I know it's early stages but I already am starting to feel more confident in my game dev journey. Shit's complicated but it's pretty rewarding and fun, can't wait for more videos! (Plus I love that these are going for the resident evil 7-8 kinda movement)
Loving these tutorials, its early stages but really feeling like I am getting the hang of the basics thanks to these videos. Keep up the great videos! :)
Thanks for the class, I've been following you for a day and I'm impressed with your classes, movement, realistic doors, simply absurd, please continue, could you add a weapon system like Resident Evil 7? thanks
Can you make a tutorial of how does the "exit 8" game work I really want to make a game like that. (for example how did the number works and those random corridor collusion ) . And i would like to say thank for all those videos... Please don't stop making videos most people loose their hope . Good luck:)
Hi! Thanks for the tutorials, everything works pretty well and is explained well. I think the default camera movement is a bit lacking in smoothness, it would be great to see how the character control feel can be improved in the future.
@@thesadlax727 Yes, the smoothness of the camera when walking, turning the camera, now the controller feels cheap and the character is not very pleasant to control.
I love your tutorials and am practicing hard. I just have one question. After reading several times that Event Tick is very performance-intensive, you can also set the client shake camera behind Movement Input (Walk), for example. Event Begin Play (Idle) and behind the Sprint Input (Sprint). It has the same effect for me and I don't have to use EventTick. Am I missing something important? :D Thanks :)
Dude pls help. I did exactly what you did but when u walk my head bobs much more than yours. I tried to change all pich, yaw and roll stats but it didnt change anything. I even set all of them to 0 but still nothing.
I don't know if you fixed it, but I had the same problem. For me, I forgot to check the Single Instance on the bottom. The walking head bob became much smoother like in the video.
Hmm, I can’t help 100% without actually seeing your blueprint but I would suggest rewatching the video and ensuring that you’re setting up the correct code in the correct blueprints that are used. Hopefully this helps! If it doesn’t, you can be more specific and I can try to help as best as possible
I did everything correctly but it's saying that the get player controller needs a connection. I don't know if it is just an update or something like that
hey man! i was wondering if u could make a tutorial on how we can get that vhs tape effect that Resident Evil 7 has in those tape sequences! love your vids, keep it up!
Thank you so much! I do plan on making a video abt that in the future :) the vhs system is really cool in that game so I will make a tutorial soon abt how I would remake it! Keep on the look out good sir
@@codethings thanks! I'll keep an eye out for ur next upload :) also if u don't mind ofc, I'd also love a tutorial on the new motion matching stuff from UE 5.4..
Thank you! This is really helpfull! Can you make tutorial about camera shake on landing from high jump or object? I think this effect will really helpfull to first person character game
hey great tutorial btw! i am stuck i need help i am making multiplayer game, i did everything like in the video it works fine but the problem is, if 1 character sprinting the other character also shakes even though its not moving, i'd appreciate some help.
Hm it sounds like you may have made condition for the if statement to fire off the walking headbob wrong. Make sure that you are setting it corresponding to your own sprint speed and so on :) if you are still confused you can join the discord community and I can try to help by looking at your blueprint! Have a good one :)
It could be that you’re using a newer version of unreal engine? I know for certain it should appear in ue5.1/5.2 and I think 5.3. It should automatically appear under those versions for you!
hey back again. when i test the headbob in listen server. when a client walks or sprints. it shows the same to all of them. how to make so it becomes replicated?
Hello, I successfully made the headbob effect. However, when I record gameplay with the Take Recorder, and export it, there is no bobbing effect anymore. Basically, After I export the recording, it looks like the bobbing effect was never applied, there is no movement. Do you know how I can fix it? Thanks.
Hmm, I’ve never personally used the take recorder within unreal engine, I usually record gameplay externally using obs. Because of this I’m not 100% sure but I’m assuming it’s something to do with the take recorder system not incorporating camera effects? I would test it by applying some other effects to the camera and seeing if that shows up in the take recorder exported video! Hopefully that helps!
@@codethings I think it has something to do with framerates. When i record in 24fps, there is no headbobbing, but when i record in 60fps, there is minimal running animation and the idle animation is super fast. I though maybe it could be fixed by adding a node or two to the blueprint, but probably not haha. Thanks for suggesting obs, great idea.
There are multiple ways but one that I can think of off the top of my head is making another camera shake and making it have 0 rotation in all directions. This will make it so there’s no camera headbob. Hope that’s what you meant and that that’ll help :)
That’s because the oscillation for the idle camera shake could be higher than you would want, u can change that by adjusting the yaw, roll and pitch to your liking!
Why does my get player controller be target(self)? But not yours? Great video, but I cannot complete it because I got an error message said on "get player controller" node. It says the bp is not playterstate, so target must have a connection.
As a blueprint option? Hmm, I would suggest to make sure you’re 100% using the latest updates of unreal engine. I’m not sure when legacy camera shake was added but maybe it wasn’t there at whatever version you’re using
@@codethings if you check under any animations blueprint for the headbob, like idle, walk and sprint, you'll see that there is a box that says anim sequence, where you can add your own chinecamera sequence, so i added a sprint camera sequence from an asset that looked much more realistic but in the end it doesn't play that animation but just the oscillation settings you mentioned in the video, don't know if i'm clear tho
It sounds like maybe you didn’t set the correct value for your sprint speed value? Or maybe you didn’t map the sprint button, I’m not 100% sure but I recommend either checking those or rewatching the tutorial to see if you missed any small details! Hope this helps :)
I like that you go through the entire process after its set up to explain for a second time why you do what you do.
I know it's early stages but I already am starting to feel more confident in my game dev journey. Shit's complicated but it's pretty rewarding and fun, can't wait for more videos!
(Plus I love that these are going for the resident evil 7-8 kinda movement)
Thank you for this tut, cant wait for your tutorial on depth of field!!
I’m glad you enjoyed it :)
Loving these tutorials, its early stages but really feeling like I am getting the hang of the basics thanks to these videos. Keep up the great videos! :)
Your tutorials are helping me a lot! Please keep it up. :)
Will do, thank you so much :)
Thanks for the class, I've been following you for a day and I'm impressed with your classes, movement, realistic doors, simply absurd, please continue, could you add a weapon system like Resident Evil 7? thanks
very good tutorial. you should have 100k subs instead of 260
Thank you so much :)
Awesome! Very easy to follow and subbed. If you're feelin froggy, a lean left and right function would be noice.
Thanks a lot! Keep 'em coming ;)
Will do, Thank you so much!
damn brother! keep up the good work and also can you do a weapon system for this?? appreciate it mate
this is so sick man TY
No problem, glad I could help!
Can you make a tutorial of how does the "exit 8" game work I really want to make a game like that. (for example how did the number works and those random corridor collusion ) . And i would like to say thank for all those videos... Please don't stop making videos most people loose their hope . Good luck:)
ive never seen that game but ill look into it. Thank you by the way :)
@@codethings sure you really helped me with you tutorial when I will make my own game I will definitely give the credits.
Thank you very much for the teaching; I’ve learned a lot.
Amazing content! Thanks!
No problem :)
Hi! Thanks for the tutorials, everything works pretty well and is explained well. I think the default camera movement is a bit lacking in smoothness, it would be great to see how the character control feel can be improved in the future.
like when walking the camera lags?
@@thesadlax727 Yes, the smoothness of the camera when walking, turning the camera, now the controller feels cheap and the character is not very pleasant to control.
I love your tutorials and am practicing hard. I just have one question. After reading several times that Event Tick is very performance-intensive, you can also set the client shake camera behind Movement Input (Walk), for example. Event Begin Play (Idle) and behind the Sprint Input (Sprint). It has the same effect for me and I don't have to use EventTick. Am I missing something important? :D Thanks :)
Dude pls help. I did exactly what you did but when u walk my head bobs much more than yours. I tried to change all pich, yaw and roll stats but it didnt change anything. I even set all of them to 0 but still nothing.
When you set them to 0, does it Bob still? If it does, you may have something that is incorrect set up
I don't know if you fixed it, but I had the same problem. For me, I forgot to check the Single Instance on the bottom. The walking head bob became much smoother like in the video.
amazing keep the horror vidz coming!
How can i set the shakes sensity?
when I use the get player controller node, its target is set to self, instead of player index. I get an error because of this. How can I fix this?
Hmm, I can’t help 100% without actually seeing your blueprint but I would suggest rewatching the video and ensuring that you’re setting up the correct code in the correct blueprints that are used. Hopefully this helps! If it doesn’t, you can be more specific and I can try to help as best as possible
I did everything correctly but it's saying that the get player controller needs a connection. I don't know if it is just an update or something like that
when i walk the camera lags a lot, any fix?
hey man! i was wondering if u could make a tutorial on how we can get that vhs tape effect that Resident Evil 7 has in those tape sequences! love your vids, keep it up!
Thank you so much! I do plan on making a video abt that in the future :) the vhs system is really cool in that game so I will make a tutorial soon abt how I would remake it! Keep on the look out good sir
@@codethings thanks! I'll keep an eye out for ur next upload :)
also if u don't mind ofc, I'd also love a tutorial on the new motion matching stuff from UE 5.4..
Thank you! This is really helpfull!
Can you make tutorial about camera shake on landing from high jump or object? I think this effect will really helpfull to first person character game
For sure I can in the future! I would recommend joining our discord to find out when I do :)
@@codethings Thanks a lot!
hey great tutorial btw! i am stuck i need help i am making multiplayer game, i did everything like in the video it works fine but the problem is, if 1 character sprinting the other character also shakes even though its not moving, i'd appreciate some help.
All works perfectly but when I stop walking the walking headbobbing effect doesn't stop and it doesn't return to idle, can you help me?
Hm it sounds like you may have made condition for the if statement to fire off the walking headbob wrong. Make sure that you are setting it corresponding to your own sprint speed and so on :) if you are still confused you can join the discord community and I can try to help by looking at your blueprint! Have a good one :)
@@codethings Ok thaks you!!
Hey there! So im trying to code this up in my project and im not able to find "Legacy Camera Shake". Where can i install or find this camera shake?
It could be that you’re using a newer version of unreal engine? I know for certain it should appear in ue5.1/5.2 and I think 5.3. It should automatically appear under those versions for you!
hey back again. when i test the headbob in listen server. when a client walks or sprints. it shows the same to all of them. how to make so it becomes replicated?
Hello, I successfully made the headbob effect. However, when I record gameplay with the Take Recorder, and export it, there is no bobbing effect anymore.
Basically, After I export the recording, it looks like the bobbing effect was never applied, there is no movement. Do you know how I can fix it? Thanks.
Hmm, I’ve never personally used the take recorder within unreal engine, I usually record gameplay externally using obs. Because of this I’m not 100% sure but I’m assuming it’s something to do with the take recorder system not incorporating camera effects? I would test it by applying some other effects to the camera and seeing if that shows up in the take recorder exported video! Hopefully that helps!
@@codethings I think it has something to do with framerates. When i record in 24fps, there is no headbobbing, but when i record in 60fps, there is minimal running animation and the idle animation is super fast. I though maybe it could be fixed by adding a node or two to the blueprint, but probably not haha. Thanks for suggesting obs, great idea.
What if I want to remove the headbob all togheter? (but still follow the head in case we crouch or crawl)
There are multiple ways but one that I can think of off the top of my head is making another camera shake and making it have 0 rotation in all directions. This will make it so there’s no camera headbob. Hope that’s what you meant and that that’ll help :)
so the headbob is good for the walking / sprinting but when my character is just idle the headbob is really fast any idea why that is ?
That’s because the oscillation for the idle camera shake could be higher than you would want, u can change that by adjusting the yaw, roll and pitch to your liking!
@@codethings yeahh was just gonna make a edit i founded out in the idle one instead of 3.5 it was 35.0 😂
How do i make endless running headbob? Bc when i run, the headbob lasts short and then it stops :(
Why does my get player controller be target(self)? But not yours?
Great video, but I cannot complete it because I got an error message said on "get player controller" node. It says the bp is not playterstate, so target must have a connection.
That’s because you’re using the wrong get player controller, make sure you have context sensitive mode on
@@codethings Thanks! I noticed it a few after I commented!!
thank u man !!
Of course! Goodluck in your gamedev journey!
how do i make it so it only shakes one of my cameras?
I’m a bit confused what you mean, is it shaking multiple cameras?
followed the tut, and when i stop playing in the editor i get a ton of error logs, something about the PlayerController
when you say "when i stop playing in the editor", do you mean like when you export the game to be shipped? like its standalone?
Different account now, no like when i play test, but i fixed it, had to disable the context checkbox
@@Kawazato oh okay :) glad it’s fixed!
it just says loop decected when i try to test it
legacy camera shake is not there :(
As a blueprint option? Hmm, I would suggest to make sure you’re 100% using the latest updates of unreal engine. I’m not sure when legacy camera shake was added but maybe it wasn’t there at whatever version you’re using
@@codethingsu r right my brother. i was using ue5.0.3 now i updated to 5.3 and its there
@@user-hehhe glad I could help :)
@@codethings hey can we be friends on any social media platform ? cuz i have lots of idea but i dont know much about blueprint . if you want :0
@@user-hehhe sure you can dm me on my instagram: @letscodethings
i'm trying to add my own anim shake anim sequence, but no animation plays, do you know why?
Anim shake anim sequence? I’m not sure I know what that is
@@codethings if you check under any animations blueprint for the headbob, like idle, walk and sprint, you'll see that there is a box that says anim sequence, where you can add your own chinecamera sequence, so i added a sprint camera sequence from an asset that looked much more realistic but in the end it doesn't play that animation but just the oscillation settings you mentioned in the video, don't know if i'm clear tho
why i can walk, the character just run ?
It sounds like maybe you didn’t set the correct value for your sprint speed value? Or maybe you didn’t map the sprint button, I’m not 100% sure but I recommend either checking those or rewatching the tutorial to see if you missed any small details! Hope this helps :)
Just copied tutorial that doesnt work well with event tick. There is no transition between idle and walk camera shakes
I have just used the isSprinting? variable from last one :) but it's cool, thanks!
bro, this tutorial is very confusing because you talking too fast!!! i dont like.