Possess a car in a UE5 Lyra sample project : let's download a car!

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  • เผยแพร่เมื่อ 10 ก.ค. 2024
  • In this BP only tutorial we'll be possessing a car imported from the unreal vehicle example, inside a lyra sample game based game. We'll be setting up a new lyra experience and map so we can spawn as cars using only blueprints. It also works in multiplayer.
    I'd like to eventually create a second part for possessing pawn to vehicle to pawn which will involve C++ to override some assumptions Lyra's cosmetic components do about possession. Ride on!
    Part 2 at : • Car to Lyra Character ...
    Assets used:
    5.2 Lyra game sample
    UE5.2 Vehicle example
    Join my Patreon to get video credits and if you'd like to give thanks!
    / nancedevdiaries
    Thanks for watching!
    ---------------
    Timestamps:
    00:00 - Intro
    00:16 - Get the car
    06:43 - Create the map
    08:03 - Spawn the cars and possess
    11:22 - Bind the new inputs
    15:46 - Add the experience to the front end and packaged game

ความคิดเห็น • 35

  • @griterlum8964
    @griterlum8964 28 วันที่ผ่านมา

    Would you download a car ?! We are actually going to download a car. Loved the good humour !

    • @nancedevdiaries
      @nancedevdiaries  28 วันที่ผ่านมา

      Hahha that commercial always had the loudest music :D

  • @adventureacademy5958
    @adventureacademy5958 4 หลายเดือนก่อน +1

    For anyone who decided to put the content in a different folder.
    You will need to add those directories to Project Settings > Asset Manager
    Open "Primary Asset Types to Scan" and add a directory to every relevant directories array.
    In my case I added a directory to Map and one to LyraExperienceDefinition

  • @theone8625
    @theone8625 ปีที่แล้ว

    Wonderful! Thank you so much! 👍🎯😀

  • @MasterKatSilver
    @MasterKatSilver 7 หลายเดือนก่อน

    thank you

  • @WackyWhiskerDev
    @WackyWhiskerDev 3 หลายเดือนก่อน

    Hej!
    The multiplayer part for adding a mapping context seems to work fine when PIE as 2 clients, but in a packaged project, the client does not receive the mapping context. Any advice for this perhaps? Otherwise, thanks for this!

  • @xTHHxAimiForevr
    @xTHHxAimiForevr ปีที่แล้ว

    YES!

  • @sekker2k446
    @sekker2k446 ปีที่แล้ว

    Thankssss

  • @Kiran.KillStreak
    @Kiran.KillStreak ปีที่แล้ว

    Excited to learn .. Thanks for the Tutorials.Your narrations had life in it ,all other youtubers tutorials are dead voice ,no sense of joy in their words.

  • @kryogenicgames
    @kryogenicgames ปีที่แล้ว +1

    as always thank you Nance. could you expand this video perhaps to second part where you posses from Lyra character to car and then back to character?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +2

      Thanks for watching, that's the plan! I'm planning in the second part would be possessing from Lyra character to car then back to the character. Then 3rd part would be attaching the player to the car when they possess it so you can see them inside the car, nothing too fancy.
      Next time I'll mention there being a second part in the video, I realize my video description might be a bit long 😅. Thinking this video would be useful to some people as a standalone.

  • @bruceoberleitner3031
    @bruceoberleitner3031 ปีที่แล้ว

    Hi,
    Yet again another awesome tutorial Nance! Thank you! I was able to get the car up and running in Lyra which is very cool. And I even have the video to prove it!
    BTW, Are there any gotchas in trying to create a car pawn within Lyra where your player walks up to the driver side and enters the vehicle (IE takes control of it) and then starts driving? I know how to do this in UE4 and UE5 but with all of Lyra's extensions I thought I would ask.

    • @nancedevdiaries
      @nancedevdiaries  11 หลายเดือนก่อน

      Thanks! Here's the next part of the video, lots of gotchas, it might help with what you're hoping to achieve. This video has been a journey, but glad I could share some learnings :). th-cam.com/video/YeFmAaONPs4/w-d-xo.html.

  • @AlexXxG91
    @AlexXxG91 ปีที่แล้ว

  • @3BEEZ
    @3BEEZ ปีที่แล้ว

    I LOVE YOU, okay a bit much but I’ve been waiting on this like forever. Downside is the IMC Default is not available in 5.0.3 but I’m guessing I could just create these?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Lol! I stumbled on wanting to figure out possession of something else and then figured I could apply some knowledge to cars since there had been comments about that :).
      IMC_Default comes from the vehicle project. If you can't find it, IMC are kinda therapeutic to set up, just the IA and which keys you want. Glad this video was useful, Cheers!

  • @johndoe35717
    @johndoe35717 8 หลายเดือนก่อน +1

    at 15:26, i test it with the listen server but it doesnt do anything, i put the priority to 1 on the
    client add mapping context but it rubber bands the car i think its cuz its not replicating correctly. i am usuing 5.3.1

    • @WackyWhiskerDev
      @WackyWhiskerDev 3 หลายเดือนก่อน

      I can confirm this behavior as well.

    • @AndyDeeFY
      @AndyDeeFY หลายเดือนก่อน

      Just do it on BeginPlay

  • @Yggdrasil777
    @Yggdrasil777 ปีที่แล้ว

    Very nice tutorial, well explained. Surprising to see that the Epic people can't spell "Brake" correctly.

  • @went0ut
    @went0ut ปีที่แล้ว +1

    Hi. thanks a lot for your tutorials. I don’t know if it would be interesting for you to make a video about equipment inventory slots, but I can’t make lyra slots for weapons in the left and right hand at the same time. and the lyra also destroys them when unequipped. I could not find tutorials where this is solved.

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      Glad you're enjoying them! Interesting, 2 weapon slots probably implicates a lot of changes : in C++ for the equipment manager, handling which weapon shoots in the shoot ability (or 2) and modifications of the animation blueprint to handle 2 weapons. Equipment slots as well (for UI and functionality). Also what happens when you have a 2 handed weapon too, some handling on that too, lots of considerations. Please share if you do find a process that works, I don't think I'll be looking at that. Good luck!

  • @koctf3846
    @koctf3846 ปีที่แล้ว

    I wish to use the touch input instead of mouse. I cannot get it working. Would you include a tutorial about the touch input ability in your next video?

  • @voxelia
    @voxelia ปีที่แล้ว

    Umm i have a question. I'm trying to work with the Lyra game. And was trying to make the character selection screen. I wanted to make a selection everytime the player died.
    Any idea on how to implement that? Or any tutorial?

    • @nancedevdiaries
      @nancedevdiaries  11 หลายเดือนก่อน

      Nomadic looks like they have some nice tutorials on the subject of character selection at: th-cam.com/video/hl5KRwF1KII/w-d-xo.html. Cheers!

  • @ambbplayer
    @ambbplayer ปีที่แล้ว

    Hey, Nance .Great work! I have a question about the Lyra project. I want to disable the character turning in place when idle, because I want the player to see my character's gorgeous face, etc. Then, when the character starts to move, I want them to start turning and make sure they are facing the right direction. Could you help with this? If possible, could you make a video about it?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! Glad you enjoyed! What I did is in the details panel, I turned off "Use Controller Rotation Yaw" on the B_Hero_ShooterMannequin or well my pawn's equivalent. Turned on "Orient Rotation to movement" on that same pawn. Should be a good starting point, cheers!

    • @ambbplayer
      @ambbplayer ปีที่แล้ว

      @@nancedevdiaries Thank you for your reply! I have tried your previous advice before, but when the character starts turning, the animation blueprint seems to require some modifications. However, with my limited knowledge of the Lyra animation system, I'm struggling to achieve this. Could you please provide more details about animation blueprint?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      @@ambbplayer This looks like it does the trick. Added an extra check for when you're aiming, since you'll probably want your pawn to be rotated correctly : blueprintue.com/blueprint/mv-iud8z/. You can paste this inside B_Hero_ShooterMannequin. You can leave "UseControllerRotationYaw" On and "Orient Rotation to Movement" off :).

    • @ambbplayer
      @ambbplayer ปีที่แล้ว +1

      @@nancedevdiaries Thank you Nance!

  • @islandonlinenews
    @islandonlinenews ปีที่แล้ว

    I didn’t see the actual player get in and out of the car?? Isnt that the whole point? Isn’t that what everyone is struggling with? We can get in the car and drive but lose control of the Lyra player when we exit....haven’t seen anyone actually repossess the Lyra player. Also I’ve seen discussion that we shouldn’t be using posess but rather forwarding inputs. Then more discussion that even that is not the right way to do it...

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Please read the description of my video, thanks

  • @johndoe35717
    @johndoe35717 8 หลายเดือนก่อน

    i dont like how ue5 changed the input mapping, its so confusing and unnecessary