UE 4 Minutes TUTORIAL - Procedural Drop Sound. Hit sounds of dropping objects.
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- เผยแพร่เมื่อ 10 ธ.ค. 2019
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Finally found a nice tutorial on hit events. Very well explained. Thanks!
exactly what I've been looking for
That was 12 minutes .... of pure awesomeness :D
indeed !! Thanks
very satisfied and it works
Thank you for sharing, really useful, great resource !
10/10 as always!
Wow! So useful and so well and simply explained. Thanks a lot!
This helped me SO MUCH. Thank you for going so in depth here.
Excellent tutorial!
Amazing tutorial!
Thanks you been look for a way to do this for awhile 😊👍🏻🙏🏻
great tutorial keep them coming
Beautiful tutorial! Thank you so much :) Using your Mapped Range you could control the volume of the sound effect by mapping the Out Range to 1 and 0.1 (or however quiet you want your volume to be) rather than having to use so many different audio files for each impact type.
Very helpful! Thanks!
U are brilliant sir.
Thank u
Nice! I also had a video demonstration a while back of a bp component I made for small object interaction sounds. But yours is way cleaner than it haha
You need to create this code for a component, then, add the component on each object, more practical, you can also use a variable and re-asign it in construction script to refer each static mesh and get his On Component Hit.
how?
Thank you soo much :)
super dzieki :)
ty so much
nicccce tutorial but you forget to mention , how to make not trigered self at starting game
This is so useful when implemented on a squared prop that stops moving after a few bounces, but it constantly spams clipping sounds when implemented on a constantly rolling object (sports ball). Is there a way to set a basket ball to ONLY replicate sounds when bouncing/hitting surfaces and not when rolling? I tried making the delay larger but it only replicates the first bounce and all the other bounces go silent so its not an option :[
its nice. although when i apply attenuation it crashes. was wondering why. its relating to when i access the "power" parameter or adjust volume multiplier. i did this in c++
I am just curious... instead of 25 different sounds.. maybe there is a way to put only one sound and set the volume to change depending on the velocity of the impact or something?
Please help! Why I have this error? Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SpawnSoundAtLocation_ReturnValue". Blueprint: Bricks Function: Execute Ubergraph Bricks Graph: EventGraph Node: Set Integer Parameter
I have a problem... If I use this set up, it throws errors when I try and use Attenuation with it. Without attenuation, I can hear objects settle, no matter where they are, when I start Play. Any solutions? Thanks
What errors?
@@KamskiStudio Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SpawnSoundAtLocation_ReturnValue". Blueprint: Bricks Function: Execute Ubergraph Bricks Graph: EventGraph Node: Set Integer Parameter
Hi
Thanks for the tutorial, everything is working fine, but I get this error (Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SpawnSoundAtLocation_ReturnValue". Blueprint: Bricks Function: Execute Ubergraph Bricks Graph: EventGraph Node: Set Integer Parameter)
I am getting that error as well.
It appears that Set Integer Parameter and Set Volume Multiplier no longer work for UE 5.2. Does anyone know what it's supposed to be now? I found these nodes by turning off context but they throw errors.
It's all still working though! Thanks for the great tutorial! I'm still hoping to find the new way to do this with proper nodes.
the set integer parameter is not working
?
Did you name it?
i know i m late but if you remove the attenuation in the audio cue you wont have that problem anymore
dont you think your face is in a wrong position?
is that an insult!? :O T.T