How to Make the CLIMBING MECHANIC from BOTW | Legend of Zelda in UE4 #17
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- Опубліковано 11 вер 2024
- Make a survival horror game in 30 days: indiedevguide....
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*QUICK FIX*
Hey everyone, after some research I found out UE4 can have trouble with landscape detection from line traces every frame. The fix I found is in the Wall Trace macro that we create at 0:53, use a BOX TRACE by channel instead of a line trace. The start and end will be the same, half-size you want something really small to emulate a line trace (since a larger box trace can mess up our min/max angle clamps). A half size of 0.01, 0.01, 0.01 worked well for me. Orientation will be the ACTOR FORWARD VECTOR -> RotationFromXVector node. Everything else can be left the same.
I suggest everyone do this even if you don't have landscape in your game, it can eliminate some jitter problems in general
Hey thx for the fix.Unfortunately i seem to still loose the box trace very rapidly from up or down, or left to right. Did you experience that as well ? THX for this great tutorial BTW!
when ı am rotating my camera my character is rotating too.How can i fix.
when ı am rotating my camera my character is rotating too. How can i fix.
There is a bug with this with Geometry meshes Character will rotate and not be able to move when you try to move left or right
why do you move so fast i cant even pause the video
FINALLY! After 4.5 days... I finished a 10 minute tutorial! Mostly seems to work although have some fiddling around with Camera Look direction in my game messing up some of this if you aren't looking dead ahead, also the Mixamo animations I used are rubbish (if you use the Climbing Up one, make another one which is the Climbing Up but played in REVERSE as the "Climbing Down" one they have is appalling, also the "Braced Hang" Mixamo animation actually jumps DOWN and then INWARDS so you end up inside things when used on this project (tried changed to force root motion, and root motion lock but didn't make a difference!). 10/10 for the code, 1/10 for the Speed it was presented at! Sorry!
Update: Be very careful on what you set your animations to in your blend space, I "think" I may have reused by mistake (as I have other systems that use the same animation) an "hanging idle" animation sequence from another tutorial which HAVE "enable root motion" and "force root lock" set on it, this will prevent the character moving/transitioning in the animation blend space - totally preventing movement!!!! So watch out for that! :o)
I love that everything I've been looking for in a climbing system is in one concise video. I think it took me about 2 hours to watch the the 10 minute video because I was stopping and starting so much. I have a few bugs that I still need to work out (my character detaches from the wall when I try to climb up, but side to side and down work perfectly). Thank you!
I have similar to you, the character buries itself in the wall while climbing up and then magically reappears :D
Sounds like something that would between a ragdoll and IK arms with some parameters based on how wrists work. Think of the gang beasts game.
@@MZONE3DSounds like your animation (for example my idle hanging one from Mixamo, the amim "jumps downwards" and then INWARDS) is moving you to the wrong position at the end!
Sorry if I speak a little slow in this one guys, make sure to watch it at 2x speed for the full experience
LOL
@@quilldev6280 :))))
i gues you joking :))))))
@@MaxStudioCG2023 Of course lol
I had to slow down to 0.5 and is still to fast :(
I gave up following this video
Saw this in an article on Twitter, had to come here and leave a like (after I picked up my jaw) and say "daaaamn" lol. Really nice.
Subbed.
I did everything, and repeated twice, but mine dosen't work properly, the player just fly around when the camera is not aligned with him, so the angles of movement are not world absolutes, and I cant make the angle wall in the right vectors to work properly, only in the Up vector
Thank you for this great video. I have 2 things I would like to share. 1) inorder for the wall normal to be detected correctly in UE5.1 I had to enable trace complex in the line trace in the wall trace function without it active the ceiling normal was not being detected correctly. 2) I would also add comment blocks in your code in future videos so large sections of nodes could be easier to understand. But I want to say again this is a great video. TY.
If someone’s character does not move after setting up the “wall climb movement” function, then this may be because in the “walltrace” macro the start of the line trace is inside the wall, so you can pull the start back a little (add to it a forward vector with a negative multiplier)
just add it to the UE marketplace so we can buy it ready as a component !! nice work
Wow I cant believed it, I manage to fallow along and coded the system too! I had a bunch of bugs from my other systems interacting from this system but I manage to solve them! I am so proud of my self. Now I have a bug when Vaulting Up, if I keep holding W it slows down the action. Got no idea how to fix it but Ill keep trying.
Add a bool toggle to block the key press input until you release the key, as I imagine it is repeatedly calling Vault over and over again!
Well slowed it down to half speed and spent 3 hours implementing and still didn't totally work for me. It would be awesome to see the long version of it, or better still be able to buy the project on gumroad or something?
Same. Wasted an entire day and it never worked; character attached to wall but never moved. Tbh, there's better, more comprehensive tutorials out there. CodeLikeMe has a whole series dedicated to it
I Love This Slow Type Tutorial :)
I'll try to speed it up a little next time
@@CobbDev 😊👍 ur way of tutorials is great and funny too keep it up I am ur new subscribers
Can you do a tutorial on doing this with ledge climbing? Jumping horizontally/vertically/diagonally from ledge to ledge, going around corners and vaulting over if the climb object doesn't have enough depth or on top if the object is too short?
Would love this too!
PLEASE
Thank you so much! I finished this using half speed and it only took me 10 hours, but it was worth it! Also, do you have any tips for making your mesh not stick to walls if the capsule radius is small enough to look like the hands and feet are touching the wall? Keep up the good work!
Noticed that I was trying to do a foot trace while climbing. So just unplug that if you have problems.
Great tutorial but I had to play it at 0.25 speed to follow the ideas.
Damn not only did you speak fast but you edited this thing to just zoom. Longer videos are better for the algo aren't they? Still great tutorial.
This was going really well but I swear I have the exact same code and yet my character keeps moving forward and never up. What am I misunderstanding here?
Still having trouble with this code. I've been racking my mind over what I need to do to get this to actually turn corners properly. Anything more complex than a 45 degree angle causes so many issues.
I've waited for this for so long
Yes! Exactly what I’ve been looking for. Thank you!! ❤️
ive watched this video at .5 speed and have been working on the first 4 minutes for about an hour and a half my laptop died..
Yes please, show how to adjust the animations. Thank you 😊
i try for 7 days to create the movement variable but something lacking the character movement, can you explain how you add a InputAxisRight and InputAxisForward ?? i see all your video's you use this one but what inside the input mode ?😅 i want make a game please
Hey there! InputAxis variables are from the old system Unreal used for controller input, which have been deprecated in the current version of Unreal. You're looking for the Enhanced Input System, and creating your own InputActions that detect movement directions.
Hey! I know im late, but im in a bit of a jam and kind of need some help, the climbing controls are inverted, and as I climb, I slowly fly off the surface. Any ideas?
Literally was just thinking about how to make this ahhh thanks
Wow! That's a lot of info in 10 minutes. lol. It's like a 2 hour tutorial at max speed :P
yayyy!
its out
I have an issue where everything works perfectly only if i use unreal's basic shapes. As soon as i bring in a model from blender, or if i use brush editing on geometry, The character will attach correctly but moving will mess up the ortation and then stops at a weird angle(usually rotating downwards or sideward). I have tracked this issue to the "Set Rotation" node at the end of the "Wall Climb Movement" function. If I disable this, I am able to move on the mesh(with all the constraints from not being able to rotate). Once i plug it in again, it just attaches, turns if I move and gets stuck on that position until the character detaches from the wall. The closest to what I'm experiencing would be to put a "1" instead of "-1" before the "Rotation from X Vector" node that is plugged into the "RInterpTo" node before the "Set Actor Rotation" and trying to move once in the wall.
Does anyone have any idea why this might be happening?
The only tutorial about a climbing system on non-flat surface... And it's impossible to follow with the video x2... T.T
Does it have a negative impact on your credit score if you hit the pause button too many times? :-)
I'm at minus 50,000 now then! ;o)
Awesome tutorial, do you know how I'd modify this for a Shadow of the Colossus style climbing system where I can climb a moving, animated skeletal mesh?
Dude! #@%ing GO!!!!!!!! Great tutorial, just what I was looking for!
Why is this one so fast I like the slower ones it was easier to follow
This is actually so good. This is where I think c++ wouild be better since it would be 100x easier to copy
This is incredible. How would you go about adding the “partial ragdoll” feature from shadow of the colossus?
Like if you’re climbing a monster and it shakes you off, you can cling to it but your body ragdolls around the point you’re gripping.
Partial ragdolling is actually totally possible! And what a fun idea, too! Use the node Set All Bodies Below Simulate Physics and choose the appropriate bone, for example one of the thigh bones (do it for both thighs), or maybe a spine bone in case you want to do the reverse effect (feet planted but torso, arms and head flailing around like a wacky waving inflatable tube guy).
wooo, and that's a subscription
Please slow down a bit, Playing the video at high speed while talking as fast as you can is a real detriment to "your" work. Often there is only 1/4 of a second to see what you clicked or set. Really good work, but you need to chill a bit. THANKS MUCHLY
Agreed, took me around 4.5 days to do this with all the replaying of the video's split second important bits!
When I press E and I'm not near anything it drags me to the centre of the map and into a hanging state although I'm not attached to anything. However, If I'm next to a wall it works perfect. any ideas? :) Thank you by the way!
The same happens to me!
same, but I fixed it because I have simply made a mistake by putting X somewhere instead of +
but I have a new problem now lol I can climb the wall while 0,1 sec and get stucked and can't move up/down/right/left and make a little strange 90° rotation...
I actually fixed it in a different way @el_pigeono_ by making a branch when I do the sphere cast to check if I am actually colliding with something.
@@GorkaGames do you know how to fix my problem?
hey I'm stuck at 4:25 for my test when I climb the wall I'm stopped when I move and weirdly rotate one time, can you help me please? + I can't go down or up
(it work while 0,1 second but get stuck and make the little strange 90 rotation...)
same
Was this problem solved for you guys?
@@damienbucher355 no ;-;
I solved moving up and down make sure you have this forward Axis on the proper move input node
wait movement input? jump input? where are those in the blueprints? i assume i have to make those too.
They're there by default if you use the third person template. If you start with a blank template you'll have to add them yourself
@@CobbDev same with the animation blueprints? i can't use actor, you used pawn to do the functions for the animations blueprint.
@@CobbDev haha i got him to do the side to side animations! im not able to get him to work properly but this is a huge step. now if can just fix the problems here. my char is moving to one side continuously. i lose control, so im doing something wrong. i cant move from side to side or up & down. also when i jump off the wall i can't move except for back & forth.
@@CobbDev figured it out i used C++ instead of blueprints.
Had to like INSTANTLY so your dad doesn't cancel zelda 2
This is awesome, I was wondering if you have tried it out on a Landscape? I have followed the tutorial and it works perfectly on static meshes but not at all on landscapes :(
Can you attach to landscapes and not move, or not attach to them at all?
@@CobbDev I can’t move at all, sometimes I get weird jitters like it’s trying to move
@@catshavelasers4696 I pinned the solution as a comment
I did the steps for right and left with the select but i still can only move up and down
At 4:09, I found that it works just by multiplying by Axis instead of Select works.
I believe this is mostly for gamepad inputs where your Axis value could be .75 or .1, etc. Sign( float ) works best here; does the same thing with few nodes
Im speechless
great tutorial, but i have a problem when after you climb a wall, if you go backwards the screan will sake like crazy. some one nows how to fix it?
On the wall trace macro I don’t get the hit I get something else can you tell me where I went wrong because I’ve went over this twice now
@Cobb Dev did your final vault up part work automatically if you climbed to the top of a block?
I also appear to have a bug where if you spam climb in air you can hover for a brief moment. Basically it is like having a parachute if you spam climb.
Fixed the vault up issue, it was due to setting the max turn angle too high.
The parachute bug was caused by detach from wall on button release.( I am not using a toggle climb) To fix it, I had to make a boolean [Is_Climbing?] which is only active while climbing. So on button release it will only detach from wall if [Is_Climbing?] is true
Thanks so much for this tutorial! I did run into an issue however and I can't seem to figure out where I went wrong. When turning corners (or going back over the same corner) the rotation is off, i.e. the mannequin is still facing the original orientation. Jumping up on the wall and reattaching fixes it. Any ideas? I double checked the part where you limit the MaxTurnAngle.
This happens to me too - but only occasionally. Sometimes the exact same corner works just fine!
Did you ever figure out what was wrong?
I am also having the same problem. Not sure what I did wrong.
@cobb dev, any chance you know how to integrate this with ALS v4? I cant seem to get my movement modes to change.
How would you arrange this logic if you want this to work the way it does in BOTW where you don't need to initiate climbing with a keypress? I can think of a few ways but they all feel a little hacky.
My guess is that you could do an on collision event with like a sphere collision so it triggers. But then you have to set it to a custom collision instead of world or dynamic.
Great explanation and i like the speed. Pause here and there and you are fine :)
At 5:14 is a mistake. You have to plugin ResetRotation to Play from Start in the timeline, otherwise it wont play again.
Thanks so much for this great tutorial!
Would this be extendable to ladders and ropes?
Works really well on root character blueprint. However, it doesn't work on a child blueprint class. Could anyone help me with why?
If I could use Blueprint like this I would have made GTA 6 by now.
waay too fast my man
For some reason my character now glides while falling if I keep tapping the climb button...anyone else have this issue?
i cant fidn the vectors
Please solve the problems please
Why this video so fast. Slower please, slower.
It will work in multiplayer?
The definition of begginer-friendly:
is this tutorial copied from code like me youtube channel. please tell?????
No it's actually pretty different! His tutorials were one of many references I used to put this together and they start off similar, but by the end they're very different
And gawd damn Brenda gots a baby and it’s a boy lmfao
Fo' Shizzle
For some reason I am At 4:30 seconds in the video, I can not climb up and down only left and right what could I have missed? My graph looks exactly the Same.
Solved moving up and down
@@HadesRage93 pls tell me howwwww
Hm?
@@phobos_4708
@@phobos_4708 it also happened to me. For me, it was that inside the inputs section, I had plugged the movement up/down to a "GetActorForwardVector" instead of a "GetActorUpVector", probably because i just plugged the same nodes that were being used for normal movement inputs. When climbing, the character doesn't go forwards/backwards, so it looks like it's not moving.
Thanks for the interesting and helpful video!
How to implement the mechanics of the combat system from the game Darksiders III =
Spikes of Contempt (Interested in the undulating movement of the whip).
or Devil May Cry 2013 = Dante's whip,
or god of war III = Blades of Chaos?
I guess what can be implemented through: a guide curve
Unreal Engine 4 Blueprint - Spline Spline?
man, your solution is beautiful. mine is a tangle weeks of brain smashing mess xD
thank you for the fast pace video
turning corners on my case behaves randomly like there are instances that my player wont turn in a corner ?? i tried increasing the multiplier (float) for the capsule radius to make it longer but still didn't solve the issue.. --->>> ua-cam.com/video/EtK5-NhZH6A/v-deo.html
does it work on terrain?
As long as you implement the fix that I pinned as a comment it should work
i had to slow this down lol
Wow that's fast!!!!
even at the fastest playback time this is way too slow!
Is this a tutorial or your car brakes failed?
It won't work I don't recommend it
Identical work from another tutorial 'Code like me' released about 2 months earlier, guessing your retelling his structure
Not identical actually! However, they do start out the same, since using that line trace (now a box trace, check pinned comment) is the easiest and most efficient method that I know of. If you've seen his whole series, you'll see we veer off in different directions.