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gotagamee
Приєднався 18 лют 2020
I aim to create content to share what I can for game developers.
My main focus is gameplay prototyping using Unreal Engine 5 as a game designer.
My main focus is gameplay prototyping using Unreal Engine 5 as a game designer.
Axis Gameplay
Download Game - gotagamee.itch.io/axis
This game was created for the GMTK Game Jam 2024.
Axis is a slow paced first person puzzle shooter in which you shoot certain objects to scale their sizes on different axes. You can create spaces, platforms, or negative spaces to proceed through the level.
- GOAL -
Find all the tokens hidden throughout the level and reach the end!
This game was created for the GMTK Game Jam 2024.
Axis is a slow paced first person puzzle shooter in which you shoot certain objects to scale their sizes on different axes. You can create spaces, platforms, or negative spaces to proceed through the level.
- GOAL -
Find all the tokens hidden throughout the level and reach the end!
Переглядів: 119
Відео
Trigger Based Camera Switcher Demo (WIP)
Переглядів 4687 місяців тому
Working on a camera system that changes the camera's property based on trigger events. #ue5 #unrealengine #unrealengine5 #unrealengineblueprints Join the Discord server! discord.gg/hN4mxHCwux
언리얼5 블루프린트 - 타임라인 사용으로 카메라 길이와 위치 조정
Переглядів 32610 місяців тому
타임라인을 사용하여 카메라 길이와 위치를 조정합니다. #언리얼엔진 #언리얼엔진5 #언리얼엔진블루프린트 #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 시작 01:00 카메라/스프링암 설명 03:35 노드 조금 정리 04:15 코멘트 팁 05:05 타임라인 생성 및 설명 07:35 카메라 거리 조정 구현 11:50 타임라인을 변수로 호출 사용 13:25 카메라 어깨 위치 조정 구현 16:55 FlipFlop 설명 18:40 거리, 위치 조정 동시 동작 확인 19:40 커브 사용 간략 설명 22:55 마무리 디스코드에 참여하세요! discord.gg/jTPwvwFF
UE5 - Birds Eye View Camera(Local coop), Using curves to adjust behavior
Переглядів 75411 місяців тому
Create birds eye view camera system that can be adjusted using curves. #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 Intro/Overview 01:50 Basic Character Setup 02:45 Camera Actor Blueprint Start 03:20 Rotation Axis Considerations 04:32 Custom Event - Initialize Target 07:08 Custom Event - Adjust Location 13:10 Using a curve to control Lerp&Alpha for Adjust Location 17:58 Custo...
UE5 블루프린트 - 맨손, 무기 장착 상태 애니메이션 전환
Переглядів 800Рік тому
이넘(Enum)을 사용하여 맨손 애니메이션, 총 애니메이션 등을 선택적으로 재생할 수 있도록 합니다. #언리얼엔진 #언리얼엔진5 #언리얼엔진블루프린트 #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 시작 01:08 애니메이션 블루프린트 캐싱 상태 수 02:10 이넘 만들 04:23 이넘 스위치 설명 07:07 이넘 사용 블렌드 노드 추가 09:05 맨손 스테이트 애니메이션 교체 03:45 애니메이션 블루프린트에 이넘 추가 05:55 상태 전환에 쓰이는 컨듀잇 설명 10:00 컨듀잇 없이 상태 전환 규칙 적용할 경우 예시 11:15 캐릭터 블루프린트에 이넘 변경 기능 추가 13:02 애니메이션 블루프린트에 이넘 정보 연결 16:20 안되네...
언리얼 엔진 5 블루프린트 알아가기 - 점프 애니메이션 적용과 동작 방식 간략 설명
Переглядів 670Рік тому
점프하는 애니메이션을 적용하고, 애니메이션 블루프린트에서 캐시(Cache)와 컨듀잇(Conduit) 에 대한 알아봅니다. #언리얼엔진 #언리얼엔진5 #언리얼엔진블루프린트 #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 시작 00:40 애니메이션 블루프린트 수정 시 02:45 애니메이션 상태 캐싱 설명 05:55 상태 전환에 쓰이는 컨듀잇 설명 10:00 컨듀잇 없이 상태 전환 규칙 적용할 경우 예시 11:05 마무리
Unreal Engine 5 - Platformer Game Camera
Переглядів 1,6 тис.Рік тому
Create a camera system that can be seen in some platformer games #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 Intro/Overview 02:15 Create Blueprints 03:00 PlayerController Setup 03:27 PlayerCameraManager Setup 05:04 GameMode Setup 05:30 Setup Summary 06:05 Camera Actor Blueprint 15:05 Character Blueprint 18:01 End
언리얼 엔진 5 블루프린트 알아가기 - 총 발사/피격 애니메이션 재생 및 리타겟팅 간략 설명
Переглядів 900Рік тому
총을 발사하는 애니메이션 및 피격 애니메이션을 재생하는 방법과 리타겟팅을 사용하는 방법은 간단하게 설명합니다. #언리얼엔진 #언리얼엔진5 #언리얼엔진블루프린트 #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 시작 00:49 사용할 애니메이션 애셋 가져오기 03:07 적절한 발사 애니메이 리소스 찾기 03:43 애님 몽타주 생성 및 슬롯 설정 04:45 이전 영상 보고 구현 시 있을 문제 설정 06:55 리타겟팅 설명 시작(몽타주 슬롯 문제 해결 목적) 07:39 IK리타게터 설명 09:00 리타게팅 진 11:20 리타게팅한 애셋으로 몽타주 다시 설정 12: 50 애니메이션이 더 잘 보이도록 애님 몽타주 블렌드 값 및 Idle 애니 수정 ...
Unreal Engine 5 - Smooth Camera Collision
Переглядів 29 тис.Рік тому
Create a smooth camera collision system. #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 Intro/Overview 02:25 SpringArm Setting 02:40 Create Custom Event/Function 11:50 Interp Speed Modulating Pure Function 16:00 Potential Issues 19:00 Simple Dither Material Join the Discord server! discord.gg/jTPwvwFF
언리얼 엔진 5 블루프린트 알아가기 - TPS 이동 애니메이션
Переглядів 703Рік тому
TPS 게임의 이동 애니메이션을 간단하게 구현해봅니다. #언리얼엔진 #언리얼엔진5 #언리얼엔진블루프린트 #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 시작 00:49 사용할 애니메이션 애셋 가져오기 01:59 애니메이션 확인 03:02 캐릭터가 항상 카메라 방향 바라보도록 수정 04:28 애니메이션 블루프린트 기본 설정 15:40 블렌드스페이스 설정 및 필요 값 설정 23:39 확인 26:10 마무리 디스코드에 참여하세요! discord.gg/jTPwvwFF
Unreal Engine 5 - Scalable Combo Attack System
Переглядів 761Рік тому
Create a scalable combo attack system by modifying the default combo setup within Paragon Character assets. #ue5 #unrealengine #unrealengine5 #unrealengineblueprints 00:00 Intro/Overview 00:29 Paragon Character Combo Overview 02:30 Modifying Combo System for Scalability 09:00 Switching Out Attack Montages 11:06 Final Thoughts and Conclusion
Unreal Engine 5 - Camera Auto Adjustment System 04 (FIN)
Переглядів 3,1 тис.Рік тому
Mentioning potential bugs and going over some suggestions from comments. - Smooth Camera Movement using Camera Lag - Adjusting visibilty depending on camera's distance to player character #ue5 #unrealengine #unrealengine5 #unrealengineblueprints Join the Discord server! discord.gg/jTPwvwFF
언리얼 엔진 5 블루프린트 알아가기 - 대미지 받기 이벤트
Переглядів 265Рік тому
대미지를 받고 체력을 깎도록 처리하는 간단한 이벤트를 만들어봅니다. #언리얼엔진 #언리얼엔진5 #언리얼엔진블루프린트 #ue5 #unrealengine #unrealengine5 #unrealengineblueprints
Unreal Engine 5 - Camera Auto Adjustment System 03
Переглядів 2,8 тис.Рік тому
Unreal Engine 5 - Camera Auto Adjustment System 03
Unreal Engine 5 - Camera Auto Adjustment System 02
Переглядів 2,4 тис.Рік тому
Unreal Engine 5 - Camera Auto Adjustment System 02
Unreal Engine 5 - Camera Auto Adjustment System 01
Переглядів 15 тис.Рік тому
Unreal Engine 5 - Camera Auto Adjustment System 01
언리얼 엔진 5 블루프린트 알아가기 - 캐릭터 이동 속도, 점프 조정
Переглядів 3,7 тис.Рік тому
언리얼 엔진 5 블루프린트 알아가기 - 캐릭터 이동 속도, 점프 조정
Unreal Engine 5 - How to Use Camera Animations in gameplay
Переглядів 21 тис.Рік тому
Unreal Engine 5 - How to Use Camera Animations in gameplay
Unreal Engine 5 - Testing out Template Animation Blueprints
Переглядів 8052 роки тому
Unreal Engine 5 - Testing out Template Animation Blueprints
Unreal Engine - Combo Attack(Astral Chain Reference)
Переглядів 7482 роки тому
Unreal Engine - Combo Attack(Astral Chain Reference)
Unreal Engine 4 Study - Flying super powers
Переглядів 5023 роки тому
Unreal Engine 4 Study - Flying super powers
Unreal Engine 4 Study - Weapon Switching + Element Effect
Переглядів 6113 роки тому
Unreal Engine 4 Study - Weapon Switching Element Effect
Unreal Engine 4 Study - Reusable AI using Behavior Trees
Переглядів 2573 роки тому
Unreal Engine 4 Study - Reusable AI using Behavior Trees
Unreal Engine 4 Study - Skill Camera Using Matinee
Переглядів 8323 роки тому
Unreal Engine 4 Study - Skill Camera Using Matinee
great tutorial, awesome! could you please make a tutorial to teach ppl like me, how to fulfill the camera system like game armored core 6
Use Engine Cameras Subsytem instead Gameplay Cameras Subsytem. There is no Gameplay Cameras Subsytem In 5.5.1.
So what should we do at this point lol
Cool.
If your character has added a camera rotation input, it will be out of order if your camera rotation is not 0, 0, -90.
awesome!
Hi, thank you! Would that system also work for an over-the-shoulder-perspective?
Thank you for your help. I was able to integrate this into the camera system I setup akin to the ALS v 3 camera system where the camera and spring arm values change depending on the character's state. I think I'll try to introduce a camera reset option next. Do you think you could do a video where you solve the socket offset issue? Thanks again!
Hey just what we needed for our game, great tutorial! The only issue like someone else below is we can't get camera shake to work at all, have you managed too? It looks like its shaking in the editor/preview but when you actually play there is no shake at all I've tried cine cam and camera actor, world/local space, nothing seems to play when in game?
감사합니다 잘배웠습니다!
I have different scales for my characters but want to use the same camera animations, do you have any workaround for this, or will I have to create multiple? I tried adjusting the spawn based on the height of the character but it seems that the camera we attach in the camera animation player isn't actually being used, any ideas?
not sure what i did wrong but the camera does nothing but clip. no springing back at all
Pretty Ass video, should of shown how to do it, instead of explaining what you did
UI가 너무 작아 잘 보이질 않아요. UI를 좀 키워서 설명하면 좋을 것 같아요.
피드백 감사합니다! 다음엔 UI 좀 키워보도록 하겠습니다.
plzz the application for Keyboard button
It would take time to learn
So nice
Thank you!
Hello, I added camera shake to camera sequencer, but it doesn't work in the game itself, it works during editing, I just create a level sequence everything works, but as soon as I add shaking to camera sequence for my finishing animations, there is no shaking. Can you help me, please?
This is probably because you are using a Camera Actor instead of a Cine Camera in gameplay, if I'm not mistaken only cinematic cameras can add shakes.
Did you ever find a fix for this? I'm using a cine cam (i didnt switch to cameraactor) but still shake just does not work I've tried local space, world space on the options no difference...plays fine in sequencer and not at all when in-game?
@@wagamuma2617 Are you using a cine cam in gameplay?
@@DavioTheDev no just a normal cam on the 3rd person character, i've tried cine and normal cams on the sequencer too... maybe it's a bug in 5.4? The camera looks like it's shaking when you preview but doesn't at all in-game
@@wagamuma2617 I remember that I solved this problem, but it was so long ago that I don't remember exactly how I solved it. But I remember for sure that I created a new project and tried to do it in an empty project and this pushed me to solve the problem, I also tried in the old project but on other levels. Try to do this on other levels and on a new project. I would love to help solve this, but I don't remember what I did at all. I remember thinking, "what's real, because of this?"
설명 친절하게 잘 해주셔서 이해가 잘 됐습니다. 감사합니다!!
Thanks mate!
how can i implement EndCameraAnimation node to the ThirdPersonCharacter?
Cool! Thanks.
Awesome series of camera tutorials, thank you!!! Adding a mouse scroll zoom to it would be cool (mine is now broken lol).
Hi thanks for the comment. The mouse scroll zoom would probably be overridden if you followed the tutorial since it's using the line trace's blocked point as a distance reference. You could try having the zoom function modify the maximum distance for that part.
about the "dither" effect. is there a way to make it in a postprocess instead of an obj by obj
What Value do you have the InterpSpeed set for? You never revealed that when doing your walk through of the Get Interp Speed function.
I went over briefly, so you might have missed it. You can check it out from 12 minutes into the video. Hope it helps.
@@gotagamee They mean the actual variable for Interp Speed, I can't seem to find it either. I've looked over that part several times and you don't show it. You do talk about it, but you don't click on the variable to show the value. And I'll be honest, I got really confused with all those numbers you were saying so I don't know what the right number was 😅 Edit: I figured it out after some testing and now what you said makes sense! If I'm correct, your variable is set to 0.8. I tweaked mine to be .015 (I moved my third person camera to be closer to top down) and I really like how smooth it is! Thank you for this tutorial and thank you for explaining how everything works! Lots of people tend to just say do this and you're done but you took the time to explain and I really appreciate that
Can you please show how to do this all inside the player BP? My project and many other people need the camera inside the player BP. Thanks
Hello, the tuto is really great ! I just have 1 issue. The shadows also dissapear when the Material get less opaque. Do anyone have an idea to still « hide » the Material but not shadows ?
Cool
Tutorial pls
thanks!
Sorry for commenting so many times, but when pressing Play on the game, the camera isnt activated and the camera is inside the players face (like its placing a default camera if the camera was accidentally deleted) what would be a way to solve this?
Is seems like the camera setup(not the default one like you described) is not getting a proper view target. I would try calling the "Set View Target With Blend" node and set the actor with the desired camera as the New View Target input.
@@gotagamee i currently have tried that but to no avail. I tried putting it in a level blueprint, the character, and the camera but nothing
Maybe the camera isn't being spawned in the world? I think you'll have try adding breakpoints in your blueprints and see if anything's missing.
@@gotagamee I started a new project and once I put it into the level blueprint (set view target with blend) it started to work. Gotta work on some tweek and not sure why it didnt work in any other blueprint but glad its at a point thats finally working Thank you
How did you get the "SET" Function for the "Get Adjusted Target Spring Arm Length" and the "Spring Arm"? Im having a hard time with just that portion, feel like i watched the last 8 min 20 times haha
NVM i found it. I have to drag off the spring arm component and search "length" and set it.
hoy guy ! 20k view and 988 followers.... Comon i guess his tuto well explain help us a lot so follow !
Thank you for the nice comment!
This was incredibly thankful, thank you for sharing :)
I am glad to hear that. Thank you for the comment
Cheers for this! Helped me out on a current Camera system I am working on! Wondering if you can help me on another aspect on it that I haven't been able to get much results on it yet (most probably I just haven't figured out the maths behind it yet) Is there a way to "stop" the camera on following the spring arm? In a context where when a player enters a box collision, you can have the camera remain on the overlap/impact point
I'd imagine you'd probably have to detach the camera from the spring arm for starters, under the assumption that you want to use a single camera. I think another approach is to just create a new camera on the desired spot when the intended trigger is overlapped and blend the view target to that camera.
@@gotagamee Thanks for that detachment idea! With that in mind I managed to get my camera to act how I want it in certain areas! :D Cheers mate!
Hey ! i'm new to unreal and blueprint/dev, currently trying to do a little game and i came here because i got the spring arm who do instant move when it collide. i'v tried your solution but it don't work properly in my game ( it's a fast game and i still got clipping when moving the camera). But maybe i got an idea that you could manage to work since i don't really know how to do it ! Maybe instead of moving the camera every tick when the sphere trace collide with something, we could try to keep the camera movement to go the point it collide but when the camera reach it we just enable the "Do Collision Test" of the spring arm and stop moving the cam since it will do it alone, when we enable this i think we need to do something so it only happen once and not every tick, and when the camera go away and there is no collision we keep the movement so she go the spring arm max length and then disable the "Do Collision Test". Sry my english is not really great and since i'm still new to this it could be confusing, i hope that you'll understand what i meant and it is something that can work
Hello. It feels like quite a different approach, so it's hard to tell. If your game is a fast game, I think you could try cranking up the interp speed to a higher value for starters.
@@gotagamee thank you for your response ! i did try to change all the value i could to see how it react, but i will test it again just in case.
hey, could you teach me how to trigger it by only happen once? I'm also dont like to use tick but I can not find a proper way to complete it. really thanks,
Hey man, maybe this is a lot to ask, but could you do a series in the realm of ladders, climbing, and ledge hanging? And maybe stuff like jumping from and landing onto ladders and other climbable surfaces?
I'll consider going over them when I can in the future. Thank you for the suggestion.
You're a great teacher, man.
Thank you for the compliment. Means a lot. Hope you have a great day.
이넘 웨폰타입을 가져오기 위해 ABP에서 BP를 캐스팅 했을 때 별로 좋지 않은 방식이라고 하셨는데 왜 그런걸까요?? 무거워져서 일까요??
많이 복잡한 게임이 아니고서야 엄청 큰 차이가 있을지는 잘 모르겠습니다만, 보편적으로는 형변환을 틱 단위로 하는 것이 최적의 선택은 아니라고 하여 이야기하게 되었습니다. 애니메이션 블루프린트 퍼포먼스 관련해서 프로퍼티 액세스라는 방식이 있는데, 이를 활영할 수 있으면 하는 것이 상대적으로 나은 방식인 것으로 알고있습니다.
@@gotagamee 친절한 답변 감사합니다 !!
Thanx man, helps a lot! 💥
Hi, I had a question. My BPcamera is able to possess the BPplayer with all its logic when testing with debug tools, but the actual view I see the world in defaults to some kind of first person view(some kind of fallback camera maybe?). This happens whether or not I have the BPcamera in the scene or not. The playerBP does not have a camera in viewport also so idk where this view is coming from.
Hello. I think you might not be actually possessing it when the "fp camera view" is happening. You can try checking if you are using the correct game mode with controller, camera manager and such, set up properly.
Or if you were following the video, if you have the possess logic inside of the level blueprint and you were trying to use this system from a different level, it wouldn't work. Which I think might be what's happening to you. You can copy the possess logic I have in the level blueprint to other levels as needed or create something else to handle the possessing.
@@gotagamee I figured it out thank you. In BP_MyPlayerController there is a setting under Player controller called “Auto Manage Active Camera Target” unchecking this option resolved the issue for me
Thank you for sharing! Have fun!
@@chrisobrooks6662 where is the option??
great video, thank you!
i want to make a game that makes it easier for a Child to Play on so This is Perfect Exactly what i was looking for Thank You!! My nephew didnt know what buttons to press let alone use the mouse also.
I hope this video helps!
Sell this as a Marketplace product. I'll be your first customer.
question sir, May I know where did you connect the Handle input in Stop Camera Animation Node?
Hello. It's connected to the handle that's in the Play Camera Animation node. I hope it helps.
9:16 에 state 흐름이 프리뷰 인스턴스를 바꿔줬는데도 제꺼에선 안 보이는데 세팅해줘야하는 다른 게 더 있는 걸까요?
혹시 같은 애니메이션 블루프린트를 사용하는 캐릭터가 여럿 있다면, 확인하고자 하는 캐릭터를 정확하게 선택해줘야 합니다.
Best freaking cam set up. Love it with some tweaks here and there it behaves exactly how i have imagined. Awesome and very detailed with the explanations Good Job and thanks a lot.
Thank you for the comment. I am happy it helped you out!
I hope you expand on features aswell :) @@gotagamee
thank you!!