Creating a UE5 Lyra Gameplay Ability : Rolling

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  • เผยแพร่เมื่อ 28 ก.ค. 2024
  • Tutorial for creating a new ability and adding it in the Lyra game.
    Covers:
    - Cooldown UI
    - Exporting a UE4 animation (rolling) for Manny from Advanced Locomotion System free sample content.
    - Creating a task that loops for targeting in cpp
    Join my Patreon to get video credits and if you'd like to give thanks!
    / nancedevdiaries
    Thanks for watching!
    ---------------
    Timestamps:
    00:00 Intro
    00:50 Opening up projects
    01:17 Grabbing and converting an animation sequence from ALS
    05:13 Readying up the roll montage
    07:50 Setting up the key bindings and inputs
    12:52 Setting up the ability and its bindings
    14:47 Cooldown UI and setup
    19:57 Roll ability setup
    22:36 Playing the montage and lining up the root motion
    27:58 Roll targeting
    32:40 Setup damage to target
    37:02 Looping ability task cpp explanation
    39:10 Outro
    Ability task files are at: github.com/NanceDevDiaries/Tu...

ความคิดเห็น • 116

  • @eerikhirvonenblackblock6561
    @eerikhirvonenblackblock6561 6 หลายเดือนก่อน +1

    Note for users on newer versions of UE; the animation migrating from ALS to Lyra doesn't work anymore. After retargeting the anim into UE5 format, you have to export the animation as an FBX and import it to Lyra that way. Cheers!

  • @crushforth
    @crushforth ปีที่แล้ว +5

    Absolutely fantastic. Thanks for making all of these Lyra tutorials. Loved them all so far and I've learnt a lot.

  • @The-Blue-Bird
    @The-Blue-Bird ปีที่แล้ว +1

    you are a legend.
    hope you can continue producing such high quality Lyra focused content.
    you deserve way more recognition by the TH-cam algorithm .

  • @justVontadeh
    @justVontadeh 7 หลายเดือนก่อน

    I feel like you're the only person on youtube showing how to do this "properly" rather than hacking things together to make it ~kinda~ functional. Thank you so much for taking the time!!

  • @tehf00n
    @tehf00n ปีที่แล้ว +1

    You make really nice tutorials. Not too much explaining, but enough when you need it and you get straight into it. If it was a regular Unreal project it would probably need more reasoning behind what you do, but with Lyra forcing us into best practice with it's modularity and granularity this is actually a really good way to do it.

  • @reliquary1267
    @reliquary1267 ปีที่แล้ว +1

    IK retargeting and abilities have intimidated me to the point that I didn't even want to bother with them. This has opened my eyes and mind. THANK YOU.

  • @xionnine
    @xionnine ปีที่แล้ว +1

    Thank you this has helped me so much I've been looking for something like this and other tuts don't come close

  • @83donpablo
    @83donpablo ปีที่แล้ว +1

    this is gold. thank you so much for this!

  • @cosmicnag8357
    @cosmicnag8357 10 หลายเดือนก่อน

    Hats off ! Really good UE tutorials.

  • @easyskankaify
    @easyskankaify ปีที่แล้ว +1

    Thank you! this was a super useful tutorial

  • @The__Josh
    @The__Josh ปีที่แล้ว +1

    Awesome tutorial thank you 🤘

  • @3BEEZ
    @3BEEZ ปีที่แล้ว +1

    Great video,I'm a noob and some things were not super clear but I figured it out, don't think I'm ready to add the damage to the roll as yet but will do once I'm more confident. Thanks a million

  • @3BEEZ
    @3BEEZ ปีที่แล้ว

    This Tutorial is so good, only been at this for a few months but was able to use what I learnt in this tutorial to add Cooldown Widgets for my other new abilities. BTW the other cooldown widget can also be assign to your ability as well as be modified, it also shows the button that has been assigned to the ability in the editor.

  • @Ed_Kass
    @Ed_Kass ปีที่แล้ว +1

    Very good, thanks, looking forward for more :D

  • @DaishoFox
    @DaishoFox ปีที่แล้ว +1

    great tuto ! thanks

  • @xTHHxAimiForevr
    @xTHHxAimiForevr ปีที่แล้ว

    keep up the amazing work.

  • @Michael-Humphrey
    @Michael-Humphrey 11 หลายเดือนก่อน

    This is INCREDIBLE! trying to dissect lyra and being new to unreal has been allot lol

  • @michaelhowerter4746
    @michaelhowerter4746 ปีที่แล้ว

    Awesome job!!

  • @michaelderosier3505
    @michaelderosier3505 8 หลายเดือนก่อน

    I didn't know you could hit the gamepad buttons when setting the bindings 🤯 TY!

  • @VideosFavero
    @VideosFavero 11 หลายเดือนก่อน +1

    Your tutorial is just fantastic! You are an excellent teacher!
    My only suggestions, leave your microphone volume higher because I had to increase the volume of my headset to the maximum. And the resolution of the video is very high, sometimes it is difficult to read what is on the screen.
    But anyway, they are suggestions, because your work was incredible!

  • @BooneyTune
    @BooneyTune ปีที่แล้ว

    You are amazing!

  • @ioano5432
    @ioano5432 ปีที่แล้ว +1

    Thanks Nance :)

  • @IanSlutz
    @IanSlutz ปีที่แล้ว +1

    Wow, this is good stuff.

  • @marsh-refinery-studio
    @marsh-refinery-studio ปีที่แล้ว

    Great tutorial!

  • @AugustoDamasceno
    @AugustoDamasceno ปีที่แล้ว +1

    GREAT Content!

  • @draaaven157
    @draaaven157 ปีที่แล้ว

    Love your tutorial style!!!! Please make as much Lyra content as you can it helps a lot! I would love to see an implementation of rarity/randomized stats on weapons or possibly rigging armor for an example of an rpg item system, or you could just keep doing what your doing either way you rock!

    • @draaaven157
      @draaaven157 ปีที่แล้ว

      Also I was looking for where you apply the logic to make sure they are on the ground before being able to roll maybe you forgot to include it? I was trying to skip adding damage to my roll so maybe it was included in that code?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +2

      Hey, thanks! Yes, I forgot to add that part to the video. You can add a tag in your gameplay ability's class default to the activation required tags container. I think it's called "movement.state.walking." That way, your roll ability will fail activating if that tag is not present, pretty much if you're not walking. Cheers!

  • @user-kd1qr2ip5q
    @user-kd1qr2ip5q ปีที่แล้ว +1

    Good work

  • @airkidproductions2848
    @airkidproductions2848 ปีที่แล้ว +1

    nice video, thanks a lot

  • @Astaraa
    @Astaraa ปีที่แล้ว +2

    9:27 Remember to set a second binding Ability_Roll_Secondary (like Dash has) since the menu is setup for 2. If you don't it gets weird when someone sets the 2nd one.
    I believe there is also a Gameplay Tag that was missed (or I missed it) in GA_Hero_Roll under: Class Defaults > Triggers > Trigger Tag. I'm not sure what it does as everything seemed to work anyway but best to match it up.

  • @ioano5432
    @ioano5432 ปีที่แล้ว

    We should hire you as our new dev:)

  • @almad111
    @almad111 ปีที่แล้ว +1

    Great Tutorial, keep making more. You mentioned about setting up gamepad key binding. Lyra doesn't support gamepad key binding as far as I know, and it seems to be the norm in the game industry for controllers not to have key rebinding.

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks, I hadn't thought about it that way! I guess the only nice rebinding that comes to mind is the Switch's B A. But it makes sense not rebinding gamepad as there are not as many options as a keyboard.

  • @Zeuzdelaluz
    @Zeuzdelaluz ปีที่แล้ว

    Great tutorials! Thanks for teaching us how to use this! Any chance you can teach us how to do a Gliding system?

  • @Kalikux
    @Kalikux ปีที่แล้ว +1

    is there anyway i can get the lyra skins into another game because i want to use their system like the death animations but idk how

  • @forgeoffantasy5157
    @forgeoffantasy5157 2 หลายเดือนก่อน

    Very great channel and tutorial videos. They help me alot using Lyra as a basis for my rpg game :)
    Does anyone have a suggestion on how to use this and play the montage in the current movenent direction? I think I will have to turn the player in the direction of the movement somehow but I'm not quite sure how to do this with lyra.

  • @danharris4549
    @danharris4549 ปีที่แล้ว

    I'm in the process of turning my local couch play game online using Lyra and this was very helpful! A very well made tutorial indeed, thanks for taking the time!!! Judging by your profile pic, you may be interested in my game- "Jumpin' Jazz Cats" ;-)

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      Glad it was helpful! Love the name "Jumpin' Jazz Cats" :)

  • @reliquary1267
    @reliquary1267 ปีที่แล้ว +1

    Can the same be done using assets from the free "flexible combat system" ? Thanks for the tutorial.

  • @jak6jak
    @jak6jak ปีที่แล้ว

    How would you make a crouch slide ability in terms of animation? Like how would I add an ability who's animation can't be a simple montage play but has a start, loop and end animation? Would I implement it similar to the jump by adding states to LocomotionSM on ABP_Mannequin_Base? Or is there an easier way?

  • @DevNohara
    @DevNohara ปีที่แล้ว

    Thank you so MUCH!!
    Question: How would you go about cancelling that ability by shooting?
    So during the animation you would be able to shoot in order to cancel the ability.

  • @twcloud
    @twcloud ปีที่แล้ว +1

    Very detailed tutorial about Lyra! Thanks a lot! Is there anyway to make task in blueprint?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      You unfortunately can't create a blueprint from a GameplayTask, but alternatively to achieve the same outcome: in your blueprint logic in "ActivateAbility" you could setup a looping event timer (node is called "Set Timer By Event") to do a sphere check ("Sphere Overlap Actors") every 0.1 sec. Then call "Clear and Invalidate Timer By Handle" on the event "OnEndAbility".

  • @mohammadkojak3360
    @mohammadkojak3360 ปีที่แล้ว

    thank you for tutorials but i have problem with Possessed a new pawn , can you please Help us How can Possess a car In these Game ?

  • @lordofthevets7677
    @lordofthevets7677 ปีที่แล้ว

    how do you bring up the options after you load into the game mode?

  • @zeon3d755
    @zeon3d755 ปีที่แล้ว

    If I want the default movement to be walking how can I set that?

  • @kasperlarsson7598
    @kasperlarsson7598 ปีที่แล้ว +1

    I am still a bit shaky when it comes to Tags. Do you know where there is a good resource explaining it fully? As an example, I am really unsure why you make the tag called Ability.Type.Action.Roll where does it connect? Love the tutorial I am learning so much!

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! Here's some nice documentation from epic for gameplay tags : docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Tags/. Tags are very nice, since you can use them easily without context/dependencies. In this case granting the tag "Ability.Type.Action.Roll" during the ability makes it so you can check somewhere else in your game logic for that specific tag.
      Let's say when you're rolling you don't want the player to be able to trigger the jump ability. Then the jump ability would just use "Ability.Type.Action.Roll" as a "ability blocked activation tag". Or you can check for if something has that tag in blueprint nodes and do some logic based on that. Checking for an owned tag is more performant, and light than checking if let's say you current have an active ability of the class GA_Hero_Roll.

    • @kasperlarsson7598
      @kasperlarsson7598 ปีที่แล้ว

      @@nancedevdiaries Awesome. Thank you for clarifying! :)

  • @ChromaticCreations
    @ChromaticCreations 6 หลายเดือนก่อน

    Having an issue at 5:00 when it says it cannot find a skele for the anim and you select mannequin. It immediately loses the animation and even after applying the next steps it doesn't come back. I've made sure we're referencing the same skele and I'm in 5.3. It works fine in the ALS project before migrating. Any assistance you can offer would be greatly appreciated.

    • @eerikhirvonenblackblock6561
      @eerikhirvonenblackblock6561 6 หลายเดือนก่อน +1

      Hi. Anim migrating doesn't work in newer versions. After retargeting the animation, you have to export the animation as an FBX from ALS and then import it to Lyra as FBX.

  • @3BEEZ
    @3BEEZ ปีที่แล้ว

    Using visual Studio for the first time, When I create the C++ class I get a message about doing some sort of "Recompiling" before it shows in content browser, not sure what to do but build fails on Alt Ctrl F11 (I did add the S to Task as per your vid). Can you help, thanks?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      Are there any useful error message in the dialog when it fails? I'd recommend just building from Visual Studio (green play button in the toolbar, or press F5).

  • @unrealdevop
    @unrealdevop ปีที่แล้ว +1

    NanceDevDiaries my last message got auto filtered so let me just say that there is a cpp file named LyraGameSettingRegistry_Gamepad and it doesn't have the functionality to store keys...I looked into it and come to find out they never setup the same system for the Gamepad that stores and retrieves the key bindings. If you look for LyraSettingsListEntrySetting_KeyboardInput you'll notice, there is no version of this for the Gamepad.

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      yeah I was wondering about that, would be nice to have a "Gamepad" bindings settings page just to see what's bound to what, even though players won't be able to set their own. I did notice there was some gamepad background looking image somewhere so maybe it's a skeleton for that sort of functionatlity? Or it was just for the "Controller disconnected" widget.

    • @unrealdevop
      @unrealdevop ปีที่แล้ว +1

      @@nancedevdiaries Yeah I'm assuming they just didn't have time to finish that. It would be quite nice if they were to add it. I'm just now really starting to learn Lyra and the new Game Feature system. It's quite complex, I'm struggling a bit to wrap my head around it all but I'm starting to understand. Thanks for the video's

  • @furrybproductions
    @furrybproductions ปีที่แล้ว

    Can you do a tutorial on how to add your own child Lyra character movement component to a Lyra child character?

  • @nemesisxx88
    @nemesisxx88 ปีที่แล้ว

    Hi could show me how to move the camera so when you aim you can see the character better? Thanks

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      You can play with the curve that CM_ThirdPersonADS uses. Awesome part is you can change the curve as you play so you can see it at runtime (a bit hard to keep holding down right click though to "see"). If you want to see it all the time you could set CM_ThirdPersonADS as your default camera mode in you pawn data.

  • @GhostServices
    @GhostServices ปีที่แล้ว +1

    where are you finding niagra content folder? I dont have it

    • @p0ison1vy
      @p0ison1vy ปีที่แล้ว

      In the "strength over time" asset picker, select the gear icon and ensure that "show engine content" is checked.

  • @midnjerry1
    @midnjerry1 ปีที่แล้ว

    This was an amazing tutorial!!! Did you cover how to stop the roll from occurring when the player is in the air?

    • @midnjerry1
      @midnjerry1 ปีที่แล้ว

      correct me if i'm wrong, but you can configure this in TagRelationships_ShooterHero file? Make it so you can't execute if player is in Falling state?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! I skipped over that in my video accidentally. You can add Movement.Mode.Walking tag as an "Activation Required Tags" in your ability's Class Default or Movement.Mode.Falling tag as an "Activation Blocked Tags". I haven't peeked into TagRelationships files, might check that out sometime, thanks!

  • @danharris4549
    @danharris4549 ปีที่แล้ว

    Hey I'd love to know more of what you've learned about Root motion in multiplayer!? I've heard before that it's not so good to use in conjunction with multiplayer but I've also seen some guides that use it. I have a few ledge grabs + climbs that I'm about to setup with Lyra in which I've used Root motion animations in the past. Is it OK with multiplayer if they're anim montages? Would love to know your thoughts!

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      This question's answer explains it pretty well, too bad the link they supply is old and not working . "forums.unrealengine.com/t/is-root-motion-already-stable-for-multiplayer-games/458549".
      My thoughts are this: I wouldn't attach any gameplay logic to a montage in general in a multiplayer game. Essentially, your client plays the montage and the pawn's location updates on the client, then receives the replicated location from the server and tries to correct the location and can cause jitteriness. Maybe the montage plays at a different rate, or is playing catch up on the client or failed for whatever reason. Or the client was looking away then back at a pawn playing a montage with root motion and the animation only updates when visible (to save performance).That's why the gameplay task that moves your character is better.

    • @danharris4549
      @danharris4549 ปีที่แล้ว

      @@nancedevdiaries Ah amazing! Thank you so much for the link and advice! I'm sure something like moving over an edge can pretty easily be done with the gameplay task! Seems like it may be tricky to have another control to lock my little cat's paws onto the edge during the process. I will have to experiment and see!

  • @viniguerrero
    @viniguerrero ปีที่แล้ว

    Does this approach works for replicated montages? I’m kinda confused if GAS play montage node will replicate the montage inside the ability or if I should use the multicast event in the character and the ability will call that for multiplayer…

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      The ability itself gets replicated so the clients and server will run the "Play Montage And Wait" node. No need for a multicast event, that's the strength and awesomeness of abilities and the ability system in general!
      GA_Hero_Dash has the right replication settings, I might not have gone over this in this video for this ability. It would be in the Class Defaults in the advanced category: "Replication Policy" would be "Replicate", the rest can be the default settings ("Instanced Per Actor" and "Local Predicted").
      To debug your ability on the client during play, you can set some breakpoints in and choose GA_Hero_Dash in LyraPlayerState1 (Client, spawned) at the top right in your blueprint.

    • @viniguerrero
      @viniguerrero ปีที่แล้ว

      @@nancedevdiaries wow, I didn’t know about that. Since GAS still has limited amount of tutorials, this part wasn’t very clear to me. Thank you for the explanation, you gave me ideas to try out new replication things 😁😁 I’m currently not running it with Lyra but still it’s an awesome project to learn from and apply to custom projects.

  • @gthamster9606
    @gthamster9606 ปีที่แล้ว

    tried to do this roll ability but for me the character speed stops and plays the roll montage standing still and when its finished the root motion constant force comes to move it forward.. you know what could be the error?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Sounds like the roll animation sequence has its root motion enabled, I had the same issue happen. At 6:14 (th-cam.com/video/zeOm45iWc7M/w-d-xo.html) I disable root motion on the animation sequence. That should do it!
      After that change the ability task will move the character instead of the montage trying to apply root motion.

    • @gthamster9606
      @gthamster9606 ปีที่แล้ว

      @@nancedevdiaries ah yeah that fixed it. Added left roll and backward and right rolls also now using the same direction code like dash. But got a bug that the root motion force only comes for left right and backward roll and not forward. You know how to solve that bug? Its not needed to help if you dont know it fast since its not even part of the video but would be nice to solve it :D

  • @cutecutebethoven
    @cutecutebethoven 9 หลายเดือนก่อน

    Help The roll is not adding into lyra!

  • @b7bkLove
    @b7bkLove 2 หลายเดือนก่อน

  • @icy4640
    @icy4640 ปีที่แล้ว

    Awesome tutorial! Can you make a tutorial on how to migrated a main c++ class to a game feature? I think it can only be done manually and I get lost. Thanks

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! I'm curious what game feature would you like to create and what C++ class would you like to migrate? Is it component that is added to an actor? Content-wise is it some UI, data asset.

    • @icy4640
      @icy4640 ปีที่แล้ว

      @@nancedevdiaries I was trying to migrate all lyra c++ classes to a game feature. Basically turn lyra into a game feature so all assets can be used in a project without lyra content. For example a fresh thirdperson project

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      @@icy4640 Ah I see. This might become problematic and against the intended use of Game Features, since any other game feature plugin would need to depend on the Lyra game feature plugin you'd have created to use its classes + content.
      Still unsure how unreal will handle better Level instancing or spawning assets from plugins into a main content folder, hopefully there will be more on it in 5.1, but doing this approach, you'd have trouble spawning what you need in your maps in your content/maps folder from the plugin.

    • @icy4640
      @icy4640 ปีที่แล้ว

      @@nancedevdiaries I see. The current game features of lyra would have to transit inside the main lyra content. I was really imagining that I could create a game to be played inside a Metaverse and still use lyra as a base but it doesn't seem possible at the moment then. Maybe in future. Thanks 😊

  • @Astaraa
    @Astaraa ปีที่แล้ว

    Mine works great, except I can fire or dash at in point during my ability. While with dash I can't fire or cancel into something else. Is yours like that? I haven't been able to find how to stop that.

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      I wonder if it's in "TagRelationships_ShooterHero". At index 4, the Dash action (Ability.Type.Action.Dash) blocks and cancels any abilities with tag Ability.Type.Action. I couldn't see anything obvious in the dash ability class defaults, so that might just be it!
      You could do the same for the roll ability and add the tag Ability.Type.Action.Roll that blocks the same abilities

    • @Astaraa
      @Astaraa ปีที่แล้ว +1

      @@nancedevdiaries That was it! :D

  • @geraltrivia2593
    @geraltrivia2593 ปีที่แล้ว

    Great Tutorial, thanks
    But one question has been bothering me
    That is, when the montage animation is played, the direction of the character's gun will be abnormal, and the direction of the muzzle will become the opposite of the direction of the finger.
    When the montage ends, the muzzle orientation will return to its original position and become normal.
    This issue can be found via Command Line Slomo at 27:21
    Using a homemade montage in a Lyra project, this bug seems to be common
    But the montages that come with Lyra: Rifle_Melee, Pistol_Melee, Shotgun_Melee, when playing these montages, the muzzle points are normal, I don't know why, maybe it's Virtual Bone?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks, that is an interesting point. I'd recommend diving into AM_MM_Pistol_Melee. They have anim sequences per gun types, and seem to have it be additive. Looks like there's a "DisableL and R HandIK curves", I'm not that well versed in additive/IK animation, but looks important.
      Then on top of that, the base weapon instance (B_WeaponInstance_Base) holds the montage, defaults to AM_MM_Pistol_Melee and that's the montage that GA_Melee gets. You could potentially have the same setup for the roll animation and add a variable called "RollAttackMontage" in B_WeaponInstance_Base.
      Then you can set the correct montage in each weapon instance : B_WeaponInstance_Pistol, B_WeaponInstance_Shotgun etc. Unsure about what would be that different per montage but at least you could tweak each anim curve per gun.

    • @geraltrivia2593
      @geraltrivia2593 ปีที่แล้ว +1

      @@nancedevdiaries For AM_MM_ Pistol Melee, I deleted everything (Additive anim sequence, notify, curve), and it still work fine, weird, but as you said, tweak each anim curve per gun is a good idea

    • @JustMeUT99
      @JustMeUT99 7 หลายเดือนก่อน

      ​@@nancedevdiaries This can be fixed relatively easy in the ABP Base with a new slot group and slot. If there is interest I can detail up a description.

  • @Kalikux
    @Kalikux ปีที่แล้ว

    btw my curves dont pop up at all i need help if you can tell me what that niagara stuff is please

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Hi Spyder, which curves are you referring to and what do you mean by "tell me what that Niagara stuff is"? Do you mean the Niagara particle that plays on the dash, now the roll (after this video)?

    • @p0ison1vy
      @p0ison1vy ปีที่แล้ว

      In the "strength over time" asset picker, select the gear icon and ensure that "show engine content" is checked.

  • @kristinanakic8671
    @kristinanakic8671 11 หลายเดือนก่อน +1

    For gamepad key settings, instead of clicking on the keyboard icon you just need to click on the dropdown menu right next to it and you have all options

  • @unrealdevop
    @unrealdevop ปีที่แล้ว

    I kind of lost you on the last part with the C++, I was getting an error with the Delegate in the header.

    • @unrealdevop
      @unrealdevop ปีที่แล้ว

      DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam and FPawnsOverlappedChangedEvent are both throwing errors. I'm just not familiar enough with C++ to know why

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Hey Unreal DevOP, I wonder, if you don't have code assist (visual assist or resharper) it might throw some false errors. Is this when you build/run or do they just look "red"? Also, did you get the code from the github link.

    • @unrealdevop
      @unrealdevop ปีที่แล้ว

      @@nancedevdiaries I just copied and pasted the code into the files with the same names you used, and they were underlined in red yeah. I'm using Visual Studio 2022. I haven't gotten serious enough with C++ yet to start a subscription.

  • @zeirous2491
    @zeirous2491 ปีที่แล้ว

    Hmm. For some reason my ability wont work or show... I did every right. Watched it carefully 3 times how its made and for some reason it just doesn't work. I'm not receiving any errors when compiling and saving. When I try to test it out it just doesn't work. Any ideas why?

    • @zeirous2491
      @zeirous2491 ปีที่แล้ว +1

      Found the problem... Literally just now. Apparently I had to edit the ability set of my own gameplay experience and add the gameplay ability and its tag. Tbh this is all very confusing. Its like a maze in here

  • @shotgun1995hot
    @shotgun1995hot ปีที่แล้ว

    So I can use this logic to create vaulting like ability right?, or do I need to do something else ?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      There's an example for a gameplay ability for vaulting in the Valley of the Ancient example project at www.unrealengine.com/marketplace/en-US/product/ancient-game-01. You can open up GA_Vault and dig in to see how that works. That gameplay ability is triggered by a gameplay event, so the vaulting happens automatically without input.

    • @shotgun1995hot
      @shotgun1995hot ปีที่แล้ว

      @@nancedevdiaries thanks nance
      I had already looked into it ☺️, my vaulting is working now.
      But thanks anyway

  • @reliquary1267
    @reliquary1267 ปีที่แล้ว

    Getting a header file path error, not sure of the proper path in relation to your drive D: setup. Could you verify the .cpp and .h paths in relation to the lyra project folder?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Maybe a "Tasks" vs "Task" issue. Both cpp and h files reside in LyraAbilityTutorial\Ability\Source\LyraGame\AbilitySystem\Tasks folder.

    • @reliquary1267
      @reliquary1267 ปีที่แล้ว

      @@nancedevdiaries Thanks! I assume "LyraAbilityTutorial" is your project folder?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      @@reliquary1267 Ability/ has the uproject, so if I understand your question right, Ability is the project folder which contains all the folders (including Source/)

    • @reliquary1267
      @reliquary1267 ปีที่แล้ว

      @@nancedevdiaries You understood me & thanks again!

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      @@reliquary1267 np! If I remember well, I had named my folder Tasks/ but then I recorded the tutorial and named the folder Task/, hence the confusion. I think I updated the github one, hopefully that's just it. Gl!

  • @JavariT
    @JavariT ปีที่แล้ว

    How you get the roll animation

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      You can find it in the Advanced locomotion system, it's a free asset pack in the marketplace. www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1

    • @JavariT
      @JavariT ปีที่แล้ว

      Thanks

  • @lovelyuq7w49
    @lovelyuq7w49 7 หลายเดือนก่อน

    Hello, is this replicated?

  • @JOEFRAUST
    @JOEFRAUST ปีที่แล้ว

    I still can't get my daz character to work ,so I hit a brick wall with Lyra