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
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.
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?
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! 🎉
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?
Got this working cool, now how do I make it actually do damage? Can’t seem to use Event ActorBeginOverlap > Cast to BP_ThirdPersonCharacter > Apply Damage
It was on the old market place which is deleted now, I can't find it anymore either unfortunately. It seems most of these assets are not imported into the new marktetplace
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!
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
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 -
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 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.
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.
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
I tried the link and it does not work could not download the asset
Would love to have this particle. Even just to see how it worked
it doesnt work :(
@@sadya16 Does the new link work?
@@TheRoyalSkies nope doesnt work :(
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.
Thanks for making this, bro!!!
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?
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! 🎉
Bro I love you so much. No BS, just content
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?
Could you do a homing projectile tutorial next? Maybe even make is so you can choose the target with a widget?
Done -
ua-cam.com/video/gIxRDMHJ4n8/v-deo.html
@@TheRoyalSkies Love you bro
Got this working cool, now how do I make it actually do damage? Can’t seem to use Event ActorBeginOverlap > Cast to BP_ThirdPersonCharacter > Apply Damage
Amazing. Thanks!
Quick tutorials enough to prototype quickly. I love these
do you have the files for military weapons dark? i cant find it on anything
It was on the old market place which is deleted now, I can't find it anymore either unfortunately. It seems most of these assets are not imported into the new marktetplace
woah; fast, no silly business
lets gooo
where can we find these assets?????????
Is it possible to use Niagara Systems/Emitters instead of a cascade particle system in the "
spawn emitter at location" block?
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!
Can i follow this to make a heatray type thing?
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.
Could anyone tell me why if I add multiple cannons, only one fires at a time?
Why a box colider and not a sphere collider?
Big Boolet ALGO comment
Now add recoil on the gun 😅
Bullet is not working bro
WHERE BULLET
nvm
algo
0_0
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
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 -
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.
@@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
@@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.
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.