Really loving this Bite size content. Don't get me wrong, no issues with full length tutorials but to make a mechanic in under 10 mins is pretty impressive. Thanks !
Some important things about the homing projectile are first the projectile should have no velocity by default because if it does it will create an deviation equal to the velocity and your projectile might not hit your target. Second your target should have collisions or your projectile will just non-stop pass through your target.
Thanks for the tutorial, although I feel that the Homing feature of the Projectile Movement component is really lacking. I would prefer it to move in more of an arc but still be accurate but I actually find that all the player has to do is stand still and it will just orbit around him coming close but never hitting him. The only way to make it more accurate is by lowering the Initial speed to a point that it starts off basically aiming directly at him regardless of the angle your shooting from.
I can understand this sentiment. If you know what kind of arc you are after, you could create dynamic splines and have a missile follow that path. That is move involved than just activating homing functionality though.
My CLASS for my SpawnActor from class is chosen from a BP STRUCTURE on the input pin. So the Homing target Component goes away when I connect the pin but IS there when I disconnect the pin and select the BP manually.. However I have many attacks that can be chosen and I would rather not make a spawn actor for each. Is there a way to make the Homing Target Component stay there?
@@LeafBranchGames I am able to place a first person character in the level and have the projectile track that, but not the one i am playing as, any advice?
@@chick3nm4n What you need to do is either communicate to the blueprint that you are the target or you need to have that blueprint get that reference itself. So you have to communicat that at runtime. Either that or autopossess the character you placed in the level.
I'm having troubles getting my default gun and projectiles to stay with me after opening a new level. I'm using game instance to get the gun to stay with me using a "hasGun" boolean on actor overlap, but can't figure out the projectile. Can you help me please?
If you are looking to make items persist easily over levels, I would suggest you make this powerful save system tutorial so it is all handled for you: ua-cam.com/video/7gfA-QO5pA8/v-deo.html
I'm going with more of an old school approach where there is no save game though, like a platformer game over start from the beginning style game. Sorry, I should have mentioned that in my previous question. Definitely saving this video you mentioned though. @@LeafBranchGames
@@SchriztopherGamingThe idea is exactly the same though, regardless if you use a save game or game instance. You still need to "save" and "load" that information somehow.
Hey boss, trying to follow along and got stuck right at 2:35. I cannot place any reference to ProjectileMovement into the EventGraph. It keeps saying that ProjectileMovement is out of scope. I'm sure this means I missed something, or did something wrong? How would I fix this?
First person and third person is no difference other than the camera perspective. If you are using a differently named class as your player pawn, then you of course use that one isntead.
Really loving this Bite size content. Don't get me wrong, no issues with full length tutorials but to make a mechanic in under 10 mins is pretty impressive. Thanks !
Thank you, glad to hear you like it! :)
Man Thanks Brooo I Was Really Searching For This Not Got A Single Video For UE5 Under 10 Mins. You Killed It Bro🔥
Thanks
Looking forward to seeing your channel grow, loving your content
Thank you very much, appreciate the kind words. :)
Looks awesome thank you for sharing!
My pleasure. :)
Best UE tutorials out there :)
Without a doubt
Thank you. :)
nice JOBB liked and subscribed!
Thank you for the support. :)
Some important things about the homing projectile are first the projectile should have no velocity by default because if it does it will create an deviation equal to the velocity and your projectile might not hit your target. Second your target should have collisions or your projectile will just non-stop pass through your target.
missed the videos!
Appreciate it. :)
Thanks for the tutorial, although I feel that the Homing feature of the Projectile Movement component is really lacking.
I would prefer it to move in more of an arc but still be accurate but I actually find that all the player has to do is stand still and it will just orbit around him coming close but never hitting him. The only way to make it more accurate is by lowering the Initial speed to a point that it starts off basically aiming directly at him regardless of the angle your shooting from.
I did manage to get it setup so that I was ok with it, just wish the homing feature gave you more control.
I can understand this sentiment. If you know what kind of arc you are after, you could create dynamic splines and have a missile follow that path. That is move involved than just activating homing functionality though.
@@LeafBranchGames Yeah the thought crossed my mind. It took a little work but I got it fairly close to something like what I had in mind.
My CLASS for my SpawnActor from class is chosen from a BP STRUCTURE on the input pin. So the Homing target Component goes away when I connect the pin but IS there when I disconnect the pin and select the BP manually.. However I have many attacks that can be chosen and I would rather not make a spawn actor for each. Is there a way to make the Homing Target Component stay there?
The construct variable is available when it knows what class is being used.
Hey! loved the video, having a problem though, how can i get the projectile to track the player instead of a static mesh?
Replace the target reference with the player instead.
@@LeafBranchGames I am able to place a first person character in the level and have the projectile track that, but not the one i am playing as, any advice?
@@chick3nm4n What you need to do is either communicate to the blueprint that you are the target or you need to have that blueprint get that reference itself. So you have to communicat that at runtime. Either that or autopossess the character you placed in the level.
how do you have both the player start and the thirdPersonCharacter in the scene?
You drag in a player start and a third person character into the level.
I'm having troubles getting my default gun and projectiles to stay with me after opening a new level. I'm using game instance to get the gun to stay with me using a "hasGun" boolean on actor overlap, but can't figure out the projectile. Can you help me please?
If you are looking to make items persist easily over levels, I would suggest you make this powerful save system tutorial so it is all handled for you: ua-cam.com/video/7gfA-QO5pA8/v-deo.html
I'm going with more of an old school approach where there is no save game though, like a platformer game over start from the beginning style game. Sorry, I should have mentioned that in my previous question. Definitely saving this video you mentioned though. @@LeafBranchGames
@@SchriztopherGamingThe idea is exactly the same though, regardless if you use a save game or game instance. You still need to "save" and "load" that information somehow.
@@LeafBranchGames okay I'll dive deeper into it. Thank you very much!
Hey boss, trying to follow along and got stuck right at 2:35. I cannot place any reference to ProjectileMovement into the EventGraph. It keeps saying that ProjectileMovement is out of scope.
I'm sure this means I missed something, or did something wrong? How would I fix this?
Nevermind, it was a strange bug. I had to close the engine and reopen it, then it suddenly began working properly.
Glad to hear you solved it.
nice nice
:)
1st
Indeed!
How do I set the Default Homing Target in the ThirdPersonCharacter BP if I'm making a first person game?
First person and third person is no difference other than the camera perspective. If you are using a differently named class as your player pawn, then you of course use that one isntead.