Adding the Character Movement Animations | Unreal Engine 5 FPS Game Tutorial #19

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  • Опубліковано 28 січ 2025

КОМЕНТАРІ • 35

  • @XiamwatchingyouX
    @XiamwatchingyouX 6 місяців тому +15

    Another peace of mind adjustment cause it was driving me insane. If you don't want the run animation to play while you standing still and you're holding the sprint button, one VERY easy fix in the AnimGraph in ABP_Character. Instead of just checking the bRunning_Value in the blend just after the Run Loop, drag out a get for both Running And Moving, then use a boolean AND node and feed that into the bool check value in the blend node. Now the run animation will only play if your holding spring AND moving! 👍

  • @ghosttig5957
    @ghosttig5957 6 місяців тому +3

    I wonder why these guys don't get millions of views

  • @kacperguzinski8491
    @kacperguzinski8491 15 днів тому

    If anyone have trouble with sprint animation playing even when stationary. I used way simmilar to the bmoving value : get velocity - > Vector lenght XY -> greater than base moving speed -> set bSprint
    Importatnt thing is that it has to be XY vector, this way it will not take into account jumping action. I also replaced vector lenght in bmoving with XY vector. This way I'm sure that Z axis is reserved for jumping/falling. Only problem would be games when for some reason your XY velocity vector would be greater than 0 without ragdoll, and falling.

  • @bencelovasz534
    @bencelovasz534 4 місяці тому +2

    Hey if anyone is having the character do whacky things when looks down (character moves back in rapid speed) I spent a few hours debugging the cause. Followed everything step by step in the tutorial, the cause was not character collision or any blueprint logic or pivot/character setup. When setting up the array of weapons (one with cubes, one without cubes) make sure to set the collision of the one with cube OFF or else it will intersect with the ground (even when hidden) and cause velocity issues. Hope this helps someone if they're dealing with the same problems.

    • @iiVyyXD-tq3mb
      @iiVyyXD-tq3mb 4 місяці тому +1

      on the ray cast node, try to exclude it selfs, i mean, exclude all the weapon blueprints and look very well if one thing of a weapon blueprint has colliders, i had the same problem and i solved deleting the weapon colliders or any extra objects, or directly delete the extra blueprint that you dont need and exclude them from the array

  • @AndreyPrice-bi2mv
    @AndreyPrice-bi2mv 5 місяців тому +2

    The one issue I have, that FOV effects basically don't work.

    • @prodbydav337
      @prodbydav337 3 місяці тому +1

      get the camera component and search set field of view and get the fov value from the timeline and put it in field of view

  • @Vakumba
    @Vakumba 6 місяців тому

    What do you think about procedural animations?

  • @prodbydav337
    @prodbydav337 3 місяці тому

    the camera shakes are very annoying for the walking animation does anyone know how to turn them off

    • @ShlurdDev
      @ShlurdDev 2 місяці тому

      edit the animations in blender, export to fbx from unreal and take away all keyframes for camera movement, or create the animations yourself with the tutorials

  • @SennaGamerBR
    @SennaGamerBR 6 місяців тому

    nice

  • @DANILOV3D
    @DANILOV3D 6 місяців тому

    next videotape pls

  • @NewJourney-lz8km
    @NewJourney-lz8km 6 місяців тому +3

    1 St Comment!
    But I Want To request please also add pistol please i am begging

    • @dustanschutte8724
      @dustanschutte8724 6 місяців тому

      I second this

    • @drumandbassob0007
      @drumandbassob0007 6 місяців тому +1

      its the same process as he has already shown you just have a different grip on the weapon

    • @dustanschutte8724
      @dustanschutte8724 6 місяців тому

      @@drumandbassob0007 yeah but I'm talking about using it with the weapon equipment system. To be able to swap in game

    • @ShlurdDev
      @ShlurdDev 2 місяці тому

      @@dustanschutte8724 add an input action to change the index of your visible weapon thats how you swap weapons, to change animations create a boolean for if you have the pistol equipped so lets say index 1 since rifle is index 0 and play pistol animations if that boolean is true

  • @wiam_9
    @wiam_9 6 місяців тому +1

    thanks. Please make it that you can't run to the back like Michael jackson it looks so weird

    • @dustanschutte8724
      @dustanschutte8724 6 місяців тому +1

      Hey, to stop yourself from running backward in your player bp, go to the movement input and save the y value to a variable, hook that up in the exec pin and drag from the float value and where the y value "Forward" is going into the add movement input, put the new saved variable into the add movement input. now after the add movement input do a branch and get the New variable and check if it is less equal than 85 on true call stop sprinting. i have mine on toggle for both crouch and sprinting but it should work with hold to sprint

    • @dustanschutte8724
      @dustanschutte8724 6 місяців тому +1

      if you want to make it so you cant start sprinting backward from idle. on your start sprinting, before anything else do a branch, and check if the forward variable you created is greater than .8 and get velocity get vector length XY from that check if its greater equal to 2.5 do an and boolean and plug that into your branch

    • @wiam_9
      @wiam_9 6 місяців тому

      @@dustanschutte8724 i tried that not working

    • @wiam_9
      @wiam_9 6 місяців тому

      @@dustanschutte8724 also what do you mean by "the forward variable you created"?

    • @dustanschutte8724
      @dustanschutte8724 6 місяців тому

      @@wiam_9 you got a discord I could send the pictures of my character bp too? Would make it a whole lot easier than trying to explain it