Video idea: how to attach the motion matching parkour to a "skill" that the player can get "better at" to increase their access to the different movements
Ooh, that's an interesting idea! I love the concept of tying parkour abilities to a skill system. You could have the player start with basic movements and gradually unlock more advanced techniques as they level up or gain experience. Maybe even add some challenges or training scenarios to help them improve. I'll think about this one. Thanks for the suggestion!
Hey, thanks mate! I'm really glad you found the tutorial helpful. Using structs for movement systems is a great way to keep things modular and organized. It's always good to revisit and refine our existing systems - there's always room for improvement, right? If you end up making any cool modifications to your own system based on this, I'd love to hear about it!
I cant even begin to explain how excited i am to find a actual tutorial by a VR dev... Im just hoping you are using BPI and not casting. Welp. here we go. ill let ya know if the system is what i need and if i can learn and replicate without watching the TUT. Thanks ahead of time for taking your time to make this tutorial for us, even if it is not what need. ❤🔥
Hey, you're welcome. I'm hoping to start on some actual VR tutorials in the coming weeks, just started a new job recently so had to take a break. And yes, I use BPI. From memory I don't believe I used casting in this tutorial, but if I did I only use casting in situations that are memory-safe. I only really use casting if I know for certain that both blueprint classes are always loaded anyway.
Steven, brilliant tutorial, i am using the GASP template and have this working, with a few changes to make it work on this template, i am struggling with the running aspect, when exausted the play stops sprinting and starts running, the stamina doesn't refill when running, only when walking but still, do you know how i would fix this? Cheers mate
Hello. I am just wondering why my Character doesn't stop sprinting when I release the Sprint key. I followed the tutorial to the T. im so confused. im using 5.4
I'd say just make sure that your 'Stop Sprinting' function is properly connected to the 'completed' output of the Input Action sprint event. If you're unsure, you can download the free project files in the description and compare the code to see what's different
Haven't tried it with the GASP myself but I can't see why not. It was intended to be fairly modular so you should be able to add the component to the partials character in the GASP
@@stephananemaat when i compile at @29:28 i get my first error saying the following: Could not find a pin for the parameter Movement Speeds of SetupStaminaComponentReferences on Setup Stamina Component References, Pin New Param named NewParam doesn't match any parameters of function SetupStaminaComponentReferences,
@@Gallaxyz I think you might have included the wrong time stamp as the video is only 25 mins long (unless you were watching one of the other episodes). In any case, I'd say make sure that the component blueprint has been compiled and saved properly and see if it now updates correctly in the character blueprint.
@@stephananemaat i'd stood up so late last night watching your videos, i dont remember what i did but i got it to work so far i think it was something with making the ia_sprint and the other igc believe, i was having trouble following because im trying to do this with the gasp but it seem like certain blueprints and setups are already modified which makes it hard to find and follow but youre doing a excellent job i will try to finish continuing when i get the chance as i am fairly new to game developing thankyou for your time as i appreciate it so much both the time and effort, im considerate of your help
Some ppl are angels, "completely for free" "anyone can download for free"
It inspires me. Thanks.
You're very welcome
This is a lovely culture to share knowledge for free, thanks for teaching me this culture. It's Priceless
thank you for making my life easier by making the project files free and not putting it behind a paywall
Happy to help!
Very nice explanation! Love your style of teaching/tutorials. No skipping, just moving with you and thinking with you
Thank you so much! Glad it could help
Video idea: how to attach the motion matching parkour to a "skill" that the player can get "better at" to increase their access to the different movements
Ooh, that's an interesting idea! I love the concept of tying parkour abilities to a skill system. You could have the player start with basic movements and gradually unlock more advanced techniques as they level up or gain experience. Maybe even add some challenges or training scenarios to help them improve. I'll think about this one. Thanks for the suggestion!
@stephananemaat also, increase maximum runspeed (player velocity) with skill up? :)
Great turorial really made me think and look at my own system due to its begin play and the general set up of movement systems by using the struct
Hey, thanks mate! I'm really glad you found the tutorial helpful. Using structs for movement systems is a great way to keep things modular and organized. It's always good to revisit and refine our existing systems - there's always room for improvement, right? If you end up making any cool modifications to your own system based on this, I'd love to hear about it!
I cant even begin to explain how excited i am to find a actual tutorial by a VR dev... Im just hoping you are using BPI and not casting. Welp. here we go. ill let ya know if the system is what i need and if i can learn and replicate without watching the TUT. Thanks ahead of time for taking your time to make this tutorial for us, even if it is not what need. ❤🔥
Hey, you're welcome. I'm hoping to start on some actual VR tutorials in the coming weeks, just started a new job recently so had to take a break. And yes, I use BPI. From memory I don't believe I used casting in this tutorial, but if I did I only use casting in situations that are memory-safe. I only really use casting if I know for certain that both blueprint classes are always loaded anyway.
@@stephananemaat awesome. ill be around when you do. i still have not gotten a chance to try out this tutorial yet. u know how solo dev goes lol.
Well explained tutorials and nice system for making it modular. Interesting video editing. ;)
Glad you liked it!
Very well explained!
perfect explanation
Glad it was helpful!
Steven, brilliant tutorial, i am using the GASP template and have this working, with a few changes to make it work on this template, i am struggling with the running aspect, when exausted the play stops sprinting and starts running, the stamina doesn't refill when running, only when walking but still, do you know how i would fix this? Cheers mate
Now all we need is a health system and a way to save and load
Thanks for the suggestions!
Hello. I am just wondering why my Character doesn't stop sprinting when I release the Sprint key. I followed the tutorial to the T. im so confused. im using 5.4
I'd say just make sure that your 'Stop Sprinting' function is properly connected to the 'completed' output of the Input Action sprint event. If you're unsure, you can download the free project files in the description and compare the code to see what's different
@@stephananemaat I actually did download the files. I'll definitely compare. Thanks so much.
i appreciate the video im about to watch part 2 learned a lot as i am a beginner, would you know if this can apply to the gasp in ue 5.4?
Haven't tried it with the GASP myself but I can't see why not. It was intended to be fairly modular so you should be able to add the component to the partials character in the GASP
@@stephananemaat thanks i will try
@@stephananemaat when i compile at @29:28 i get my first error saying the following: Could not find a pin for the parameter Movement Speeds of SetupStaminaComponentReferences on Setup Stamina Component References, Pin New Param named NewParam doesn't match any parameters of function SetupStaminaComponentReferences,
@@Gallaxyz I think you might have included the wrong time stamp as the video is only 25 mins long (unless you were watching one of the other episodes). In any case, I'd say make sure that the component blueprint has been compiled and saved properly and see if it now updates correctly in the character blueprint.
@@stephananemaat i'd stood up so late last night watching your videos, i dont remember what i did but i got it to work so far i think it was something with making the ia_sprint and the other igc believe, i was having trouble following because im trying to do this with the gasp but it seem like certain blueprints and setups are already modified which makes it hard to find and follow but youre doing a excellent job i will try to finish continuing when i get the chance as i am fairly new to game developing thankyou for your time as i appreciate it so much both the time and effort, im considerate of your help
💯💯💯!!