Unreal Engine 4/5 - Impact Component - Easily Implement Impact Sounds &FX for Any Actor.

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  • Опубліковано 29 жов 2024

КОМЕНТАРІ • 15

  • @dubtube6691
    @dubtube6691 Рік тому +1

    the trick with the Delay is awesome at the beginning :)

  • @TheVoiceofZen
    @TheVoiceofZen 5 місяців тому

    Isn't quite what I was searching for, but I like your tutorial style. It's very comprehensive, and would be great for those with little experience. You get a like just for your personality and obvious patience. :) Thanks for the video!

    • @TorQueMoD
      @TorQueMoD  5 місяців тому

      Thanks. What is it that you were looking for?

    • @TheVoiceofZen
      @TheVoiceofZen 4 місяці тому

      @@TorQueMoD Was looking for how unreal engine handles the 'On Hit' event for objects and actors, what can set it off, how to modify it. It's surprisingly hard to find documentation on specifically. I've found most people just write their own events in a similar way, but I was wondering why, and why not use something specific to the engine? Eventually I ran across UE's documentation for the overall events of actors, and found a quick reference to it. I still don't understand why it's not used more often, I suspect because it's triggered by anything if you don't use a tag, but I'll figure that out eventually too, I'm sure, hehe. :) Anyway, thanks again! Keep up the good work!

  • @MantoDev
    @MantoDev Місяць тому

    Bro, that's BEAUTIFUL! Thanks for sharing!

  • @TorQueMoD
    @TorQueMoD  Рік тому +1

    @31:30 - Be sure to throw in an "Is Valid" node for the emitter as well as I forgot to do this in the video. This way if you don't want to use an emitter, it won't run that code. ALSO, if you're trying to use this with a character mesh and Ragdolls, you'll need to set Simulation Generates Hit Events on the physics asset as well. Just open the PA and CTRL + A to select all the collision and then turn on Simulation Generates Hit Events on those as well.

  • @QuickPixls
    @QuickPixls Рік тому +1

    Thanks for the video! This channel is a real treasure

  • @The_Alchemist_Boi
    @The_Alchemist_Boi Рік тому +1

    Thank you man for sharing this
    It helps a lot

  • @ZangCaguai
    @ZangCaguai Рік тому

    Thanks for the video!

  • @MonsterJuiced
    @MonsterJuiced Рік тому

    I'm having trouble with a hit event for my pawn. I have a plane set up that only collides with the pawn via 'overlapOnlyPawn' and sometimes it will detect the hit and play the splash sound (jumping into a pool of water) but other times it wont play the sound, it seems that if I'm jumping from a high height it ignores the hit altogether..

    • @TorQueMoD
      @TorQueMoD  Рік тому +1

      Your solution is in your question. You said you’re trying to detect a hit event but then you also said you’re using an overlap collision. Overlap events and hit events are two different things. You may have said hit event accidentally though. I wouldn’t used the water plane itself as the trigger mechanism. What you should do is make your water into a blueprint and add a box collision to it as well. Then on begin overlap with the box collision you can get the other actor and cast to pawn. Then play your sound if it’s true. You can also use On End overlap to play a different sound when exiting the water.

    • @MonsterJuiced
      @MonsterJuiced Рік тому

      @@TorQueMoD That's a good idea I'll try that. So far what I have tried is using a plane the same size as my pool area that has a physical material on it. The idea was to have my pawn use the physical material to play the splash sound when my line trace does the hit detection. I tried this method for both the plane and the pool itself on the material instance. What I discovered recently was the sound will always play if my character is moving via the move keys. But if it's just a freefall hit while I'm not touching my movement keys, the line trace doesn't detect the material and therefore doesn't play the sound.
      I think putting that pool cube into a blueprint and creating an overlap volume may be a better solution but the issue is that I want to be able to just create many pools of different shapes and sized and they all have the same feedback: The pool post process volume, the physics swimming volume, the audio effect change volume and the sfx and splash sounds upon entering depending on distance landed. So the splash is loud and big if I fall from a high height, or it's just a trickle or nothing at all if I walk into it from a level surface.
      I will keep working on this but thank you for pointing me in a better direction.

  • @WildRick-nl1oz
    @WildRick-nl1oz Рік тому

    what is wrong with those guys making tutorials without showing you at first what you will get after the tutorial , all this talking at the beginning of your video you could easyly show what you about to work on

    • @TorQueMoD
      @TorQueMoD  Рік тому +2

      Well aren't you entitled? It's beause I record the video live and don't want to have to edit it afterward to add in a demo of what I'm working on. Is it too difficult for you to skip to the end of the video? I know it must be exhausting having to press your mouse button. LOL Also, the title might be a good hint as to what you can expect :P

  • @funzhou8507
    @funzhou8507 Рік тому +1

    You've helped me a lot. Thank you very much! Tell very clear!