UE5 - World Interaction: Damage Physics (REPLICATED)

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  • เผยแพร่เมื่อ 10 ก.ย. 2024
  • A deep journey exploring world interactions!
    Thank you for watching! Please subscribe for more!
    Download Project:
    / ue5nativecoder
    Weapon Files:
    drive.google.c...
    How to print inventory items:
    iili.io/JK4mnN...
    Locomotion available on the Marketplace:
    www.unrealengi...
    Tutorial Playlist:
    • Unreal Engine 5 - Loco...
    Discord Channel:
    / discord
    Tags:
    Create pickups, inventory system, weapons, pickup, grab, attach, use, interact, communicate, communication, overlap, events, tables, structures, data, unreal engine, ue5, lyra, game, easy, tutorial, simple, steps, how to make, physics, movable object, damage, hit, bullet hit

ความคิดเห็น • 16

  • @SKIROW
    @SKIROW 7 หลายเดือนก่อน

    I just finished to watch the whole series. I really love how you teach and the quality of your contents. Looking forward for your next video! Thank you for sharing!

  • @NaturaIIy
    @NaturaIIy 10 หลายเดือนก่อน

    Thanks man! Appreciate all the Help you have given me in discord aswell as the future Knowledge from more videos!

  • @fod_ua
    @fod_ua 10 หลายเดือนก่อน

    Incredibly cool series of tutorials, can't wait for the second one. Thanks for your work🔥

  • @ajplay5916
    @ajplay5916 7 หลายเดือนก่อน

    Greate video lessons man! You are the master of UE. You need to continue this lesson ,for more complicated weapon system ,world interaction and more more ! Like!🤩

  • @aguajang4329
    @aguajang4329 10 หลายเดือนก่อน

    Yes! I am so excited for this!

  • @ClassifiedKada
    @ClassifiedKada 9 หลายเดือนก่อน

    Dude you do not understand how amazing you actually are to the community. I been working on a game for awhile, going through countless TH-cam videos to find a decent one, however, your videos are top tier from beginning to end, every single one. Keep up the good work man. Do you have a discord server by any chance?

  • @tayrot6768
    @tayrot6768 9 หลายเดือนก่อน

    Thanks for your work!!!

  • @Strixluca
    @Strixluca 8 หลายเดือนก่อน

    LOVE YOU

  • @JulioDevUnreal
    @JulioDevUnreal 9 หลายเดือนก่อน

    Thank You!!

  • @Sioox
    @Sioox 8 หลายเดือนก่อน

    What is meant with "[...] (REPLICATED)"?

  • @RemanSaman
    @RemanSaman 10 หลายเดือนก่อน

    Good Man

  • @Yu-ld8hg
    @Yu-ld8hg 9 หลายเดือนก่อน

    Hi, i wanted to know if later you , will include some bullet speed (Travel Time) and some effect on it for the multiplayer like all Big TPS to know where the bullet come from (little white line )
    Thanks for you vidéo help a lot ans i learn a lot !!

  • @MaxStudioCG2023
    @MaxStudioCG2023 9 หลายเดือนก่อน

    hey man ...can you do a weapon to back socket when you pick it up and from socket to hand again ,also a drop weapon will be nice

    • @nativecoder
      @nativecoder  9 หลายเดือนก่อน +1

      I will se what I can do, the sockets Im not sure if I can do a single video on that. But the weapon drop sure.

    • @MaxStudioCG2023
      @MaxStudioCG2023 9 หลายเดือนก่อน

      @@nativecoder no problem if is longer we still watch it haha , because right now we stuck with a weapon in hand ...(for me i would make it miself but your system is diffrent from what i learned ,never done it this way with structures ,so now i cant tweek it with the way i know haha (was more symplier with making a base wep then each other weapon do a child and just attach/ detach components with a anim notify ) ....now i find this way with structures interesting way so i want to see how it goes :d

    • @nativecoder
      @nativecoder  9 หลายเดือนก่อน

      @@MaxStudioCG2023 I see, the objective of this weapon system is to be data-driven, in a sense that everything is centralized in a table, so that the pickups, UI and weapon blueprints will all feed from that table, this way we can just change the table contents and you can change your entire game. Both approaches are valid depending on the game you want to make, but my preference Is to have everything clean. This way I dont have multiple blueprints that occupy unecessary disk space. The weapon bp knows that it will receive certain properties and thats all it needs, then it will adapt itself based on those.