I have been following this series for a while now. And I have to say that one of the best things you do is direct us to earlier videos if we want a refresher. As someone completely new to UE5 this really helps when it comes to learning! Keep up the good work
Hey, thanks for the positive feedback! I'm glad you find the references to earlier videos helpful, I do indeed try to put effort to make sure all the videos connect to each other so that someone starting from the middle isn't completely lost
In case anyone missed an important detail (like I did), if your first test rotation at 16:05 rotates the enemy around an open space instead of an in-place pivot, make sure "Force root lock" is checked in the spin animation.
Hey Estepup, thank you for this addition, indeed I migrated this animation from another project which already had root lock checked, so I forgot to mention that here. Thanks for letting me know
In case anyone's player still doesn't allow them to move while being hit, make sure the hit reaction animation's root motion has "Force Root Lock" checked instead of "EnableRootMotion" It worked for me
Thank you for this great video Ali Elzoheiry! You really spoil us! Like the previous videos, a real pleasure to follow! (at 20:40 I thought we were on Diablo 3, like the barbarian in Trombe Whirlwind specialization :P)
Thank you! Glad you think so. I'm sure if there will be a next enemy, or I'll do some more attacks, then go to the boss fight directly. Either that, or the next enemy will be a defensive/tanky enemy. Haven't decided yet
Thanks for the awesome content as always! :) I had a slight issue getting the Take Damage node as a message to show up when dragging off the branch to check that the "Attack Target" equals the Actor in the "AOEDamageActor". This was causing the Melee enemy to damage itself on the first spin of the new spin attack XD All I had to do was untick/uncheck the check box that says "Context Sensitive" on the node search window. Just leaving this here, incase anyone else runs into this. Can't wait to see what you do with the boss :) Stay blessed 🙏
You're very welcome 😇🙏 Glad that you fixed the issue, but im not sure why the content search would have anything to do with the damage function, but if it works, it works 😶
@@AliElZoheiry - Haha, I was thinking the same exact thing XD Maybe something to do with the latest version of the editor. It's been a bit finnicky the past few weeks. Ever since integrating Visual Studio, and using C++ with 5.3.1. Or perhaps just something about my machine lately. Sometimes restarting the editor works, sometimes rebooting my entire machine. Could just be the olé' technical gremlins XD "Whatever Works" has been an ongoing motto lately, haha. Have a fantastic weekend :)
Have you tried using the Sequencer for authoring animations? (I haven't, but curious) It's suppose to be "the new way" to animate + I think it supports exporting to montage/sequences for blend state use. (i think)
I have tried it for basic animations, or poses, but I am not an animator, so it was quite difficult for me to use without a proper understanding of the basics of animation. Though it did seem like a very useful tool, filled with features, and I made a small cinematic with it once. You can see it at the end of this video ua-cam.com/video/NpCXDkxa4bA/v-deo.html
I am building an FPS game and I used the sequencer to build all the reloading animations and they look pretty good. There is an FPS animation build tool in the market place which has a good price and is a gem.
In the last part of the video, even putting the 7s cooldown for the spinning attack, it still use the spinning first and only then runs the cooldown. What should I change so the cooldown prevents the enemy to start with the spinning just like yours?
(Update 2 weeks later: see comment for fix) Unfortunately, the Chase Attack Target is not actually chasing the player, the enemy remains spinning in place and chase after the animation has ended. I took the montage from your project and I even created two others: one with everything enabled about root force and root motion, and one without the enabled root motion. I am trying to run the project on 5.3.2. I have seen that a different chase method is provided in the next episods so I hope it will fix this issue.
Not yet but I guess I found the issue: It is from the animation itself that i have migrated from your project. It was already tweaked and therefore the force root motion was in a way disabled. So I am going to pull the anim from mixamo and doing it from scratch ((still good for leaning by practicing :)) @@AliElZoheiry
Fixed :) @@AliElZoheiry I had both "root motion enable" and "force root lock" ticked in the spinning animation. I learned something new from episod 19: A montage inherits its animation root options. In disabling "root motion enable" and "force root lock" I had the motion and the spin activated as expected when playing the simulation. Thank you Ali :)
Hey man, i noticed that if you die in the middle of the spinning attack, and then respawn, the enemy just stands still, like if the behavior tree got stuck. any solutions?
Depends on how you do the respawn functionality, if you are removing the actor from the level and adding a new one, then I don't see this as a problem, and if you are respawning the same actor, then make sure to stop the behavior tree and start it again from scratch
Hello master, could you add a function to the Ranged enemy or Magic Enemy so that when he has low health, he kicks or stuns the target around him and then runs away to heal himself.
Hey, if you have any suggestions, definitely let me know in the comments. Then I add all suggestions to a list, and if the same suggestion pops up multiple times (or just sounds fun and interesting) then I follow up on it
If you're trying to assign a mixamo animations that was meant for a specific mixamo character, onto your unreal mannequin, then you're definitely gonna get errors. You have to retarget the animations from one skeleton to another, and also good to know that mixamo animations don't have root bone, so you would have to add that yourself during retargetting
I know it's been quite some time since you posted this, but I came across a short video a while ago that shows how to quickly retarget Mixamo animations to the UE5 Manny Skeleton, without requiring knowledge of Blender and etc: ua-cam.com/video/jH02x-VdQDs/v-deo.htmlsi=y0j96ruFrE83tS6N
You don't see the link that he just shared? If not, you can also try to find episode 8.5 in Playlist -> Smart Enemy AI Tutorial Series and search for episode 8.5@@QQ-jt7rs
hey, if the enemy dies at just before starting the spin attack, the enemy dies but then the sword in hand does the spin attack and then stops. and then on stopping the play in editor, I am getting "Attempting to move a fully simulated skeletal mesh /Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_Enemy_C_UAID_6C240817BAAAEF0A02_1133477119.CharacterMesh0. Please use the Teleport flag" the following warning? how do I stop the animation attack function as soon as the enemy dies and also I am not wanting to enable movement when being hit, so how do I disable the player movement on dying?
Dude I Have bugs MageEnemy & Question how to fix RangeAI & Melee Focus [Maybe part 8.5, I can fix Bugs]. You have discord or Email? I want to contact you
This is without a doubt one of the best Unreal engine channels we have here on UA-cam. Thank you very much for being that person.
Thank you Clark for your ongoing support 🙏 I'm always happy reading your comments, and I hope my tutorials continue to live up to that standard
I have been following this series for a while now. And I have to say that one of the best things you do is direct us to earlier videos if we want a refresher. As someone completely new to UE5 this really helps when it comes to learning!
Keep up the good work
Hey, thanks for the positive feedback! I'm glad you find the references to earlier videos helpful, I do indeed try to put effort to make sure all the videos connect to each other so that someone starting from the middle isn't completely lost
In case anyone missed an important detail (like I did), if your first test rotation at 16:05 rotates the enemy around an open space instead of an in-place pivot, make sure "Force root lock" is checked in the spin animation.
Hey Estepup, thank you for this addition, indeed I migrated this animation from another project which already had root lock checked, so I forgot to mention that here. Thanks for letting me know
Glad I could help. Love the videos.@@AliElZoheiry
In case anyone's player still doesn't allow them to move while being hit, make sure the hit reaction animation's root motion has "Force Root Lock" checked instead of "EnableRootMotion"
It worked for me
Hey, thanks for sharing the tip! I'm glad to hear it worked for you. Cheers!
Thank you for this great video Ali Elzoheiry!
You really spoil us! Like the previous videos, a real pleasure to follow!
(at 20:40 I thought we were on Diablo 3, like the barbarian in Trombe Whirlwind specialization :P)
And thanks to you too as always Shizuma 😊🙏
Hahahah indeed a buggy version of Diablo then 😂
Awesome!! This series is incredible. Next the enemy, will be the axe-throwing squire? consistent idea for the series!! :D
Thank you! Glad you think so. I'm sure if there will be a next enemy, or I'll do some more attacks, then go to the boss fight directly. Either that, or the next enemy will be a defensive/tanky enemy. Haven't decided yet
@@AliElZoheiry Looking forward to seeing all the these ideas implemented in the series. I have learned a lot from this.
Thanks for the awesome content as always! :)
I had a slight issue getting the Take Damage node as a message to show up when dragging off the branch to check that the "Attack Target" equals the Actor in the "AOEDamageActor". This was causing the Melee enemy to damage itself on the first spin of the new spin attack XD
All I had to do was untick/uncheck the check box that says "Context Sensitive" on the node search window. Just leaving this here, incase anyone else runs into this.
Can't wait to see what you do with the boss :)
Stay blessed 🙏
You're very welcome 😇🙏
Glad that you fixed the issue, but im not sure why the content search would have anything to do with the damage function, but if it works, it works 😶
@@AliElZoheiry - Haha, I was thinking the same exact thing XD
Maybe something to do with the latest version of the editor. It's been a bit finnicky the past few weeks. Ever since integrating Visual Studio, and using C++ with 5.3.1. Or perhaps just something about my machine lately.
Sometimes restarting the editor works, sometimes rebooting my entire machine. Could just be the olé' technical gremlins XD
"Whatever Works" has been an ongoing motto lately, haha. Have a fantastic weekend :)
great work! so good to see such quality tutorials.
Thank you ☺️🙏
DEMACIAAAAAAA!!!!
ez, top diff, nexus gap, cope, ?, 15,
Have you tried using the Sequencer for authoring animations? (I haven't, but curious) It's suppose to be "the new way" to animate + I think it supports exporting to montage/sequences for blend state use. (i think)
I have tried it for basic animations, or poses, but I am not an animator, so it was quite difficult for me to use without a proper understanding of the basics of animation. Though it did seem like a very useful tool, filled with features, and I made a small cinematic with it once. You can see it at the end of this video ua-cam.com/video/NpCXDkxa4bA/v-deo.html
I am building an FPS game and I used the sequencer to build all the reloading animations and they look pretty good. There is an FPS animation build tool in the market place which has a good price and is a gem.
Amazing
Thank you! Cheers!
In the last part of the video, even putting the 7s cooldown for the spinning attack, it still use the spinning first and only then runs the cooldown. What should I change so the cooldown prevents the enemy to start with the spinning just like yours?
Hey there! I believe the cooldown node works differently in different unreal engine versions. That's the only assumption I have to be honest
(Update 2 weeks later: see comment for fix) Unfortunately, the Chase Attack Target is not actually chasing the player, the enemy remains spinning in place and chase after the animation has ended. I took the montage from your project and I even created two others: one with everything enabled about root force and root motion, and one without the enabled root motion. I am trying to run the project on 5.3.2. I have seen that a different chase method is provided in the next episods so I hope it will fix this issue.
Hey there, hope you fixed the issue 🙏
Not yet but I guess I found the issue: It is from the animation itself that i have migrated from your project. It was already tweaked and therefore the force root motion was in a way disabled. So I am going to pull the anim from mixamo and doing it from scratch ((still good for leaning by practicing :)) @@AliElZoheiry
Fixed :) @@AliElZoheiry I had both "root motion enable" and "force root lock" ticked in the spinning animation. I learned something new from episod 19: A montage inherits its animation root options. In disabling "root motion enable" and "force root lock" I had the motion and the spin activated as expected when playing the simulation. Thank you Ali :)
@@shantagmorelbereth1408 can you guide me a little more about it because I'm having the same issue but this fix didn't worked for me
☺️🙏👍😄
Hey man, i noticed that if you die in the middle of the spinning attack, and then respawn, the enemy just stands still, like if the behavior tree got stuck. any solutions?
Depends on how you do the respawn functionality, if you are removing the actor from the level and adding a new one, then I don't see this as a problem, and if you are respawning the same actor, then make sure to stop the behavior tree and start it again from scratch
Hello master, could you add a function to the Ranged enemy or Magic Enemy so that when he has low health, he kicks or stuns the target around him and then runs away to heal himself.
Hey keven, thank you for the suggestion, I'll add it to the list 👍
Hi, do you accept suggestions tutorials in unreal engine from comments?
Hey, if you have any suggestions, definitely let me know in the comments. Then I add all suggestions to a list, and if the same suggestion pops up multiple times (or just sounds fun and interesting) then I follow up on it
I cant seem to figure out how to import the mixamo animation into Unreal. I always get an error, failed to import, something about root bone.
If you're trying to assign a mixamo animations that was meant for a specific mixamo character, onto your unreal mannequin, then you're definitely gonna get errors. You have to retarget the animations from one skeleton to another, and also good to know that mixamo animations don't have root bone, so you would have to add that yourself during retargetting
There's a blender plugin that you can use to add a rootbone to mixamo animations. Druidmechanics has a video about how to use it
I know it's been quite some time since you posted this, but I came across a short video a while ago that shows how to quickly retarget Mixamo animations to the UE5 Manny Skeleton, without requiring knowledge of Blender and etc: ua-cam.com/video/jH02x-VdQDs/v-deo.htmlsi=y0j96ruFrE83tS6N
Dude When you combine everything and when you'll finished Smart & Boss AI? I am wanted finishing my game
Not sure exactly when it will be finished, but hopefully a few more parts till the boss
@@AliElZoheiry few more? How much?
@@AliElZoheiry You can finished in November?
I don't know to be honest 🤷♂️ but probably not in November, thats too soon
Will you do the boss class?
Yeah, I will eventually make a boss tutorials
@@AliElZoheiry oh, ok , thank you very much
Hey Ali I am have Take Damage But, not have Damage Causer - 32:34. When you making this?
This was added in part 8.5, to fix Bug number 2 ua-cam.com/video/5mdATB4uYko/v-deo.html
@@AliElZoheiry Its weird I Cant see this part
You don't see the link that he just shared? If not, you can also try to find episode 8.5 in Playlist -> Smart Enemy AI Tutorial Series and search for episode 8.5@@QQ-jt7rs
You mean part 8.5 is not visible to you?
@@AliElZoheiry Yes. Now I can see part 8.5
But, don't worry I finding. Sometimes YT not recommending videos
hey, if the enemy dies at just before starting the spin attack, the enemy dies but then the sword in hand does the spin attack and then stops. and then on stopping the play in editor, I am getting "Attempting to move a fully simulated skeletal mesh /Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_Enemy_C_UAID_6C240817BAAAEF0A02_1133477119.CharacterMesh0. Please use the Teleport flag" the following warning? how do I stop the animation attack function as soon as the enemy dies and also I am not wanting to enable movement when being hit, so how do I disable the player movement on dying?
Hey! To stop the animation upon enemy death, you can call the "Stop Anim Montage" node
Dude I Have bugs MageEnemy & Question how to fix RangeAI & Melee Focus [Maybe part 8.5, I can fix Bugs]. You have discord or Email? I want to contact you
Discord link in the video description, please ask your question in the appropriate channel