Advanced Third Person Wall Running - Using Unreal Engine 4 (Prince Of Persia Style)

Поділитися
Вставка
  • Опубліковано 31 жов 2024

КОМЕНТАРІ • 60

  • @abludungeonmaster5817
    @abludungeonmaster5817 4 роки тому +3

    Only...18 Subs? This video was very well done. Ledge climbing would be dope.

    • @thatsunreal602
      @thatsunreal602  4 роки тому +1

      I recently started this channel :) and yes next video probably gonna be about ledge climbing

  • @Tilakbeatz
    @Tilakbeatz 3 роки тому +2

    bro this video is good but show the blueprints properly you can just zoom for some time so it will be more clear

  • @xogamer6524
    @xogamer6524 4 роки тому +5

    That's very cool bro!

  • @밤나무-d4w
    @밤나무-d4w Рік тому

    thank you

  • @rein556
    @rein556 2 роки тому

    noice, we need more XD

  • @jackp492
    @jackp492 3 роки тому

    awesome cheers brother

  • @3DBlurofficial
    @3DBlurofficial 4 роки тому +2

    Thank you so much for the tutorial can u pleas add to this how the character to walk on a small ledge

    • @thatsunreal602
      @thatsunreal602  4 роки тому +2

      Sure, I'm currently working on somethin like that :)

  • @pierre-andremathieu3753
    @pierre-andremathieu3753 3 роки тому +4

    how do you set up the reset wall run function or event?

  • @stardustie
    @stardustie Рік тому

    I'm a noob and using UE5.1, is my version the problem that causes the animation to have huge ass fingers and long neck?

  • @csekevilmos408
    @csekevilmos408 Рік тому

    could you upload a 5.0.3 version with everything in it?

  • @yoman9446
    @yoman9446 4 роки тому +1

    Cool stuff

  • @leo-io5vg
    @leo-io5vg 10 місяців тому

    Is it possible to add this to assassins creed? Like a shorter version of the run

  • @roccojelsomeno7907
    @roccojelsomeno7907 4 роки тому +2

    So I have a few problems occurring.
    1. My character will start floating high in the air after walk running or jumping.
    2. My characters wall run animation is not touching the wall. Not sure if there’s a way to move the character closer.
    3. Either the wall run doesn’t last long enough or my character starts the wall run animation when I right click even though there is no wall by him.
    Do you know if these would be simple problems to solve?

    • @thatsunreal602
      @thatsunreal602  4 роки тому +2

      1. check if you are setting character movement mode to "falling" after wall run is over.(because it's selected to "Flying" when the start of wall run).
      2. there is variable called "Wall offset" try increasing it's value.
      3. if player starts wall running without a wall which means your line trace results are wrong double check all line traces are correctly implemented. If you want to make wall run further try increasing "length" variable value.
      hope it helps :)

    • @roccojelsomeno7907
      @roccojelsomeno7907 4 роки тому

      @@thatsunreal602 Thank you

    • @roccojelsomeno7907
      @roccojelsomeno7907 4 роки тому +1

      @@thatsunreal602 I have one more question if you dont mind. When my character is wall running after a while he just starts going down instead of on a more straight path. Is that another problem with my line traces?

    • @thatsunreal602
      @thatsunreal602  4 роки тому

      @@roccojelsomeno7907 yes it can be. and check if "Z value" variable and "Max Height" variables have correct values

  • @Vlad79X
    @Vlad79X 4 роки тому +1

    Great

  • @oriintheclutch28
    @oriintheclutch28 Рік тому

    Will this work for unreal engine 5..don't wanna spend $60 for nothing

  • @ghostbutter5880
    @ghostbutter5880 3 роки тому

    i gave you the 100 like :D

    • @thatsunreal602
      @thatsunreal602  3 роки тому

      thank you for the support! Really appreciate it

  • @DarksealStudios
    @DarksealStudios 3 роки тому +1

    Where are you calling on the animations? I have everything set and working (from reids) but can't get my animations to get called for the wall running

  • @ThePrinceteam
    @ThePrinceteam 3 роки тому +1

    Thanks for tutorial !!.
    I am trying to add vertical wall run too but i cant. Can you help me ?

  • @Coswalker27
    @Coswalker27 4 роки тому +5

    this is so hard to follow I am literally guess through out the whole thing.

    • @thatsunreal602
      @thatsunreal602  4 роки тому

      Sorry, this is not a full tutorial. I just explained only core functionalities. But you are free to download the project from github and just take a look at it :) you can understand it very easily

    • @DarksealStudios
      @DarksealStudios 3 роки тому

      same, can't keep up, have warning on my left hit and right hit sets and i'm not even to 3:30 yet

    • @timboslice5351
      @timboslice5351 3 роки тому

      @@thatsunreal602 you got a link to github?

    • @thatsunreal602
      @thatsunreal602  3 роки тому

      @@timboslice5351 github.com/ThatsUnreal/GameMechanics

  • @oriintheclutch28
    @oriintheclutch28 Рік тому

    This works in Unreal Engine 5?

  • @nikolaikoretski2266
    @nikolaikoretski2266 4 роки тому +1

    Hi, was following your setup.
    Im having an issues with Out Hit not returning a variable for Hit Right and Left, all i get there is (). So the character never knows when the wall ends etc. Sorry if its a dumb question i just starting off with Unreal blueprints.
    Any help would be great. Thanks.

    • @thatsunreal602
      @thatsunreal602  4 роки тому

      did you added the custom object channel in your project settings?

    • @nikolaikoretski2266
      @nikolaikoretski2266 4 роки тому +1

      @@thatsunreal602 that would be for collision? Than yes WallRun default set to Block. Under the mesh changed the colision to custom picked the new Object Type, for now its set to block all.

    • @thatsunreal602
      @thatsunreal602  4 роки тому

      @@nikolaikoretski2266 probably, out hit result is empty because your line trace isn't detecting runnable wall. this is what most likely to be happen. It's difficult to point out what's exactly wrong with your system without looking in to your code. So you should carefully double check settings related to object collision preset settings and line trace settings.

  • @alexanderkruglov5199
    @alexanderkruglov5199 3 роки тому

    Great video, thanks!
    How about telekinesis next?

  • @tamasgemesi414
    @tamasgemesi414 3 роки тому +1

    At 1:16 what is that thing, wich is at 500?

    • @thatsunreal602
      @thatsunreal602  3 роки тому

      It's checking if player has some what greater velocity in order to start wall running

    • @tamasgemesi414
      @tamasgemesi414 3 роки тому

      @@thatsunreal602 Thank you.

  • @hanson251985
    @hanson251985 2 роки тому

    Hi can you do pole swing(Uncharted, prince of persia style) tutorial? Cheers

  • @w47-p1e
    @w47-p1e 3 роки тому

    best wall run tut ive seen

  • @trenerjakub2605
    @trenerjakub2605 2 роки тому

    Hi, I have a question. is it possible to apply mechanics and animations from third person to fps game? Thank you very much.

    • @sefheinrichs2045
      @sefheinrichs2045 2 роки тому +1

      you should be able to implement most mechanics to a extent if you tweak them a little

  • @stryder12345
    @stryder12345 3 роки тому

    Could you please give formula?

  • @Peter_Siri
    @Peter_Siri 3 роки тому

    ...Prince Payne

  • @scarlindo
    @scarlindo 3 роки тому

    Event Tick? =(

    • @scarlindo
      @scarlindo 3 роки тому

      @@conatcha it's a good practice to try to avoid event tick no matter what

    • @conatcha
      @conatcha 3 роки тому

      @@scarlindo why? it executes at every frame, just the same as Event Blueprint update animation... what is the drawback of putting the update logic in Event Tick?

    • @scarlindo
      @scarlindo 3 роки тому

      @@conatcha put 10 event ticks in your game and your framerate is doomed. Event Tick is NOT cheap, it tries to run ALL the logic (and the consequences in your game) you wrote --- at one frame. Remember a game is already running dozens of processes in every tick, the result of doing even more and more and more ticks indiscriminately will be bad eventually. Timers will trigger the logic
      cheaply, at not-so-fast intervals. You will run Event Tick just if Timers really can't do what you need.

    • @conatcha
      @conatcha 3 роки тому

      @@scarlindo I am new in UE, but for now I only use 1 Event Tick. I am aware that the logic must be optimized though.

    • @MaxStudioCG2023
      @MaxStudioCG2023 9 місяців тому

      ​@@scarlindo soo ..i know is been 2 years now but i now try this wall run ....so ...do you have mabe another way to avoid event tick ? ​

  • @yingmo8041
    @yingmo8041 Рік тому

    大佬,你真叼