The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂 drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
@MaxStudioCG2023 Yeah it's definitely tough to convert something, a massive undertaking. Much better to build something with replication in mind if that's something you might want to have in your game.
@@PitchforkAcademy yea ..the project is done single player and almost finished for patreon supporters but people want it multiplayer haha lol (there is a tone of code there haha, and also im not so good at MP ...() also i know wll be easy to make it from start step by step on each event,functions,variables etc ...but toke more than 2 month on single player to put all togheder starting over on MP will be alot time :)))))))))) haha ....and i know there is no such thing as EASY WAY 🤣🤣🤣
For the zoom timelines I'd suggest using one timeline and then playing it forward on pressed and playing it backwards when released so it handles everything for you instead of needing copy/paste logic for both. 49:22
This channel looks really good ill definitely be coming back to this over the coming months, Im learning Unreal and plan to eventually make an FPS game, and the tutorials on here look really good. Thanks for your work.
Just decided tonight to get back into unreal after a long break and found your videos straight away when i searched 😊 one main issue i was having was multiplayer when i used to make stuff so im so glad i found you!
One thing I forgot to do is change the sounds for different surface types! The functionality is there I just literally forgot to choose different sound cues. 😑
Hey man, respect the grind, i ask you man to never stop, and NEVER change the style of your tutorials, i love how its quiet, no music, and explain your steps while going, its just perfect. However i wanted to ask u, is the true fps tutorial completely done? If so because i plan to implement it into a project of mine, much love ❤
Sir i havent even watched this to 3 minutes yet and you have my 100% support. I spent so many hours trying to learn UE5 and understand replication and failed to the point i gave up about 6 months ago. You have said all the right words and im here to learn and retry
Utilizing your videos as a ground work for my project. Also for anyone wondering, if you think your going to "eventually" make your game, start now don't (learn unreal) learn unreal through making a game. Doesn't have to be your dream game or good, it can be absolute shit but the more real world use practice the better, you can't learn shit without actually making something. - I am a Unity dev, same tip I give for Unity, don't learn the Engine, learn to make the things you want with the engine otherwise its just tooo much and you wont progress.
Very good. I have this problem and I believe it is a problem for many. There are many magnificent tutorials for the player, the biggest lack is tutorials that teach how to place various types of enemies and their evolutions. Many cannot develop the game until the end because of this difficulty. Hugs.
This tutorial was amazing! I learned so much, though I do have 2 questions. For all my client players, aiming down signs doesnt slow down their movement for whatever reason and if I'm not mistaken, this actually happens in your game as well (look carefully at around 52:12 when you switch to the second player and move around a bit) so I wondered if there was a fix for that. Also, is there some way to smooth out the crosshair movement? It's just super hard to use with how jittery it is, especially when aiming at players close up. Thanks again for such a great tutorial :) EDIT: I fixed the ADS movement speed issue. I guess you just are supposed to run that on the server so I just made another custom ROS event that set the movement speed and called that in the right mouse button context
@@squidud This is just a beginner's tutorial to demonstrate a few things. Creating a proper dynamic crosshair would be much more involved and a whole rabbit hole to go down!
Around 1:35:00 you talk about "simulate physics". Is there a way to have the bodies land in the same position on all clients? only with animations? Great videos by the way!! I've spent a lot of time with UE4/5 tutorials for nothing. But this is not the case. Thank you so much.
Unfortunately physics is simulated differently on all clients, so instead of calculating the physics live you have an animation with a preset death position.
I got it all but the spawn pads 🤷♂️. Anytime one guy dies like 3 more spawn in haha. Guess I’ll figure it out tomorrow. Thanks a bunch your tutorials are great!
Hi guys, not sure if anyone else gets this problem with structure 41:00, server side does activate enhanced input, i added "event_possesed" linked to cast to "BP_gamecontroller" to fix. is there a better way to fix this?
Great easy to follow tutorial. I just hope this is the correct spot for me to begin my journey with. Is this the best starting spot or is there a 1.1 should i start from there?
This is a one-off tutorial, but I do have more replication tutorials coming, including a replicated weapons system which I'll be uploading tomorrow. ✌️
I just had the exact thing you were explaining about the body drop physics happen to me. Shooting at body, no blood, shoot to the left, blood. I get what you mean now. That’s definitely frustrating
Hello! I enjoyed the tutorial! However, I have a question about two parts of it however: 1: How can I overlay the blood decal on other players as well as their surroundings? 2: How can I make sure that every player spawns in their own room? Thank You, I thoroughly enjoyed the tutorial and learned a lot!
@@PitchforkAcademy this might be a bit harder, but a great suggestion for a video would be a multilayer npc. Can’t seem to find a recent one for eu5. If you’re up for the challenge I think that would do really well. 🤷♂️🤔
Very cool, I followed all the tutorial and did everything and added a bit more, a life span for the decals and destroy actors after death, because in this project, the "player" character would disappear but remain in the world invisible and shooting them would lag a bit, so just before respawning i setted up a destroy actor. Really cool, I just need to understand more the replication system, i dont get it xD
U Do not need to Call ROS_AnyDamage because Any damage Node is already set Server side u just need a current health rep notify after any damage damage - current health if current health
Great Tutorial, gained a new sub! Question, I keep getting this error but can't figure out how to solve it- Blueprint Runtime Error: "Accessed None trying to read property Physical Material". Node: Switch on EPhysicalSurface Graph: Set Applied Damage Function: Set Applied Damage Blueprint: BP_Character_TPS. Would appreciate the help. Seems to be random but the error appears when I shoot the other player.
I was able to get a fix by grabbing the physmat from the material from the "other component" directly instead of breaking the hit. I have no clue why but could be to due with my using a projectile based system. (On Component Hit>GetMaterial>GetPhysical Material>Get_SurfaceType>SwitchOnEPhysicalSurface)
Hi, I did everything according to the tutorial, but I can't get automatic shooting when holding down the left mouse button. I'm doing it on unreal engine 5.4. Could it have affected it somehow? Or are there any ways I could have made a mistake?
Love this tutorial, thank you so much! If I may, I would like to request a tutorial on using weapon blueprints(actor_bp) instead of skeletal meshes. Would be really useful when having a weapon asset that consists of multiple attachments and has it owns animations. Anyway, please keep it up, such great videos!
This will take a weekend to go through!! 😅thanks! @MizzoFrizzo Any chance you can look into making a video about game optimization? Can't seem to find a clear video covering the whole concept... I'm sure there are others who may want content like this.
Great video! Quick question for everyone I have setup an inventory and attack system (even setup a weapon id for animations using a data table.) What would you say is the best way to setup the animations. (Never really done much with animations like this and unsure how to trigger each one.)
Basically any variable that dictates an animation needs to be set on a multicast event and whatever is used to set it passed through to the server then passed through to the multicast. Look at what we do when we replicate the pitch then use that method
So would I be able to port this project into my current project? And have this be loaded as a specific level/ game mode? I’m thinking outside the box. I’d assume i could.
help, everything was doing greeat but around 20 mins in for the idle rifle pose it just couldnt find it in preview animation (ima just stop for today because im going to be gone until tuesday)
Hello Mizzo, after I do the steps with the blueprints the normal TPS character doesn't work, so i used cast to TPS class insted. after that I have no walking animations any answers?
Eye opening. Thank you. Two things. When the client player is ADS and moving, the movement become choppy, almost skipping? How do we solve this issue? Can you continue this tutorial showing how to make a proper first person player? Thanks again.
Alright, I have fixed this. I took Right Mouse Button, both pressed and released. I made a custom event for each. Set them for ROS Reliable. Then made two more custom events. These ones for the client and set to Multicast and Reliable. Then out to the two functions of pressed or not. Fixed. :D Thanks for teaching me stuff.
You're very welcome! 🙂 I'm not really sure; this is more just a beginner's introduction to replication... I do plan on eventually making a true first person shooter series with replication, but I can't tell you when that will be.
@@PitchforkAcademy I've tried a method with the third person character you had created in this tutorial. No boom arm, just the camera, attached to the neck. If you tick 'Use Pawn Controller Rotation' It definitely works as I'd want, however looking up and down the arms and gun are very choppy, but positioned quite well. Any thought on improving this?
Hey just came across your channel. I was hoping you would be able to make a tutorial for a true first person shooter that is also replicated and has an attachment system for different scopes/magnifications. I haven't been able to find great tutorials anywhere else and If this is something you can do, it would be incredibly appreciated. Regardless I'm leaving a sub. Great content!
I'm about to start this tutorial, but have a quick question. I skipped to the end of this video to see the last few minutes; can you package and play this with friends? I'd love to learn about the process of testing this with multiple players in a real time packaged environment. Thanks!
@@PitchforkAcademy That’s understandable. As a content creator myself, I know it’s impossible to make videos about everything that commenters ask for, but do you think it’s possible you may make a video on the topic? I think you do a particularly good job of explaining in your videos; they are concise and very easy to follow. I will say that I’ve seen a lot of tutorials on multiplayer replication, but there is a real void in the space of actually building out a small multiplayer project and testing it with a packaged project. Thanks so much for making such quality content!
Great video thank you, but when I right click from the client POV, i can see the zoom but the player walkspeed isn't set at 150 as it should be. It only works with the server player.
Hey, i have a problem where the socket location of a barrel attached to my weapon only gets replicated if 2 players actually see each other. When a player moves out of vision for the other player the socket sticks at the same position. This will cause that the line trace is not correct for both players. I dont know why this is happening... any help?
Hmmm. Try going into the character BP, search for "visible", and under "visibility and anim tick options" change it to 'always tick and refresh bones'. Please let me know if this works...
@@PitchforkAcademy I tried that but didnt work sadly. I noticed that the problem is also happening with reloading animations. When i go out of vision for the other player and reload my gun and at the same time im going back in vision, the reloading anim for the other player is starting delayed if you know what i mean...
Can't get past 27.41 where you change the character reference, UE5.3 just freezes and I have to ctrl+alt+del to quit it, I updated my nivia drivers to the latest ones a few days ago, maybe thats the issue :(
@Anonymous-ik4ep No, we primarily produce blueprints tutorials for beginners to intermediates. Pretty sure what you're asking for is an entire course, and there are paid courses that will help you with that.
@@PitchforkAcademy can you help me with something? I'm looking for a way to add steamBridge into my UE5.3 project but the plugin is available only till 4.26
The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂
drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
could you create a weapon system similar to the one in the last of us?
man i wish i can do MP to my curently working project :D ....im using many components ,,i don;t know where to start haha
@Sh4rrk Maybe some day! TLOU is my favourite game of all time soooo...
@MaxStudioCG2023 Yeah it's definitely tough to convert something, a massive undertaking. Much better to build something with replication in mind if that's something you might want to have in your game.
@@PitchforkAcademy yea ..the project is done single player and almost finished for patreon supporters but people want it multiplayer haha lol (there is a tone of code there haha, and also im not so good at MP ...() also i know wll be easy to make it from start step by step on each event,functions,variables etc ...but toke more than 2 month on single player to put all togheder starting over on MP will be alot time :)))))))))) haha ....and i know there is no such thing as EASY WAY 🤣🤣🤣
I don’t think you understand how happy I am to have found your channel. Your time and efforts are greatly appreciated!
🥲
You wanna collaborate? See what we can make? Or are you good .
@@HeyShotgun Are you talking to me??
@@PitchforkAcademy to Vincent
@@PitchforkAcademy but I asked a question earlier to you tho
Just wanted show some appreciation for all the work you do for the community
Thank you so much!!! I really appreciate your kind words and generous donation... 🫶
For the zoom timelines I'd suggest using one timeline and then playing it forward on pressed and playing it backwards when released so it handles everything for you instead of needing copy/paste logic for both. 49:22
The reason I set it up this way is because I've encountered problems before when just using play/reverse...
Underratted tutorial... Deserves much more views. Keep up the good work!
It's actually one of my highest performing videos. Thanks for your kind words! 🫶
This channel looks really good ill definitely be coming back to this over the coming months, Im learning Unreal and plan to eventually make an FPS game, and the tutorials on here look really good. Thanks for your work.
Thanks I searched for hours to figure out how to lock the camera to the mouse rotate!
This looks epic man! I'm slowly working my way through all your vids and they're super valuable! Keep up the good work!
Just decided tonight to get back into unreal after a long break and found your videos straight away when i searched 😊 one main issue i was having was multiplayer when i used to make stuff so im so glad i found you!
One thing I forgot to do is change the sounds for different surface types! The functionality is there I just literally forgot to choose different sound cues. 😑
so do that !
@user-lw8oj7xh9h The functionality is there I just literally forgot to choose different sound cues. Don't tell me what to do lol
@@PitchforkAcademy I'm telling you right now to have a fantastic day. I'd say it right to your face, don't think I wouldn't. SO THERE
can not find your take damage Third Person Shooter and weapon inventory video where the videos
Hey man, respect the grind, i ask you man to never stop, and NEVER change the style of your tutorials, i love how its quiet, no music, and explain your steps while going, its just perfect.
However i wanted to ask u, is the true fps tutorial completely done? If so because i plan to implement it into a project of mine, much love ❤
It's not completely done, but anything I add to it at this point won't be of much substance, maybe just some basic AI enemies.
54:46 what happens if a client with high ping presses lmb? i believe client will see muzzle 2 seconds later
Sir i havent even watched this to 3 minutes yet and you have my 100% support.
I spent so many hours trying to learn UE5 and understand replication and failed to the point i gave up about 6 months ago.
You have said all the right words and im here to learn and retry
Utilizing your videos as a ground work for my project.
Also for anyone wondering, if you think your going to "eventually" make your game, start now don't (learn unreal) learn unreal through making a game. Doesn't have to be your dream game or good, it can be absolute shit but the more real world use practice the better, you can't learn shit without actually making something.
- I am a Unity dev, same tip I give for Unity, don't learn the Engine, learn to make the things you want with the engine otherwise its just tooo much and you wont progress.
Very good. I have this problem and I believe it is a problem for many. There are many magnificent tutorials for the player, the biggest lack is tutorials that teach how to place various types of enemies and their evolutions. Many cannot develop the game until the end because of this difficulty. Hugs.
Just finished the whole tutorial. Amazing job. I'll deffo be watching some others. Thanks!
Thanks so much! 😁
This tutorial was amazing! I learned so much, though I do have 2 questions. For all my client players, aiming down signs doesnt slow down their movement for whatever reason and if I'm not mistaken, this actually happens in your game as well (look carefully at around 52:12 when you switch to the second player and move around a bit) so I wondered if there was a fix for that. Also, is there some way to smooth out the crosshair movement? It's just super hard to use with how jittery it is, especially when aiming at players close up. Thanks again for such a great tutorial :)
EDIT: I fixed the ADS movement speed issue. I guess you just are supposed to run that on the server so I just made another custom ROS event that set the movement speed and called that in the right mouse button context
@@squidud This is just a beginner's tutorial to demonstrate a few things. Creating a proper dynamic crosshair would be much more involved and a whole rabbit hole to go down!
@PitchforkAcademy yeah as I look into it I learn more and more how true that is lol. That's my vote for a future tutorial anyhow!
Thanks a lot! I didn’t know about replication that much and this helped a lot.
Best Vids!
@@biscuitb5438 Thanks! 🙏
Thanks!
Thanks so much!
Holy moly! Nice tutorial...I am definitely watching this!
You should make a multiplayer fps tutorial similar to this one! I haven't been able to find much on that stuff bc most of it is outdated!
You know what?? I definitely will. It's just a matter of when...! ✌️
@@PitchforkAcademy Seconding this, about at the end of your fps tutorial, its been so helpful thank you!
Great Tutorial took me 4 days to implement everything I have a question, how can i control all the players at once using 4 different controllers
Around 1:35:00 you talk about "simulate physics". Is there a way to have the bodies land in the same position on all clients? only with animations?
Great videos by the way!! I've spent a lot of time with UE4/5 tutorials for nothing. But this is not the case. Thank you so much.
Yep, just use a death animation instead...
Unfortunately physics is simulated differently on all clients, so instead of calculating the physics live you have an animation with a preset death position.
Hello, pls made a dedicated server Tutorial :)
very big help it was a bit quick for beginners like myself but very well explained
I think it's better not to waste people's time. I always pause a lot when following yt tutorials... 😉
@@PitchforkAcademy very true, anywhere else i can ask you questions about unreal and all?
@vibrant7197 Sorry no, I'm not a full-time UE guide or anything like that. I just try to record good tutorials. ✌️
I got it all but the spawn pads 🤷♂️. Anytime one guy dies like 3 more spawn in haha. Guess I’ll figure it out tomorrow. Thanks a bunch your tutorials are great!
Great Video , can you please create a series where you switch from this to a dedicated server? or a dedicated server series
Probably not, no.
Hi guys, not sure if anyone else gets this problem with structure 41:00, server side does activate enhanced input, i added "event_possesed" linked to cast to "BP_gamecontroller" to fix. is there a better way to fix this?
Great easy to follow tutorial. I just hope this is the correct spot for me to begin my journey with. Is this the best starting spot or is there a 1.1 should i start from there?
This video is a standalone video with no other versions. 👍
Will you continue on this tutorials? Because this look very interesting and all i need to learn is this❤
This is a one-off tutorial, but I do have more replication tutorials coming, including a replicated weapons system which I'll be uploading tomorrow. ✌️
@@PitchforkAcademyi want you to do motion maching replicated can you please😢❤
@@HilariousHaven24 I don't know what that is
@@PitchforkAcademy its something like locomotion
@officialjmweh120m3 If I don't know what it is then I won't be teaching people about it. ✌️
I just had the exact thing you were explaining about the body drop physics happen to me. Shooting at body, no blood, shoot to the left, blood. I get what you mean now. That’s definitely frustrating
Hello! I enjoyed the tutorial! However, I have a question about two parts of it however:
1: How can I overlay the blood decal on other players as well as their surroundings?
2: How can I make sure that every player spawns in their own room?
Thank You, I thoroughly enjoyed the tutorial and learned a lot!
Heck yeah dude, this looks so incredible. Currently @ 4:30. Lets goooo!
Is it possibly to create another tutorial demonstrating how to implement multiple weapons?
@@Hunt4Glory You mean like this one?
ua-cam.com/video/s6cItbr8zL0/v-deo.html 😏
@@PitchforkAcademy 😳
I would say you’ve earned my sub but you already did with this amazing tutorial…
@@PitchforkAcademy this might be a bit harder, but a great suggestion for a video would be a multilayer npc. Can’t seem to find a recent one for eu5. If you’re up for the challenge I think that would do really well. 🤷♂️🤔
@@PitchforkAcademy how do I set up a health bar lord, I accidentally made an enemies health bar on myself :(
Very cool, I followed all the tutorial and did everything and added a bit more, a life span for the decals and destroy actors after death, because in this project, the "player" character would disappear but remain in the world invisible and shooting them would lag a bit, so just before respawning i setted up a destroy actor. Really cool, I just need to understand more the replication system, i dont get it xD
Thankx! Needed a good lesson in replication. Would be cool to get a legit lesson on properly setting up a menu to join and create servers
Kekdot has excellent multiplayer tutorials. 👍
Ill check it out @@PitchforkAcademy
U Do not need to Call ROS_AnyDamage because Any damage Node is already set Server side u just need a current health rep notify after any damage damage - current health if current health
I put it on the server to have the authority check...
whenever i try to do the thing in abp manny my gun doesn't want to move it just stays at my hip any tips
Great Tutorial, gained a new sub! Question, I keep getting this error but can't figure out how to solve it- Blueprint Runtime Error: "Accessed None trying to read property Physical Material". Node: Switch on EPhysicalSurface Graph: Set Applied Damage Function: Set Applied Damage Blueprint: BP_Character_TPS. Would appreciate the help. Seems to be random but the error appears when I shoot the other player.
Sounds like you haven't set the physical material properly in the character's physics asset...
@@PitchforkAcademy Thanks for the response!
I was able to get a fix by grabbing the physmat from the material from the "other component" directly instead of breaking the hit. I have no clue why but could be to due with my using a projectile based system. (On Component Hit>GetMaterial>GetPhysical Material>Get_SurfaceType>SwitchOnEPhysicalSurface)
you can create in this projet a replicated reloading weapons please
Hello, i have watched many videos and can not find the option for "Retarget Animation Assets" you do this at 18:10 pls help idk what is happening
If you're in 5.4 you just click Retarget Animations, then select the skeletal mesh you want to retarget the animations onto.
@@PitchforkAcademy In this context which skeleton should i pick, there is no Manny skeleton
@@MicahGoldstein3 Why would there be no Manny?
@@PitchforkAcademy idk just what skeleton should I pick to retarget to?
@MicahGoldstein3 you're retargeting animations to use on a character, so choose the skeletal mesh of your character lol
Hi, I did everything according to the tutorial, but I can't get automatic shooting when holding down the left mouse button. I'm doing it on unreal engine 5.4. Could it have affected it somehow? Or are there any ways I could have made a mistake?
Very helpful thanks!
hey Mr.mizzo can u please make a multiplayer game mode that includes team like sometime 2 or sometime 4
@@Tahakhan-rg6tp Yes definitely some day
Love this tutorial, thank you so much!
If I may, I would like to request a tutorial on using weapon blueprints(actor_bp) instead of skeletal meshes. Would be really useful when having a weapon asset that consists of multiple attachments and has it owns animations.
Anyway, please keep it up, such great videos!
I already have maybe 10 videos about using weapon BPs.
This will take a weekend to go through!! 😅thanks! @MizzoFrizzo Any chance you can look into making a video about game optimization? Can't seem to find a clear video covering the whole concept... I'm sure there are others who may want content like this.
You're welcome, hope it helps... That's a very broad topic and not really in the realm of beginner's content so probably not, no. ✌️
bro, the blood splats were the wrong way around, all you had to do was rotate them by 180 degrees. thank you so much for this video btw
Oh really?? Dang. Thanks!
This was great, thank you so much
Great video!
Quick question for everyone I have setup an inventory and attack system (even setup a weapon id for animations using a data table.)
What would you say is the best way to setup the animations. (Never really done much with animations like this and unsure how to trigger each one.)
Basically any variable that dictates an animation needs to be set on a multicast event and whatever is used to set it passed through to the server then passed through to the multicast. Look at what we do when we replicate the pitch then use that method
@@PitchforkAcademy ok thank you helps a lot I’m bad at animations😂😂😂. I prefer the environmental side of unreal.
So would I be able to port this project into my current project? And have this be loaded as a specific level/ game mode? I’m thinking outside the box. I’d assume i could.
help, everything was doing greeat but around 20 mins in for the idle rifle pose it just couldnt find it in preview animation (ima just stop for today because im going to be gone until tuesday)
Hello Mizzo, after I do the steps with the blueprints the normal TPS character doesn't work, so i used cast to TPS class insted. after that I have no walking animations any answers?
YOU ARE A LEGEND
Eye opening. Thank you.
Two things. When the client player is ADS and moving, the movement become choppy, almost skipping? How do we solve this issue? Can you continue this tutorial showing how to make a proper first person player?
Thanks again.
Alright, I have fixed this. I took Right Mouse Button, both pressed and released. I made a custom event for each. Set them for ROS Reliable. Then made two more custom events. These ones for the client and set to Multicast and Reliable. Then out to the two functions of pressed or not. Fixed. :D Thanks for teaching me stuff.
You're very welcome! 🙂 I'm not really sure; this is more just a beginner's introduction to replication... I do plan on eventually making a true first person shooter series with replication, but I can't tell you when that will be.
@@PitchforkAcademy I've tried a method with the third person character you had created in this tutorial. No boom arm, just the camera, attached to the neck. If you tick 'Use Pawn Controller Rotation' It definitely works as I'd want, however looking up and down the arms and gun are very choppy, but positioned quite well.
Any thought on improving this?
@@aakburns As I said, I hope to eventually cover it. Until then, all the best on your endeavors! 🫶
@@PitchforkAcademy Turns out you did cover it, in a way in your first person series.
thks i needed this
Hey just came across your channel. I was hoping you would be able to make a tutorial for a true first person shooter that is also replicated and has an attachment system for different scopes/magnifications. I haven't been able to find great tutorials anywhere else and If this is something you can do, it would be incredibly appreciated. Regardless I'm leaving a sub. Great content!
I very well may do that some day, but I can't say when so don't hold your breath!
I'm about to start this tutorial, but have a quick question. I skipped to the end of this video to see the last few minutes; can you package and play this with friends? I'd love to learn about the process of testing this with multiple players in a real time packaged environment. Thanks!
That's a complicated undertaking. This is more of a beginner's guide to start practicing replication logic.
@@PitchforkAcademy That’s understandable. As a content creator myself, I know it’s impossible to make videos about everything that commenters ask for, but do you think it’s possible you may make a video on the topic? I think you do a particularly good job of explaining in your videos; they are concise and very easy to follow. I will say that I’ve seen a lot of tutorials on multiplayer replication, but there is a real void in the space of actually building out a small multiplayer project and testing it with a packaged project. Thanks so much for making such quality content!
@Sailor-X-Topher Yeah maybe some day...
How do I actually get it to be online multiplayer. Like export the game and have 2 of them connect to each other. I am completely new to Unreal Engine
Great video thank you, but when I right click from the client POV, i can see the zoom but the player walkspeed isn't set at 150 as it should be. It only works with the server player.
Hmmm strange. If you give me the timestamp I can look into it tomorrow...
And at 52:15 it seems like you had the same issue as I do
@wonkaaah6484 Yeah it does look like you are correct. I'll look into that for you tomorrow. 🫶
@@PitchforkAcademy Thank you so much!
@@wonkaaah6484 Sorry I haven't been able to look into this for you yet. I'm trying to get it done this week! 🫶
Hey, i have a problem where the socket location of a barrel attached to my weapon only gets replicated if 2 players actually see each other. When a player moves out of vision for the other player the socket sticks at the same position. This will cause that the line trace is not correct for both players. I dont know why this is happening... any help?
Hmmm. Try going into the character BP, search for "visible", and under "visibility and anim tick options" change it to 'always tick and refresh bones'. Please let me know if this works...
@@PitchforkAcademy I tried that but didnt work sadly. I noticed that the problem is also happening with reloading animations. When i go out of vision for the other player and reload my gun and at the same time im going back in vision, the reloading anim for the other player is starting delayed if you know what i mean...
@@exem7 Yeah I understand. Sorry I don't know a fix off the top of my head.
keep up the good work👍
👍👍🚀🚀
Heyyyy. Thanks very much. 🙏
I add my custom game mode in 3rd person template unreal and select it in world setting overid but it not play the game?
can we get the map and all files to just try and make some
Try and make some what?
Is it an co op multiplayer tutorial?
From my understanding the event apply damage and the even any damage are running on the server so why did you create an RPC for the server?
Because I don't know everything... You would probably still want to apply damage on the server so that it's authorized.
@@PitchforkAcademy true, and thanks for the tutorial
Can't get past 27.41 where you change the character reference, UE5.3 just freezes and I have to ctrl+alt+del to quit it, I updated my nivia drivers to the latest ones a few days ago, maybe thats the issue :(
Rolling back to last nvidia drivers seems to have resolved the issue
Please some Help Why does my server players RESPAWN but my client player doesn't respawn
It's probably something to do with your respawn RPCs. Go back over the relevant content and find what you messed up... 🫶
Oh 😮 thanks I almost thought so
may I ask this an online multiplayer? or how the other player come in to player?
You need to set up the infrastructure needed. This is more just a tutorial on remote procedure calls and replicated logic.
Is this an online multiplayer game or offline?
WE NEED AN ALS MULTIPLAYER TUTORIAL PLEASE!!
You really wanted to talk about the finals
It's probably the best thing that's been made with UE5 to date, so yeah I did. 🙂
Can you do it in C++ ?
I don't understand your question.
@@PitchforkAcademy this game is build in blueprints only. Can you remake with C++ as well and add COD style features?
@Anonymous-ik4ep No, we primarily produce blueprints tutorials for beginners to intermediates. Pretty sure what you're asking for is an entire course, and there are paid courses that will help you with that.
@@PitchforkAcademy can you help me with something? I'm looking for a way to add steamBridge into my UE5.3 project but the plugin is available only till 4.26
I have a problem , one hour of tutorial and now i can't jump... No animations. Please help me ! 🙏
Nice work man 💪 it's very cool content
That's really weird. I have no idea what you've done to cause that...
Nooooooooo. i want to watch this with 1080p quality! But now is 360p only
It takes time for youtube to process the file...
29:33
How to get the ure5?
Download the epic games launcher then use it to install ue5
Can use this tutorial retroactively?
I don't know what that means
1:21:25
I'll be back
I’m not trying to be rude and your content is not bad. But you are not very easy to follow along.
Over 500,000 views and you're the first to say that. Maybe it's a you problem? 🤔