UE5: How To Make Bullets - (Projectile Movement Blueprints)

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  • Опубліковано 31 жов 2024

КОМЕНТАРІ • 39

  • @TheRoyalSkies
    @TheRoyalSkies  6 місяців тому +8

    Here's the bullet particle I used in the video - Thank you to all the members of the community who made it! Hope it helps-!!
    You can download it from my Discord under "New Releases" from the pinned message (NOTE you need to have Unreal 5.4 to use it):
    drive.google.com/file/d/19PPILldtnYyH_TlXGuvkWeEkLFSDzW2l/view?usp=sharing

    • @Gettaroboshinwun
      @Gettaroboshinwun 4 місяці тому +4

      I tried the link and it does not work could not download the asset

    • @ChadGatling
      @ChadGatling 4 місяці тому +4

      Would love to have this particle. Even just to see how it worked

    • @sadya16
      @sadya16 3 місяці тому

      it doesnt work :(

    • @TheRoyalSkies
      @TheRoyalSkies  3 місяці тому

      @@sadya16 Does the new link work?

    • @onurerdemcam
      @onurerdemcam 3 місяці тому

      @@TheRoyalSkies nope doesnt work :(

  • @ALIENwolve
    @ALIENwolve 6 місяців тому +12

    Some trivia bits from Halo:
    Nearly every projectile is homing with varying degrees of intensity. This is one of the ways they do aim assist.
    Spawning a projectile and then launching it takes an additional frame of time, which is exacerbated by lag, so they compensate by also doing a line trace first. If the trace hits a target at a distance the projectile would have landed within one frame, it immediately calls the damage instead of waiting for the projectile to land.
    And can't remember if this has been noted before, but player controller numbers are local, I believe. More or less for split screen, as every player is Player Zero on their own client.

  • @BlueUniverseChannel
    @BlueUniverseChannel 6 місяців тому +5

    Thanks for making this, bro!!!

  • @vi6ddarkking
    @vi6ddarkking 6 місяців тому +4

    Hypnotically speaking in a supreme commanders style game which would be more optimised?
    Calculating the trajectory and letting Unreal calculate the position every frame.
    Or making a spline of the desired trajectory and have the particle follow along it?

    • @jomesias
      @jomesias 6 місяців тому +1

      If you do an animation you’ll have to offset for relative world position which can and will change when you move. And no physics. if you use the homing component in a class/BluePrint it’s full on physics loaded and unreal takes care of the homing trajectory.
      Another option is to apply a physics force (also called impulse), and it will follow it. But no homing! 🎉

  • @FrigidARC
    @FrigidARC 4 місяці тому +2

    Bro I love you so much. No BS, just content

  • @shadowgames50
    @shadowgames50 6 місяців тому +2

    Could you do a homing projectile tutorial next? Maybe even make is so you can choose the target with a widget?

    • @TheRoyalSkies
      @TheRoyalSkies  6 місяців тому +3

      Done -
      ua-cam.com/video/gIxRDMHJ4n8/v-deo.html

    • @FrigidARC
      @FrigidARC 4 місяці тому +1

      @@TheRoyalSkies Love you bro

  • @ujugamestudio
    @ujugamestudio 3 місяці тому

    Quick tutorials enough to prototype quickly. I love these

  • @namesurname624
    @namesurname624 6 місяців тому +5

    Ive been trying to make my projectile physically affect hit targets. Its a realistic tracer.
    But to do that I had to discard the projectile component and treat it like a physical object, apply a lot of force to it to make it go fast. Which caused collision issues, which i fixed with CCD but...
    No matter how low the mass is objects always go flying unrealistically either way, even if they have huge mass.
    Any advice on how to fix that?

  • @verse369
    @verse369 6 місяців тому +1

  • @georgekendjiya1013
    @georgekendjiya1013 6 місяців тому +1

    Now add recoil on the gun 😅

  • @nasryahya1825
    @nasryahya1825 2 місяці тому

    Hi bro, many thanks for the great tutorial!
    Im facing issue. I created a Turret and spawned project title from the marketplace you mentioned yet the cube was not responding and didn’t fall upon hit by the bullet. Any thought on solving this. Thanks in advance!

  • @SKOP320
    @SKOP320 6 місяців тому +1

    Big Boolet ALGO comment

  • @MrSvenn00
    @MrSvenn00 4 місяці тому

    Is it possible to use Niagara Systems/Emitters instead of a cascade particle system in the "
    spawn emitter at location" block?

  • @Medicbobs
    @Medicbobs 5 місяців тому

    Can i follow this to make a heatray type thing?

  • @sodaguy3651
    @sodaguy3651 16 днів тому

    the bullet is not moving forward for me. It stuck in the same place when I fire it. Also I am firing from player holding a shotgun not turret.

  • @ChadGatling
    @ChadGatling 4 місяці тому

    Why a box colider and not a sphere collider?

  • @coda4115
    @coda4115 4 місяці тому

    Could anyone tell me why if I add multiple cannons, only one fires at a time?

  • @warsarebeautiful3504
    @warsarebeautiful3504 28 днів тому

    Bullet is not working bro

  • @Pe4enka5544
    @Pe4enka5544 6 місяців тому +1

    0_0

  • @raxo7546
    @raxo7546 6 місяців тому +1

    algo

  • @CarlWheezer-s2h
    @CarlWheezer-s2h Місяць тому

    WHERE BULLET

  • @adriank8792
    @adriank8792 6 місяців тому

    So you're all in on Unreal? That's too bad because while UE5 can look absolutely beautiful, it's such a bad engine for smaller devs and even for triple A honestly. Seeing how hard it is to find a Unreal Engine game that doesn't have performance problems. I feel like Unity is the better engine overall

    • @TheRoyalSkies
      @TheRoyalSkies  6 місяців тому +2

      Unity is a good engine, and I’m actually more comfortable with it still, but Unreal just makes things look real good real fast, and as a character animator/modeler, that goes a long way in time saved in aesthetics -

    • @Caldoric
      @Caldoric 6 місяців тому

      Also, given the skanky stuff Unity tried to pull a few months ago with the per-download fees they tried to impose on game devs, and some other sketchy stuff to boot, it's best to just drop Unity for good. They're inherently hostile towards smaller end users.

    • @Emmn76
      @Emmn76 3 місяці тому

      @@Caldoric I gave up on Unity and started using Unreal because of that. If they tried once, nothing will stop them from doing it again in the future

    • @Caldoric
      @Caldoric 3 місяці тому

      @@Emmn76 agreed. Also, the VR platform I presently prefer is not one that relies on using Unity to make avatars etc. before porting them to the platform itself, unlike VRChat. God, do I hate their creation pipeline nowadays: you have to have WebView2 installed to use their tools/SDK properly. Which is annoying, because I ripped Microsoft Edge out of my system by the roots sometimes in the last year, and I ain't about to go reinstalling it just for that.

    • @marcfielding2460
      @marcfielding2460 2 місяці тому

      Why do you say "Such a bad engine for smaller devs" out of interest? Unity along with having made some bad decisions regarding licensing often turn hot garbage as features to a point where any serious projects have to write engine code to fix problems. Unreal Engine's performance problems often come down to developer implementation rather than being inherent to the engine.