The weapon offset is not always wanted. If the player doesn't have a weapon, that's not good. You can't query a branch in AnimGraph. I can't query 'Is Aiming?' Do you have a solution?
what does it mean if the pitch change only replicates to the other client when the other client can see you? i watched the player 2 screen as i had the player 1 character fire shots past the player 2's field of vision. when i aimed the shots up, they still fired at the same pitch across player 2's screen. i really don't understand this concept where something only replicates to the other player when they can see it happening? also why isn't the projectile just not spawning at all for player 2 since the spawn and it's transform are all the same node?
Additive mesh animations really screw up my characters scale, it becomes tiny when I have it turned on in the BlendSpace, anyone else has that problem?
Hello and ty for the tutorial! Is it possible to use complete animations, and not just one frame, for each offset aim? I have animation assets for each aiming movement (up, down, upleft etc). All tutorials online show the use of just one frame for offset but that shows the upper body frozen while aiming. What happens when we have complete animated assets for each offset? Thank you!
@@Kekdothonestly if you make this full time with all sorts of tutorials with your usual quality you go to 100k subs in no time. Maybe even do it for a living
@Luca-yq5ux thank you man, I have seriously thought about it. Between my job an our in development game I can’t find the time to fit in a whole lot of tutorials. (And it’s not as lucrative compared to my other ventures, also the main reason at the moment). Thanks for checking out my tutorials, best of luck in your Game Dev endeavors ^^
I'm a year late haha but this is fixed with a blend space. You essentially blend the running animation with your aim offset to get the needed parts of both and then you can have your character legs animated separate from everything else
@HalalSongsOnly I don’t have it anymore. I made it like two year ago :p But if you’re interested we also take commissions so if you need custom 3D or programming let me know by email or by a DM in Discord
Followed along, but for some reason it doesn't replicate. The server doesn't see the aimoffset for the clients. But it does work for the player that is the host.
Wow, seeing that he didn't answer this two month old question has me thinking this guy isn't going to answer any of our questions. He also doesn't cover any of the fixes in his next video.
@@mrredeef I found a fix for it. You will need to replicate the aimoffset variable. By referencing to the pitch/yaw in the player blueprint and set it in the player anim blueprint.
@@TrinhStudios Did you try seeing if the projectile changes pitch for the other client when the person firing the projectile changes their pitch while off screen for the other client? Mine looks like it's working when the other client is looking right at you, but then it doesn't change pitch for them when you're out of their field of view. 🤷♂
@@mrredeef You probably will have to multicast / tell other clients of the change. You could exclude the sender to avoid it sending it to the same client twice.
@@TrinhStudios I agree that that technique sounds like it should work so do you think the video is wrong then? that it doesn't replicate automatically? thanks for brainstorming this issue with me.
Hey guys,
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This is far better than the nonsense i was trying to do to get the same effect.
same bro
this fixed a problem I had after watching another tutorial video. Thank you!
huge thanks for sharing, this channel deserves way more views
Great tutorial, huge thanks =)
The weapon offset is not always wanted. If the player doesn't have a weapon, that's not good. You can't query a branch in AnimGraph. I can't query 'Is Aiming?' Do you have a solution?
what does it mean if the pitch change only replicates to the other client when the other client can see you?
i watched the player 2 screen as i had the player 1 character fire shots past the player 2's field of vision.
when i aimed the shots up, they still fired at the same pitch across player 2's screen.
i really don't understand this concept where something only replicates to the other player when they can see it happening?
also why isn't the projectile just not spawning at all for player 2 since the spawn and it's transform are all the same node?
Is it possible to make it like 8D ? so i can controll head, and then body? Or wont that work. I havent given a try yet.
Additive mesh animations really screw up my characters scale, it becomes tiny when I have it turned on in the BlendSpace, anyone else has that problem?
How about 2D Charactor ? Does it the same ?
nice vid, bu why you stoped CoinBattle 😭
It's not aming when I use CTRL and move the slider.. not sure what I did wrong can anyone help me?
okey the question is can i use the same method when i setup for aiming while driving a motorcycle
hey, whatt is local additive used for?
nice one
Hello and ty for the tutorial!
Is it possible to use complete animations, and not just one frame, for each offset aim? I have animation assets for each aiming movement (up, down, upleft etc). All tutorials online show the use of just one frame for offset but that shows the upper body frozen while aiming. What happens when we have complete animated assets for each offset? Thank you!
Not sure actually. However you’re supposed to blend the offset with your actual idle anims and then it all animates perfectly
tyvm@@Kekdot
I wish u did more tutorials seems to me ur most viewed videos are mainly tutorials I’m sure others agree
Yeah I agree haha, I’m trying my best to do one every other day. Also really busy with my work haha.
@@Kekdothonestly if you make this full time with all sorts of tutorials with your usual quality you go to 100k subs in no time. Maybe even do it for a living
@Luca-yq5ux thank you man, I have seriously thought about it. Between my job an our in development game I can’t find the time to fit in a whole lot of tutorials. (And it’s not as lucrative compared to my other ventures, also the main reason at the moment).
Thanks for checking out my tutorials, best of luck in your Game Dev endeavors ^^
@@Kekdot if you would release a paid course it would for sure be a hit. Gl learned a lot about networking with your help
@Luca-yq5ux I’ll think about it and might do it! Have a great day
my aim offset frame are lag how to fix
my arms on my charcter gets all messed up
same, did you find a fix
My character stops walking when the aim offset is applied. How do I fix this??
I'm a year late haha but this is fixed with a blend space. You essentially blend the running animation with your aim offset to get the needed parts of both and then you can have your character legs animated separate from everything else
can you please tell me where did you get this character from?
Made it myself
could i have it?@@Kekdot
@HalalSongsOnly I don’t have it anymore. I made it like two year ago :p
But if you’re interested we also take commissions so if you need custom 3D or programming let me know by email or by a DM in Discord
@@Kekdot yeah sure but what about the price?
A character like this one would be around €50, would take us approx 1 hour to make.
Followed along, but for some reason it doesn't replicate. The server doesn't see the aimoffset for the clients. But it does work for the player that is the host.
Wow, seeing that he didn't answer this two month old question has me thinking this guy isn't going to answer any of our questions.
He also doesn't cover any of the fixes in his next video.
@@mrredeef I found a fix for it. You will need to replicate the aimoffset variable. By referencing to the pitch/yaw in the player blueprint and set it in the player anim blueprint.
@@TrinhStudios Did you try seeing if the projectile changes pitch for the other client when the person firing the projectile changes their pitch while off screen for the other client? Mine looks like it's working when the other client is looking right at you, but then it doesn't change pitch for them when you're out of their field of view.
🤷♂
@@mrredeef You probably will have to multicast / tell other clients of the change. You could exclude the sender to avoid it sending it to the same client twice.
@@TrinhStudios I agree that that technique sounds like it should work
so do you think the video is wrong then?
that it doesn't replicate automatically?
thanks for brainstorming this issue with me.
Why you don't try to make a new game ?
Thanks man helps me a lot