UE5 - World Interaction: Damage Physics (REPLICATED)
ฝัง
- เผยแพร่เมื่อ 10 ก.ย. 2024
- A deep journey exploring world interactions!
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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
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!
Thanks man! Appreciate all the Help you have given me in discord aswell as the future Knowledge from more videos!
Incredibly cool series of tutorials, can't wait for the second one. Thanks for your work🔥
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!🤩
Yes! I am so excited for this!
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?
Thanks for your work!!!
LOVE YOU
Thank You!!
What is meant with "[...] (REPLICATED)"?
Good Man
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 !!
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
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.
@@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
@@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.