my turn in place animations dont work, when I rotate, I can see my character's body, why could that be? Edit: disabled root bone offset and modified rotation in abp and now just have to implement custom turn in place logic
Hello, this was a great tutorial. I have a question about a problem: when we turn the character too quickly, the rotation doesn't keep up. Is there a way to solve this problem?
Thank you for the tutorial. I have two questions: Firstly, what should we do if we still want to use the aiming feature? Secondly, how can we prevent the character from seeing inside themselves?
you can create a new camera mode instead for first person. This envolves a few more steps which is why I didn't show it here to keep the tutorial concise. But you can simply have another state in the enum. If you mean seeing inside themselves during the transition, I recommend either fading the screen to black while the camera would be inside, or cutting instantly to the first person view.
thanks for the video, it's fire! Can you record a video on how to solve the problem that the camera passes through objects and the player's mesh? I tried increasing the capsule size but it didn't help. I would appreciate if you record a little video
You can do like this: Project settings-> all settings and search near clip plane, set it to the 0 value and restart the engine editor like close and open him
From what I have seen in other tutorials and what I have used myself, is that you can attach camera to neck bone, instead of head bone, if you want more stabile camera.
Thanks, this looks really nice... all those animations and shadows looking nice even on First Person
Niceee this makes me remember the advanced locomotion system ALS❤
It's made by the same person after he was hired by Epic Games as far as I know.
my turn in place animations dont work, when I rotate, I can see my character's body, why could that be?
Edit: disabled root bone offset and modified rotation in abp and now just have to implement custom turn in place logic
For me that was fixed when switching to the Aim mode instead of the normal camera mode.
When vaulting is it possible to change it so the camera follows the spin of the character and then when they're landed go back to being locked?
How can I make it always first person
VR next
How do i remove that mantling var (the one where he rotates) Or stopping it when in first person?
any ideas on how the socket be parented to the head on the other characters?
how do you chnage the bind to switch to fps to tps
Hello, this was a great tutorial. I have a question about a problem: when we turn the character too quickly, the rotation doesn't keep up. Is there a way to solve this problem?
Mouse smoothing💀💀
Same problem till now
Thank you for the tutorial. I have two questions: Firstly, what should we do if we still want to use the aiming feature? Secondly, how can we prevent the character from seeing inside themselves?
you can create a new camera mode instead for first person. This envolves a few more steps which is why I didn't show it here to keep the tutorial concise.
But you can simply have another state in the enum.
If you mean seeing inside themselves during the transition, I recommend either fading the screen to black while the camera would be inside, or cutting instantly to the first person view.
thanks for the video, it's fire! Can you record a video on how to solve the problem that the camera passes through objects and the player's mesh? I tried increasing the capsule size but it didn't help. I would appreciate if you record a little video
thanks! I haven't really worked with the template since, so I don't have a fix for this problem unfortunately.
Its easy, increase capsule size to 40 and move the character back a bit so their back just exits the capsule :D
You can do like this: Project settings-> all settings and search near clip plane, set it to the 0 value and restart the engine editor like close and open him
how do i change what button controlles it?
You mean the camera switch? Just change the button in the input mapping context.
🎉🎉 thanks bro
Do you know if it’s possible to make the motion matching character drive a vehicle like the ones from the city sample project?
Sure if you have the animations required for that and build on the existing system, I'm sure it's possible.
1:02 The camera should move in a more professional way
That's a different tutorial, but there's a lot of ways you could do that.
What, you don't want to see the back of her eyeballs every time?😅😅
From what I have seen in other tutorials and what I have used myself, is that you can attach camera to neck bone, instead of head bone, if you want more stabile camera.
First!