i appriciate your videos like crazy the way u go into depth really teaches you rather then the average person just following along i can actually use alot of this info thx!!
@@WarforgeXP dude thanks for this will you cover multiple targets eventually? Also if we want it to move faster do we have to use verse or will time dilation work in sequencer? thanks again man!
@@WarforgeXP I don't have experience on coding but recording and editing I will have to agree with you on that. it took me so long as well when I made videos.
Dang i would have never thought of making my own colliders to get it to work wow. I think they did something similar to the ue5 valley of the ancient demo. Awesome stuff dude thank you! CODE NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! Would love an update for multiple players :)
Haha. For multiplayer players, you'll have to write code that loops through all the players and picks one (maybe based on closest distance). Or you could loop through and just attack the next player in the queue. Come in the Discord and I'll give you the code for it
Hey! buddy of @jsfilmz here (if i can call myself that by now :P ) so here is a tip in regard to the blend space or root motion issue. So you have a pretty solid understanding of sequencer. which is near identical to UE5 with some exceptions You can take a sequence of blended and rooted animations for a skeletal mesh, and bake out that ENTIRE sequence into a single Animation Asset track. that way, you can do more dynamic animation tracks in UEFN, it just takes a bit of work in UE5
When parenting your colliders (about 6 min in) if you turn off the animation off first it should snap to the right spot.. at least it did for me. great tutorials BTW, i've learned a lot. Unreal is a big step from Maya
Thank You for this and every other tutorial on Your chanel! Truly a life-savers, especially when there is not that much info about how to do certain stuff in UEFN documentation :/ Can't stress enough how valuable Your chanel is!
Great Video, Can You please make a video about objects generator? Like to generate specific structures in specific places (where you put your device) and also how to generate like a random mazes/dungeons and also how to generate random structures based on specific props?
This was great,. thx. This video is a year old. Is this still the best way to do boss fights in UEFN? I'm used to UE5 using blend spaces and montages and this is driving me nuts to make boss look smooth and dynamic.
This is such a helpful video! Just wondering though, are you going to do a tutorial on how to make a boss battle where the boss recognizes multiple players? I'm limited to making 1 player boss battles for now 😅
Are you able to do a class selection menu tutorial? I.e you can play as a warrior, or mage, or rogue? Each one that has its own attributes that you can use in the boss fight?
If you build your classes out in class selectors then just plop down the class selector UI the game builds it all out for you for the most part. Any custom items like remotes/buttons that trigger spells can have info added in the class descriptions. That's what i'm using for the time being at least. Hope it helps.
Great video! Question, it lets me create a Physics asset for my character when I upload it. I am not sure if it's because I created my own custom characters or why this is...?
this is awesome one question though is there a way to make him travel bound to a landscape? i.e. I have a landscape with valleys and peaks and in many methods I see the prop floats in the air a bit and in some cases travels through the landscape or in the air
Thank you so much for the video, I have a question how can I do to limit the boss to a leave some zone? I make a separate space to fight the boss but it start moving from the beginning and track players across the entire game, please help me with that
You have my sub mate. Thank you so much! If I can request, can you make a tutorial for a mage projectile next? maybe a character who uses a wand and shoots different types of projectiles in UEFN? If that's possible as I saw you make a mage with AOE skills already. That will be a big help Sir! Thank you!
Hi man, great tutorial, just what I was looking for. One question I have is about the replication of this setup, specifically the animation part. Say, if I have 5 or 20 Enemies, do I need to duplicate the sequencer and reassign the target skeletal mesh for each of the 20 instances? Is there a dynamic way of playing the needed animation asset on demand?
hey thanks for the video! Can you please make a video on how to make the UI appear and update for all player?? or explain how in the comments??? thanks!!!
I have a problem with monster collisions... he goes beyond walls and floors... the map is on 2 floors. Below is the gameplay. above is the pre-lobby.... he comes up in the pre-lobby lol...
It's great! my only worry going off your videos, I know it's and incredible amount of work but as i see you snap in. Blocks some text in the script. I actually like to follow and type it so i know what im doing rather than copy paste. I start doing that and when you alt tab back to your screen i notice changes in your script you have and then I have missing stuff. I see reference changes a bit from the original to what is posted in the description. I am only posting cause it also takes alot of time to mimic your doings for ourselves. Maybe make yourself smaller so I can see the text at least. Just a thought. Thanks for the hard work this is much better one so far than the other video. Since there is a bug and dealing with devices, have been difficult as verse code does not always build devices. They are lost. I tried several times. Somehow i managed a workaround. Nothing you have done but maybe 10 mo down the road they made some adjustments. Possible button preferences I dont know about but the track button is now a + sign for me.
how do you get this to trigger from an event and not from the game starting I'd like to start a boss fight at a certain point in my game if you can please help thank you
hey, I've followed your instructions, and everything was right until verse then I had absolutely no idea what I was doing and I tried but there was to many red lines. I don't know how you pasted all that out of no were its a bumper I couldn't finish it. 24.99$ down the Drain of a cool 3D model :(
id say the issue is the positions of the code in verse. when you copy and paste something it puts spaces before the text. youll need to backspace all the text to the correct position and to make sure the text is indented correctly, that will remove the red lines
Hey there, great tutorial. When I'm attaching the damage zone devices in the level sequencer, the zones become absolutely massive and there's no way to make them smaller. Do you know how to solve that problem? I can't make it smaller than 0,33 in scale, which is still absolutely massive compared to the boss.
adding onto @fortnite-420 's comment if you remove all the keyframes inbetween and only keep the start and end at the exact same size, then through out the animation the damage box stays the same scale through out.
I have red underbars on a lot of words in the code even though I have the right spelling, I did the exact same thing and it doesn't work...😕 plz help 🙏
is it possible to make an ai that can chase you and stop it when he dont see you for a certain amount of time and make him wallking around a in haunted housse when is not chasing you ?
Hi sir, for some reason the damage volume gets a lot bigger when attaching it to the right bone. I did the Preserve Current thing but still it gets almost three times bigger even though it stays at scale .33. Any idea how to fix this issue?
Thank you so much for your videos! They help me like crazy! But I would love it if you could go in depth on how to cause death animations after the Boss Health Bar reaches 0.
Not sure if you'll reply to this or remember the answer but how much ram did this use? If anyone else has a rough estimate of a boss like this and knows please answer :D
It would be great if epic would quit adding things and taking them away now you cant add a skeletal mesh in blueprints its locked again just like a few months ago i had to make a material in unreal then add it to the folder in order to use it thanks for the tutorials
@@WarforgeXP Definitely want to test this in the future but for right now with the server tick issue I'm going to try to keep things as simple as possible.
I buy a model from this sitte and have a lot of errors... LogValkyrieValidation: Error: Found disallowed object type /ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSettings, Referenced by:Content/Assets/OakTreeEnt/Animations/ANIM_Attack3HitCombo.uasset, Plugin mount point:/Iniciando. UEFNValidation: Error: Found disallowed object type /ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSettings, Referenced by:See below for asset list, Plugin mount point:/Iniciando. UEFNValidation: Error: /Iniciando/Assets/OakTreeEnt/Animations/ANIM_Attack3HitComb Maybe I am importing this model in the wrong way...can you explain the process to import a model from this site to UEFN?
I had this issue on an earlier tutorial, when I migrated an animation from UE5_V3 to UEFN_V5.4. The fix: 1) Export animations as fbx from UE5 to a folder 2) Import the animations from that folder (ensure tick box for, Import Animations, is checked) I know it sounds nuts, though it worked for me. Good Luck.
Make sure when you move the boss, that you keep the Z position the same at all times. Otherwise it will match the player and if the player jumps he will be higher
I'm making a Elden ring / Zelda game and this came in handy
❤
shut up
subbed Flames
Message here the code when it's done. I deadass want to play this.
Did you finish it ?
Haha. Well done. I actually started making "boss fights" as a map.
i appriciate your videos like crazy the way u go into depth really teaches you rather then the average person just following along i can actually use alot of this info thx!!
Glad you like them!
@@WarforgeXP i was confused on the part where u pulled out the “boss battle device” i couldnt find it anywhere
I always wonder why you stop uploading for a few days. But now I know its cuz u making some real bangers that take time. and they HIT
These take so long to code, record, and edit 😅
@@WarforgeXP dude thanks for this will you cover multiple targets eventually? Also if we want it to move faster do we have to use verse or will time dilation work in sequencer? thanks again man!
@@WarforgeXP I don't have experience on coding but recording and editing I will have to agree with you on that. it took me so long as well when I made videos.
Dang i would have never thought of making my own colliders to get it to work wow. I think they did something similar to the ue5 valley of the ancient demo. Awesome stuff dude thank you! CODE NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! Would love an update for multiple players :)
Haha. For multiplayer players, you'll have to write code that loops through all the players and picks one (maybe based on closest distance). Or you could loop through and just attack the next player in the queue. Come in the Discord and I'll give you the code for it
@@WarforgeXPill pay dude
@@Jsfilmz I also want that code ;)
@@WarforgeXP i need to please
Hey! buddy of @jsfilmz here (if i can call myself that by now :P )
so here is a tip in regard to the blend space or root motion issue.
So you have a pretty solid understanding of sequencer. which is near identical to UE5 with some exceptions
You can take a sequence of blended and rooted animations for a skeletal mesh, and bake out that ENTIRE sequence into a single Animation Asset track.
that way, you can do more dynamic animation tracks in UEFN, it just takes a bit of work in UE5
Oh that’s brilliant!
When parenting your colliders (about 6 min in) if you turn off the animation off first it should snap to the right spot.. at least it did for me. great tutorials BTW, i've learned a lot. Unreal is a big step from Maya
Thank You for this and every other tutorial on Your chanel! Truly a life-savers, especially when there is not that much info about how to do certain stuff in UEFN documentation :/ Can't stress enough how valuable Your chanel is!
Great Video,
Can You please make a video about objects generator? Like to generate specific structures in specific places (where you put your device) and also how to generate like a random mazes/dungeons and also how to generate random structures based on specific props?
That’s hard stuff, but I do have it on the list
@@WarforgeXP Okay Thanks
This was great,. thx. This video is a year old. Is this still the best way to do boss fights in UEFN? I'm used to UE5 using blend spaces and montages and this is driving me nuts to make boss look smooth and dynamic.
This is such a helpful video! Just wondering though, are you going to do a tutorial on how to make a boss battle where the boss recognizes multiple players? I'm limited to making 1 player boss battles for now 😅
Yep I feel that!
Another half assed tutorial by Mark
Are you able to do a class selection menu tutorial? I.e you can play as a warrior, or mage, or rogue? Each one that has its own attributes that you can use in the boss fight?
If you build your classes out in class selectors then just plop down the class selector UI the game builds it all out for you for the most part. Any custom items like remotes/buttons that trigger spells can have info added in the class descriptions.
That's what i'm using for the time being at least. Hope it helps.
Yes the class UI selector has this built in. But for Custom UI you can do some cool things
I could use this to make a juggernaut in the game I made. thanks a lot this is extremely helpful :D
Great video! Question, it lets me create a Physics asset for my character when I upload it. I am not sure if it's because I created my own custom characters or why this is...?
This is absolutely fantastic. Subscribed.
thank you so much bro, you help me a LOT !!!!!😀
U r a great content creator 🎉
🙏🙌
this is awesome one question though is there a way to make him travel bound to a landscape? i.e. I have a landscape with valleys and peaks and in many methods I see the prop floats in the air a bit and in some cases travels through the landscape or in the air
Oh yaaaas! Thank you!
Thank you so much for the video, I have a question how can I do to limit the boss to a leave some zone? I make a separate space to fight the boss but it start moving from the beginning and track players across the entire game, please help me with that
The hype cannot be contained
🙌
You have my sub mate. Thank you so much! If I can request, can you make a tutorial for a mage projectile next? maybe a character who uses a wand and shoots different types of projectiles in UEFN? If that's possible as I saw you make a mage with AOE skills already. That will be a big help Sir! Thank you!
I’m working on this in my own code. Requires coding a raycaster. This won’t be a super simple solution to teach in a tutorial.
Hi, I downloaded the same URSACETUS as you but there was no Animation Sequence. If you know why, please let me know.
Hi man, great tutorial, just what I was looking for. One question I have is about the replication of this setup, specifically the animation part. Say, if I have 5 or 20 Enemies, do I need to duplicate the sequencer and reassign the target skeletal mesh for each of the 20 instances? Is there a dynamic way of playing the needed animation asset on demand?
How can you make the boss activate when you enter a certain area? I cant do it with mutator zones because they dont seem to support
Hey I really need to know how you got these animations
Amazing!
Tip: if you dont have an animation (like the idle he had) in there when setting the boxes up it doesnt glitch around when using the transform gizmo
hey thanks for the video! Can you please make a video on how to make the UI appear and update for all player?? or explain how in the comments??? thanks!!!
great stuff, you da boss! 😉
🙌
Super cool !
Let’s go!
Excellent video but it only follows the first player, how could you make it only follow the players who are within a mutator zone?
Do you know if it's possible to make a boss only vulnerable to one specific weapon? And if yes, how do you do that?
need a tutorial on how to get the idle animation
I have a problem with monster collisions...
he goes beyond walls and floors...
the map is on 2 floors.
Below is the gameplay. above is the pre-lobby.... he comes up in the pre-lobby lol...
every time I attach the hitbox to the parent socket, it turns invisible and I cannot resize it, what do I do
It's great! my only worry going off your videos, I know it's and incredible amount of work but as i see you snap in. Blocks some text in the script. I actually like to follow and type it so i know what im doing rather than copy paste. I start doing that and when you alt tab back to your screen i notice changes in your script you have and then I have missing stuff. I see reference changes a bit from the original to what is posted in the description. I am only posting cause it also takes alot of time to mimic your doings for ourselves. Maybe make yourself smaller so I can see the text at least. Just a thought. Thanks for the hard work this is much better one so far than the other video. Since there is a bug and dealing with devices, have been difficult as verse code does not always build devices. They are lost. I tried several times. Somehow i managed a workaround. Nothing you have done but maybe 10 mo down the road they made some adjustments. Possible button preferences I dont know about but the track button is now a + sign for me.
can you use ingame characters to do that ?
When it comes to the coding part would it be possible to delete whats there and paste an entire script with every thing included? Would it work
how do you get this to trigger from an event and not from the game starting I'd like to start a boss fight at a certain point in my game if you can please help thank you
hey, I've followed your instructions, and everything was right until verse then I had absolutely no idea what I was doing and I tried but there was to many red lines. I don't know how you pasted all that out of no were its a bumper I couldn't finish it. 24.99$ down the Drain of a cool 3D model :(
if you watch his intro videos to verse than youll understand, the waste wasnt on the $25 model as that wasnt the issue
id say the issue is the positions of the code in verse. when you copy and paste something it puts spaces before the text. youll need to backspace all the text to the correct position and to make sure the text is indented correctly, that will remove the red lines
Hey there, great tutorial. When I'm attaching the damage zone devices in the level sequencer, the zones become absolutely massive and there's no way to make them smaller. Do you know how to solve that problem? I can't make it smaller than 0,33 in scale, which is still absolutely massive compared to the boss.
Hey, also had same issue, You can change the scale within the transform drop down menu inside the sequencer. I had to use a .003 scale.
adding onto @fortnite-420 's comment if you remove all the keyframes inbetween and only keep the start and end at the exact same size, then through out the animation the damage box stays the same scale through out.
Not working Boss teleporting to spawn point in the map start. animations are reseting even i followed every step.
thanks fam
I have red underbars on a lot of words in the code even though I have the right spelling, I did the exact same thing and it doesn't work...😕 plz help 🙏
is there any way for me to modify the health of a prop that i spawned with spawnprop?
how did you put the arena (marketplace asset) into uefn ?
it is possible to limit the tracking area it is annoying that it will chase you to spam
Goooooooo
is it possible to make an ai that can chase you and stop it when he dont see you for a certain amount of time and make him wallking around a in haunted housse when is not chasing you ?
be dope i was thinkin same
Yes it’s possible. Requires code. Also probable needs a perception device or a lot of custom code to detect walls in front of enemy sight
How to make the boss walk and adapt to inclined terrain and on the ground?
Hey, I wonder how to prevent this boss from walking in air when he receives player transform while player is jumping. Please help me master 😅
me to
Hi sir, for some reason the damage volume gets a lot bigger when attaching it to the right bone. I did the Preserve Current thing but still it gets almost three times bigger even though it stays at scale .33. Any idea how to fix this issue?
did you find a fix?
@@Maxpax951 no bro
it won’t let me add a parent socket
is any of this like this simplein the normal Unreal Engine?
Thank you so much for your videos! They help me like crazy! But I would love it if you could go in depth on how to cause death animations after the Boss Health Bar reaches 0.
Not sure if you'll reply to this or remember the answer but how much ram did this use? If anyone else has a rough estimate of a boss like this and knows please answer :D
Late but. You could decimate the polys and bake the textures
Can’t you make the walk speed faster?
Does this work per player or no? I noticed you have a function ShowUIToAllPlayers that is blank
Ok so it doesnt but you can just make an array of health_bar
It would be great if epic would quit adding things and taking them away now you cant add a skeletal mesh in blueprints its locked again just like a few months ago i had to make a material in unreal then add it to the folder in order to use it thanks for the tutorials
figured it out thanks
ONE tip cut the mesh and add it not boxes if u want to have perfect hit box
Yeah. Chop it up in blender or something
@@WarforgeXP yep fam soon we will not need verse empress its cracking uefn so we can use c++ and blueprints
@@WarforgeXP Definitely want to test this in the future but for right now with the server tick issue I'm going to try to keep things as simple as possible.
Lets gooo
I buy a model from this sitte and have a lot of errors...
LogValkyrieValidation: Error: Found disallowed object type /ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSettings, Referenced by:Content/Assets/OakTreeEnt/Animations/ANIM_Attack3HitCombo.uasset, Plugin mount point:/Iniciando.
UEFNValidation: Error: Found disallowed object type /ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSettings, Referenced by:See below for asset list, Plugin mount point:/Iniciando.
UEFNValidation: Error: /Iniciando/Assets/OakTreeEnt/Animations/ANIM_Attack3HitComb
Maybe I am importing this model in the wrong way...can you explain the process to import a model from this site to UEFN?
I had this issue on an earlier tutorial, when I migrated an animation from UE5_V3 to UEFN_V5.4.
The fix:
1) Export animations as fbx from UE5 to a folder
2) Import the animations from that folder (ensure tick box for, Import Animations, is checked)
I know it sounds nuts, though it worked for me. Good Luck.
someone pls tell me how can we make him attack multiple players!
Anyone know that map code to that boss?
hey, for me when he attacks he goes higher and higher untill hes floating across the air, do you know how to fix this??
Make sure when you move the boss, that you keep the Z position the same at all times. Otherwise it will match the player and if the player jumps he will be higher
@@WarforgeXP Thank you!!!😁
can you make a tutorial on how to change character like the Among Us
Yes. That will be soon
Whats the map code?
Please give me the code i need it to make the map its a pain!!!!!
What’s the map code
How would you be able to make it stay in one area?
They have taken out Track to Animation
W
Code pls I wanna try that map
how do we fix the boss walking in the air lol thats the main issue
Have you figured this out?
@@drpeppertaco nope I just moved on using the animation with damage volumes the that’s really use full
@@StrongzGamez wait so he still just floats and turns side ways in the air for you?
I figured it out I think, you have to change the height of your character.
@@drpeppertaco nah like I use it for meshes to do damage no boss but like custom obstacles
code?
how to show this boss hud to all players ?
Watch the live stream I did on characters
First
Really wish you did not have to buy these bosses
there are free ones on sketchfab
Let