Man your tutorials are the best I've seen on youtube which makes a true FPS template from the default third person template. These are so cool. Thank you for making these!
That’s not my first priority as of right now bc I just released this tutorial BUT I would like to make this tutorial eventually on the channel :) if you do wanna see that, you should subscribe bc It definitely will be made
The basic run animations for the unreal character model will result in shadows of the hands being shown moving. I personally find this rather distracting and wanted to remove it or at least mitigate it. What would suggest as a solution for it? I wanted to keep the light source closer to the body to imitate it being held in the hand, but this is why the shadows are caused. Thanks for the video!
The solution I found to this problem was to change the light channel for the player. Select the player mesh in the blueprint and in the details panel type in lighting channels and put that player on channel 1. Channel 0 is the default channel for all objects, so if you keep the light on 0 it will ignore the player but work on everything else.
Flashlight works fine, but flashlight material does not seem to be working even though I use the exact same material that you use. And the light function is correctly applied with a new material.
How to implement a flashlight that will move separately from the camera? I mean the flashlight moves on the screen before right up to the screen borders, and the camera turns only if the flashlight goes beyond the borders. I hope that I explained it correctly, this often happens in horror games and it seems to me that it is quite realistic and not as boring as a spotlight tied to the camera.
Same as this but instead of adding camera rotation lag to the flashlight add it to the player camera hape that worked cus I didn't test it yet but lmk if it works Edit: After some trial and error I found out how, First add the camera to a spring arm instead of mesh and add the camera as a child. Then, set the camera rotation lag to 3(works fine for me) and DO NOT FORGET TO UNCHECK pawn control rotation of camera and check the same on the spring arm and VOILA ez realistic flashlight.
hey, i wonder if i can sorta activate the "flashlight" logic once i obtain it, lets say i put the flashlight on the table so the player can obtain it, and once it is obtained, the logic for the flashlight runs or something like that. i hope you get what i mean :) awesome tutorial by the way!
you probably have to create a flashlight bp, like a weapon, but instead of firing logic, you implement flashlight logic. You can find a lot of weapon tutorials on youtube
Man your tutorials are the best I've seen on youtube which makes a true FPS template from the default third person template. These are so cool. Thank you for making these!
Best video i can find about flashlight. good work bro.
Thank you :)
Your tutorial series are exactly what I have been looking for for years!!!
I love your tutorials :)
Thank you! 😊
Love the tutorials that are straight to the point ! :D thanks bud
Thank you so much for the lesson. Please teach me more about making horror games. : )
Would you be able to do a tutorial where the flashlight is held in the characters hand?
That’s not my first priority as of right now bc I just released this tutorial BUT I would like to make this tutorial eventually on the channel :) if you do wanna see that, you should subscribe bc It definitely will be made
yes please do! amazing tutorials btw@@codethings
AMAZING tutorial!
Thank you! Perhaps an idea for an upcoming video would be leaning around them cheeky corners
all works fine and on ue 4 version , grand mercy!
Glad to hear it!
Got a sub from me. Thanks homie!
New subscriber!
Thank you so much! :))
i actually love your tutorials so much
Thank you! :D
@@codethings no problem
The basic run animations for the unreal character model will result in shadows of the hands being shown moving. I personally find this rather distracting and wanted to remove it or at least mitigate it. What would suggest as a solution for it? I wanted to keep the light source closer to the body to imitate it being held in the hand, but this is why the shadows are caused.
Thanks for the video!
I’m not home at the moment and not sure if you figured it out but you have to turn off one of the shadow settings for the flashlight.
The solution I found to this problem was to change the light channel for the player. Select the player mesh in the blueprint and in the details panel type in lighting channels and put that player on channel 1. Channel 0 is the default channel for all objects, so if you keep the light on 0 it will ignore the player but work on everything else.
can you make a tutorial where you explain how to add the 3D model of the flashlight and the animation of the hand?
I'm having trouble getting the flashlight to show up when doing using the take recorder, any tips?
great video mate
Thank you sir, means a lot!
Is there a way to add camera lag without using the spring arm?
Yo amazing tutorial btw link for sounds please?
Tysm! I don’t have the link specifically but they’re are easily accessible sound effects on freesounds.org I believe!
Flashlight works fine, but flashlight material does not seem to be working even though I use the exact same material that you use. And the light function is correctly applied with a new material.
how*?can you explain it
please check in the material blueprint that you have the texture connected just to emissive and not to base color, just emissive
How to implement a flashlight that will move separately from the camera? I mean the flashlight moves on the screen before right up to the screen borders, and the camera turns only if the flashlight goes beyond the borders. I hope that I explained it correctly, this often happens in horror games and it seems to me that it is quite realistic and not as boring as a spotlight tied to the camera.
Probably needed to set some kinda border and delay to the flashlight so that it lags behind you cursor
Same as this but instead of adding camera rotation lag to the flashlight add it to the player camera hape that worked cus I didn't test it yet but lmk if it works
Edit: After some trial and error I found out how, First add the camera to a spring arm instead of mesh and add the camera as a child. Then, set the camera rotation lag to 3(works fine for me) and DO NOT FORGET TO UNCHECK pawn control rotation of camera and check the same on the spring arm and VOILA ez realistic flashlight.
hey how can i get it working with multiplayer
hey, i wonder if i can sorta activate the "flashlight" logic once i obtain it, lets say i put the flashlight on the table so the player can obtain it, and once it is obtained, the logic for the flashlight runs or something like that. i hope you get what i mean :) awesome tutorial by the way!
you probably have to create a flashlight bp, like a weapon, but instead of firing logic, you implement flashlight logic. You can find a lot of weapon tutorials on youtube
@@alphashow5046 thanks, i'll give it a try!
I did ıts perfect but ı cant see the texture how can ı fix it
please check in the material blueprint that you have the texture connected just to emissive and not to base color, just emissive