If anyone is having problems in 5.3 with the bridge bugging out, go into your physics constraints, Under the angular rotation offset tick down advanced and look at twist limits. Make sure Soft Constraints is checked then reduce stiffness to 0.0 and damping to 0.0 although that's a little to springy for my tastes so I set damping to 0.02
Any idea how to balance out the settings for constraints if your projects default gravity z is set to something higher (-7000 in my case for better jump feel)? Right now the bridge is bouncing around a lot which still happens in -980 gravity (unreals default), but slightly less.
Thank you, this was quite cool. I found it worked better when i increased each plank witdth to be as wide as the foot or more... First they were half the foot but physics went kinda crazy for some reason.
In UE5.3.2 I can't get this to behave unless Twist Motion is set to Free. As soon as any limit is set, the physics constraints freak out and throw planks all over the place. I don't know what setting could be causing this
thank you for the lesson, i wonder if i will be able to make it move from side to side depending on how the person is oriented, middle, left, or right of the bridge as they walk on it. maybe making ropes that can break. in the legend of zelda, the wind waker, there are some very cool rope bridges. this is a huge assistance to get started with making things like this, thank you.
How does one go about adding actual cabling to this actor? I've been trying all day and cannot figure it out. Such as cables between the planks or cables that support the entire bridge.
Hi there, I have followed this video word for word and one end of the bridge will not stay up and I am quite new to unreal so I don’t know what to look for in order to correct this.
After some research: the jittering is due to performance issues. The planks bridge is expensive and the more planks you use the more resources are needed. The maximum amount affordable depends also on the complexity of your environment. The only solution is to make bigger planks so that you need less. Note also that several smaller bridges are much cheaper that a very long single one
@@LuxAlibi yeah! I ended up using multiple smaller bridges of 20 planks or so to bridge the gaps, with small floating islands between the smaller bridges. worked just fine. good to know the probable reasoning though! thank you for looking into this
Very nice breakdown and pace. I was recreating this in UE5.3 and trying to make this work in a replicated setup. So far, just setting some moderate values for Angular Damping and Limits + just setting the actor to Replicate and the individual static meshes, seem to work ok besides a bit of jittering now and then. But was wondering how you'd do it in a more proper and consistent way?
Could you do a minecraft style landscape, but don't render any of the blocks or add collision, just let them give their data to a smooth landscape overlay (with collision) that uses the invisible block data for biome information like textures and actors, and have chaos destruction on the actors like trees/rocks?
Does anyone know if I would like to do a whole rope bridge including rope and mechanics that let you shoot the rope, would I do the whole bridge in a single blueprint? or make ropes separately and then somehow add physics constraints between different blueprints?
Guys please am new to blueprint i use this mechanism to create a bullet chain of a machine gun which worked perfectly but i want to attach (parent) to my animated imported skeletal mesh it also worked but when i click the play button it wont move with the skeletal mesh animated
Thanks!
If anyone is having problems in 5.3 with the bridge bugging out, go into your physics constraints, Under the angular rotation offset tick down advanced and look at twist limits. Make sure Soft Constraints is checked then reduce stiffness to 0.0 and damping to 0.0 although that's a little to springy for my tastes so I set damping to 0.02
Any idea how to balance out the settings for constraints if your projects default gravity z is set to something higher (-7000 in my case for better jump feel)? Right now the bridge is bouncing around a lot which still happens in -980 gravity (unreals default), but slightly less.
@@milkboyG when I get home today I can mess around with it and see.
not seeing the constrains anywhere except first box- non anywhere else and Im sure Ive done it right, keep rechecking see nothing wrong, 5.3- ideas ?
This will be really helpful for the uncharted like project I'm gonna be working on, thanks Ryan.
This fits perfectly next to my rope elevator I just posted on my channel. Thanks!
Ive taken a break from my project but i had to check this out. Nice job! Very cool!
Thank you, this was quite cool. I found it worked better when i increased each plank witdth to be as wide as the foot or more... First they were half the foot but physics went kinda crazy for some reason.
In UE5.3.2 I can't get this to behave unless Twist Motion is set to Free. As soon as any limit is set, the physics constraints freak out and throw planks all over the place. I don't know what setting could be causing this
Wow, thanks a lot, Ryan!
Fantastic! Thanks Ryan
thank you for the lesson, i wonder if i will be able to make it move from side to side depending on how the person is oriented, middle, left, or right of the bridge as they walk on it. maybe making ropes that can break. in the legend of zelda, the wind waker, there are some very cool rope bridges. this is a huge assistance to get started with making things like this, thank you.
great tutorial!!
How does one go about adding actual cabling to this actor? I've been trying all day and cannot figure it out. Such as cables between the planks or cables that support the entire bridge.
Hi there, I have followed this video word for word and one end of the bridge will not stay up and I am quite new to unreal so I don’t know what to look for in order to correct this.
anyone else having an issue with their rope bridge where one half of it jitters a lot? especially when going at lenghts of 40 planks or more
Did you find any solution?
After some research: the jittering is due to performance issues. The planks bridge is expensive and the more planks you use the more resources are needed.
The maximum amount affordable depends also on the complexity of your environment. The only solution is to make bigger planks so that you need less.
Note also that several smaller bridges are much cheaper that a very long single one
@@LuxAlibi yeah! I ended up using multiple smaller bridges of 20 planks or so to bridge the gaps, with small floating islands between the smaller bridges. worked just fine. good to know the probable reasoning though! thank you for looking into this
Can't get collison constraints to appear between box planks,what might be wrong? All else is fine.
How do I make a steel beam that bends when I land on it or walk on it and stays deformed?
This is one of my new favorites! Thank you Ryan.
Very nice breakdown and pace. I was recreating this in UE5.3 and trying to make this work in a replicated setup. So far, just setting some moderate values for Angular Damping and Limits + just setting the actor to Replicate and the individual static meshes, seem to work ok besides a bit of jittering now and then. But was wondering how you'd do it in a more proper and consistent way?
Could you do a minecraft style landscape, but don't render any of the blocks or add collision, just let them give their data to a smooth landscape overlay (with collision) that uses the invisible block data for biome information like textures and actors, and have chaos destruction on the actors like trees/rocks?
Does anyone know if I would like to do a whole rope bridge including rope and mechanics that let you shoot the rope, would I do the whole bridge in a single blueprint? or make ropes separately and then somehow add physics constraints between different blueprints?
Watched a devlog a few days ago about how there is no rope bridge tutorials. Well at least he learned something 😆
how can you make each plank a random mesh
Maybe have an array of static meshes and pick a random one inside the for loop?
Hello
Good tutorial, when you finish this series you could make a 2.5D type game, greetings.
What version of UE is this? I didn't have Modelling Mode available to select. Where might I find it on UE5.1? Thanks.
edit - plugins - activate modeling tools
wow!!
Guys please am new to blueprint i use this mechanism to create a bullet chain of a machine gun which worked perfectly but i want to attach (parent) to my animated imported skeletal mesh it also worked but when i click the play button it wont move with the skeletal mesh animated
IVE FOLLOWED THIS IN UE5.4.4 BUT THE PLANKS ARENT CONSTRAINED AND I CANT SEE THE CONSTRAINT ICONS BETWEEN ALL OF THE PLANKS ONLY 0 - 1
There is one guy who makes these kinda vids his name is 'Lusiogenic'
Difficulty: Hard