Hello my fellow humans. It is time for a life sign. Hadn't have much time to develop. But i'll be continuing when i get my juices back. Fear not, Huzza!
Hola, that's one for the upcoming Tutorials. Are you sure sockets don't work? I don't see why it shouldn't. but have not tried myself yet. Idea I have right now is to bypass by creating a scene component, attach this to the hand and your weapon to the scene. Good luck :)
@@magnum3d245 I solved it. The problem was that I have attached a socket to the wrong bone. I am trying to make something like Half Sword... Thank you for your tutorials!
Hi, can you do a tutorial to generate a random swing for the AI. I'm having some problems generating decent swings And I also have problems with the anim blueprint. Thanks
Hi, im already overloaded as is but if i get to it, yeah why not :D. Just can't promise anything at the moment. But what do mean by swings? Like basebal bat style? And whats your issue with the anim BP? Greetings
@@magnum3d245 My AI was not communicating with the blueprint anim but this problem is fixed. By swing I mean a random generation of two points included within the limits of the BS which performs a transition (Finterp) to reproduce the movement of the mouse
Hi and thanks! That's a piece of work but i think it won't be too complicated. Don't know what you already know about Multiplayer. For starting i highly recommend kekdot: ua-cam.com/video/4jXUxn6D24s/v-deo.html You'll certainly need to replicate Mouse Position and Arm Mode. Maybe i'll get around to make a tutroial on replicating this, but firstly i want to make the second part with grabbing stuff. Hope that helps, if you try and have a specific question, let me know. Greetings
@magnum3d245 so I've got it to replicate to the server but not to the clients. This may be a dumb question but should I be trying to replicate it with my controller bp or character bp?
No stupid question! Replication is super confusing. Highly recommend this if you haven't watched already: ua-cam.com/video/JOJP0CvpB8w/v-deo.html It's one of the best videos on that matter. With animations, I only ever used Montages in multiplayer and haven't fiddled around with the Anim BP that much, so I would have to look into it to give a 100% TÜV approved help. But I remember to have called these Montages from within the Character BP. There you can use run on server events even from client. @@shangraw9628
Hey, i guess it depends on what you want to happen with the gameplay. So both could be possible, to ether lock the player to the object or let them move freely and let go once he passes a certain threshold. I'd set up an IK, so that when the player grabs, the arm will grab the object but lets the player move around it, something like that. Hope that helps.
I've got it to work, even implemented some other stuff, but if you got a minute, how could I make a physics grabbing system with it? Amy help would be greatly appreciated.
Thought about making a follow up tutorial anyways, that would be a good addition next to some other interaction stuff. Hope i can get around making it sooner this time :D
@@magnum3d245 Yeah, that guy is very good and actually has a tutorial for grabbing with bones, but I don't understand how to add Collison to the hands.
Following all the steps on a customs character. After putting in clavicle_r for the layered bone settings my whole arm disappears. It wont show and wont move when played in editor.
Hey, very hard to tell whats going on without seeing the actual project. Sounds like it modifies the scale of the bones but can't tell for sure. Does the arm also disappear in the preview window?
Hi, thanks for the tutorial! Everything works, however i receive the following error: Blueprint Runtime Error: "Accessed None trying to read property CustomPC". Node: Set MousePosition Graph: EventGraph Function: Execute Ubergraph ABP Manny Blueprint: ABP_Manny Also, if i set the actor to a new location, even if i set the animation instance class to ABP Manny, it get's the animation but arm mode is not working anymore. Same error pops up as above. Would love if you could help find out the issue.
Great work! I waitet for this since years to find a solution! Now it would be great if you could follow this up with an interaction with an NPC. For example, holding on, pulling along or something similar. I would be very interested in that. and.... "sehr gut!" Deutscher? oder vom Dialekt her sogar Schweizer? ;-)
Hi. Thanks alot! Happy to hear that i could help. I started working on a Grab system for the next tutorial. And i like the idea of adding some NPC interaction, or do that in another part. But it will take some time. I have crazy amount of stuff to do :(. ...und ein bisschen von überall ;)
Hi, thanks alot for reaching out! What scale of game do you have in mind? I can't commit to bigger projects at the moment, but im happy to help. Greetings.
Hello my fellow humans. It is time for a life sign. Hadn't have much time to develop. But i'll be continuing when i get my juices back. Fear not, Huzza!
please don't stop doing tutorials!
I've been searching for 3 years. It's beautiful 😢
Sorry for taking so long. Life was a little rough.
@@magnum3d245 ROFL
Perfect video. Thanks, just what I was looking for.
About halfway done with the new Tutorial. If you want to help: www.buymeacoffee.com/magmag
this is a cool and unique idea. thanks!
I did not think I would go from "hey, this video looks neat" to "sold" in 13 seconds
Nice one!
Bro, please tell me, how to attach weapon to that moving hand? Sockets doesn't work.
Hola, that's one for the upcoming Tutorials. Are you sure sockets don't work? I don't see why it shouldn't. but have not tried myself yet. Idea I have right now is to bypass by creating a scene component, attach this to the hand and your weapon to the scene. Good luck :)
@@magnum3d245 I solved it. The problem was that I have attached a socket to the wrong bone.
I am trying to make something like Half Sword... Thank you for your tutorials!
Good and quick tutorial, thanks
BIG thanks for YOU BOSS
With pleasure :)
Thank you for updating this 🙏
Hi, can you do a tutorial to generate a random swing for the AI. I'm having some problems generating decent swings And I also have problems with the anim blueprint. Thanks
Hi, im already overloaded as is but if i get to it, yeah why not :D. Just can't promise anything at the moment. But what do mean by swings? Like basebal bat style? And whats your issue with the anim BP? Greetings
@@magnum3d245 My AI was not communicating with the blueprint anim but this problem is fixed. By swing I mean a random generation of two points included within the limits of the BS which performs a transition (Finterp) to reproduce the movement of the mouse
thanks!! love
This is awesome thank you so much! How would you replicate this tho?
Hi and thanks! That's a piece of work but i think it won't be too complicated. Don't know what you already know about Multiplayer. For starting i highly recommend kekdot: ua-cam.com/video/4jXUxn6D24s/v-deo.html
You'll certainly need to replicate Mouse Position and Arm Mode. Maybe i'll get around to make a tutroial on replicating this, but firstly i want to make the second part with grabbing stuff. Hope that helps, if you try and have a specific question, let me know. Greetings
@magnum3d245 im pretty new to ue5 and game design lol. Thanks, I'll take a look and give that a shot 🙂 great videos man!
@magnum3d245 so I've got it to replicate to the server but not to the clients. This may be a dumb question but should I be trying to replicate it with my controller bp or character bp?
No stupid question! Replication is super confusing. Highly recommend this if you haven't watched already: ua-cam.com/video/JOJP0CvpB8w/v-deo.html It's one of the best videos on that matter. With animations, I only ever used Montages in multiplayer and haven't fiddled around with the Anim BP that much, so I would have to look into it to give a 100% TÜV approved help. But I remember to have called these Montages from within the Character BP. There you can use run on server events even from client. @@shangraw9628
How would you create functionality to grab onto a stationary object with this? (it would then kind of restrict the player to said object)
Hey, i guess it depends on what you want to happen with the gameplay. So both could be possible, to ether lock the player to the object or let them move freely and let go once he passes a certain threshold. I'd set up an IK, so that when the player grabs, the arm will grab the object but lets the player move around it, something like that. Hope that helps.
is this doable with interfaces ? the casting seems inefficient ( it does work🌷🌷🌷)
Hello. I have not tried it yet but i'm very postive that it's doable with interfaces :) Greetings
I've got it to work, even implemented some other stuff, but if you got a minute, how could I make a physics grabbing system with it? Amy help would be greatly appreciated.
Hi, the first thing i can think of are physic handles, they're relatively easy to set up: ua-cam.com/video/k6oKBVRaLLo/v-deo.html
Thought about making a follow up tutorial anyways, that would be a good addition next to some other interaction stuff. Hope i can get around making it sooner this time :D
@@magnum3d245 Yeah, that guy is very good and actually has a tutorial for grabbing with bones, but I don't understand how to add Collison to the hands.
Ok, give me some time, i'll see if i can help you.@@comebackguy8892
Following all the steps on a customs character. After putting in clavicle_r for the layered bone settings my whole arm disappears. It wont show and wont move when played in editor.
Hey, very hard to tell whats going on without seeing the actual project. Sounds like it modifies the scale of the bones but can't tell for sure. Does the arm also disappear in the preview window?
Hi, thanks for the tutorial!
Everything works, however i receive the following error:
Blueprint Runtime Error: "Accessed None trying to read property CustomPC". Node: Set MousePosition Graph: EventGraph Function: Execute Ubergraph ABP Manny Blueprint: ABP_Manny
Also, if i set the actor to a new location, even if i set the animation instance class to ABP Manny, it get's the animation but arm mode is not working anymore. Same error pops up as above.
Would love if you could help find out the issue.
Add an " is valid ?" Node before calling your custom pc bp in the anim graph
It worked thank you! :D@@shangraw9628
@@shangraw9628 Hi, I have the same problem but I don't understand your comment. Can you explain it more precisly ?
Hey excuse the long time off. Do you still can use help on that matter?
Great work! I waitet for this since years to find a solution! Now it would be great if you could follow this up with an interaction with an NPC. For example, holding on, pulling along or something similar. I would be very interested in that. and.... "sehr gut!" Deutscher? oder vom Dialekt her sogar Schweizer? ;-)
Hi. Thanks alot! Happy to hear that i could help. I started working on a Grab system for the next tutorial. And i like the idea of adding some NPC interaction, or do that in another part. But it will take some time. I have crazy amount of stuff to do :(. ...und ein bisschen von überall ;)
@@magnum3d245 that sounds great and would be amazing! Es guets Neus no😉
Haha, Mercii!! Dir au@@Bakahira
Bro pls continue and add an functionality that after a certain button is pressed then we can move arm and vise versa ❤@@magnum3d245
@@magnum3d245 I need that tutorial!! Would be so nice to get that.
It's done New Tutorial Out :) : ua-cam.com/video/9VvYYb0zHAs/v-deo.html
Would you like to make a game with me? I’m implementing this feature right now. I need your brain.
Hi, thanks alot for reaching out! What scale of game do you have in mind? I can't commit to bigger projects at the moment, but im happy to help. Greetings.
@@magnum3d245 it’s a single field type game. Like rocket league. Very physics based with parkour style movements.
Sounds cool. I can't promise anything right now, but let me know how i could help :).@@MoistStache
lol...🤣😂