Advanced locomotion System [Tutorial]- Aim Down Sights Using ALS Camera Manager

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  • เผยแพร่เมื่อ 12 ม.ค. 2025

ความคิดเห็น • 57

  • @ImmortalEntertainmentStudios
    @ImmortalEntertainmentStudios  2 ปีที่แล้ว +6

    ***A COUPLE FIXES****
    FIX 1: In the overridden fp function, make sure to add another return node and pin it to “is not valid” the ADS vector needs to be set to 0 in the new return node and the return value vector will be the location of the FP_Camera socket. 1:52
    FIX 2: In the cameras animation graph, make sure to add the “ADS” in the modified curve pinned to default as well. Set the “ADS” value to 0. 4:44
    ****WORKAROUND****
    At 2:37 , before the “is valid” you can check to see if you have a weapon equipped. So you can get the ALS overlay state and if it equals a firearm then the ads condition is true. If it’s false, then our return node will have the ADS vector set to 0 and the return value vector set the “FP_Camera” socket.

  • @etchasketch222
    @etchasketch222 ปีที่แล้ว +2

    This tutorial trumped any other, and in record time! Thanks a bunch!

  • @kylecaffyn-parsons8163
    @kylecaffyn-parsons8163 3 หลายเดือนก่อน

    A lot of people posting about their camera's being sent to the root and being unable to fix it after taking all the advice; chances are that's not the problem.
    Try manually setting the FOV of FP (to something like 50) and TP (around 90) in BaseCharacter BP's function for BPI Get Camera Parameters. Don't know why, but that's what fixed it for me.

  • @cloudreacherinc.3168
    @cloudreacherinc.3168 11 หลายเดือนก่อน

    Nice toturial , it worked . tryed it first with metahuman integration but couldn't get it to work because why ever the gun position spawns different with Metahuman ALS v4 than in just ALS v4

  • @chahpo
    @chahpo 3 หลายเดือนก่อน

    Ever figure out how to stop the character from coming into frame? Also from the camera going through the eye balls when going to tp-fp?

  • @JaimeArlandisoficial
    @JaimeArlandisoficial ปีที่แล้ว +1

    Para solucionar que el ADS esté en el root de un arma que no es la del proyecto base?

  • @Kauyo
    @Kauyo 10 วันที่ผ่านมา

    I have deleted the main camera that come with the prj and i use a new first person camera , I done all ur step but it dont work so do i need to change ?

  • @Dawgwithagun
    @Dawgwithagun 7 หลายเดือนก่อน

    I have every step of the tutorial done yet my ads socket will not work, the weights are correct aswell, it seems a lotta people had the issue of ads camera casting to the root, what causes this. how do we fix it

  • @szeregowy_wociak
    @szeregowy_wociak ปีที่แล้ว

    How to change the ADS value so that when you press the right mouse button it is 1 and when you release it it is 0?

  • @studiotouge
    @studiotouge 2 ปีที่แล้ว +2

    Great video man. For some reason though my camera seems to snap to the root bone of the rifle rather than the ADS socket. Followed through again to make sure I didn't miss anything and got the same result. Also checked socket location on M4. Any ideas what I'm doing wrong?

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว +1

      Hmm, that is odd. Sorry for your issue! If you have the sockets called correctly, the only thing I can think of is that you might not have the proper modify curve in your cameras animgraph.

    • @studiotouge
      @studiotouge 2 ปีที่แล้ว

      ​@@ImmortalEntertainmentStudios Definetly no need to apologise man, it will be an issue on my side for sure. Ye now you mention it, mine isn't a fresh ALS project so I have changed rifle states and curves during the firing process.

    • @alexkey8718
      @alexkey8718 ปีที่แล้ว

      hi) same problem. how u fix that?)

    • @studiotouge
      @studiotouge ปีที่แล้ว +1

      @@alexkey8718 haven't found a solution yet I've just been focusing on a basic weapon component. If I figure it out I'll be sure to come back with an update

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  ปีที่แล้ว +1

      @@alexkey8718 in the camera manager, are you setting your curve to weight_ADS?

  • @hirumaldewinda952
    @hirumaldewinda952 3 หลายเดือนก่อน

    bro its only work in this weapon mesh . how to add this to another weapon mesh plzz help😓😓😓😓😓😓

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  3 หลายเดือนก่อน

      If you add another mesh, you need to make sure you place your aiming socket in it as well.

  • @jordan7774
    @jordan7774 2 ปีที่แล้ว +1

    could i make it so holding RMB aims as normal in first person and then enters ADS when you click MMB

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว

      Yes, all you’ll have to do is make sure you are calling the weight_ADS curve with the ADS vector

    • @jordan7774
      @jordan7774 2 ปีที่แล้ว

      @@ImmortalEntertainmentStudios thank you!

    • @jordan7774
      @jordan7774 2 ปีที่แล้ว

      ​@@ImmortalEntertainmentStudios not having much luck getting it working so far, I'm trying to make it so the first person aim works as normal (RMB raises weapon) but if you click in MMB while aiming in first person it smoothly transitions to ADS view. if you'd ever consider doing a tutorial for this it'd be greatly appreciated, there's not one tutorial on youtube I can find for true first person RMB Aim + MMB ADS in ALS.

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว

      @@jordan7774 I would simply make a bool with a branch and place it before the is valid node I placed. You’ll want the ADS vector to be true. If the bool is false you’ll have to connect the original als FP_Camera socket with a second return node.

  • @epicdudepersonman99
    @epicdudepersonman99 ปีที่แล้ว

    Is there any way to make it toggleable, so for example when you press Y it toggles the aiming from ads to normal?

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  ปีที่แล้ว

      You’ll just need to create that functionality for it, so it’s definitely doable.

    • @epicdudepersonman99
      @epicdudepersonman99 ปีที่แล้ว

      @@ImmortalEntertainmentStudios Can you make a tutorial?

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  ปีที่แล้ว

      @@epicdudepersonman99 its super easy to do, if you aim just make a Boolean that activates the ads instead of automatically triggering it. In the overwritten fp camera function, have a Boolean and if it’s true it should go into ADS. Your “Y” input should be the input where you set the Boolean.

  • @aryashah3136
    @aryashah3136 ปีที่แล้ว

    Hey How Can i Do It If I Have Disabled ALS Camera System And Using Unreal Engine Default Camera System

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  ปีที่แล้ว

      The best way in my opinion, is to change the cameras location to a socket on a weapon mesh. I believe you can do it with the “set relative location” function. There’s also a function that sets the rotation as well. You’ll need to interpolate through your base camera position to the new position on the weapon mesh. (This is just something I’m thinking from the top of my head, so not sure how well it would work!)

  • @epicdudepersonman99
    @epicdudepersonman99 ปีที่แล้ว

    Thank you so much!!!

  • @sninja1967
    @sninja1967 10 หลายเดือนก่อน

    When aiming the camera goes to the ground instead of the ads position any idea why?

    • @Codigo0x
      @Codigo0x 4 หลายเดือนก่อน

      did u find any solution?

  • @duckybright83
    @duckybright83 2 ปีที่แล้ว +1

    ily dude

  • @gamekingstudios
    @gamekingstudios 2 ปีที่แล้ว

    This project is using motion-fps? i purchased it also but hard to figure out. Hard to find projects using it and not many tutorials for beginners

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว +1

      No it’s not. The als camera system is a bit of its own thing, but I wouldn’t doubt that it can be merged with motion-fps.

  • @flyingroads3498
    @flyingroads3498 2 ปีที่แล้ว +1

    Mmmm if i go to fpcamera it goes straigth to the root. After i equip the rifle it works fine

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว

      In the fp camera target function, duplicate the return node, if the skeletal mesh isn’t valid get the location of the fp socket in both vectors of the duplicated return node.

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว

      Completely forgot about it in the video! My apologies!

    • @flyingroads3498
      @flyingroads3498 2 ปีที่แล้ว

      @@ImmortalEntertainmentStudios I must be doing something wrong it goes straigth to the root... The thing is that if you are unarmed and change to the first person it goes to root. After you equip it works ok. But not at the very beginig.

    • @flyingroads3498
      @flyingroads3498 2 ปีที่แล้ว

      I did what you told me. Still not working

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว

      @@flyingroads3498 hmm, did you check if the curves are modified correctly?

  • @loewesspielstudio
    @loewesspielstudio 2 ปีที่แล้ว +1

    does it work for TPS?

    • @ImmortalEntertainmentStudios
      @ImmortalEntertainmentStudios  2 ปีที่แล้ว

      Initially yes, but you will need to modify the camera to go into the ADS through third person rather than first.

    • @loewesspielstudio
      @loewesspielstudio 2 ปีที่แล้ว

      @@ImmortalEntertainmentStudios Is it possible to combine? Can you create such tutorial?

  • @emiribrahimoglu7626
    @emiribrahimoglu7626 ปีที่แล้ว +1

    I've fixed the problem where camera snapping to root when no weapon is equipped for the first time. First let me explain why that happens.
    When you begin play, skeletalmesh is in a valid state. But since its location isn't changed yet, it is at the root. When you put "is valid" node for skeletalmesh itself, it continues from the "is valid" path.
    But if you check the default values of skeletalmesh, you will see skeletal mesh asset isn't valid. You add the "is valid" node for the skeletal mesh asset under the "skeletalmesh"
    Now you'll face another problem, when you unequip a weapon you will see that it still snaps to ADS socket. That's because skeletal mesh asset doesn't get removed, visibility of skeletalmesh itself gets disabled.
    To fix this, right after "is valid" path of "is valid" node for skeletal mesh asset, check the visibility of the "skeletalmesh" component itself with a branch, if it is true, use the correct ads location if false use the second return node which has ADS location assigned as FP_Camera socket location.
    Have fun making games!

    • @krisomen5637
      @krisomen5637 ปีที่แล้ว +1

      I have the same issue and no matter what I try the issue is not fixed. I tried my best to follow what you have said, but it just doesn't make any sense. Please provide more details on what to do! When I do as you say the camera goes straight to the ground :( This is so anyoing. Please just tell me what to do, to fix this issue.

    • @WendellOttoni
      @WendellOttoni 8 หลายเดือนก่อน

      Eu fiz diferente, não sei se é a melhor maneira, mas funcionou no meu caso, em vez de usar "É válido?", eu simplesmente usei um ramo para verificar o estado de sobreposição do personagem, já que não faz sentido atualizar a câmera se você não tiver nenhuma das armas em sua mão. By the way, ótimo tutorial.

  • @TGDevilDog
    @TGDevilDog 2 ปีที่แล้ว

    MINT!

  • @v.e.r.t.i.i.s
    @v.e.r.t.i.i.s 9 วันที่ผ่านมา

    and how to turn it on with a button because I want to have fp and turn on ads with a button