Nice quick tutorial Matt, very cool. Glad to see you enjoying your holiday, live it up. This is useful for so many things, you can really customize it to your liking with any object, or bone. Thanks Matt, just keep doing what you're doing my dude, you're Awesome.
Here's an idea for next tutorial: switching between multiple weapons equip on your character! This is something I've been stuck on as of late. Would greatly appreciate it 🙏!
I'm very new to unreal. But if you can make a pickup system. Example (picking up an AK/47) then when you pick it up. It'll spawn/summon on your back from a socket. Then it'll disappear when you drop it from your inventory or when you swap weapons. And play an animation when you want to grab your ak, and when it plays, add a notifier when you want the AK/47 to be picked up from your back, and when the notifier activates. It'll then attach the said weapon to your hand socket? Idk. Just an idea. Might help or something
Question on this: If I want to attach a gun to a hand bone, is there any way to attach it to anything other than the "root" bone of the gun. In other words, could I attach the barrel socket of the gun to the hand/socket? I have a need to add a socket to the weapon that I can move around on the gun, such that that becomes the attach point in the hand. Thanks for the great vids!
Hey there, i'm having a weird problem my weapon actor is spawning and it copies the movement but it stays on the same world location regarding the fact that i attached it to a socket. My previous setup was working fine with just the mesh but i need to use the actual actor so i can have a reference of it. Any ideea what might be wrong?
Can you add subtitles for saying explaining the features and roles of something of UE4 ; And subtitles for sayings about the idea of creating game features. Determining where the sentences begin and end will make it easier for me to translate. Please !!!
I want to add the scabbard (skeletal mesh) from my WeaponBP to the hipsocket of my maincharacterBP , so when I use attach component to component with scabbard as target and player mesh as parent, the scabbard always goes to the root instead of the player mesh socket I want it to go to, how does one solve this? Thanks Matt.
I got everything working until I attached the hat to the head socket. It attached correctly but now the character can't move unless I spam jump. Do I need to turn off collision on the hat somehow?
now ive yet to see someone show this JUST for npc character types ergo character models you have some animations for and want to place a for example coffee cup into there hand with animation you have for drinking
how would i go about doing this for like say an attack animation where the player pulls out a weapon and either swings it in a swiping motion or fires it and have it so that the weapon stays attached to the characters hand socket for a bit while still enabling him to move around with it in hand before it de-spawns?
I have an issue where the actor im trying to spawn has physics. If I turn off the physics, it attaches just fine, but if I enable the physics, it spawns at 0 0 0 and ignores the attach actor to component.
How can I call a vehicle to a selected location like in Cyberpunk when you press a key and the vehicle have an animation to your location or like in Batman Arkham Knight with the batmobile that activates on a marker you set at any location?
I have a problem: I did Action bar with grid of slots inside, using one slot for all 9 actionBar slots, in that slot I'm using funcion which attaches/destroys actor. Problem is that boolean variable sets only in each separate slot, how to make one boolean variable, that all slots will see it?
After following your guide, whenever I attach my actor to my character socket my player controls are screwed up. He starts running/facing in the wrong direction. Any ideas as to why? EDIT: Found a fix sort of. I was using a Static Mesh, as you did in the demo, but when I switched to a Skeletal Mesh, as you used in "How to Attach a Weapon" demo, it worked fine. Not sure why the Static Mesh didnt work as shown.
I had the same issue, what fixed it when you getting a socket transform node, make sure the target is a skinned mesh component not the root, then it snaps!
how could i contact you i have a huge problem well huge for me any way and i really need help and this is not connected to this vid tutorial please really stuck
I was looking for that for weeks.. finally simple and short, straight to target! you are the legend!
Nice quick tutorial Matt, very cool.
Glad to see you enjoying your holiday, live it up. This is useful for so many things, you can really customize it to your liking with any object, or bone.
Thanks Matt, just keep doing what you're doing my dude, you're Awesome.
THANK YOU.
wow, I had been trying all day to make an anti projectile shield in my paper2d player, without success until I saw your tutorial, thank you very much,
Here's an idea for next tutorial: switching between multiple weapons equip on your character! This is something I've been stuck on as of late. Would greatly appreciate it 🙏!
I'm very new to unreal. But if you can make a pickup system. Example (picking up an AK/47) then when you pick it up. It'll spawn/summon on your back from a socket. Then it'll disappear when you drop it from your inventory or when you swap weapons. And play an animation when you want to grab your ak, and when it plays, add a notifier when you want the AK/47 to be picked up from your back, and when the notifier activates. It'll then attach the said weapon to your hand socket? Idk. Just an idea. Might help or something
Thank you for showing us "how you done it"! Your signature quote! I watch the vids just for you saying that.
This is great! But Please do a video on equip and Unequip items from a inventory? Or even how to make a player inventory!
Top! Works like a charm. Tnx!
Very useful, thank you
thanks for the nice tutorial was a big help, just one question, how do I detach it again?
This helped me sooooooooo much I appreciate it
Excellent. Thanks.
Question on this: If I want to attach a gun to a hand bone, is there any way to attach it to anything other than the "root" bone of the gun. In other words, could I attach the barrel socket of the gun to the hand/socket? I have a need to add a socket to the weapon that I can move around on the gun, such that that becomes the attach point in the hand. Thanks for the great vids!
Thank you!
Can you please make a tutorial on how create a character spawn animation? Love your videos!
Awesome work
Hey there, i'm having a weird problem my weapon actor is spawning and it copies the movement but it stays on the same world location regarding the fact that i attached it to a socket. My previous setup was working fine with just the mesh but i need to use the actual actor so i can have a reference of it. Any ideea what might be wrong?
same problem did you found out already?
Great
Can you add subtitles for saying explaining the features and roles of something of UE4 ; And subtitles for sayings about the idea of creating game features. Determining where the sentences begin and end will make it easier for me to translate. Please !!!
I want to add the scabbard (skeletal mesh) from my WeaponBP to the hipsocket of my maincharacterBP , so when I use attach component to component with scabbard as target and player mesh as parent, the scabbard always goes to the root instead of the player mesh socket I want it to go to, how does one solve this? Thanks Matt.
I got everything working until I attached the hat to the head socket. It attached correctly but now the character can't move unless I spam jump. Do I need to turn off collision on the hat somehow?
now ive yet to see someone show this JUST for npc character types ergo character models you have some animations for and want to place a for example coffee cup into there hand with animation you have for drinking
how would i go about doing this for like say an attack animation where the player pulls out a weapon and either swings it in a swiping motion or fires it and have it so that the weapon stays attached to the characters hand socket for a bit while still enabling him to move around with it in hand before it de-spawns?
I have an issue where the actor im trying to spawn has physics. If I turn off the physics, it attaches just fine, but if I enable the physics, it spawns at 0 0 0 and ignores the attach actor to component.
How can I call a vehicle to a selected location like in Cyberpunk when you press a key and the vehicle have an animation to your location or like in Batman Arkham Knight with the batmobile that activates on a marker you set at any location?
How would you go about removing it afterwards? I tried destroy actor, it didn't work :(
very cool but Can you make the main menu in a split screen
Can you make a video on how to make a regular gun like a ak-47 wtih recoil and ads please
I have a problem: I did Action bar with grid of slots inside, using one slot for all 9 actionBar slots, in that slot I'm using funcion which attaches/destroys actor. Problem is that boolean variable sets only in each separate slot, how to make one boolean variable, that all slots will see it?
After following your guide, whenever I attach my actor to my character socket my player controls are screwed up. He starts running/facing in the wrong direction. Any ideas as to why?
EDIT: Found a fix sort of. I was using a Static Mesh, as you did in the demo, but when I switched to a Skeletal Mesh, as you used in "How to Attach a Weapon" demo, it worked fine. Not sure why the Static Mesh didnt work as shown.
Thank you bro, how can we limit the amount of objects to spawn when 1 is pressed?
if x >= y dont spawn
idk why but ball which i trry to attach to hand just becoems 10x smaller and falls down
HI
Where can I find a set of first-person shooter animations free ??
I have an error "Attach to "mycharater" is not static "'My object" cannot attach
How do you remove it if you press the button again
How was your holidays, man? You okay?
it's don't take my socket location, the sword is attach at the same position for any bone
I had the same issue, what fixed it when you getting a socket transform node, make sure the target is a skinned mesh component not the root, then it snaps!
how could i contact you i have a huge problem well huge for me any way and i really need help and this is not connected to this vid tutorial please really stuck
I would try his discord
@@UnderfundedScientist thanks
@@chris-xi7uo no worries
Replicate?
How do you detach it