How to make a 2.5D Platformer in Unreal Engine 5 - Beginner Tutorial
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- Опубліковано 8 тра 2024
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Learn how to make 2.5D Platformer/Jump and Run in Unreal Engine 5. This is a quick and easy tutorial and even beginners should be able to follow along.
I'll show you how you can restrict your characters movement to 2 Dimensions and how to create a camera system similar to Donkey Kong Country Returns.
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Timecodes:
0:00 Intro
1:04 Adjusting the Camera and Movement
3:52 Adjusting Character Movement Properties
5:42 Creating a Platformer Camera Manager
13:29 Making a simple enemy
Used Assets:
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Get my 12 hour course on how to make 2D games with Unreal Engine:
tinyurl.com/Ultimate2D
The input system has been changed with UE 5.2, so if you're using that one you might have to look into how to use the enhanced input system and apply that to this tutorial.
ua-cam.com/video/tKA4XFGAjx0/v-deo.html
Thanks a lot! I'll try this one!
This was a brief hang up, but with some trial and error got it working just like yours. Great tutorial.
hello, i have an issue with the enhanced input system taking the Event begin space. so i can not add a spawn actor, if i do, all controls are lost!
@@A1_Megaswag Hey, you can use a 'Sequence' node and run one after the other
@@CobraCode THE BEST!! THANK YOU!
I’ve watched hours of beginning with unreal. The first 5 minutes of this answered nearly every question I had. Thank you.
Awesome, so glad to hear that :D
Code Cobra respect for these 10-30 minute tutorials great for Warm ups and learning on the go before a longer tutorial
I just watched the whole video without having any interest in unreal or game development. Thanks UA-cam. Good suggestion.
It do be like that
That’s how it starts (starting to dev)
wow, so much explained in just 16 minutes. Thanks for the very clear tutorial
First time watching your videos, but you're very clear and precise with your instructions, and you show what they do.
Good work!
Thank you :D
Thank you for the concise and thorough tutorial man.
The instructions here would have saved me hours of headaches caused by troubleshoot my prototype.
Better late than never, thanks for the tips 😊
The tutorial still works for me just fine, except for the Enhanced Inputs. With a tiny modification, the camera setup works fine as expected.
Since the Input Blueprint has been updated to Enhanced Input in UE 5.3, for the section involving BP_CameraManager and Event BeginPlay, simply follow the steps that @CobraCode specifies with one simple modification. Begin by breaking the link between Event BeginPlay and the Cast to PlayerController in the Add the Input Mapping Group in the BP_ThirdPerson blueprint. Follow every instruction that @CobraCode gives, up to the point where you create the Set View Target with Blend. Connect the top rightmost pin in Set View Target with Blend to the top leftmost pin of Cast to PlayerController.
Continue the rest of the tutorial as is. Good luck!
Really great tutorial, thanks so much!
Thank you, easy to understand and follow, Just what I needed.
Wow, the video I wait for long time ago. Thanks you so much!!
Thank you so much for these tutorials!
man you must be kidding, its awsome and quick to learn you deserve the best !!! thanks
yo seriously thank you. You just saved me a lot of headaches. I appreciate this.
Love the transitions BIRTH! 💪💪💪💪💪
Thank's for that video man! really helpful
for the inverted key directions, just go into the project settings -> inputs -> Axis Mappings... Move Right/Left mapping set movement scales to A=(1) & D= (-1). for keyboards atleast, change the other left/rights accordingly also. You don't have to rotate the spawn
2:15 Or multiply axis X reading by -1 before returing to scale value of 'Add Movement Input' node. That will work for all the inputs
@@HumpaLumpaBiriBam thank you this worked perfectly especially since I have it where you can switch between camera positions such as behind to the right and left. It would be unhelpful to change the enhanced input settings manually
@@oscblade1691 glad it helped, I'm working on something similar, 2.5d platformer where you changing axis / camera position, while maintaining player forward and right vector respectively. Learned a lot, will do my own tutorial on youtube some time in the future.
You just make my 1st game AMAZING!
Damn, thank you!
Your video was short and to the point, AND it was showing what seems like the proper way to do things. Other videos I've seen on the subject did a few dirty things.
Thank you :D
I also really hate dirty hacks and try to avoid them as much as possible!
Your channel is AMAZING, and this tutorial was incredibly helpful!!!
Thank you so much :D
@@CobraCode If its okay, I'd love to link to this tutorial in my next video? I've spent six month remaking Mario in Unreal, and you just solved every technical problem I ran into in 15 minutes!
@@re-imaginedgames Yeah for sure, I'd love that!
I stumbled upon a few of your videos a while ago and I must say your project looks amazing.
This was useful thank you
damn good job! well done!
It was awesome, thank you.
amazing tutorial thanks! even for me as a noob with 2 hours in unreal engine. i subbed thanks!
Thank you :D
Glad it was easy to follow along
I'd made a little 2.5d metroidvania platformer prototype just removing the forward/back inputs and never got around to solving the physics constraints, it's surprising how far you can get before that becomes an issue but thought I should finally look up how to actually fix that, thanks
very good your video helped me a lot
Top Tutorial thanks
the part of setting the camera to rotate quickly also works for sprites, you just put a high value like 99999 and it will make your sprite rotate immediately without the need for any C++ code or blueprints, just with this little adjustment of the camera you have it will make your sprite rotate
In love with pretty much every video you do, thanks a lot for sharing your knowledge with such clarity !
Thank you so much :D
thanks so much buddy!
Amazing tut. You should do a complete course on how to create a donkey kong-style platformer, I would buy it immediately!
Thank you :)
I actually do have plans for that, but also already a lot of other ongoing projects, so it will probably be quite a while until I can go through with making the course.
@@CobraCode Your way of explaining is clear and simple, even the very tone of voice you use helps one to understand well.
It's hard to find tutorials that really explain the concepts of how to do one thing or another, for example I've been trying to find someone who explains how to switch from one actor to another (e.g. from a staff to a spear) or how to attach a vfx to an actor used by the main character in a platformer, and I've got practically nothing, most of it is fps or top down game stuff. Anyway I'll wait when your full😁 course comes out.
Amazing tutorial
Thank you :D
Thanks A lot...... please make more the same 2.5D Climb Ladder System
Please make more tutorials about 2.5D Platformer in Unreal Engine 5
Thanks for letting me know you enjoyed the tutorial :D
Yeah I definitely want to make a full on dk country returns style tutorial, but I wanna make it really nice so it'll take a long time to prepare and also do the research necessary
Was going through this. Had a solution for the Camera inverse control movement. In the Event Blueprint for the movement before the it sends the vector to world direction, we can just use negate vector. That way we can control the character without the inverse input key.
thanks alot
Thanks, that was really helpful!
I’m new. Can you explain that a little better lol
thank you very much
How do you get the red line from the camera component to align with the character after moving said camera component?
Does having the whole game rotated 180 degrees on the Z axis pose some problems in the pipeline of assets and coding things in the future? Will everything you code have to have flipped negative -X value to move something Right.. Doesn't that have some funkiness with animation in Unreal?
Wow tnx
Thanks
Very easy to follow and a great tutorial overall. I'm glad I finally found something that helps!!
Does anyone know of a good tutorial for added a weapon to a player for a side scrolling shooter? Also, my world camera is starts off facing the wrong direction and not on the player position. Can that be fixed?
Well I don't know if you guys already figured this out. But you can always import the first person template and use the weapon pick up blueprint and weapons from it
there if you guys can't find it
Question here, i want to make a variation of that where the camera is in the center but moves up and down depending on the characters position, is there a way to lock the camera on the x axis and only move it on the y axis ?
Hey Cobra, very helpful thus far.
How are you able to attach the camera actor to a player such as at 7:20 ? With 5.1 Unreal update adding the Enhanced Input I cannot figure it out.
Thank you for all your videos!
same
Just connect the BP camera manager to the Add Mapping Context which is at the end of the new add input mapping section. This worked for me
Tutorial is just a 10 with a + . Please show me how to make customizable control for android/ios . I really need this ! Tks!
Thanks!
Sorry, but mobile isn't really my area of interest and expertise.
How could I recreate the max distance functionality on the spring arm for this camera system?
A tutorial about paperZD with enhanced input system is needed since the controls no more works with the classic input axis mapping.
Yeah that makes a lot of the older videos hard to code along.
I'm not quite sure yet how I'm gonna handle this since, just remaking every video isn't feasable.
I'm currently working on a top down tutorial in PaperZD which uses the new enhanced input system though!
Would you be able to make a coding language varient of this video? Or is there already a verient of this tutorial withiut visual scripting?
When you switch direction there is point where character look at camera, is there way to rotate immediately? And i dont want to use rotation speed, since it can mess animation.
Hey! Ty for the tutorial, its very helpful. Im actually a newbie and i have few questions. Maybe you heard about the game "inside", its 2.5D platformer, and im curious how to make camera movement like there? I mean in some locations camera can move up or down or even turn a bit right to show a player what's going on forward. Any chances you can help me with that? Maybe you know some tutorials about this topic or you made something similar. Because im trying to do my own first game and i need to implement this mechanic but i dont know how
I was also looking for something similar to inside. Were you able to find anything?
To be honest, at that moment I was completely new and didn't know much about how it was done, and decided to do other projects. At the moment I think I have enough experience to make a project like this, but I don't want to :) There are just basic work with camera movement and if u dont know how to do it i can advise just to do something more simple or try to find similar tutorials for this
that was relly relly amazing man..very thank to you.
Hi!! This tutorial helps a lot! Can you make a tutorial for a minimap like metroidvania? I cant find anything about this.
Thank you!
Sorry but I currently don't have any plans on making a minimap tutorial since I have other priorities right now.
In a certain part you mentioned how one can create a camera crane for when the character might enter a higher area. Do you have a video for that?
Hey, sorry but I don't have a video bout that yet.
Also something I haven't really done that much research on, but I've used splines for other things so, it seems like that would also work for cameras without any issues.
Lets say I have a side scroller and after the player gets all the way to the right of the screen, the road does a T. How would I make it so the char rotates and now goes left / right on the X axis instead of the Y? If I get this figured out i'll be good to go.
You'd have to create some sort of trigger or spline which then sets the rotation and the constrain plane direction of your character
Is this system of "Add movement input" work with a spline if I wanted my character to run along a curved road?
15:11 my character doesnt seem to bounce off, it actually slides off the enemyBP, no bounce whatsoever. Is there a setting that I'm missing?
Amazing tutorial! I wonder how do you get all those information what all those "actions" in BP doing? I mean how do you know, that you should take function "Event BeginPlay" than SpawnACTOR and set some class to BP_camera to get this or that result? I didnt think this will workout by trial&error because Unreal is massive with all those functions. I didn´t get it or I´m to stupid or both... :D anyway thanks for sharing you knowlegde!
Thank you :)
For the most part it's just experience and something you'll learn over time.
I just type in the thing I need and hope that there's a function available.
But you can also just right click to bring up the context menu and look through all the different categories to see what is available.
You can also look through the C++ documentation though since most of these functions will also be available on the blueprint.
In this case Actor:
docs.unrealengine.com/5.2/en-US/API/Runtime/Engine/GameFramework/AActor/
Some times though I'll end up creating a custom system for hours just to realize later that there was already something available that can do the entire thing xD
So I also still mess up sometimes when it comes to that, it's not really that easy
where did you get those mario 3d assets?
@CobraCode Is there any chance of seeing a tutorial from you on how to integrate camera splines in Unreal Engine?😁
If you've seen my last devlog then you'll see that I'm probably not the best person to teach you splines since I'm also still struggling with them xD
I do eventually wanna get better with them though and then make a tutorial once I'm confident in my ability.
ua-cam.com/video/LKTIswuvtCg/v-deo.html&lc=UgzPQ1lgT9o7Xc_z0op4AaABAg
Thank you very much! But I'm having trouble with the 1:56 control
I'm using Unreal Engine 5.1 and don't know what to do at this point
Hey, yeah sadly I released this video shortly before 5.1 and the enhanced input system becoming the default.
I've made a separate video explaining the system, so you could watch that first and should then probably be able to figure out how to apply that to this tutorial!
ua-cam.com/video/tKA4XFGAjx0/v-deo.html
@@CobraCode thank you! 😊
Fantastic course! Any chance/plans to get the more in-depth one?!
Thank you.
Yeah it's definitely on my TODO list!
But right now I'm working on a udemy course about 2D development, so it'll be a quite a while until I can revisit 2.5D platforming.
@@CobraCode Sounds cool - looking forward to it! By the way, if I sub to your Patreon (higher/highest tiers), will I be able to consult with you directly regarding various basic functionality for the 2.5D side-scroller setup? (Nothing complicated, just basic stuff - state machine setup for main character, jump/double jump, powerups pickup, shooting in all directions, super simple enemy AI, scoring system etc).
@@defonten Thanks for the offer, but I don't plan on offering private consultation like that through patreon. At least not at the moment.
Right now time and energy are the things I'm lacking the most and even things like answering messages on youtube and discord take up a lot of my time and are really draining, so for patreon benefits I only want to offer things I can create naturally alongside my videos or research process!
@@CobraCode no worries, thanks for the answer and good luck! You’re doing great tuts!
9:12
I just got an erorr masege
And i am sure of the steps
Is there any virsion defrences ???
Hey! this is awesome to watch your videos, is it possible that you could make some sort of clicker game that collects gamecoins, and then with said currency you can enter another window to buy collectibles from a case opener of sorts and the "won collectible" goes into a collectible screen where you can watch everything you earned? :D
Thank you and thanks for the suggestion!
That might be something for the far future, but currently I wanna focus more on platformers, top down rpg stuff and more general videos about unreal engine.
So it might be a while.
That sounds really nice. Im trying to make a top down rpg where i got click target lock system. But im having trouble with the animation of lasers ( the shots fired from ship to alien) to respect distance. Wheter im shooting close or far away. To home in a straight line to the centwr of npc. :| But instead they can go outside npc hitbox depending on how close or far away i am... I am looking forward to new videos from you :D
Hey man can you make a vid about parallax effect for background in unreal for 2.5D games like I'm really interested in that and can't find anywhere
Hey, I haven't gotten around to that yet, but here's a great blog post: www.parallelcube.com/2017/11/03/parallax-scrolling-using-materials/
How i can make it work with respawn system? Even if i switch follow target to respawned character it changes nothing and camera is inside his head...
Interesting, thanks. You used 3rdP project to make SS. Im in UE4.27 > SS and going in reverse to add 3rdP controls.
Can you make a tut or direct me how to make a Magnet actor/zone that pulls my SS character back onto the correct axis alignment (course correction)? [Simple Move to Location] node is not working well.
I have Mover platforms that take the SS player -100 X units into the depth of the map. Thus the new path plane is at X = -100 (all the pickups and path ramps).
When the Mover activates (moves), I have it temp disable the Axis lock on the SS player (4:19) > [Set Plane Constraint Enabled] = false. Then after moving, it reactivates the lock on the SS player. I need the Course correction Magnet in case the Player bumps an enemy while 3d traveling, which reduces his speed, and thus he may not exactly travel to the Stop location of the Mover (which is set to move X = -100 units off normal path).
But what movement node do I use (for UE4.27) on a Player character to smoothly pull him to a specific X = -100 location while he is moving Left/Right (Y plane) towards that Magnet point? I searched the forums and it's harder because only AI controlled characters can use certain move to Nodes.
1. So I made a BP, added a Box collision in the center. Set scale to 0.01, 0.01, and 3 high - so it is closer to a specific X,Y point instead of an area. This it the “Magnet Point” that I want the Player to pull to.
2. Then I added a bigger Box collision, scale 8, which is the zone-area (“Mag Zone”): when the Player enters, I want the Magnet (movement) code to start: pull Player from current loc (wherever they first touched the zone) to the Mag Point.
3. So I used [Simple Move to Location]: Goal = the loc of Mag Point, and Controller = Get Player Controller.
4. The problem is that [Simple Move to Location]'s Goal loc does not work to pull my character exactly to X = -100.01 (the location of the Mag Point in the BP that is placed on the map). It sometimes shifts to X = -102 or -105 (if my Player is falling down a slope, and I have a Mag Zone corrector BP at the bottom of the slope to catch and correct his path - it's not working).
5. And if my Player runs too fast into the Mag Zone - his movement is fighting against the [Simple Move to Location]'s movement code. Thus sometimes he snaps back instead of a smooth blend of allow Y movement, but slowly blend X Player-location to X Mag-Point location (until he touches the Mag-Point box, which shuts off the code) - no matter which side of the Mag Point that the Player is on.
6. So do you know a better node (that works in UE4.27) to slowly pull the Player's X location to a specific point, while still allowing Y directional travel to change as it gets closer to X Goal point? Thank you
7. I also tried Spline Path BPs: with enter and exit Box collisions on each side. The spline looks like a zig zag (from top view), that only changes the X offset, while path being Y = 500 units long. So when Player enters the zone, the code Unlocks Plane Constraint, and the Path is controlled by the Spline.
8. A guy did a tutorial on it (for UE4). But he didnt 'finish' 'this video is too long' the code for it to work while jumping (Z value changes).
9. So the movement doesnt blend correctly when the Player jumps while moving along the Spline (which is changing X depth). (It does some weird thing where the greater the Z distance from the Spline (on ground level, thus Z=0) - the greater the pull is on the Character's movement, when I only want to restrict X,Y while hooked on the Spline path.)
10. So I cant use it on spiral paths going up, because the Z (of the Mesh ramp) changes too much (vs the Z of the Spline path, too hard to edit Z points to exactly align 100 units above current Z location of Mesh ramp). Thus it creates too much Z pull on the character.
Great video. I have a respawn system and I'm trying to get the camera to go back to the new player once they respawn. Any clue on how to do this?
Im also trying to figure this out.
@@BunkBeazy +1
Thanks for the tutorial, is there a fast way to prevent player from facing Y axis? Like a quick snap? I am having problem coding with launch and adding force, my char is getting pushed onto forward axis.
You can try constrain to plane on the character movement component!
I think that's probably mentioned somewhere in this vid as well.
@@CobraCode Solved thank you very much!! Dumb question indeed xD
How would you make it so that the character could move with depth? Similar to the arcade beat em ups like final fight.
Hey, I already have a different video about that.
In that video I'm using a sprite, but would also work similarly with a 3D model.
ua-cam.com/video/59hgD6q7j1k/v-deo.html
Is there any chance to update a video to the UE5.2? After reaching 7:18 in your video, the differences between your version and 5.2 make continuing the project very hard.
Hey, yeah sorry this video released with very unfortunate timing.
I also forgot to make a pinned comment with a link to my advanced input system tutorial.
For now your best bet is to watch this and try to apply it yourself. It should be that hard once you understand how the system works:
ua-cam.com/video/tKA4XFGAjx0/v-deo.html
Remaking this video isn't really in my cards right now because of all the other projects I'm involved in.
I do plan on covering this topic again in the future, but instead of just rehashing it, maybe taking a slightly different direction.
3:00 Does anyone have a solution to make the player rotate differently?
in the 5.1 update im using, on thee bp camera i cannot get a reference to self on the event graph for follow target please help
Same, it is renamed owner on SpawnActor, I linked that to self and referenced it in target in SetActorLocation for Camera but I get an error
My spawn actor BP cameramanager box does not show an option for "follow target" as yours does. how do I fix this?
You mean where you spawn it?
You might have forgotten to compile the BP Cameramanager blueprint after setting the FollowTarget variable to 'instance editable' and 'expose on spawn'
I don't have the same BP_ThirdPersonCharacter as you do and I do not know where you got yours. Mine does not have the same blueprint sheet event graph as your's does. Mine is the lady character that comes with Unreal.
i found this really helpfull till the whole blue print part for the side movement.
the red boxes in the blueprints ( i forgor the name of them) you hade two but when i did its only 1 big one.
think you can help :(
Hey, regardless of what Unreal Engine version you are using, I don't think there have been any significant changes to the Character Movement component over the last couple of years, so it should be the same.
It's probably the part about `constrain to plane`, am I right?
Can you please double check those steps?
One box is gray at first, but it should become active after entering the checkmark in `constrain to plane`
Is it at all possible to set up a game like this, as in only side to side movement... but allow the character at predefined spots, to jump into the background and travel left and right there, using this method?
Yes.
You'd still use the same base, but place triggers to unlock the movement constrain at certain points and then lock it again.
@@CobraCode Want to thank you for this. One more question. I like to basically replicate the process being taught to me, helps me retain it better. When I get to the camera offset stuff, I *seem* to have followed this, almost to the letter (you select a single precision float, the most recent version of UE5 doesn't let me select this as an option. I only have double precision), but setting this variable up causes my camera to just... float away into the sky. Wondering if maybe something has changed since this was uploaded? Or maybe I missed something important and that's causing my variable camera offset to no longer remain grounded.
*Update* : Going back through, testing a few things, it seems the lock height Boolean being enabled is what caused the camera to just, float away. Unlocking the height seems to fix this, but the issue becomes now the camera moves up and down with the character's jump.
At 13:00 I have all the code in the right spot but my camera goes flying towards the sky. When i adjust the pins(on the final splits) I can get the camera to not fly away but instead its only offsetting to one side? Any fix. Trying to self learn is making me want to pull my hair out. :(
I'm curious if anyone's having the same problem as me- the camera adamantly refuses to go above or below X height. If I build a level with varying heights, it is STUCK at the height it spawns at. Also, when the character turns to face the camera (while switching directions), the camera will push outwards, towards the player (irl). It's quite... goofy.
I'm using UE5.3 anything changed that I should know about when I follow this tutorial?
Only the Enhanced Input system that was introduced with UE 5.1
Hello ! Thank you for this great tutorial ! I have one small issue : when I set the Constraint to Plane on the Y axis, my character rotate but won't move. Did I miss something ? Thank you :)
Hey I think your character probably spawns with the wrong orientation.
Using constraint to plane assumes that you forward direction is on the world X vector, so you need to make sure that you have a player start in your level and that it has a rotation of (0, 0, 0)
@@CobraCode That was it ! I forgot about that ! Thank you so much for helping me ! I’m really thankful for all your videos ! 🙏🙏🙏
can you make one on 'how to make a top down zelda game' , something similar to links awakening.
Thanks for the suggestion.
I actually just started prototyping tutorials for top down games.
I'll probably do a more basic and generic one at first that just teaches how to set up the top down character controller and then later on make a longer one that goes more in depth on how to create a top down action rpg with elements similar to zelda.
@@CobraCode id pay for a longer/in depth tutorial series/course
@@3d_pablo Thanks for letting me know. I do have plans to make longer and longer videos over time, but still working my way up to that
maybe I did something wrong, but the following camera part doesnt work anymore since the UE Interface has slightly changed.
Could you explain how you solved the jumping on enemy issue im running into? The character class relies on the capsule collider,and during jump animations the capsule collider is below the player meshes feet. This causes a very noticebale gap between the players mesh and the targrt enemies mesh as the two capsules collide before the meshes do.
Hey I think this issue is related to your jump animation and I had the same thing in my DK Bongos side scroller.
This is related to your animation being made to be used with root motion, so you might have to play around with the settings a bit to turn root motion on so that your capsule can move together with your character mesh.
Fixing this is very case by case though and you'll have to use some trial and error.
I actually ended up locking the animation in place for my game and not use the root motion at all and only move the character through the jump event itself.
This will make your animation feel less snappy and animated, but it might be more consistent.
@@CobraCode thanks for the reply! I'm currently just using the default third person blueprint and jump animation so not sure what else to do.
Kind of just mashed the camera tutorial with the 2d spline tutorial found here: ua-cam.com/video/ZmIzHtglnMM/v-deo.html&ab_channel=MattAspland
I gotta say, it works well.
Thanks for sharing!
Yeah this looks like a great fit!
@@CobraCode It honestly is. Plus, the spline tool in UE5 is very useful for branching pathways.
Just in case, I just put the spline code in the camera blue print, instead of the player blueprint.
@@CobraCode One problem I ran into is that when you die, the camera just goes inside the player, and you get a bunch of errors. I don't know how to fix that.
Did you figure this out, I am having the same issue when I die the camera goes inside the player on respawn
@@Take22952
@@moonie878 I haven’t yet. Sorry. If I do, I’ll post the blueprints
Don't know what's wrong with my character, but when i turn left it turns it's back towards me, but when I turn right, it turns it's face towards me.
Is there a way to set up the constraint in the code? I have it where the player starts out with a third person camera and can go anywhere on any axis. But then it can switch to side scroller platforming which I figured out how to set it all up but the constraint I can not figure out how to turn it on and off in code and only when the player is in sidescroller parts. Also I am working in 5.1
Yes you certainly can, I've done that before.
In blueprints you just have to call the set function on the character movement component.
I believe it shouldn't be that much different with C++ as long as you can access the character movement component.
Inn Unreal 5.3 the Event Beginplay is already on the ThirdPerson BP so I cant add a new one and connecting it to nodes we made here undoes all the input mapping nodes. Im not quite sure what to do. Any help?
Hey, you can just use the BeginPlay that's already there and use a Sequence Node to add more lines of nodes to it
@@CobraCode Thank you very much :)
dont u have double camera lag now once by the copyied cameraboom + camera(u copied it without deactivating) and second by the inteper of the cmanager u manually setup ?
Good catch.
Yeah that probably did introduce double lag.
Could have probably only kept it on the spring arm and no need to also implement it in a custom way.
You absolutely should redo this video because of the enhanced input control change bc the event graph we get now and your event graph in this video are completely different
Hey thanks for pointing that out.
Yeah sadly the enhanced input system made a lot of my old videos harder to follow along.
However remaking this would take a lot of time and effort... time I don't have right now that would be better allocated towards making new and different videos.
If you understand how the enhanced input system works you should be able to make slight adjustments to get this to work.
I do wanna revisit the topic of making a 2.5D platformer again in the future, however It won't be a direct remake of this video.
When I set the camera to absolute rotation the camera jumps infront of the character when I turn left.
I have this same issue though I have not seen a fix yet in the comments
Figured out the issue with this. I had the same issue I believe. When I set it to world rotation my camera would no longer look at the player but instead in the same direction the player was oriented. Just rewatched and realized I was changing the camera's rotation from relative to world when it needs to be the spring arm's rotation that is changed.
Hey I have an issue in 5.1 with "Follow target". It is renamed owner on SpawnActor, I linked that to self and referenced it in target in SetActorLocation for Camera but I get an error
I'd like a solve for this issue as well
im stuck @ 7:36 i cant get Self to connect to target ? im using UE5.3
same! did you work out how to solve it?
ok so I've been following your tutorial and after reached the 10:41 mark tested the camera and I got this error
Blueprint Runtime Error: "Accessed None trying to read property followtarget". Node: Set Actor Location Graph: UpdateCameraPos Function: Update Camera Pos Blueprint: BP_cameramanager
idk how to fix this i rewatched the section setting up the camera as a separate entity over and over still no idea why it keeps doing this
Hey, yeah it seems like your followTarget is null.
The part here is crucial where we pass a reference to ourselves through to the camera actor which we spawn
7:43
If you do this step properly it should all work out just fine.
@@CobraCode I have followed this entire tutorial step by step (re watching 7 times) and our nodes are the exact same and I have this same issue as this person.
@@scrubbalubbadub Hey, sorry to hear that.
It must be some kind of bug or strange occurrence then with the followTarget reference being dropped somewhere.
If the error message is the same though that does already narrow it down a lot, so you'd just have to figure out another way to set up the follow target correctly.
The way I'm doing it here is by passing through a reference on spawn, however you could also use a different method such as in the camera blueprint on beginplay -> get actor of class and look for the player.
Is there a way to avoid to make it move forward toward -X axis. It's Counter-intuitive.😂
I've been scrubbing from 7:20-9:20 trying to troubleshoot how I turned this into a permanent FPS game 😆
I am so stuck getting the camera to reappear on the side of my character. All the Blueprint steps from 7:20 are not congruent with what is the behavior in current UE5.3
did you ever figure it out, I'm having the same issues :(
so around the 2:30 we set camera to world and when i hit play the camera shifts to front of the player in 5.2. Any idea what to do to keep the view on the side?
i just rotated the character actor in world 180 but idk if that's a proper fix but it works for now lol
That little mustache lol Perfection.
I'm glad somebody finally noticed 😂
My FollowTarget variable doesn't show up in the SpawnActor from Class. Any suggestions for how to fix this?
Same, it is renamed owner on SpawnActor, I linked that to self and referenced it in target in SetActorLocation for Camera but I get an error
13:14 this solution does not work for me? it still zooms out and breaks the character offset effect. can anyone help?
Bro
I just pressed X on the components and it deleted
What shuld I do now 😢