The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂 drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing Full access to our Discord server, Mizzo's Dizzo, is now available for just $1.50 per month... 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
I know this is off-topic but I wanted to say and appreciate how crystal clearly you speak. That is to be very welcomed for non english speaking people, like me. Thanx.
This is such a good tutorial, took my project to the next level for sure, always seem to have a problem with aiming and getting the blend spaces right, thanks so much.
Probably the best tutorial on the subject I've watched so far. Although you don't really need to check if the character's health is higher than zero before damaging them, just after, and you also need to disable the collision on the capsule or else it stays there where the character was.
@ProxyDoug Actually the check before the rest of the logic is to stop it executing any further logic in case the character you shoot is already dead. Yes obviously you would want to disable collision on the capsule; this is essentially just a quick introduction to make a very basic TPS character set up.
Great and helpful tutorial! Thanks loads! One more thing I need to go looking for: a crosshair or X mark for where the rounds will be hitting. Thanks for getting me this far!
an easy way to do that is to use the camera location as the start point on the line trace in the aim function instead of the muzzle socket. for the end point, you need to get the camera rotation and get its forward vector, multiply the forward vector by the range you want to give your gun and then add the camera location. you access get camera location and get camera rotation from the get player camera manager node. the cross hair is just an image inside a widget blueprint which you anchor to the centre of the screen. you add widget on event begin play but only add it to the viewport when you aim, you can even use a bool to add the crosshair only when you have a gun for the feel.
Great tutorial. I would have taken the approach of maintaining the Manny AnimBlueprint when you character does not have a weapon equipped, then toggle within the ABP using an equipped Boolean variable. This way you get the best of both worlds ! Also, love how you did the aim offset. Had no idea you can do that. I prefer to create an AnimOffset then dropping in the AO animation sequences (if you have them)
It includes all the basic and necessary files for any game. Of course you could still start from scratch, but imagine having to create every animation, every character, and every blueprint just to get started on making your game unique. The starter content includes the blueprint for the player's character, base meshes (Manny and QUinn), animations, and most importantly, the game functions (start game and such). It may also include materials and other bonus stuff to get you started on using UE5, but these aren't really used in the video
Hii, i really love this tutorial and im at the point where we are doing line trace, however my gun just wont shoot straight for some reason, it seems like its random but is always to the left side
I did the steps but my character has no animation. He is just standing straight up as he moves. but isnt walking. Also, i want my characters to be able to wield knives and be able to fistfight when they don't have guns. is it possible to have more than one animation?
47:04 Here, instead of using Get Forward Vector from the MuzzleFlash socket, you can use it from the Camera node. It's not precise with the center of the screen (if you set a crosshair, it won't shoot in the middle), but it stops the sway from the animation from affecting the shot.
Amazing tutorial, however: At 32:50, you don't have to delete the BS_Jog. If you do the same as you did with the Locomation-Walk/Run animation (bring in BS_CrouchWalk and blend poses by bool), then it will give you a better effect, in my opinion. Your character's posture won't be straight like a board as if he's about to fire a heavy machine gun. Of course, if you're making a game where your character is a robot, then this is the perfect posture for that. It reminds me of The Terminator.
I follow Your tutorial series, and when I set line tracer, to trace from barrel and center of the screen, everything works, until I do crouching, it does line trace from the position like I am standing, instead of crouching? Any solutions to fix this?
Was trying to add to the "Yaw Rotator" that you set around 17:00 so that it could also rotate my character towards the direction of my camera (my camera is free from the characters orientation). I want the player to be able to look around their character but also have the character turn slightly in the direction they are looking. I set the divider to 16 instead of 8 (I also made it turn the neck and head so 3 extra bones) and it made the tilt less dramatic and spine breaking. Anyone have any idea? I've tried using a "get follow camera" from the 3rd person character reference but it retrieves null, even if I set it at begin play. I tried subtracting the characters current world rotation from follow camera world rotation and vise versa. Closest I get is by combining the rotations of the character and camera and splitting the combined rotation and taking the yaw from there but still get wonky things happening at -180 or the characters head flipping from side to side if i'm at -90 / 90
i'm a bit stuck with my line traces going slightly left or right depending on how i turn and fire. at one position the lines are dead center and when i turn to the right my lines go off to the left from the muzzle instead of straight forward.
Hey dude, I was having this same issue. I fixed it by increasing the multiply amount after the get forward vector pin. I increased mine to something like 500,000 and it fixed it.
At 47:44 after completing the firing logic my gun will just keep firing even after the input is released regardless of if its enhanced input or basic lmb input.
I have 1 issue, was able to get a lot working but I got ahead of myself and made a mistake. I edited the bones in the idle rifle animation, seemed all was well, but now my feet do not move I only glide on the ground. anyway I could get some help with this? has me pulling my hair out
Hey, could you add a sprint mechanic to this? with stamina depleting but not on tick? Somehow make it a function. I heard that doing HP, sprint and other stuff that does not need to be checked every frame should not be on tick.
i have followed every step using 5.2, however the crouching vairable doesnt show up for me in the APB manny event graph, it is instead shwoing me only the built in IsCrouching variable
@faronorthgames1571 at 8:50 you need to make sure you correctly cast to your character's BP and set the variable from that otherwise you won't be able to pull the relevant data from your character to use in the anim BP
30:08 I'm not able to get a character reference or my crouching variable in my animation blueprint. Does anyone have a fix/know why? Any help is greatly appreciated.
Very nice. I went through your tutorial in great details. 😊 Can you show us how to replace the default actor with a custom character? This will help us enhance the game and give our players better UX experience. 🤔 Adding a UI HUD will be nice too. Thanks.
I'm using this and making a multiplayer version. For some reason when I look below a certain point, about the horizon line, the character's animation glitches and the player's torso clips into their legs. It looks fine from the player's perspective, but it does this from the POV of other players in the scene. I'm not sure why this is, idk if anyone has run into this.
At 16:45 we are putting the data in the X(roll) of the "make rotator" node even though we are changing the pitch. This is correct but for the life of me I don't understand why. Could someone please break it down for me?
for all those struggling to shoot at the center, a step is missed , after multiplying the forward vector with a float, add back the vector to the vector location of the socket.
@@tomrogers7618 For the line trace end point, take what we plug into the start point and add it to the return value of the multiply node, then plug the return of that addition into the end point.
I have the half of the 5 hours zombie game that u did, and I learn a lot, but can do a tutorial of how to do animations on blender and putting in unreal in a character, cuz it’s crazy how I don’t see any tutorial in UA-cam that explain specially, I want to add uv mapping, and lot of animations, or maybe do u know some uddmy or domestica this type of plataforms to know about the characters and animation(?? I don’t like mixamo cuz it’s easy, and I want to upload my own zbrush characters that cross to substance then blender then unreal
Question on the line trace channel. What is it rotating off of? I can shoot straight in some postions and if I turn it shoots to the left or right. Is it based off world location or actor location or muzzle flash location?
It doesn't rotate, it draws from point A to point B. Point A is the world location of the muzzle socket, and point B is calculated from the forward vector of that socket, so a certain distance in front of the socket. No idea why your line trace would be doing that but probably you made a mistake somewhere...
Hi i was curious if i create the first person metahuman tutorial am i able to then use a another camera to easily put thirdperson as a option and for multiplayer would i follow the multiplayer FPS tutorial or the TPS tutorial for setting that up? or either one is fine?.. sorry for so many questions
Hey is there anyway to make the gun shoot from your eyes like counter strike I don't like how hard it is too shoot because of the animation I really just want it to be more accurate
I made it smoothly to 19:00 and i have a question before I go any further, If my goal is to have the unarmed animations(for idle, sprint, crouch, etc.) active before picking up any weapons. Whats your best suggestion to achieve that while still following the rest of this tutorial? Apologies if you talk about that later in the vid haha
19:29 my whole state machine for Upper Body Anims is not working, I’ve completely deleted it and remade it on par with the video, but the entire machine doesn’t work? Is there something I have disabled/not enabled
im losing my mind trying to get this walking to work with these animations as I hate the ones in the starter pack so i spent hours editing them all where i want the feet hips head arms everything but now it just glides everywhere, not sure what I missed
Could you make a video replacing the character with another one? changing your skin, or give instructions on how I could do it, I'm afraid of watching another video and mine will have file problems later
Hey is there anyone who can help me figure out what's going on with my animation blueprint? I'm using the enhanced input to change the crouching variable to true which should activate the crouching idle pose. It looks like it does but in-game the player only crouches when moving around. I'm changing the crouching variable to true using the input which should activate the crouching idle pose. It looks like it does but in-game the player only crouches when moving around
thank you soooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo much i needed this
Has anyone tried combining this with AI? I tried copying the character and adding an AI controller but AIMove to drifts instead of walking. Use Acceleration for paths is ticked.
Hey, how is this different from the 2.5hr tutorial you posted a few months ago? Is this just the “short and basic” version? Or is there something I’m missing?
@@PitchforkAcademy Hey do you take video requests/suggestions? I was struggling to find comprehensive resources on working with audio in Unreal with Steam Multiplayer. Implementing a directional voice chat with effects, like high filter for walkie talkie…
@alphamineron I welcome the requests but unfortunately the answer usually has to be no because I already have too much work to do (or I simply don't know the subject well enough). Wouldn't you just attach the sound component to the character and make sure that component is replicated?
Hi, i was curious I just completed your TPS Multiplayer shooter tutorial. Would i just code the stuff i am missing from the earlier tutorial into the existing TPS online? Also i was wondering how would i go about getting TPS shooter but i want to put in first person also as how some games are if you double click right it changes it into first person perspective.. and with the meta human does your older converting meta human in ue5 does is it still the same way for 5.4? Thank you for everything and if you are unable to answer i understand, anything advice helps a lot.
i didnt have "get crouching" i only had "get is crouched" and could not get it to world.... there goes 3 hours of following the video do the drain.. i wish this was easier. i give a lot of props to you and all other game developers. or i wish i was rich to pay people for the game i want to make. this stuff is too much for my brain
20:27 31:00 I JUST HAD TO REWATCH IT ALL AGAIN FOR A SMALL ARROR ARGGHH Edit: thx now i understand more blueprint on unreal infact i made sprint thank to this 48:22
The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂
drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing
Full access to our Discord server, Mizzo's Dizzo, is now available for just $1.50 per month... 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
could you continue on the ammunition and the circle that you see before shooting?
I know this is off-topic but I wanted to say and appreciate how crystal clearly you speak. That is to be very welcomed for non english speaking people, like me. Thanx.
This is such a good tutorial, took my project to the next level for sure, always seem to have a problem with aiming and getting the blend spaces right, thanks so much.
Thanks so much mate. Been binging UE5 tutorials for two weeks. You're the best.
Exactly what I needed to get me going with animations and locomotion. Thank you for taking the time to make this.
Probably the best tutorial on the subject I've watched so far.
Although you don't really need to check if the character's health is higher than zero before damaging them, just after, and you also need to disable the collision on the capsule or else it stays there where the character was.
@ProxyDoug Actually the check before the rest of the logic is to stop it executing any further logic in case the character you shoot is already dead. Yes obviously you would want to disable collision on the capsule; this is essentially just a quick introduction to make a very basic TPS character set up.
FYI AT 17:52 If your character doesnt lean, check connections on the "Event" graph
Mines didn't lean
Figure it out, have to apply rotation mode "add to existing"
@@STRIFETRIBE Big thanks!!!!
@@STRIFETRIBE How did you apply rotation mode?
oh my god you werent kidding...nice dude. Watching this first thing tomorrow
😏
Bro this is literally the tutorial I’ve been searching for a month. All the other ones are confusing.
I can't believe it took me this long to realise it needs to be done! I also have a multiplayer TPS:
ua-cam.com/video/FR81TqmZd-4/v-deo.html 🫶
@@PitchforkAcademy but its a bit outdated bcs of new update of unreal isnt it? is it good to use now or?
@@romaneks0 Uhh, no? Why would it be outdated?
6:20 Dude I looooooove you! I actually looked for this like 3 months 🤩
Haha I love you too, Milian! 🫶
Truly helpful video. You're awesome dude, keep going!
Great and helpful tutorial! Thanks loads!
One more thing I need to go looking for: a crosshair or X mark for where the rounds will be hitting.
Thanks for getting me this far!
an easy way to do that is to use the camera location as the start point on the line trace in the aim function instead of the muzzle socket. for the end point, you need to get the camera rotation and get its forward vector, multiply the forward vector by the range you want to give your gun and then add the camera location. you access get camera location and get camera rotation from the get player camera manager node. the cross hair is just an image inside a widget blueprint which you anchor to the centre of the screen. you add widget on event begin play but only add it to the viewport when you aim, you can even use a bool to add the crosshair only when you have a gun for the feel.
Great tutorial. I would have taken the approach of maintaining the Manny AnimBlueprint when you character does not have a weapon equipped, then toggle within the ABP using an equipped Boolean variable. This way you get the best of both worlds ! Also, love how you did the aim offset. Had no idea you can do that. I prefer to create an AnimOffset then dropping in the AO animation sequences (if you have them)
This is by far the best tutorial on this topic on UA-cam. Great, thank you!
Just a simple question, what is the "Starter Content" at 1:51 ?
I hear it very often in tutorials, but no one explaines it ....
It includes all the basic and necessary files for any game. Of course you could still start from scratch, but imagine having to create every animation, every character, and every blueprint just to get started on making your game unique. The starter content includes the blueprint for the player's character, base meshes (Manny and QUinn), animations, and most importantly, the game functions (start game and such). It may also include materials and other bonus stuff to get you started on using UE5, but these aren't really used in the video
@@thegamingspino Thanks, I have always thought that the third person template comes with all the base character meshes, animations and game functions.
Hii, i really love this tutorial and im at the point where we are doing line trace, however my gun just wont shoot straight for some reason, it seems like its random but is always to the left side
Read comments above. One of the first talks about how to fix this
This video is great, i just wish it had timestamps, that would complete it. Thanks for the awesome tutorial!
I did the steps but my character has no animation. He is just standing straight up as he moves. but isnt walking. Also, i want my characters to be able to wield knives and be able to fistfight when they don't have guns. is it possible to have more than one animation?
Checked all connections for everything but my character doesn't lean forward / backwards when the camera leans.
How to shoot always at the center? Great tutorial and everything works fine!
i would like to know to how to make the tracer shoot at the center for me it shoots at the side
47:04 Here, instead of using Get Forward Vector from the MuzzleFlash socket, you can use it from the Camera node. It's not precise with the center of the screen (if you set a crosshair, it won't shoot in the middle), but it stops the sway from the animation from affecting the shot.
@@ProxyDoug many thanks!
just rotate the muzzle flash of th e rifle i rotated it to 270 degrees and it worked
Amazing tutorial, however: At 32:50, you don't have to delete the BS_Jog. If you do the same as you did with the Locomation-Walk/Run animation (bring in BS_CrouchWalk and blend poses by bool), then it will give you a better effect, in my opinion. Your character's posture won't be straight like a board as if he's about to fire a heavy machine gun. Of course, if you're making a game where your character is a robot, then this is the perfect posture for that. It reminds me of The Terminator.
@BarryMcCawkiner Yeah this video has a couple of mistakes that were unintentionally left in but I'll do better on next year's iteration. 🙂
This is the best tutorial ive seen so far! Thank you so much for this !
Also can you tell me how can I convert camera to First person?
I follow Your tutorial series, and when I set line tracer, to trace from barrel and center of the screen, everything works, until I do crouching, it does line trace from the position like I am standing, instead of crouching? Any solutions to fix this?
Was trying to add to the "Yaw Rotator" that you set around 17:00 so that it could also rotate my character towards the direction of my camera (my camera is free from the characters orientation). I want the player to be able to look around their character but also have the character turn slightly in the direction they are looking. I set the divider to 16 instead of 8 (I also made it turn the neck and head so 3 extra bones) and it made the tilt less dramatic and spine breaking.
Anyone have any idea? I've tried using a "get follow camera" from the 3rd person character reference but it retrieves null, even if I set it at begin play. I tried subtracting the characters current world rotation from follow camera world rotation and vise versa.
Closest I get is by combining the rotations of the character and camera and splitting the combined rotation and taking the yaw from there but still get wonky things happening at -180 or the characters head flipping from side to side if i'm at -90 / 90
i'm a bit stuck with my line traces going slightly left or right depending on how i turn and fire. at one position the lines are dead center and when i turn to the right my lines go off to the left from the muzzle instead of straight forward.
Hey dude, I was having this same issue. I fixed it by increasing the multiply amount after the get forward vector pin. I increased mine to something like 500,000 and it fixed it.
Hi. I had the same problem. It's caused by the UE5_Idle_Rifle_Ironsights animation. Switch it to UE5_Fire_Rifle_Ironsights instead :D
@@mbhollowstudios holy shit I was going schizo and this solved it, thank u so much man
At 47:44 after completing the firing logic my gun will just keep firing even after the input is released regardless of if its enhanced input or basic lmb input.
Gracias crack! Excelente video!
I have 1 issue, was able to get a lot working but I got ahead of myself and made a mistake. I edited the bones in the idle rifle animation, seemed all was well, but now my feet do not move I only glide on the ground. anyway I could get some help with this? has me pulling my hair out
how do i change the ABP_Manny sceleton mesh to a blender armature rig?
Hey, could you add a sprint mechanic to this? with stamina depleting but not on tick? Somehow make it a function. I heard that doing HP, sprint and other stuff that does not need to be checked every frame should not be on tick.
This is just a standalone video, but yes of course you could add anything you want! ✌️
i have followed every step using 5.2, however the crouching vairable doesnt show up for me in the APB manny event graph, it is instead shwoing me only the built in IsCrouching variable
@faronorthgames1571 at 8:50 you need to make sure you correctly cast to your character's BP and set the variable from that otherwise you won't be able to pull the relevant data from your character to use in the anim BP
33:15 Couldn't you use the same setup as for the other Walk/Run Blendspaces. Just out of curiosity?
I couldnt find same weapon kit as yours and another weapon kit doesnt help me what can ı do?
30:08 I'm not able to get a character reference or my crouching variable in my animation blueprint. Does anyone have a fix/know why? Any help is greatly appreciated.
@@forkplustoaster9603 Did you follow the step @8:45?
Very nice. I went through your tutorial in great details. 😊 Can you show us how to replace the default actor with a custom character? This will help us enhance the game and give our players better UX experience. 🤔 Adding a UI HUD will be nice too. Thanks.
19:15 is this Blendspace native to UE5 or how do I get it? Do you have another Tutorial for this?
I did this tutorial on UE4 and the blendspace is there under a different name, and you also have to retarget it (if I recall correctly).
I'm using this and making a multiplayer version. For some reason when I look below a certain point, about the horizon line, the character's animation glitches and the player's torso clips into their legs. It looks fine from the player's perspective, but it does this from the POV of other players in the scene. I'm not sure why this is, idk if anyone has run into this.
@@squidud Look at this video instead:
ua-cam.com/video/FR81TqmZd-4/v-deo.htmlfeature=shared
@PitchforkAcademy thank you!
I'm having a problem at around 17:25. My upper body is completely turned on its side and I'm not sure which step I missed to cause this.
You probably plugged something into the wrong pin when we set up the pitch rotation calculations...
At 16:45 we are putting the data in the X(roll) of the "make rotator" node even though we are changing the pitch. This is correct but for the life of me I don't understand why. Could someone please break it down for me?
It's rotation on the x axis. Open up the asset and look at the gizmo that shows the axis in the bottom left of the viewport. 😉
Hi how would i import my own gun from blender with fire animations [ slide moving back]
for all those struggling to shoot at the center, a step is missed , after multiplying the forward vector with a float, add back the vector to the vector location of the socket.
OMG you are right! I can't believe I left that mistake in my tutorial! 🤦♂️
I could bebeing a doofus, but could you be more specific?
@@tomrogers7618 For the line trace end point, take what we plug into the start point and add it to the return value of the multiply node, then plug the return of that addition into the end point.
@@PitchforkAcademystill confused
@@liamgamesstudio I explained thoroughly...
My character doesn't lean when looking up or down despite following all steps, is there anything I could be missing please?
I have the half of the 5 hours zombie game that u did, and I learn a lot, but can do a tutorial of how to do animations on blender and putting in unreal in a character, cuz it’s crazy how I don’t see any tutorial in UA-cam that explain specially, I want to add uv mapping, and lot of animations, or maybe do u know some uddmy or domestica this type of plataforms to know about the characters and animation(??
I don’t like mixamo cuz it’s easy, and I want to upload my own zbrush characters that cross to substance then blender then unreal
Question on the line trace channel. What is it rotating off of? I can shoot straight in some postions and if I turn it shoots to the left or right. Is it based off world location or actor location or muzzle flash location?
It doesn't rotate, it draws from point A to point B. Point A is the world location of the muzzle socket, and point B is calculated from the forward vector of that socket, so a certain distance in front of the socket. No idea why your line trace would be doing that but probably you made a mistake somewhere...
@@PitchforkAcademy i am having same issue the line just goes in one direction
Hi i was curious if i create the first person metahuman tutorial am i able to then use a another camera to easily put thirdperson as a option and for multiplayer would i follow the multiplayer FPS tutorial or the TPS tutorial for setting that up? or either one is fine?.. sorry for so many questions
Hey is there anyway to make the gun shoot from your eyes like counter strike I don't like how hard it is too shoot because of the animation I really just want it to be more accurate
Where he used the MuzzleFlash forward vector, you can change it to use the camera node into the Forward Vector node.
I made it smoothly to 19:00 and i have a question before I go any further, If my goal is to have the unarmed animations(for idle, sprint, crouch, etc.) active before picking up any weapons. Whats your best suggestion to achieve that while still following the rest of this tutorial? Apologies if you talk about that later in the vid haha
I already have your physics simulated weapons system made and working too which is really nice
This is just a tutorial showing some basic set up. What you want to take away from it or add onto it is entirely up to you. ✌️
19:29 my whole state machine for Upper Body Anims is not working, I’ve completely deleted it and remade it on par with the video, but the entire machine doesn’t work? Is there something I have disabled/not enabled
Got it. Didn’t activate it from the machine. Just ignore my comments I’ll figure it out eventually 😆
Thank you so much!
i have an issue at 19:12 I don't have the asset jog in the list of assets.
got it figured out had to add non comp assets to the list.
@@foolish_N It's probably not compatible because you didn't retarget it...
Hello. I assume we will be able to add secondary weapon too after this tutorial by following your other tutorial....?
Yep you can add whatever you like!
i cant find the model you are using will another one work
@@Mr.Pancakes-lu1cu Check the pinned comment...
could one of your next tutorials be how to make a crafting system?
Is this tutorial compatible with modification for a locomotion / camera system similar to something like MGS 5?
@@wayneadams9102 Yes
im losing my mind trying to get this walking to work with these animations as I hate the ones in the starter pack so i spent hours editing them all where i want the feet hips head arms everything but now it just glides everywhere, not sure what I missed
Could you make a video replacing the character with another one? changing your skin, or give instructions on how I could do it, I'm afraid of watching another video and mine will have file problems later
19:25 what would this file be called on UE5.3? I can’t find BS_Jog
Got it- anyone wondering/needing same issue you have to enable showing incompatible skeletons
@@KingSkrap hey i have this problem too
@@KingSkraplike can you explain me what is enable showing incompatible skeletons
where and how
nvm i already make my own blandspace
Hey is there anyone who can help me figure out what's going on with my animation blueprint? I'm using the enhanced input to change the crouching variable to true which should activate the crouching idle pose. It looks like it does but in-game the player only crouches when moving around. I'm changing the crouching variable to true using the input which should activate the crouching idle pose. It looks like it does but in-game the player only crouches when moving around
Look in your state machines in the animBP. Do you have the necessary changes inside the idle state for crouching?
crouching and ads are glitchy if run on server! if anyone knows fix please let me know
Someone help my loco motion isn’t connecting the his is
thank you soooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo much i needed this
the assets are not compatible with unreal engine 5 how do i fix?
@@blurryfox933 By doing exactly what is shown in the video...
@@PitchforkAcademy my bad
orient or yaw does not pop up when I search it do you know why?
Maybe you have child component selected instead of the scene root...
SOMEHOW I CANNOT FIND THE MILITARY WEAPONS BUNDLE IN THE NEW FAB MARKET
my gun doesnt shoot where im looking only shoots west
at 41:51 IDK why my aiming animation is not playing T^T
i trying for a lot of tutorial and i still can,t implement firing system....
What do you mean? It's not that complicated....
Has anyone tried combining this with AI? I tried copying the character and adding an AI controller but AIMove to drifts instead of walking.
Use Acceleration for paths is ticked.
I really like your videos, could you make a series where maybe you can create a game "similar" to the last of us, I would be very grateful
Hey, how is this different from the 2.5hr tutorial you posted a few months ago? Is this just the “short and basic” version? Or is there something I’m missing?
Yes, this is the short, basic, and non-replicated version for beginners.
@@PitchforkAcademy thx for clarifying
@@PitchforkAcademy Hey do you take video requests/suggestions? I was struggling to find comprehensive resources on working with audio in Unreal with Steam Multiplayer.
Implementing a directional voice chat with effects, like high filter for walkie talkie…
@alphamineron I welcome the requests but unfortunately the answer usually has to be no because I already have too much work to do (or I simply don't know the subject well enough). Wouldn't you just attach the sound component to the character and make sure that component is replicated?
what about a third person shooter, with the ALS community plugin? (something like alan wake) :D
ALS is already an advanced TPS setup. This tutorial shows a basic TPS set up from scratch.
17:52. Mine won’t turn 😭. I’ve checked everything and my guy is just how he was in the beginning
I can guarantee you that you haven't checked everything...
@@PitchforkAcademyI fixed it! I deleted a portion in the event graph. Thank you though, video is super helpful!
what if i dont have a UE5 BS jog, those two are missing in my case
Look up how to make a blendspace and make the blendspace. 🙂
@@PitchforkAcademy how
can you pls make a Multiplayer Tutorial in which we have a Rifle And a sniper with scope better movement Everything replicated Start a new serious pls
Hi, i was curious I just completed your TPS Multiplayer shooter tutorial. Would i just code the stuff i am missing from the earlier tutorial into the existing TPS online? Also i was wondering how would i go about getting TPS shooter but i want to put in first person also as how some games are if you double click right it changes it into first person perspective.. and with the meta human does your older converting meta human in ue5 does is it still the same way for 5.4? Thank you for everything and if you are unable to answer i understand, anything advice helps a lot.
Bro my gun is shooting in only one location no matter where I aim
i didnt have "get crouching" i only had "get is crouched" and could not get it to world.... there goes 3 hours of following the video do the drain.. i wish this was easier. i give a lot of props to you and all other game developers. or i wish i was rich to pay people for the game i want to make. this stuff is too much for my brain
can i turn it to true first person
Of course you can. Just attach the camera to the head...
goat fr
20:27
31:00
I JUST HAD TO REWATCH IT ALL AGAIN FOR A SMALL ARROR ARGGHH
Edit: thx now i understand more blueprint on unreal infact i made sprint thank to this 48:22
@42:12
first
lazy tut (edit: just playin)😎
😅
@@PitchforkAcademy jokes my man you did great I appreciate your videos, I watch them often. Keep up the awesome tutorials
This may help me get my zombie game up and running!
my code is the same as yours but the spinal movement just wont work any suggestions? ( 17:45 )