1

    Fantastic! Thank you for explaining your reasoning. It really helps me understand the choices being made.

  • @Natehawke
    @Natehawke 2 ปีที่แล้ว +2

    This way of doing dodge roll and dashes is excellent! I've tried a number of different ways of doing it and this produced by far the best result for me. Affecting the Z on the set velocity produced exactly the air dash feel I was looking for as well. Good stuff! 👍

    • @Natehawke
      @Natehawke 6 หลายเดือนก่อน

      @yourmajesty9025 I've not had this issue tbh. I should add that I've since moved on to a root motion solution for dodges and dashes, using traces and a move component to node to adjust distances.
      I still use this method for air dashing though! Not had issues with inconsistency - although I suppose the question is, do you need to fix the distance consistency of the dash, or do you need to fix the frame drops?

  • @QuestQuenchers
    @QuestQuenchers 2 ปีที่แล้ว +3

    This is amazing, would love to see a climbing mechanic tutorial, I've had no luck anywhere trying to learn that.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +2

      Thank you!
      Haven't really done a climbing system before but I might cover it's necessary for a game I'm working on and I've done my research :)

    • @QuestQuenchers
      @QuestQuenchers 2 ปีที่แล้ว +2

      @@CobraCode that would be awesome, I've been looking everywhere so if u find the time to make a video about it that would be amazing.

  • @Strawboie
    @Strawboie ปีที่แล้ว +2

    Hi, great tutorial. Completely unrelated question: at 0:18 the character with the sword leaves behind little dark shadow artefacts on the floor during rolling. Do you have any idea what's causing this or how to fix this? I have the same issue and it's driving me crazy.

    • @CobraCode
      @CobraCode  ปีที่แล้ว +1

      Hey!
      Yeah I also thought that was really weird, but just ignored it since it wasn't the point of the video.
      Sadly I'm not quite sure how to fix that and that was the only time I ran into that issue.

  • @chameleonedm
    @chameleonedm ปีที่แล้ว +1

    Man this is an absolutely excellent tutorial. I'm currently setting up the movement controller for my 3d platformer in Unreal and you've answered a huge number of questions

  • @magnaomega
    @magnaomega 2 ปีที่แล้ว +1

    Wow! this is super useful! I have those issues that you mentioned in my own project! now with your tutorial, I can fix them! thank you so much for your time and share your knowledge!!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you for always watching and commenting :D
      I'm glad the video came at just the right time!

  • @raulovejero8177
    @raulovejero8177 11 หลายเดือนก่อน

    Super clear tut, thanks so much!

  • @shinyduck258
    @shinyduck258 2 ปีที่แล้ว +1

    Thanks so much for the video

  • @arkemal
    @arkemal 2 ปีที่แล้ว +1

    You my friend ... are a very good teacher !
    Thanks for this tutorial. Keep doing the good work!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you so much :D

  • @AmjoodBasha
    @AmjoodBasha ปีที่แล้ว +1

    Nice Vid, thanks! Any ideas on how will this work if you have a blendspace for the roll?

  • @violentpixelation5486
    @violentpixelation5486 2 ปีที่แล้ว +2

    You provide fantastic content for the #UnrealEngine independent game dev family. Big THANK YOU!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you :D

  • @HasimFN
    @HasimFN ปีที่แล้ว +1

    can u do this with 8 directional blendspace roll?

  • @CarloMercadoJudgementProject
    @CarloMercadoJudgementProject ปีที่แล้ว +1

    in the root motion method you can use motion warping to extend or reduce the root motion animation

  • @steinmov
    @steinmov 11 หลายเดือนก่อน

    Hi, I found this to be a better way of implementing a dodge roll. Would you be willing to talk about how this could be used for side dodge rolls as well. So 3 directions.

    • @CobraCode
      @CobraCode  11 หลายเดือนก่อน

      Hey, recently I actually released a new video with an even better method of doing this.
      It's a lot harder to set up initially, but it's reusable and a lot more consistent.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html
      For side dodge rolls all you really have to do is change the direction of the force depending on the input.

  • @prateek2136
    @prateek2136 2 ปีที่แล้ว +1

    This is so cool thank you for this tutorial i just have one question around 10:41 the character's sword leaves a glitchy shadow behind on the ground when animation is played this is something that keeps happening with me in my game when my character moves and I don't know what's causing it please can you help me out with it.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you!
      I'm actually also not quite sure what is causing this, but I got it a couple of times since going from UE4 to UE5 🤔

  • @CjKhepri
    @CjKhepri ปีที่แล้ว

    this is great! working on replicating this and running into a lot of difficulty though.

  • @drphdmd7064
    @drphdmd7064 2 ปีที่แล้ว +1

    Great tutorial! You've helped me very much.

  • @fidus5016
    @fidus5016 ปีที่แล้ว

    Velocity method-amazing

  • @Lemniscate_Mike
    @Lemniscate_Mike 10 หลายเดือนก่อน +1

    I just used your method and if my character is moving the distance doesn't actually get covered, the code runs exactly the same, but the character doesn't actually lurch forward.
    If I'm not moving the ground actually gets covered like you'd expect.
    Any ideas?

  • @irusu.
    @irusu. 5 หลายเดือนก่อน

    how would you replicate this in the safest way? not too crazy distance to avoid jittering? I'm having a harder time with this than launch character node because of it and not sure if I need to sync the player and server timeline to do so in my RPCs or how would I go about it :(

    • @CobraCode
      @CobraCode  5 หลายเดือนก่อน

      Hey, since making this video I actually found a better method that should work with replication built in.
      It's a bit of a pain to set up, but probably worth it.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

  • @BrianHamil
    @BrianHamil ปีที่แล้ว +1

    Get a reference to the timeline and use the is playing function.

  • @KunpenSayato
    @KunpenSayato ปีที่แล้ว +1

    Brillant ! Thanks for this bro !

  • @JKordero
    @JKordero 2 ปีที่แล้ว +1

    Thank you. Work like a charm

  • @tuwumuch
    @tuwumuch 9 หลายเดือนก่อน +1

    thank you, all other channels were doing root lock, and I wanted something different.
    How do I keep the velocity before rolling and coming out of rolling? it always seems to reset to 0.

    • @CobraCode
      @CobraCode  9 หลายเดือนก่อน +1

      Hey, by this time I found an even better method.
      It does require C++ though and a bit to set up, it's super re-usable though.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

    • @tuwumuch
      @tuwumuch 9 หลายเดือนก่อน +1

      @@CobraCode Thanks! I just finished your tutorial, and got it up and running. Appreciate your time on making these tutorials.

  • @Iamthylabyrinth
    @Iamthylabyrinth 2 ปีที่แล้ว +1

    Thanks for the video! Is there a way to make this framerate independent? I've tested this with different framerate caps and there are noticeable differences in the dash distance.

  • @deralufe9094
    @deralufe9094 2 ปีที่แล้ว +1

    Hello thx for the help!
    Anyway, since I am using just a 2D character, I am not using a montage, but rather just setting my flipbook, but it seems this negates the issue of the Z-Velocity, since I am still having an insane speed, after dashing over an edge, although I am using our override methode.

  • @dominikprincz4151
    @dominikprincz4151 9 หลายเดือนก่อน

    Hi, nice vid! Is there a way to make the doodge go in the direction of the WASD inputs?

  • @frastyxd
    @frastyxd 2 ปีที่แล้ว +1

    Great tutorial! But I do have a question: since I'm working on a 2D project, "Play Montage" doesn't work for me, and "Set Flipbook" doesn't seems to work either.
    I also have a problem adding movements: as I followed your tutorial on how to make a 2D game, when adding movements that moves the character, it plays the running animation, not the one I desire. How do I fix it? Thank you very much!

  • @kingpoki1954
    @kingpoki1954 2 ปีที่แล้ว +2

    Is there any way to make this dash go diagonally, rightnow i have my character set up so he dodges acording to the last move vector however this results in diagonal dashes going a lot further than dashing in a cardinal direction.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Hey, you'll just need to Normalize your vectors before using them.
      You can just drag a node off the vector 3 and search for normalize.
      This is a pretty common issue and not just an unreal engine thing.
      th-cam.com/video/YMwwYO1naCg/w-d-xo.html

    • @kingpoki1954
      @kingpoki1954 2 ปีที่แล้ว +1

      @@CobraCode Thank you so much, i was really close to attempt doing some scary triangle maths. Didnt even know about normalize Thanks :D

  • @artdrawing6682
    @artdrawing6682 2 ปีที่แล้ว +1

    oh men thank you so much this relay help me
    😘

  • @jeromeb7973
    @jeromeb7973 ปีที่แล้ว +2

    Hi thanks for the tutorial.🤗 I have an issue though, if you can help please. I followed everything in this tutorial but my character only ever dashes right even when moving in another direction and I cant figure out why. My character is a 2d sprite with 3d movement which I got from your other tutorial. any help is appreciated. Thanks again🤗

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Hey, sorry but that's really hard for me to debug with only that information.
      But it seems like there's something wrong with the way you calculate the directional vector 😅

    • @AdamRaeburn
      @AdamRaeburn ปีที่แล้ว +1

      Hey @jeromeb7973 I am having the same issue as you. I am guessing you used the "Make a 2D Top Down Game in Unreal Engine 5 - Tutorial" video as well and tried to implement the dash ability to that. As that is what I did and had the same issue of it only moving to the right. Although I am also a beginner, I just added random velocity nodes until something worked. Feel free to give a better solution anyone else.
      The solution I used was instead of using "Get Actor Forward Vector" I used just plain "Get Velocity"
      I then had to decrease the "Move Distance" number down to like 1.5, but it seems to do the trick. If you still needed it, hope that helps!

  • @epsiloncore9772
    @epsiloncore9772 2 ปีที่แล้ว +2

    Hey question. Say I wanna use this method for a third person shooter. And I want to make it so you can dodge roll to the side while aiming at a target.
    Your player character's rotation would be stuck looking at your aim point so how do you provide full dodge rolling direction while aiming at a target?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      In that case you wouldn't want to get the velocity or rotation of the character, but instead read the current value of your movement axis and calculate the rotation from that.

    • @epsiloncore9772
      @epsiloncore9772 2 ปีที่แล้ว

      @@CobraCode Okay I'm new so I guess. How do I do that?

    • @gameplayripper
      @gameplayripper 10 หลายเดือนก่อน

      To achieve that you would need to pass the direction of the input your character will be rolling. There is a handy function inside the character movement component called GetLastMovementInputVector() .

  • @neon_light5608
    @neon_light5608 2 ปีที่แล้ว +1

    I love this channle so informative

  • @jeromeparas77
    @jeromeparas77 2 ปีที่แล้ว +1

    hello saw this vid and it's a great help with playing around with unreal. I just have one question how can I add a stamina system to this so that I cannot dodge infinitely at a given time
    For example I can only dodge 3 times then wait a few seconds before dodging again

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you :)
      What I would do is create a float variable called stamina and set it to 100 as the default.
      You then also set a needed stamina amount for dodging, let's say 30.
      When you press the dodge button you now check if stamina is >= 30 and only allow dodging in that case and decrease that value from the current stamina.
      The stamina will then refill on either tick or in a subroutine that is called by 'Call timer by function name'

    • @jeromeparas77
      @jeromeparas77 2 ปีที่แล้ว +1

      hey @Cobra Code thanks for the reply. where would I insert this on the blueprint that you made?? sorry for this question but im fairly new to unreal

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      @@jeromeparas77 Sorry for the late reply, somehow overlooked this message.
      Some advanced users might prefer to create a blueprint component for the stamina system to make it more modular, but you can simply put everything into the character blueprint.
      Create those variables first and set the default values.
      At 1:46 you can see the input Action Jump and the Play Montage node. You could put your branch for checking if the player has enough stamina and depleting the stamina there!

  • @mattsunreal
    @mattsunreal ปีที่แล้ว +1

    I'm getting an animation stutter at the start of my roll only when moving. It's something with the timeline that's causing it, but haven't figured it out yet.

  • @KurrieSauce
    @KurrieSauce 2 ปีที่แล้ว +1

    great video thanks a lot

  • @ForestBoyDev
    @ForestBoyDev ปีที่แล้ว

    when would be the best time to add invicibility into the code for the roll?

  • @wendersondeaguilar2452
    @wendersondeaguilar2452 6 หลายเดือนก่อน

    If I want to keep the dash and dodge, what would I need to do and to change their values and distances ? Thanks for the vid tho

  • @Arrkail
    @Arrkail 2 ปีที่แล้ว +1

    i'm using a blend space to control the walking/run animation and it's interfering with the anim montage giving a very bad visual result. maybe you can point that out?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      From my experience the anim montage should always take priority over the regular animation that is played in the animation tree like the blendspace you mentioned.
      Maybe the blend in and blend out time on the animation montage is set to a value that is too high for the particular animation you are using?

  • @RAM-jf4ig
    @RAM-jf4ig 2 หลายเดือนก่อน

    Really nice tutorial. But i got one issue. Im trying to make 8 directional roll, but there u used forward vector. How can i get direction, where i move? I saw, that in some comments u say, that i should get last frame vector, than location - last frame vectors and normolize the result, but i don't know how to get last frame position ( i think i should create a new property and every tick update it with a location, am i?) and when i should use this result, or update last frame vector. Thx

  • @Enderking394
    @Enderking394 ปีที่แล้ว +1

    How do I do this but with a custom character I imported already?

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Works just the same way, you just have to make sure that you have animations that work on your character

  • @simonvandenbroek6384
    @simonvandenbroek6384 2 ปีที่แล้ว

    you could also convert the rootmotion animation to a curve asset (csv file) using python inside whatever software the animator is working. so that animators can animate the root and you can still adjust the curves the way you currently do. animator just needs to run the script when exporting. this way you don't need to use the rootmotion inside the actual animation asset.

  • @DoctorMGL
    @DoctorMGL 2 ปีที่แล้ว +1

    after applying the exact steps when the animation finish
    the character snap back to the original position that the animation started from !!!!!!!
    any idea why this happen ?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Hey I think you must be using an animation that has root motion built in because that usually causes behavior as you described

  • @galberger3937
    @galberger3937 ปีที่แล้ว

    Hi.
    I want to keep the Dodge Roll movement and the Dash Step movement as two diferrent buttons.
    How to do that?

  • @justdude2599
    @justdude2599 7 หลายเดือนก่อน

    Did you ever try making that type of dash in network? Im trying to implement something similar in my game but its multiplayer and getting a lot of network corrections even with compressed flags in CharacterMovementComponent and stuff (not sure i set it up the right way)

    • @CobraCode
      @CobraCode  7 หลายเดือนก่อน +1

      Hey, I actually found a more advanced solution for this.
      It's harder to implement, but uses UE's built in root motion system, so should be network ready.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

  • @ronsronshirt4177
    @ronsronshirt4177 2 ปีที่แล้ว

    oddly set velocity doesn't move them an inch for me.

  • @matthewmcquiggin5832
    @matthewmcquiggin5832 2 ปีที่แล้ว

    how do i turn a flip book in to an animation?

  • @mechanicalsmile7629
    @mechanicalsmile7629 2 ปีที่แล้ว

    Could you explain how I would apply this to a diagonal direction? As in I am moving forwards and to the right with W and D and press "dodge button" it only dodges forward.

  • @seemly543
    @seemly543 ปีที่แล้ว

    Im trying to add a roll in my 2D game. When my player rolls I want him to have a smaller collision capsule. I've tried coding in a toggle system in my collision capsules so that it switches to a smaller collision capsule when I roll, but I cant figure it out. Is there any way to do this?

  • @DailyPaily
    @DailyPaily 2 ปีที่แล้ว

    Intereseted in the root motion vs timeline topic, i dont like root motion....i guess IK will choose the winner.

  • @XMolha
    @XMolha 2 ปีที่แล้ว +1

    Hey there, first of all, nice video!!!
    I had one problem with mine and want to know if you know how to correct it.
    My character stops a little before entering the roll animation and a little after it. It kind of breaks the flow of the run animation.
    Do you know what may be causing this? I'm using the same blueprint as you are, only a different animation coming from Mixamo.
    Thanks in advance and keep up the good work!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Hey!
      I think this is most likely the Blend In and Blend Out time setting on the animation montage of your animation. By default it's 0.2 seconds which is probably too long for a roll animation and will make it look like your character is stopping.
      Should probably be closer to 0.05 seconds.

  • @coryhuddart7365
    @coryhuddart7365 2 ปีที่แล้ว

    I have animations for forward, right, backwards and left, and am wondering what I would change when adding velocity for backward, left and right. Any ideas?

  • @RedIvation
    @RedIvation 2 ปีที่แล้ว +2

    You can try to recreate Pokemon in 2.5d,

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thanks for the idea, Yeah I definitely wanna give that a try!

    • @RedIvation
      @RedIvation 2 ปีที่แล้ว +1

      @@CobraCode ohhhh... I got a pretty good idea, How about remaking Pokemon X and Y in Gen5 Graphic.
      Pokemon Black and White graphic like in 2.5d with Pokemon X Y

  • @shadowxu6051
    @shadowxu6051 10 หลายเดือนก่อน

    how you do it work with network? i was using velocity but it does not work with network sync which charactermovement provide

    • @CobraCode
      @CobraCode  10 หลายเดือนก่อน

      Hey, I have a much better method for this now.
      It's a bit of a pain to set up, but since it relies on a part of GAS I'm pretty sure it's network ready.
      th-cam.com/video/GTRloXAZ-gg/w-d-xo.html

    • @shadowxu6051
      @shadowxu6051 10 หลายเดือนก่อน

      thx, i will have a look@@CobraCode

  • @ithilien8103
    @ithilien8103 ปีที่แล้ว

    I did everything for the roll exactly as shown, but somehow the distance does not work. It's always the same distance as the animation has. I have disabled the root motion. I wonder if there's something else wrong with the animation.

  • @aetherneos6438
    @aetherneos6438 ปีที่แล้ว

    Hey, great tutorial! This helped a lot with what I've been trying to do as the launch character method has too many unwanted issues associated with it. However, I was wondering if there is a way to also change the speed of the dash using this method. Ex. I want my character to have the same animation while traveling the same distance as is in your example, but doing it in half the time (quick dash). How would I do this?

    • @CobraCode
      @CobraCode  ปีที่แล้ว +1

      Hey, I think you'd just have to change the play rate of the timeline.
      You can just right click in your graph and type in the name you gave your timeline to get a reference, then you can call set play rate on it and maybe set it to something like 2 to make it twice as fast.

    • @aetherneos6438
      @aetherneos6438 ปีที่แล้ว +1

      ​@@CobraCode Thanks for the help! I managed to get the effect I wanted by shortening the Timeline graph down to 0.3, increasing the Play Rate of the Play Montage to 3.0, and then setting the "Move Distance" Variable to a really high number. lol Thanks for the help! :D

  • @masgondi1
    @masgondi1 ปีที่แล้ว +1

    hmm why do i feel that this code is framerate dependent, have you tried setting a max frame rate of... let's say 15fps just to see if there's any difference in the length of your dodge? i haven't tested this but since your curve is for velocity scale & afaik the timeline runs on tick so the lesser that timeline is traversed, the less velocity it stacks over time meaning lower fps == shorter dodge length.

    • @CobraCode
      @CobraCode  ปีที่แล้ว +1

      Hey, yeah I think I actually did tests with a max frame rate set to something lower to show that it still works. But I decided to remove those parts from the video, since they ended up becoming too technical and hard to follow.
      But looking at the nodes now, I also think that they might be frame dependent and maybe my testing method was off...
      Sadly I still haven't found the time to look at Lyra and how they implemented the dash there and I'm also still doing research on how to do a fighting game style push back on the ground.
      After I've figured those things out I might take this video down and redo it with a better method.

  • @RA-lw5gp
    @RA-lw5gp ปีที่แล้ว

    Hi Cobra, I have an issue. This code won't execute when the character is on the floor. I've looked around a lot but can not find a solution. Could you maybe point me in the right direction?

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Hey!
      I think somewhere we're using the 'IsMovingOnGround' node to make sure t ONLY executes when you're on the ground.
      So maybe you somehow inverted that by using a 'NOT BOOLEAN" or attached your code to the false part of the branch instead of the true part?

  • @yosinciclos5908
    @yosinciclos5908 2 ปีที่แล้ว +1

    el get actor forward vector no funciona, es decir el timeline dice donde va girar pero nunca hacia delante

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Sorry, I don't know Spanish but tried to use google translate 😅
      Creo que podrías haber olvidado establecer el valor de 500 para MoveDistance a las 2:56 en el video.

    • @yosinciclos5908
      @yosinciclos5908 2 ปีที่แล้ว +1

      @@CobraCode do not forget this, I can send you a screenshot... it is similar to your programming and something is wrong

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@yosinciclos5908 I see, too bad that didn't solve it.
      Yeah if you could send me a screenshot or maybe a video I could possibly help.
      Can't send any here on youtube though, but you can come into the discord and @me
      discord.com/invite/sPbqxRrqr5

  • @kevinmalisek9353
    @kevinmalisek9353 2 ปีที่แล้ว

    When you're pressing the dodge button, are you simultaneously pressing any directional key (WASD)? I copied the exact same logic and it does not work when I'm pressing WASD. The only way it works is by disabling movement input during the dodge animation. What was your solution?

    • @kevinmalisek9353
      @kevinmalisek9353 2 ปีที่แล้ว +1

      take that back it is working but it's too slow. At the same time my movement function is overriding it and in the end it looks like a little stutter in the movement. So basically you do have to disable your WASD while dodging no matter what and then play with the animation, timing and dodge distance to make it look crisp.

    • @kevinmalisek9353
      @kevinmalisek9353 2 ปีที่แล้ว +1

      btw.. in your example you used the original movement code from the mannequin, right? no blueprint alterations regarding that part?
      When I do it like that it seems to work no problem but my own code is based on precalculating the movement vector first, normalizing it and only then applying the movement function. I can't seem to understand why it's refusing to work with that :D

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Yes I just used the ThirdPersonCharacter as it was without doing any alterations not shown in the video!
      Not quite sure what would cause those issues with your movement system :(

    • @kevinmalisek9353
      @kevinmalisek9353 2 ปีที่แล้ว

      @@CobraCode I think it's just my OCD trying to optimize everything.. I'll stick with the usual way of applying movement input I guess. Thanks for your help 😊

  • @GameRavens
    @GameRavens ปีที่แล้ว

    But now you have no jump animation/functionality? Seems silly to replace jumping with rolling..

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      It was just for the purpose of this video, so I don't have to go on a side tangent about how to set button bindings.

  • @steveg7292
    @steveg7292 ปีที่แล้ว

    Great Video man. Thank you very much for posting this and please keep making videos they are very helpful. I had a problem with applying this to my game though because I am using a top down template and the mouse control nodes are different and located in a different blueprint - BP_topdowncontroller. I cant figure out how to disable the movement in this template without disabling the dodge itself. Is there anyway other way to turn off the mouse? th-cam.com/video/eaZ0c3Hk_ak/w-d-xo.html This is as close as I got but the problem is...it can be cancelled mid roll which is not physically possible irl.

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Hey, sorry I haven't worked much with the top down template, so don't have a solution off the top of my head.

    • @steveg7292
      @steveg7292 ปีที่แล้ว

      Thats alright. I forgot to ask is there any way to speed up the roll but keep the same distance it travels?

  • @peter486
    @peter486 2 ปีที่แล้ว

    Thats col and stuff but it looks horrible. )

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Hey, can you please elaborate on what about it looks horrible so that I can maybe do a better job next time? :)
      Or do you mean the animations?
      In that case, yeah I think they were made with a different type of character in mind and I could have tweaked the speed a bit more to make it look better.
      I think the asset that came with it had a scarf that is using cloth physics that would sell the animation a lot better than the default third person character.

    • @peter486
      @peter486 2 ปีที่แล้ว +1

      @@CobraCode its super neat but the animation itself dosent look like someting you can use as a game ready asset, it look roated inside the engine.. But i agree with you its Fast to setup :) Not dissing the Approach just the final look.