we want a video about adding Niagara Particle System please also if u can show in the video how to attach like a beam to hand or animation based on where the socket is please thank u sm
This is a good idea! It could take me a week or so to get to it. There are some great particle effects tutorials out there in the meantime. Find your hand socket in your skeleton, right click add a socket and position your socket to where you want the particle to spawn from and then within the animation they have a spawn particle effect notify already in the engine, you can right click on the timeline and add the particle notify and choose the particle you want to spawn. If the rotation is weird just go back to the skeleton and rotate the socket until it looks good in the animation.
@@treehousebandit Yes sir, Still we want a video from the greatest and thats you because in my opinion u explain in such a simple and easy way which we all arer greatful for it thank u sm, we will keep giving u feedbacks
Hi, love the tutorial, just got one issue - AI is not attacking me until I jump or until it is stuck over another AI. It's just chasing me around, any idea what may cause that? I've double check the code and everything seems to be exactly the same as Yours. It looks to me like some distance vector issue but I honestly don't know how to adjust it.
I think I may have recreated it, I'm not sure. On the event tick before the 'add movement input' node I have a branch that checks if the npc is attacking or not and if the NPC is attacking I don't have the NPC move towards the PC(the true branch goes to nothing). When I removed that branch and went right into the 'add movement input' node the NPC would only start attacking once i jumped. could that be the issue?
@@treehousebandit Dude! You're a life saver, I had that branch but my "IsAttacking?" bool was wrong, I've it doubled and was using the one without "?" at the end, rookie mistake I guess... Thanks!
we want a video about adding Niagara Particle System please also if u can show in the video how to attach like a beam to hand or animation based on where the socket is please thank u sm
This is a good idea! It could take me a week or so to get to it. There are some great particle effects tutorials out there in the meantime. Find your hand socket in your skeleton, right click add a socket and position your socket to where you want the particle to spawn from and then within the animation they have a spawn particle effect notify already in the engine, you can right click on the timeline and add the particle notify and choose the particle you want to spawn. If the rotation is weird just go back to the skeleton and rotate the socket until it looks good in the animation.
@@treehousebandit Yes sir, Still we want a video from the greatest and thats you because in my opinion u explain in such a simple and easy way which we all arer greatful for it thank u sm, we will keep giving u feedbacks
@@youknow5319 yw, tysm for your kind words!
melee attak version pleaseee
great idea, i will have to do that
Hi, love the tutorial, just got one issue - AI is not attacking me until I jump or until it is stuck over another AI. It's just chasing me around, any idea what may cause that? I've double check the code and everything seems to be exactly the same as Yours. It looks to me like some distance vector issue but I honestly don't know how to adjust it.
I think I may have recreated it, I'm not sure. On the event tick before the 'add movement input' node I have a branch that checks if the npc is attacking or not and if the NPC is attacking I don't have the NPC move towards the PC(the true branch goes to nothing). When I removed that branch and went right into the 'add movement input' node the NPC would only start attacking once i jumped. could that be the issue?
@@treehousebandit Dude! You're a life saver, I had that branch but my "IsAttacking?" bool was wrong, I've it doubled and was using the one without "?" at the end, rookie mistake I guess... Thanks!
@@PepeLP94 yw! i could explain a little more why I put it the way I did if you think it would help.