PROJECT FILES ON PATREON! Patreon➡ bit.ly/GorkaGames_Patreon Hehe this episode does take longer than I had planned, but I wanted to fully explain everything as it is a pretty complex system. So, next episode source control, or assassinations?? Let me know! Check out MY NEW Unreal COURSE with GameDev.tv ➡bit.ly/UE5_StealthCourse_GameDevTv_GorkaGames
I want a video on directional combat but with having the camera locked -something like a soft lock but for character attacks.. your videos are fire bro thnx
I will never not like a video from someone who takes this much time to educate people for FREE. Learning game development feels almost impossible on your own but with UA-camrs like you I feel like it's only a matter of time until I get the hang of it. Thank you so much, dude!
@ryanredmond5559 What was the point of this comment? Why do people on the internet HAVE to be ignorant. This video is free for me and everyone watching. That's it. That's all. If you've got issues, go and work on them. I feel really bad for people like you who do their absolute best to be rude to as many people as they can. Ffs
For anyone that is having problems with their character not going over the object but does the animation just fine, I found what my problem was. @ 35:42 make sure Player Montage is going into Set Movement Mode from the "On Completed" option. Also in the video he says to disable player collision but that caused my player to fall through the map after vaulting so I switched it to on and everything was fixed. Hope this helps.
@@Bigbob508 If you’re talking about enabling root motion then all you have to do is click on the windows tab in the top left corner and choose “Asset Browser” but if you’re talking about adding the key frames @ 5:25 he shows how to add multiple key frames under the “notifies” on the montage timeline. I’m not sure if this was your issue but I hope it helped. 🤙🏼
man i have no experience with unreal engine but i have a bit of experience with coding, and all i can say is that your tutorials are THE BEST on youtube, and you can't imagine how much you help me understand and learn ... i can't thank you enough for all the work you put on creating this videos, and the value of the knowledge in them is insane.... wish you all the best !!!!
Fantastic tutorial and here is a list of the things that caught me out for a while! 1, At the beginning of VaultMotionWarp in the Event Graph, both vaoues are 50 (not -50 in the subtract box as that is 50!) 2, in the Vault function the final vector add before feeding the Line Trace by Channel has z set as 1000 3, The canWarp bool off Draw Debug Sphere needs to be set as True 4, The VaultStop Motion Warping in the Montage should not have a tick in Ignore ZAxis
I'm getting a degree in Computer Programming but your channel, Unreal Sensei, Pwnisher, and William Faucher have taught me more over the summer than all of my studies. Your tutorials are the extremely detailed and I'll probably be able to have a job in the next 3-6 months because of you specifically. Truly changing lives with your content. Your channel should thrive but I'm slightly glad that your not hitting Mr. Beast numbers, because that informs me there is need for individuals that can do what you seem to have a proficiency/mastery of. Keep it up and thank you
TIP; If you character is slightly moving into the mesh while vaulting, make sure you have unchecked "Ignore ZAxis on the Motion Warp for VaultStart (Or whatever you made the first motion warp on VaultOver_Montage) :) Hope this helps
I know nothing about creating a game but I came here, watched you videos and now I have a character that can actually walk, run, crouch, jump and vault... That is amazing...
I have been struggling with trying to make a system like this for a while now, and I am soo glad I came across this video, it has taught me soo much and opened me up to a new way of going about doing this. you are the GOAT.
If your animation isn't working after finished make sure to check at 38:00 and make sure on the add and subtract the number is 50 and not -50 for subtracting. I had to re watch 1/2 the vid to realize one silly small mistake xD
Tip: If you dont like how it flows, you can change the speed of the animation by going into the montage and changing the scale from 1.0 to whatever you want. Not much improvement on flow and feel but it's still better imo.
fantastic tip, however please do note that if you change the scale too much your character will "animation stutter" as I like to call it (leave me alone i've been doing this like 2 days) and it will look funky.
Unbelievably generous of you to make this. I've been implementing the stuff from your older videos and following along in this tut. I've got to say it's impressive. You are appreciated sir!
For anyone who might see this in the future, Setting actor enable collision to false ***disables the skeletal mesh physics*** If you have simulated bones, this makes them rigid until you enable it again. If you want to remove collision use a different channel or another technique, dont set enable actor collision to false...
Finally making my dream game and I'm following this entire series, thank you for being so in depth and informative with EVERY miniscule detail, as a beginner to UE5, this is so helpful! Can't wait to progress through here!
First tutorial series that I follow and everything that is promised, is in the tutorial. Very thorough, everything works the first time, and there's no off camera additions to the script that completely lose people on the next vid. Awesome stuff! You got my like and sub.
Gee, I am 44 years old and when you tested the line trace collision for the first time and the only one red cylinder poped up right from the figures crotch, I giggled like a teenage school girl. 🙄 I guess I‘ll never grow up… Thanks for the great tutorials. They help a lot! 👏👏👏✊
Also he did not mention in the video that you can just delete the "Draw Debug sphere" and can change the "Line trace by channel" debug type and set it to none to make it look cleaner. Feel free to add it back later just remember where it is located within the script. Sorry if this is not clear.
Great tutorial and I will say just about any time I've run into an issue it was a "me thing"! Character Hover on Animation End Fixed If you're like me you may have run into an issue where the character vaults fine, stops in the air above the ground, and then enters the fall state. To fix this there was a small piece that I missed around 8:04. In the animation montage the "Vault Land", make sure to set "Ignore Z access" to false, you DO want the Z axis to be affected and bring the character back to the floor! As for root motion not showing as enabled in the preview window, if you set it on, it will be respected it just doesn't look like it (a thing I ran into and questioned a few times in here again a me issue!)
Thanks man!! I'm absolutely loving these series!!! I found one small problem and that is you can vault over objects of any height as long as you can land within that 50/-50 limit (walls for example). What I did is have a line trace from whatever height I want it to be the max and only vault if that trace did *not* hit anything and that solved that issue. I'm not sure if there is an easier way (I'm a total UE noob) but that's what I did and it works fine :D
I have a solution I don't know if it's correct, but it works. Split the vector drawn at the beginning above the wall and compare it to the Z of the split vector at Vault Middle Pos. If the latter is less than the former, Can Warp will be Ture.@@azadbangla9611
I just spent an hour trying to figure out why the animation wouldnt trigger only to fibd out i didnt set "CanVault" at the sphere trace. So far so good though! Looking forward to following more of this tutorial!
I am having the same issue. The character goes over the obstacle but without an animation. I dont see any CanVault Boolean. Do you mean CanWarp? I have had this issue for a day now and its getting on my nerves
Hey all, if manually setting the value of VaultEndPos at the end of the Vault Motion Warp sequence doesn't get rid of the bug for you, a workaround I found that works for me is creating a second boolean variable that gets set to true after setting VaultEndPos's value in the Vault function. Then simply swap the mesh world location check off the "And" node at the beginning of the event to check whether this boolean is true as well, and reset the boolean to false at the end of the event.
Great Video only bug that I saw with it was when you try to vault over places when you can't find a landing position in range and there was not successful vault before hand, it will teleport you to 0,0 if the Z location your on is with in range. Can fix this buy adding a default value for Vault End Pos to 20,000. Fantastic job can't wait for more.
Thanks for this!! You're exactly right. If you try to jump over that cylinder in the default level, it attempts then warps to 0,0,0. Just going into the player blueprint and setting VaultLandPos's z value to 20,000 fixed this immediately, no extra work.
Gorka, something about your tutorials that are better than anyone else's is that I am actually learning. There has been no one else that really explains it. If i mess up you actually give me enough info to know what is wrong and I am able to fix it instead of with other videos I need to re watch THE WHOLE THING if I mess up cuz I have no clue where. I know this is an older video but keep it up my man, You're great at what you do.
I ABSOLUTLY LOVE THIS SERIES, Thank you my good sir for making this series as i am a new game dev and i want to learn more, this is REALLY Awesome, I love the effort you put in this series.
At first I had the problem that the script gave me a collision too quickly and the animation didn't work properly. If someone has the same problem, don't use the OnCompleted tab in Play Montage, but the On Blend Out tab
This also fixed something else. After the vault if you go to move right away you could see an animation spaz real quick from the completion. If it happens during the blend out its seemless. Ty for this
This is absolutely bonkers! But I'd like to add: 1. Set the animation montage sample rate to around 1.5 and the vault looks and feels much smoother. 2. Initially, the character can vault over 2m blocks, which looks odd. Add another branch/condition after setting the vault start pos, which prevents him from vaulting over obstacles higher than shoulder height. (Note: The character's pivot appears to be at his feet.)
my vault wasnt triggering at all, so i added a bunch of print strings in between nodes to narrow down the issue. I ended up accidentally putting "-50" in the 'minus' node rather than just 50. Hopefully this can save someone else
I am so happy to come across such a helpful and informative video. And I am personally very excited about the concept of this tutorial. It's Assassin's Creed! Thank you so much, I really appreciate it!
Great tutorial, a little slower would sometimes be helpful :-) A problem with the animation: If I run into an object but don't trigger the vault animation, the character suddenly stops without a smooth transition. How can I fix this? Thank you for help.
just wanted to say thank you for a great video, I watched some other similar ones that tend to go through the "result" , but I love that you are taking time to explain and show what's happening
The thing I love to do while fallowing guides is to check if I understood the underlying principles by trying to improve some parts. As for now I made it that you cannot crouch from landing state (using IsFalling blueprint node) and that you cannot vault through the blue boxes in the scene (and any objects with anabled physics, by using isAnySimulatingPhysics node conected to hitComponent part of breakHitResult node and making the negation of the result into canWarp variable), so I am quite happy with myself :)
fantastic tutorial iv followed a few on youtube and i have to say yours are very good and clear. if anyone is having trouble with the vault stopping mid air for a second on land you just have to play with the warp motions in the montage
I recreated the project twice and it all works with spheres and line trace. But after completing last chapter, pressing shift does nothing in front of the block. I only see a lot of debug lines. Spheres and line trace where animation should end.
@@rustyshackleford5409 @zane4103 @robbie2044 When I had this issue I fixed it by making sure to set the montage in the "Montage to Play" field in the Play Montage block
oh, while we´re at it... what I would absolutely love to see (at some point) would be your typical cover-shooter mechanics... you know, cower behind cover, shoot/ aim over cover, move alongside cover, you know Rainbow Six Vegas/ The Division and such :)
Yeah haha it is a pretty complex and big system. If you ever have problems just DM through Discord 😁 Also I remember that in the community poll you commented that you wrote an issue you had though Discord, but i can't find it with ErikFraser, did you deleted or something? And again, thank you so much!
Thank you very very much for your tutorial. During following, because land pos is set after the loop is completed, it will trigger a bug when first Vault(can vault in any condition). Just reset land pos in start can solve.
Hey, great video. I think I made a mistake along the way. Everything seems to be working right. I press shift, see all the correct traces in the correct positions, but my character does not actually progress up and over the item. Just kind of animates while slamming into the wall. What did I mess up? lol
@@whitesheep1417 I ended up resolving this. On the Play Montage widget make sure the connection is coming out of On Completed and not the default one at the top. That fixed it for me
I have learned a lot from this video. There are so many applications of what you have achieved here. Thanks for being so good at this and open to devoting so much of yourself in this series. Thank you!
Does anyone know why I can make the line tracing, but failed to vault or any animation when pressing 'shift' in front of the cube which sized as same as the tutorial?
Awesome tutorial, followed from start to finish and works great! :) Anyone having any issues with this tutorial, you have very likely made a mistake somewhere. I also made a mistake however someone else mentioned the fix for it in the comments, was something as simple as having 'Play Montage' not linked to 'Set Movement Mode' through 'On Completed'. Such a small mistake can break this, so follow closely! :)
No animation when hitting Left Shift. Go to event graph > Play Montage component > make sure “Montage to play” is set to VaultOver_Montage. If you don’t climb… from [Play Montage] connect “On Completed” to [Set Movement Mode]
Bro I love this really I wanted to learn unreal 5 watches 10000+ videos and non were so well explained and shown I love this tutoring cour and told all my friends about it great job my friend cant wait to watch the whole course you are a genius love it my passions to learn U5 got back to me thanks to you.
Great series! loving it! It would help also if you explain what are the things we are disabling and enabling, so there would be deeper understanding. (Yes, I'm aware that we can just google it, but this is a tutorial, after all). Keep the good work!
Thanks for the videos Brother Very generous indeed ! I am running into a broblem, seems like the character doesnt have collison on Vault start position meening he is not climbing but instead just running in to the obstacle and not geting the consequently not geting the mid and land position done i reviewed the video 2 times and i got all the values right its been a good learning experience to watch them again and really getting what does what but i cant find a way to fix it maybe someone can help me i know my description was not the best but hopefully someone gets it and again thank you very much for the videos as a complete begginer is helping me a lot.
In case someone tried jumping while vaulting and got stuck in the air, Just add "Disable input" after the "branch for can warp boolean" and "Enable input" after enabling the collision again. Cheers everyone. Gorka is the Best! 🥂🥂🍺
You could just add a boolean variable called isWarping, and check if the player is warping before you execute the logic for the jump/crouch/movement keys, because if you disable the input, you wont be able to open a menu, pause the game or rotate the camera down the road.
Heyho, I had the problem that at the end of the animation my character landed in the air (like on an invisible box) for about a second and then fell down normaly. I used another debug sphere to visually determine the location of the landing position variable and it was fine, so that wasnt the issue. However I then notice that my "Ignore ZAxis" box for the VaultLand window in the montage was ticked. removed the tick and tadaa, it worked.
It does work. In the collusion node make sure you check it as true in the Boolean option check box. Silly there is one there means how the box says it on it. 3rd time through after deleting all the start of vaulting it does work! thanks G
if you dont you will find yourself in walk mode after the vault and if you jump you will go through the floor and if you had went on the bigger block portion that does go over the corner you will fly to the corner and fall through the floor as well. So collusion worked for me.
Cool! But will you fix the bug when the player try to vault over block he stucks inside the block and then teleports to the left bottom corner of that template? I don't already understand how to fix it by myself...
Ty for the tutorial. I have only 1 problem with it. I did every step but when im vaulting it's going through in object. Its like half pf the dummy in object. It completes the animation. Everything is ok but only about vaulting it doesnt jump on object. from which part i can change the numbers for animation z axis Edit: i solved the stuation. It was because of firs motion wrap ignore z axis settings.
@@dermil i tried to write every error as a comment :D when im solving them im also writing here for the others ^^ i hope u'll be successful. Good luck!
First of all, thanks for this amazing tutorial! However, I had followed along with you in this one but my animation montage doesn't want to play when I try to vault. I have gone back through and checked all my nodes and such but all looks fine. I am not sure what is the problem. The debug spheres show that its calculating everything but the motion warp and animontage do not play.
You probably fixed it by now but in case you gave up, he says -50 and 50 in the last couple nodes, it’s actually 50, -50 the subtract node switches the signs
hey, by any chance did you find a solution to your issue? I have my player activate the vault and goes over the obstacle, but walks over instead of using the animontage.
Very good just had to go back through a few times for double checking my work as the blue trace line wasn't showing up for a bit. Either way its great.
OK noone will prob not see this, but is anyone else character not vaulting, and you followed everything correctly and looked for any little mistakes and could not find anything wrong with anything and it compiled without any issues, PLZ!!!!!!!!!!!!!!!!!!!! tell me the issue and for anyone else with this problem
I had this issue but i accidentally set my get world location subtraction node at the beginning of VaultMotionWarp on the Y axis lol. Now i have the issue that my character jumps back to the beginning of the animation on completion.
I noticed when I vault a tall object first it bugs me to the back corner of the room and I fall infinitely, but if I vault a smaller object first successfully, then try to vault a bigger object it wont do that. I thought I did something wrong, but went through this video numerous times to try and solve it and haven't figured it out. Hope to see the resolution in another video. Great tutorial!
same thing keeps happening to me too. I've tried everything and did the tutorial over and over but still can't figure it out. Also, I noticed with A metahuman the Torso doesn't warp, only the arms/head.
Quoted from another comment "I noticed you will also want to set the default value of 'Vault Land Pos' to 20,000, in case your very first vault is too far."
Im having an issue with the animation working great on the upper half, but for some reason the legs want to stay vertical rather than rotating with the rest of the animation. Would anyone happen to have any idea as to what's going on with this? Thanks!
Did you create character from scratch? Or use the default manny? If default you need to disconnect ik rig from animgraph. So basically main state machine into default slot directly into output pose. I had same problem
@@bradennichols3154 Thanks bro! I went back through by graphs multiple times and started developing grey hairs and it made sense that it was something so simple ofc!
@@singularity.studio no problem! But I think the ik rig needs to work for the project and what he's showing us. He made a couple vids on it in this series. But I havnt messed with it yet. I think unhooking it creates a few bugs I'm not sure though
You should come back and add timestamps to the earlier videos as well. I didn't use vaulting or assassination but I went back to double check if you did debugging for other mechanics and you did! Like in the Assassination video you include bug fixing for the crouch jumping! I'd greatly appreciate it.
Anyone who encounter the issue where the player doesn't vault over, you need to use the 'on complete' node on the play montage node!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It works but i don't get why this would affect the z value
I’ve watched this video 4 times now. Followed along perfectly every time. Something isn’t working for me. When I vault it launches me to the corner of the map mid vault. If I jump and use the vault key it does the same thing.
So I did fix the fact that you could jump while crouched and I also added leaning while crouching. I can share if anyone wants it. Let me know. Very easy to do and Im also using this to make a large system of many movements. such as prone and rolling around.
Jajajaj eres español no sabia, quiero que sepas que tus tutoriales son por lejos los mejores en youtube, es un crimen que no tengas mas subscriptores, gracias por tomarte el tiempo de hacer todo esto.
Thanks! I had a problem with the animation going through some objects just next to the traces obove the object. I added a box trace with a branch before the Vault function to check if there a objects in the way above the starting positing/middle position. Also added a check if the vault start pos is the same as middle position and cancel it because with small object the character would float in the air before jumping. For the rest it worked perfectly!
Your tut's are great. I press play after the entire tutorial and my vault system works. Then I press play again and it doesn't, and my character can scale the larger walls and the landing position ends up being calculated somewhere off the map as you mentioned. I went over the whole blueprint and found no discrepancies, pressed play, and the vault system worked as described once again. Puzzled, I asked my wife to come over and see what I've been spending my time on, and to my surprise, (only not really), The system was broken once again. LoL
OK so i spent way to long on this but for any one that is having trouble getting the vaulting to work here is some advice that might help. pay attention ... make sure that all the wires come and go where they are supposed to especialy the red wires. make sure that if you use a negative vector thing that you dont put -50 in it because wont work and for the people not able to pull up vault motion warping just follow the video and youll see he messes up and has to put the vault motion warping in the event graph. and then delete the function he was making, he had to name his 2 because the name was already taken. he then goes back and deletes the function he was making and renames 2 to vault motion warp.
Im pretty good at european languages (but not in english haha) and I didnt even notice that you're spanish. Impressive. Btw, really helpful series, keep up with the amazing work!
those who are having vault animation and jumping problems see if you force root lock is enabled or not, if enabled just disable it have tick on the root lock even if the character is not root locking it will work
🎯 Key Takeaways for quick navigation: 00:00 *🛠️ Setting up Motion Warping plugin and importing animation* - Enabling the motion warping plugin in Unreal Engine. - Importing a vaulting animation from the Epic Games Echo template into the project. 02:08 *🔄 Configuring motion warping in Animation Montage* - Configuring motion warping settings in the animation montage. - Adding motion warping keyframes and adjusting their positions in the timeline for different stages of vaulting. - Setting up motion warping options such as skew warp and disabling rotation for different keyframes. 06:42 *⚙️ Implementing vaulting functionality in Blueprint* - Implementing the vaulting functionality in the Third Person Character Blueprint. - Using line traces and sphere traces to detect objects and calculate vaulting positions. - Setting up conditions and sequences to determine the start and end points of the vaulting animation. 21:27 *🔧 Creating Vault Middle Point* - Setting up the middle point for vaulting in the sequence. - Organizing variables into categories for better organization. - Establishing the distance for vaulting and setting up debug points for visualization. 27:38 *🚀 Preparing for Motion Warping* - Setting up the groundwork for implementing motion warping. - Ensuring proper conditions for initiating motion warping. - Configuring character movement and collision settings for the vaulting action. 34:15 *🛠️ Refining Vault Motion Warping* - Adjusting the workflow to accommodate time-sensitive actions. - Ensuring correct execution of motion warping based on position conditions. - Implementing safeguards to prevent unintended behaviors during vaulting animations. Made with HARPA AI
Manged to make the animation feel a lot smoother by changing the line trace start multiplier to a higher number (180) instead of 80 at 22:45. Also as others recommended you can adjust play speed in animation montage to something around 1.5
It works perfectly, Although there are times when you hit it and it doesn't jump the first time. It's slow, I think in my game I'll remove it and give the character more ability to jump. Give the player the ability to jump more by spending stamina
Hello. first off, loving the series, you go fast, but luckily, YT has pause. :D Second, if anyone has issues downloading the vault animation, I had to use Bing instead of Chrome. (probably some security settings or some such) But again, ty for the hard work and sharing.
PROJECT FILES ON PATREON! Patreon➡ bit.ly/GorkaGames_Patreon
Hehe this episode does take longer than I had planned, but I wanted to fully explain everything as it is a pretty complex system. So, next episode source control, or assassinations?? Let me know!
Check out MY NEW Unreal COURSE with GameDev.tv ➡bit.ly/UE5_StealthCourse_GameDevTv_GorkaGames
Assassinations of course 🙂
as I wrote yesterday, I don´t mind longer episodes... better than if you skip half the important parts as some others do... ;)
Assassinations come on of course we will pick that
I want a video on directional combat but with having the camera locked -something like a soft lock but for character attacks.. your videos are fire bro thnx
This long is fine if it done in 1 vdo
I will never not like a video from someone who takes this much time to educate people for FREE. Learning game development feels almost impossible on your own but with UA-camrs like you I feel like it's only a matter of time until I get the hang of it. Thank you so much, dude!
Agreed. Can't wait to see what people are going to make when their skills are no longer an obstacle for them to tell their tales. :)
Lmao he makes money from youtube so not really free is it
@ryanredmond5559 What was the point of this comment? Why do people on the internet HAVE to be ignorant.
This video is free for me and everyone watching. That's it. That's all.
If you've got issues, go and work on them. I feel really bad for people like you who do their absolute best to be rude to as many people as they can. Ffs
@EricGames117 It's not even worth acknowledging comments like that. Just ignore it. It's inevitable on the internet
@@EricGames117 again not free though is it 🤣 he gets paid from youtube
For anyone that is having problems with their character not going over the object but does the animation just fine, I found what my problem was. @ 35:42 make sure Player Montage is going into Set Movement Mode from the "On Completed" option. Also in the video he says to disable player collision but that caused my player to fall through the map after vaulting so I switched it to on and everything was fixed. Hope this helps.
Thanx. Had the same problem. Fixed it!
how do i turn on the ticks at the begginig where he chose 17 for the vaulting
@@Bigbob508 If you’re talking about enabling root motion then all you have to do is click on the windows tab in the top left corner and choose “Asset Browser” but if you’re talking about adding the key frames @ 5:25 he shows how to add multiple key frames under the “notifies” on the montage timeline. I’m not sure if this was your issue but I hope it helped. 🤙🏼
@@Denzelmiller i cant get it to work. the option vault motion warp isnt there for me at 37:03
i cant get it to work. the option vault motion warp isnt there for me at 37:03
man i have no experience with unreal engine but i have a bit of experience with coding, and all i can say is that your tutorials are THE BEST on youtube, and you can't imagine how much you help me understand and learn ... i can't thank you enough for all the work you put on creating this videos, and the value of the knowledge in them is insane....
wish you all the best !!!!
Fantastic tutorial and here is a list of the things that caught me out for a while!
1, At the beginning of VaultMotionWarp in the Event Graph, both vaoues are 50 (not -50 in the subtract box as that is 50!)
2, in the Vault function the final vector add before feeding the Line Trace by Channel has z set as 1000
3, The canWarp bool off Draw Debug Sphere needs to be set as True
4, The VaultStop Motion Warping in the Montage should not have a tick in Ignore ZAxis
Thank you!!! Been racking my brain on this one. The bool set to true is what i was missing!
Bro That CanWarp Was Unchecked Ty But I still have Clipping
I didn't understand. Can you explain them more?
When u say VaultStop u mean VaultLand?
@tc8464 &
@RicoJit u guys helped me out .... thank you very much
i hope you are on the other parts of this to help ...bravo u done great
I'm getting a degree in Computer Programming but your channel, Unreal Sensei, Pwnisher, and William Faucher have taught me more over the summer than all of my studies.
Your tutorials are the extremely detailed and I'll probably be able to have a job in the next 3-6 months because of you specifically. Truly changing lives with your content. Your channel should thrive but I'm slightly glad that your not hitting Mr. Beast numbers, because that informs me there is need for individuals that can do what you seem to have a proficiency/mastery of. Keep it up and thank you
TIP; If you character is slightly moving into the mesh while vaulting, make sure you have unchecked "Ignore ZAxis on the Motion Warp for VaultStart (Or whatever you made the first motion warp on VaultOver_Montage) :) Hope this helps
bro thank you so much !!! I have been looking for my mistake for one hour
@@cantunclu np yeah he went by that part fast in the video so I missed it 😂
Thank you man! i fixit this problem!
Thank you!
Bro - ur a freakin legend - Thanks! been dorking with this for hours
I know nothing about creating a game but I came here, watched you videos and now I have a character that can actually walk, run, crouch, jump and vault... That is amazing...
I learned from Game Dev Cave channel to knowing about Blueprint basic in order to I can get this blueprint video..
I have been struggling with trying to make a system like this for a while now, and I am soo glad I came across this video, it has taught me soo much and opened me up to a new way of going about doing this. you are the GOAT.
Love that I found your channel a month back. Small channels always care way more.
I noticed you will also want to set the default value of 'Vault Land Pos' to 20,000, in case your very first vault is too far.
broo thankyou very much
not all heroes wear capes
I did it but it doesn't work I get pushed 30000 miles away the first or two times
Thank you very much
THANK YOU
If your animation isn't working after finished make sure to check at 38:00 and make sure on the add and subtract the number is 50 and not -50 for subtracting. I had to re watch 1/2 the vid to realize one silly small mistake xD
Tip: If you dont like how it flows, you can change the speed of the animation by going into the montage and changing the scale from 1.0 to whatever you want. Not much improvement on flow and feel but it's still better imo.
Thank you! For me 1.5 looks amazing
i cant get it to work. the option vault motion warp isnt there for me at 37:03
fantastic tip, however please do note that if you change the scale too much your character will "animation stutter" as I like to call it (leave me alone i've been doing this like 2 days) and it will look funky.
THANK YOU
Unbelievably generous of you to make this. I've been implementing the stuff from your older videos and following along in this tut. I've got to say it's impressive. You are appreciated sir!
thank you so much! I'm glad that you find my videos helpful!
For anyone who might see this in the future, Setting actor enable collision to false ***disables the skeletal mesh physics*** If you have simulated bones, this makes them rigid until you enable it again. If you want to remove collision use a different channel or another technique, dont set enable actor collision to false...
Finally making my dream game and I'm following this entire series, thank you for being so in depth and informative with EVERY miniscule detail, as a beginner to UE5, this is so helpful! Can't wait to progress through here!
First tutorial series that I follow and everything that is promised, is in the tutorial. Very thorough, everything works the first time, and there's no off camera additions to the script that completely lose people on the next vid. Awesome stuff! You got my like and sub.
So far, the best tutorials on character movement I've seen.
Gee, I am 44 years old and when you tested the line trace collision for the first time and the only one red cylinder poped up right from the figures crotch, I giggled like a teenage school girl. 🙄 I guess I‘ll never grow up…
Thanks for the great tutorials. They help a lot! 👏👏👏✊
this is one of the better tuts on ue 5 so far 👍👍👍👍👍👍
haha thanks!!
Also he did not mention in the video that you can just delete the "Draw Debug sphere" and can change the "Line trace by channel" debug type and set it to none to make it look cleaner. Feel free to add it back later just remember where it is located within the script. Sorry if this is not clear.
Great tutorial and I will say just about any time I've run into an issue it was a "me thing"!
Character Hover on Animation End Fixed
If you're like me you may have run into an issue where the character vaults fine, stops in the air above the ground, and then enters the fall state.
To fix this there was a small piece that I missed around 8:04.
In the animation montage the "Vault Land", make sure to set "Ignore Z access" to false, you DO want the Z axis to be affected and bring the character back to the floor!
As for root motion not showing as enabled in the preview window, if you set it on, it will be respected it just doesn't look like it (a thing I ran into and questioned a few times in here again a me issue!)
Thanks man!! I'm absolutely loving these series!!! I found one small problem and that is you can vault over objects of any height as long as you can land within that 50/-50 limit (walls for example). What I did is have a line trace from whatever height I want it to be the max and only vault if that trace did *not* hit anything and that solved that issue. I'm not sure if there is an easier way (I'm a total UE noob) but that's what I did and it works fine :D
can you elaborate a bit
@@azadbangla9611 Try vaulting over the border wall. It allows you since it is thin enough to pass the check.
I have a solution I don't know if it's correct, but it works. Split the vector drawn at the beginning above the wall and compare it to the Z of the split vector at Vault Middle Pos. If the latter is less than the former, Can Warp will be Ture.@@azadbangla9611
I just spent an hour trying to figure out why the animation wouldnt trigger only to fibd out i didnt set "CanVault" at the sphere trace. So far so good though! Looking forward to following more of this tutorial!
I am having the same issue. The character goes over the obstacle but without an animation.
I dont see any CanVault Boolean. Do you mean CanWarp? I have had this issue for a day now and its getting on my nerves
@@Celticninja011J'ai le même problème, l'animation ne se déclenche pas mais mon personnage franchit l'obstacle.
J'ai le même problème, l'animation ne se déclenche pas mais mon personnage franchit l'obstacle.
Hey all, if manually setting the value of VaultEndPos at the end of the Vault Motion Warp sequence doesn't get rid of the bug for you, a workaround I found that works for me is creating a second boolean variable that gets set to true after setting VaultEndPos's value in the Vault function. Then simply swap the mesh world location check off the "And" node at the beginning of the event to check whether this boolean is true as well, and reset the boolean to false at the end of the event.
What a Legend without you, I couldn't complete my final project for school.. tysm!
Great Video only bug that I saw with it was when you try to vault over places when you can't find a landing position in range and there was not successful vault before hand, it will teleport you to 0,0 if the Z location your on is with in range. Can fix this buy adding a default value for Vault End Pos to 20,000. Fantastic job can't wait for more.
Thanks for this!! You're exactly right. If you try to jump over that cylinder in the default level, it attempts then warps to 0,0,0. Just going into the player blueprint and setting VaultLandPos's z value to 20,000 fixed this immediately, no extra work.
Gorka, something about your tutorials that are better than anyone else's is that I am actually learning. There has been no one else that really explains it. If i mess up you actually give me enough info to know what is wrong and I am able to fix it instead of with other videos I need to re watch THE WHOLE THING if I mess up cuz I have no clue where. I know this is an older video but keep it up my man, You're great at what you do.
Thank you for this series !! It is very nice tutorial. I wish to see in this series push/pull objects , prone and climb in the future
thanks!! 👀👀
I ABSOLUTLY LOVE THIS SERIES, Thank you my good sir for making this series as i am a new game dev and i want to learn more, this is REALLY Awesome, I love the effort you put in this series.
At first I had the problem that the script gave me a collision too quickly and the animation didn't work properly.
If someone has the same problem, don't use the OnCompleted tab in Play Montage, but the On Blend Out tab
This also fixed something else. After the vault if you go to move right away you could see an animation spaz real quick from the completion. If it happens during the blend out its seemless. Ty for this
hey , where is ConCompleted and OnBlendOut tabs?
Saved my ass
Thank youl
i cant get it to work. the option vault motion warp isnt there for me at 37:03
This is absolutely bonkers! But I'd like to add:
1. Set the animation montage sample rate to around 1.5 and the vault looks and feels much smoother.
2. Initially, the character can vault over 2m blocks, which looks odd. Add another branch/condition after setting the vault start pos, which prevents him from vaulting over obstacles higher than shoulder height. (Note: The character's pivot appears to be at his feet.)
This actually looks AAA great job
thank you!
Your motivation is inspiring - I’d love to see you join the Dev community on Twitch 😊
That is a great idea omg would love that
thank you! Do you mean like making streams on Twitch?
@@GorkaGames yes
ENABLING the character collision ist a huge help, as it will provide your character from glitching through edges and planes
my vault wasnt triggering at all, so i added a bunch of print strings in between nodes to narrow down the issue. I ended up accidentally putting "-50" in the 'minus' node rather than just 50. Hopefully this can save someone else
i was looking through so many comments for a fix thank you you're a godsend
thanks
alot
Thanks
You absolute legend! Thanks, I nearly quit my Unreal engine days..
Did the same mistake here, thank u mate.
I used this tutorial for my Fps game (SWATTED) and it worked perfectly thanks :)
Really awesome dude. Thank you for the hard work putting these together for everyone
This tutorial is so far the best i have found so far
Man your videos are great, very well explained with a lot of detail. Keep it up, I'll be here all the way!
thank you!
I am so happy to come across such a helpful and informative video.
And I am personally very excited about the concept of this tutorial. It's Assassin's Creed!
Thank you so much, I really appreciate it!
Great tutorial, a little slower would sometimes be helpful :-) A problem with the animation: If I run into an object but don't trigger the vault animation, the character suddenly stops without a smooth transition. How can I fix this? Thank you for help.
just wanted to say thank you for a great video, I watched some other similar ones that tend to go through the "result" , but I love that you are taking time to explain and show what's happening
Thank you so much, man! 😎👍 Thanks to you, I will, finally, create my game! 😎👍
my pleasure!!!
The thing I love to do while fallowing guides is to check if I understood the underlying principles by trying to improve some parts.
As for now I made it that you cannot crouch from landing state (using IsFalling blueprint node) and that you cannot vault through the blue boxes in the scene (and any objects with anabled physics, by using isAnySimulatingPhysics node conected to hitComponent part of breakHitResult node and making the negation of the result into canWarp variable), so I am quite happy with myself :)
fantastic tutorial iv followed a few on youtube and i have to say yours are very good and clear. if anyone is having trouble with the vault stopping mid air for a second on land you just have to play with the warp motions in the montage
I recreated the project twice and it all works with spheres and line trace. But after completing last chapter, pressing shift does nothing in front of the block. I only see a lot of debug lines. Spheres and line trace where animation should end.
@@robbie2044 same problem
@@robbie2044 did you figure this out this is the same for me
@@rustyshackleford5409 @zane4103 @robbie2044 When I had this issue I fixed it by making sure to set the montage in the "Montage to Play" field in the Play Montage block
oh, while we´re at it... what I would absolutely love to see (at some point) would be your typical cover-shooter mechanics... you know, cower behind cover, shoot/ aim over cover, move alongside cover, you know Rainbow Six Vegas/ The Division and such :)
Thanks! From all of us here.
(But, holy crap, this is hard)
Thank you so much!! I really appreciate your support!! 🙏🙏
Yeah haha it is a pretty complex and big system. If you ever have problems just DM through Discord 😁 Also I remember that in the community poll you commented that you wrote an issue you had though Discord, but i can't find it with ErikFraser, did you deleted or something? And again, thank you so much!
@@heavenseek Yes I have just noticed it! I have just replied
Thank you very very much for your tutorial. During following, because land pos is set after the loop is completed, it will trigger a bug when first Vault(can vault in any condition). Just reset land pos in start can solve.
Is it possible to make the vault faster?
As a game animator, I have no clue how UE5/UE4 or Unity work with my stuff. But this channel really help me out. Thanks millions!!!!!
Hey, great video. I think I made a mistake along the way. Everything seems to be working right. I press shift, see all the correct traces in the correct positions, but my character does not actually progress up and over the item. Just kind of animates while slamming into the wall. What did I mess up? lol
I have the same problem,do not understand why it does not work, i have watched video two times,but...(
Same problem
@@whitesheep1417 I ended up resolving this. On the Play Montage widget make sure the connection is coming out of On Completed and not the default one at the top. That fixed it for me
@@daystardiscgolf thank you very much
@@daystardiscgolf it works now
I have learned a lot from this video. There are so many applications of what you have achieved here. Thanks for being so good at this and open to devoting so much of yourself in this series. Thank you!
Does anyone know why I can make the line tracing, but failed to vault or any animation when pressing 'shift' in front of the cube which sized as same as the tutorial?
Same problem here.
This is critically underrated bro you are a great teacher thank you so much I have learned a lot from this video !
I think I followed every step but my character doesn't complete the vaulting, midway he gets pushed away out of the world
Same for me bro... Did you found a way to fix it? I'm looking for fixing this for more than 3 hours now and can't find where I missed up.
Awesome tutorial, followed from start to finish and works great! :)
Anyone having any issues with this tutorial, you have very likely made a mistake somewhere.
I also made a mistake however someone else mentioned the fix for it in the comments, was something as simple as having 'Play Montage' not linked to 'Set Movement Mode' through 'On Completed'. Such a small mistake can break this, so follow closely! :)
I fixed it due to your comment so thank you. i just put the set movement node into the on completed of the play montage and it worked
Great work bro, it’s incredibly understandable, Thank you🔥
thanks!!
No animation when hitting Left Shift.
Go to event graph > Play Montage component > make sure “Montage to play” is set to VaultOver_Montage.
If you don’t climb… from [Play Montage] connect “On Completed” to [Set Movement Mode]
Lol i think this series will end in a week 😂 i like it (others take like a month to upload a second episode)
hahaha, lets see how long it takes!
Bro I love this really I wanted to learn unreal 5 watches 10000+ videos and non were so well explained and shown I love this tutoring cour and told all my friends about it great job my friend cant wait to watch the whole course you are a genius love it my passions to learn U5 got back to me thanks to you.
thank you so much for those kind words!!! I'm glad that you and your friend are excited about the series!
Great series! loving it!
It would help also if you explain what are the things we are disabling and enabling, so there would be deeper understanding. (Yes, I'm aware that we can just google it, but this is a tutorial, after all).
Keep the good work!
THIS IS THE BEST TUTORIAL SERIES ONG
Thanks for the videos Brother Very generous indeed ! I am running into a broblem, seems like the character doesnt have collison on Vault start position meening he is not climbing but instead just running in to the obstacle and not geting the consequently not geting the mid and land position done i reviewed the video 2 times and i got all the values right its been a good learning experience to watch them again and really getting what does what but i cant find a way to fix it maybe someone can help me i know my description was not the best but hopefully someone gets it and again thank you very much for the videos as a complete begginer is helping me a lot.
Same, my character's vaulting just get stuck infront of the obstacle. i would need to tap space bar to jump in order to vault across the obstacle
@@mmakey4310 On the Play Montage Use the On Complete Instead of the very top one. check 35:41 in video to make sure you have connected that part right
@@quininesbyron that true man thx for all
@@quininesbyron You are a God.
In case someone tried jumping while vaulting and got stuck in the air, Just add "Disable input" after the "branch for can warp boolean" and "Enable input" after enabling the collision again.
Cheers everyone. Gorka is the Best! 🥂🥂🍺
You could just add a boolean variable called isWarping, and check if the player is warping before you execute the logic for the jump/crouch/movement keys, because if you disable the input, you wont be able to open a menu, pause the game or rotate the camera down the road.
Heyho, I had the problem that at the end of the animation my character landed in the air (like on an invisible box) for about a second and then fell down normaly. I used another debug sphere to visually determine the location of the landing position variable and it was fine, so that wasnt the issue. However I then notice that my "Ignore ZAxis" box for the VaultLand window in the montage was ticked. removed the tick and tadaa, it worked.
Thank you so much! I was having the same issue. I´m completely new to Unreal so I had a hard time debugging it but it was the same issue as yours
@@thedohmas glad I could help ^^
A straight up hero! That's the exact same issue I had. Fixed it for me as well. Thank you
Fixed my issue LEGEND!
I've been working on this bug for a whole day, thank you for posting this! That was my error!
It does work. In the collusion node make sure you check it as true in the Boolean option check box. Silly there is one there means how the box says it on it. 3rd time through after deleting all the start of vaulting it does work! thanks G
if you dont you will find yourself in walk mode after the vault and if you jump you will go through the floor and if you had went on the bigger block portion that does go over the corner you will fly to the corner and fall through the floor as well. So collusion worked for me.
Cool! But will you fix the bug when the player try to vault over block he stucks inside the block and then teleports to the left bottom corner of that template? I don't already understand how to fix it by myself...
Check that you're subtracting 1000, not adding it, at 25:05. This was what was causing me to teleport back to the bottom corner of the template
@@notarikon OMGGGGGGGGG Thank you sooo much
Your tutorials have brought back hop in my heart that i can actually create things again. thank you so very much sir.
Ty for the tutorial. I have only 1 problem with it. I did every step but when im vaulting it's going through in object. Its like half pf the dummy in object. It completes the animation. Everything is ok but only about vaulting it doesnt jump on object. from which part i can change the numbers for animation z axis
Edit: i solved the stuation. It was because of firs motion wrap ignore z axis settings.
Omg thank you
@@dermil i tried to write every error as a comment :D when im solving them im also writing here for the others ^^ i hope u'll be successful. Good luck!
Thank you so much
i still have the problem pls can you help me
This guy must be world famous celebrity!
hahaha thank you!!!
First of all, thanks for this amazing tutorial! However, I had followed along with you in this one but my animation montage doesn't want to play when I try to vault. I have gone back through and checked all my nodes and such but all looks fine. I am not sure what is the problem. The debug spheres show that its calculating everything but the motion warp and animontage do not play.
You probably fixed it by now but in case you gave up, he says -50 and 50 in the last couple nodes, it’s actually 50, -50 the subtract node switches the signs
hey, by any chance did you find a solution to your issue? I have my player activate the vault and goes over the obstacle, but walks over instead of using the animontage.
Very good just had to go back through a few times for double checking my work as the blue trace line wasn't showing up for a bit. Either way its great.
OK noone will prob not see this, but is anyone else character not vaulting, and you followed everything correctly and looked for any little mistakes and could not find anything wrong with anything and it compiled without any issues, PLZ!!!!!!!!!!!!!!!!!!!! tell me the issue and for anyone else with this problem
Same thing happened to me. I pretty sat down ate dinner and rewatched it till i got it right
My character vault but somehow teleport itself at 0,0 after the animation is completed. Can't figure out why it does that.
I had this issue but i accidentally set my get world location subtraction node at the beginning of VaultMotionWarp on the Y axis lol. Now i have the issue that my character jumps back to the beginning of the animation on completion.
I have this problem too
I noticed when I vault a tall object first it bugs me to the back corner of the room and I fall infinitely, but if I vault a smaller object first successfully, then try to vault a bigger object it wont do that. I thought I did something wrong, but went through this video numerous times to try and solve it and haven't figured it out.
Hope to see the resolution in another video.
Great tutorial!
same thing keeps happening to me too. I've tried everything and did the tutorial over and over but still can't figure it out. Also, I noticed with A metahuman the Torso doesn't warp, only the arms/head.
Quoted from another comment "I noticed you will also want to set the default value of 'Vault Land Pos' to 20,000, in case your very first vault is too far."
Late reply but I was having the same issue and found that making the default land pos 0,0,20000 stopped this from occuring
Im having an issue with the animation working great on the upper half, but for some reason the legs want to stay vertical rather than rotating with the rest of the animation. Would anyone happen to have any idea as to what's going on with this? Thanks!
same problem here
Did you create character from scratch? Or use the default manny? If default you need to disconnect ik rig from animgraph. So basically main state machine into default slot directly into output pose. I had same problem
ik rig from animagraph? :(?@@bradennichols3154
@@bradennichols3154 Thanks bro! I went back through by graphs multiple times and started developing grey hairs and it made sense that it was something so simple ofc!
@@singularity.studio no problem! But I think the ik rig needs to work for the project and what he's showing us. He made a couple vids on it in this series. But I havnt messed with it yet. I think unhooking it creates a few bugs I'm not sure though
You should come back and add timestamps to the earlier videos as well. I didn't use vaulting or assassination but I went back to double check if you did debugging for other mechanics and you did! Like in the Assassination video you include bug fixing for the crouch jumping! I'd greatly appreciate it.
Anyone who encounter the issue where the player doesn't vault over, you need to use the 'on complete' node on the play montage node!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It works but i don't get why this would affect the z value
i did this know he is just falling thru the ground when i vault
just scrolled for 15 minutes and you fixed it boss. Thanks big ups
Fixed mine too mate thanks (1 year later)
you saved my day!!!!! Same problem!!!!!!!!
THIS was my problem. Missed it at 35:34. Thank you!
I’ve watched this video 4 times now. Followed along perfectly every time. Something isn’t working for me.
When I vault it launches me to the corner of the map mid vault. If I jump and use the vault key it does the same thing.
damn 42 mins u rly are dedicated
thanks 😄
yeah surely
@@GorkaGames thanks for posting regularly your the best unreal engine youtuber
@@kshithijanand4410 of course i agree
uh its not working...
just watch it again and look for your mistake you made
Dude you are the best for making these series! Gonna like each video in the series.
6 first
😄😄👀👀
this must be a great UE5 RPG tourtion, I mean ,this man has a lot details to tell me and figure problem
So I did fix the fact that you could jump while crouched and I also added leaning while crouching. I can share if anyone wants it. Let me know. Very easy to do and Im also using this to make a large system of many movements. such as prone and rolling around.
great! would love if you could share it through the Discord server!
@@GorkaGames ya I'll post it tonight once I'm home from work.
ye, would love it
would absolutely love to see it!
Jajajaj eres español no sabia, quiero que sepas que tus tutoriales son por lejos los mejores en youtube, es un crimen que no tengas mas subscriptores, gracias por tomarte el tiempo de hacer todo esto.
first
😄😄👀👀
@@GorkaGames thanks for replying its truly a honor for me
Thanks! I had a problem with the animation going through some objects just next to the traces obove the object. I added a box trace with a branch before the Vault function to check if there a objects in the way above the starting positing/middle position. Also added a check if the vault start pos is the same as middle position and cancel it because with small object the character would float in the air before jumping. For the rest it worked perfectly!
Did you find a fix man my character is going inside the box kinda but the animation is playing out
More one subscriber. I'm very happy that there are people like you in the world. Thanks
Duuuude! Bravo!... you managed to explain it very clearly .. +all in one take!
thank you!!
Your tut's are great. I press play after the entire tutorial and my vault system works. Then I press play again and it doesn't, and my character can scale the larger walls and the landing position ends up being calculated somewhere off the map as you mentioned. I went over the whole blueprint and found no discrepancies, pressed play, and the vault system worked as described once again. Puzzled, I asked my wife to come over and see what I've been spending my time on, and to my surprise, (only not really), The system was broken once again. LoL
I just wanted to say I haven't done anything and it's been working. I'll take it. Can't wait for the next vid
OK so i spent way to long on this but for any one that is having trouble getting the vaulting to work here is some advice that might help. pay attention ... make sure that all the wires come and go where they are supposed to especialy the red wires. make sure that if you use a negative vector thing that you dont put -50 in it because wont work and for the people not able to pull up vault motion warping just follow the video and youll see he messes up and has to put the vault motion warping in the event graph. and then delete the function he was making, he had to name his 2 because the name was already taken. he then goes back and deletes the function he was making and renames 2 to vault motion warp.
Im pretty good at european languages (but not in english haha) and I didnt even notice that you're spanish. Impressive. Btw, really helpful series, keep up with the amazing work!
This is AWESOME! Thank you so much! I will be following this series to the end! So happy to see that it is 40ep out allready!
i cant get it to work. the option vault motion warp isnt there for me at 37:03
those who are having vault animation and jumping problems see if you force root lock is enabled or not, if enabled just disable it have tick on the root lock even if the character is not root locking it will work
🎯 Key Takeaways for quick navigation:
00:00 *🛠️ Setting up Motion Warping plugin and importing animation*
- Enabling the motion warping plugin in Unreal Engine.
- Importing a vaulting animation from the Epic Games Echo template into the project.
02:08 *🔄 Configuring motion warping in Animation Montage*
- Configuring motion warping settings in the animation montage.
- Adding motion warping keyframes and adjusting their positions in the timeline for different stages of vaulting.
- Setting up motion warping options such as skew warp and disabling rotation for different keyframes.
06:42 *⚙️ Implementing vaulting functionality in Blueprint*
- Implementing the vaulting functionality in the Third Person Character Blueprint.
- Using line traces and sphere traces to detect objects and calculate vaulting positions.
- Setting up conditions and sequences to determine the start and end points of the vaulting animation.
21:27 *🔧 Creating Vault Middle Point*
- Setting up the middle point for vaulting in the sequence.
- Organizing variables into categories for better organization.
- Establishing the distance for vaulting and setting up debug points for visualization.
27:38 *🚀 Preparing for Motion Warping*
- Setting up the groundwork for implementing motion warping.
- Ensuring proper conditions for initiating motion warping.
- Configuring character movement and collision settings for the vaulting action.
34:15 *🛠️ Refining Vault Motion Warping*
- Adjusting the workflow to accommodate time-sensitive actions.
- Ensuring correct execution of motion warping based on position conditions.
- Implementing safeguards to prevent unintended behaviors during vaulting animations.
Made with HARPA AI
for anyone wandering you can align the nodes by pressing Q after selecting them took some time for me to figure it out
Manged to make the animation feel a lot smoother by changing the line trace start multiplier to a higher number (180) instead of 80 at 22:45. Also as others recommended you can adjust play speed in animation montage to something around 1.5
It works perfectly, Although there are times when you hit it and it doesn't jump the first time. It's slow, I think in my game I'll remove it and give the character more ability to jump. Give the player the ability to jump more by spending stamina
Hello. first off, loving the series, you go fast, but luckily, YT has pause. :D Second, if anyone has issues downloading the vault animation, I had to use Bing instead of Chrome. (probably some security settings or some such) But again, ty for the hard work and sharing.