Setting up the Shooting Logic | 20 | Multiplayer Battle Royale | Tutorial | Unreal Engine 5
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- Опубліковано 17 лис 2023
- 👨🏫 My Patreon link:
/ kekdot
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In this tutorial we setup the shooting logic for the guns using the Line traces. We take a look at how we setup modular weapons using a parent class in which we code all core weapon (gun) functionality. We use TimerByEvent to shoot the guns using a line trace, we also take a look at how we can setup cosmetics events such as sounds and particles. We also setup reload logic.
We take a look at:
- Setting up modular weapons
- Using parent classes and child classes
- TimerByEvent
- Line trace shooting logic
- Multicast cosmetic logic (Sound effects, particles, animations)
- Reload logic
- Damaging other players
- Auto-fire, Rate of Fire, Reload duration, Damage, Ammo, Sounds, Shooting Range
✔️ What are we going to make in this series?:
In short it will be PUBG but with Bean characters.
We will have:
- A Battle royale Map
- Full Steam Session setup for connecting to games (Host, ServerBrowser, Join)
- Multiplayer characters
- Picking up Tools / Weapons
- Multiple weapons
- Lootcrates
- Flying out of an airplane
- All kinds of UI and HUD
- Match flow logic
And basically everything that a battle royale needs
#unrealengine #tutorial #multiplayer
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Welcome to Kekdot!
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Hey guys,
Get the project files here if you're interested:
👨🏫 My Patreon link:
www.patreon.com/kekdot
Download Project Files | Premium Tutorials | Courses
Just to let you guys know what we are making in this course, we are making a full multiplayer battle royale game. I am uploading one video each day.
In short it will be PUBG but with Bean characters.
We will have:
- A Battle royale Map
- Full Steam Session setup for connecting to games (Host, ServerBrowser, Join)
- Multiplayer characters
- Picking up Tools / Weapons
- Multiple weapons
- Lootcrates
- Flying out of an airplane
- All kinds of UI and HUD
- Match flow logic
And basically everything that a battle royale needs
Nice too see a new one! i was scared of another cancelled tuztorial series
Same here lol. He was gone for more then a day hahha
Hahaha no worries guys, just friday you know
Love your videos 🎉 Very good tutorials !
I really appreciate the effort you put in this tutorial series. It helps so much, watching how you are doing this things and adapt them to you own project. Im often sitting here and thinking about how to handle things for multiplayer and watching your tutorials helps so much to get things right. Thanks so much and i hope you continue with this series!
You are amazing, thank you for this tutorials
Keep it up, these are great!
Keep the videos flowing 😎
Trying my best bud ^^
Glad you enjoy them
Hey Kekdot, it would be nice to have one video dedicated to your naming conventions inside Unreal Engine and why you do that... That was one of my biggest issues when I started. A structured naming convention and folder structure is so important
Good idea!
I’m doing that!
I see your using Delay in reload animation, they told me to avoid it at all cost except intro etc, why do you use it ? later the 1 sec can turn 1,1 sec roughly.
This is a perfectly fine use of it. You just dont want to use them as quick fixes for loading objects mostly
Exellent This Is a bit Im currently Working on in my own projects. I have The AI focus on the player and they also have aimspace, But Im stuck thinking what the best approach is for the trace. Either from the weapons forwards vector which is what I currently have or, the center of a camera and then also have them correctly drive the aimspace so it looks correct.
Could you show us how to add ammo pickup mechanic?????
While the content is great (thank you) watching it on tv is difficult reading elements with this UI scale. Would you increase display scale while recording if not much trouble.
Hello! Thank you for your great tutorials, it's very helpfull! My question/note about your trace logic in 23:54. You get forward vector of player camera, but it does not replicates in my realization where camera attached to head and Camera option is set to UsePawnControlRotaion and on server trace always shot straight forward. So, I managed that UE replicates AimOffset instead of camera rotation and use GetBaseAimRotation->GetForwardVector. With this trace works fine on server side. Well, maybe I skip some moment on previous videos where use setup some magic for camera replication? Or maybe It works in your example because of AimOffset Animation setup from Lesson 18 and camera just attached for some bone? It would be great if you highlight this moment in both tutorials. Thanks!
Why can I only apply damage with the server but not the client
My server can shoot but my client can’t. What should I do to fix it
Hey same issue here, ever figure it out?
instead of line trace how can I make overlap events since line trace is not viable for mobile platforms
Overlap consumes more performance than a line trace. What exactly do you mean with line trace not being viable?
If you want Hit events (Because overlap does not work at high speeds), then you would use projectiles. But those are way less performant than line traces. You would simply make a projectile actor and have it’s mesh Impact with an actor and go from there.
@@Kekdot I am actually looking for pickups not for shooting actually. My bad didn't mentioned that
Is this for begginers ?
Been following. Definitely
Yeah beginner / intermediate. I try to explain it all as easy as possible for all levels.