I won't get tired of repeating it. You really make some of the best ue videos on youtube. When I was studying, I searched UA-cam for how to do crouching. And each time it was not quite what I wanted, but the videos were for 20 minutes. And here you show an excellent result in 12 minutes without too much chatter. Thank you
Fine butyou have a problem... if you'll try to crouch under some object, and then released button you just stack on it, because your capsule will change height thru the object
@@John-iu6fi it’s simple really, before all of the logic of crouching you add a node called” line trace by channel” and point it above the players head, after just add a branch and if the ray cast detected collision you add the crouching code to the “false” exec pin, and if it did it won’t do nothing because the “true” exec pin will be empty
Just did as u showed but mine still doesn't work, I have already camera shake for walk and run blueprints but still I did exactly as u showed am I perhaps missing something.
Блин, почему я это видел не нашел раньше, я бы сэкономил кучу времени, я пока плохо разбираюсь в анриле и из-за этого целый месяц сам создавал механику приседания
So everything is working perfectly fine but I can’t seem to rotate or pitch my character head It’s driving me mad but if no one can help I might just have to leave it as is
You need to create a boolean for crouching. I created one called 'IsCrouched' and set it to true after pressing the key, and false once the key is released. Then, in your sprinting code, create a branch off of Pressed and Released with your newly created 'IsCrouched' boolean as the condition. Off of the 'False' on both branches hook up 'Set Max Walk Speed' code. I know this text explanation isn't super clear so if you need a picture lmk.
its the pawn control rotation, you have to tick it and destick constrain aspect ratio, but the problem is that the camera now only moves in X axis... you cant watch up and down
My BP_FirstPersonCharacter Has "Use Pawn Control Rotation" checked, and the Time line we created doesn't affect the rotation of the camera if this is checked. Without "Use Pawn Control Rotation" checked the Timeline does affect the rotation of the camera but doesn't allow me to look up or down. Does anyone have any solutions to this issue?
New subscriber here. I’ve been using UE for two months now and I’ve watched a lot of tutorials on my journey. I have to say yours are some of the best. Straight forward and well presented. Thank you for the providing these. It’s much appreciated by the community.
Hey there, I followed now any of your FPS related videos and I need to say you helped me build one of the best bases I have ever created. What I am still missing is a feature nearly never explained in any video when I looked for it. Especially fast-paced movement shooters have this great feature when you walk left or right you slightly lean in that direction so it looks a bit like the character is really dynamic. I would love to see a video covering this mechanic because my approach to it looks incredibly clunky. Good resources for referenced are for example games like "Shady Knight" (on itchio) or "Ultrakill". Also many other movement shooters in FPS mode use this and I would love you for covering that! :)
In my discord, im going to release the VHS project but I've tweaked some settings so it looks exactly like The Complex Found Footage Game for free download when we hit 200 subscribers, Stay Tuned!
Hey, can you help me? In my game, when i crouch, 5 seconds later the Character starts going faster and faster, and for some reason i can run while crouching.
have a problem in the cod, the time to up where u crouch, is the same that u hold the c bottom, so if i hold the c bottom for a 10 minutes, i will wait 10 minutes to get up again, and idk but the camera rotation dont work to me.. hope u can help me
Guys, I just did this tutorial but the camera doesn't move... so I adapted it and found a solution: Create a specific camera shake for the crouch and add it after adjusting half the height of the capsule
I know that you aren't using any animations for a character mesh but I'm wondering if you can help me with an issue I currently have. I have a character mesh so when I look down, I can see my feet. what's happening is when I crouch, my character mesh goes through the floor. do you know of any solutions?
You need to create a boolean for crouching. I created one called 'IsCrouched' and set it to true after pressing the key, and false once the key is released. Then, in your sprinting code, create a branch off of Pressed and Released with your newly created 'IsCrouched' boolean as the condition. Off of the 'False' on both branches hook up 'Set Max Walk Speed' code. I know this text explanation isn't super clear so if you need a picture lmk.
I made a true first person cam in the thirdperson template, would I be able to program this and link an animation to the character model with it? Could you tell me briefly how or what node I would need please? Thank you so much for the amazing tutorials bro you are a top G!
I won't get tired of repeating it. You really make some of the best ue videos on youtube. When I was studying, I searched UA-cam for how to do crouching. And each time it was not quite what I wanted, but the videos were for 20 minutes. And here you show an excellent result in 12 minutes without too much chatter. Thank you
Yeah, though tutorials like these only paid
😊
Fine butyou have a problem... if you'll try to crouch under some object, and then released button you just stack on it, because your capsule will change height thru the object
Have like a short raycast to check for collision
@@laughfitycan you please tell more in details?
@@John-iu6fi it’s simple really, before all of the logic of crouching you add a node called” line trace by channel” and point it above the players head, after just add a branch and if the ray cast detected collision you add the crouching code to the “false” exec pin, and if it did it won’t do nothing because the “true” exec pin will be empty
@@laughfity does it work with this tutorial and first person? Because I tried and he can’t uncrouch after crouch
There IS a dumb crappy but good solution. Make a box, make It that when overlap, can't uncrouch using bools lol
dude you go so fast and your videos are very helpful
Thanks☺
its all good but you didn't show how to avoid collisions when getting up
@@gidegide do a ray cast from the top of the player to check for collisions
Just did as u showed but mine still doesn't work, I have already camera shake for walk and run blueprints but still I did exactly as u showed am I perhaps missing something.
So when I crouch my camera twitches when crouching and un crouching, does anyone have a solution?
same here
any solutions?
Блин, почему я это видел не нашел раньше, я бы сэкономил кучу времени, я пока плохо разбираюсь в анриле и из-за этого целый месяц сам создавал механику приседания
the left right and up down doesnt work in timeline, everything else works
Did you find a solution?
@@BM_GoonLord nope i just deleted it
So everything is working perfectly fine but I can’t seem to rotate or pitch my character head
It’s driving me mad but if no one can help I might just have to leave it as is
Same issue here! The smooth crouch in the first step works fine, but the other 2 steps are not working.
@@KreppbandStyler same here, no fix yet?
when I sprint and then after I crouch, my character speed doesn't slow down and it stays at normal walking speed while crouching, how do I fix this?
i got the same problem
You need to create a boolean for crouching. I created one called 'IsCrouched' and set it to true after pressing the key, and false once the key is released. Then, in your sprinting code, create a branch off of Pressed and Released with your newly created 'IsCrouched' boolean as the condition. Off of the 'False' on both branches hook up 'Set Max Walk Speed' code. I know this text explanation isn't super clear so if you need a picture lmk.
@@ethanbergendahl5566 yes picture would be nice thank you!
EDIT: nvm i got it to work! thanks for that
great tutorial but how do I make it so that you can't sprint and crouch at the same time?
It's not making any difference for me :(
Help please
Hey man, the discord invite link isn't working.
i followed the steps but the camera doesnt yaw for me ?
I’m having the same problem
Maybe have fun with it and see what happens
(That’s what I’m going to do)
its the pawn control rotation, you have to tick it and destick constrain aspect ratio, but the problem is that the camera now only moves in X axis... you cant watch up and down
If u have any solution please tell me
My BP_FirstPersonCharacter Has "Use Pawn Control Rotation" checked, and the Time line we created doesn't affect the rotation of the camera if this is checked.
Without "Use Pawn Control Rotation" checked the Timeline does affect the rotation of the camera but doesn't allow me to look up or down.
Does anyone have any solutions to this issue?
I have the same error, please let me know if you have a fix
Did you fix it? If yes, please say how
the way I fixed it is i used a spring arm, and that had pawn control rotation, and then i unchecked it for my camera (its on his vhs effect tutorial)
If Anybody wants to know, as @BlenderBlender. said, go use a SpringArm, select if with Pawn Control, and deactivate it on Camera
New subscriber here. I’ve been using UE for two months now and I’ve watched a lot of tutorials on my journey. I have to say yours are some of the best. Straight forward and well presented. Thank you for the providing these. It’s much appreciated by the community.
Im so glad to hear this☺
first
Hey there, I followed now any of your FPS related videos and I need to say you helped me build one of the best bases I have ever created.
What I am still missing is a feature nearly never explained in any video when I looked for it.
Especially fast-paced movement shooters have this great feature when you walk left or right you slightly lean in that direction so it looks a bit like the character is really dynamic.
I would love to see a video covering this mechanic because my approach to it looks incredibly clunky.
Good resources for referenced are for example games like "Shady Knight" (on itchio) or "Ultrakill".
Also many other movement shooters in FPS mode use this and I would love you for covering that! :)
Did you find a tutorial for that?
Time to make backrooms games xD.
In my discord, im going to release the VHS project but I've tweaked some settings so it looks exactly like The Complex Found Footage Game for free download when we hit 200 subscribers, Stay Tuned!
thx bro, keep the hard work up, you're the top G
Haha Thanks!
How could I change how low i am while crouching. Editing the lerp B value does not seem to change my height at all
plobrem i wen i stop crouching my charater keeps walking at the crouch spped
Great
Once again, very nice. Thank you!
I love you bro thank you for these tutorial
Thank you :)
@@EREMENTALSTUDIOS i love you bro
you are the best
really worth of being a first subcriber i just love to help small createors
☺
Hey, can you help me? In my game, when i crouch, 5 seconds later the Character starts going faster and faster, and for some reason i can run while crouching.
have a problem in the cod, the time to up where u crouch, is the same that u hold the c bottom, so if i hold the c bottom for a 10 minutes, i will wait 10 minutes to get up again, and idk but the camera rotation dont work to me.. hope u can help me
does this work for ue5.3.2?
I used the crouching timeline and sprinting, and i made the player accelerate
Guys, I just did this tutorial but the camera doesn't move... so I adapted it and found a solution: Create a specific camera shake for the crouch and add it after adjusting half the height of the capsule
An example: Osc Duration: 0.3 / Osc Blend in Time: 0.1 / Osc Blend out Time: 0.26
Pitch - amplitude: 1.0 / frequency: 0.6 / Yaw - Amplitude: 1.0
Frequency: 5.0
great advice, fixed everything ty
discord link didint work
Very helpfull
Thank you!
I know that you aren't using any animations for a character mesh but I'm wondering if you can help me with an issue I currently have.
I have a character mesh so when I look down, I can see my feet. what's happening is when I crouch, my character mesh goes through the floor.
do you know of any solutions?
You are using a third person character; you will need to download or create a crouching animation
I do have a crouch animation working, but when I crouch my character's body goes through the floor.@@maxten1463
How can i just click once c to crouch and click it again to standup?
You need to add a flip flop in the blueprint and then connect the crouch walk speed into the A and the normal walk speed into the B
i still sprint when crouched
Did you find a solution?
You need to create a boolean for crouching. I created one called 'IsCrouched' and set it to true after pressing the key, and false once the key is released. Then, in your sprinting code, create a branch off of Pressed and Released with your newly created 'IsCrouched' boolean as the condition. Off of the 'False' on both branches hook up 'Set Max Walk Speed' code. I know this text explanation isn't super clear so if you need a picture lmk.
@@DeepLiminal Posted a solution in this thread
@@ethanbergendahl5566 I could use a pic please!
@@ethanbergendahl5566 didn't work for me 😔
I made a true first person cam in the thirdperson template, would I be able to program this and link an animation to the character model with it? Could you tell me briefly how or what node I would need please? Thank you so much for the amazing tutorials bro you are a top G!