This is awesome, and super helpful! How would I add a node that would multiply the shots, making it a shotgun? I figured adding multipliers would just increase velocity.
I had / have an issue of being able to shoot something if they come between the character and the camera e.g shooting backwards. I've temporarily solved this by creating a collision box without collision in the same position as the camera but forwards enough to be approximately in line with the guns muzzle and using this box as the start for the initial line trace
Oh yeah I see what you mean. Make the start point of the targeting trace = camera forward vector X 300cm or so, then trial and error until you find a value that makes the start point just in front of the weapon's muzzle... Make sense??
hi thanks for the tutorial , i have one problem witch the collision of the mesh , the trace line not revel the collision non working also if have one problem witch the collision of the mesh , the trace line not revel the collision non working also if have switch off in ignore the collision of the capsule
You wouldn't hit the center of the viewport. Imagine a crosshair in the middle, that's where the camera line trace is aiming. It's to get the hit location vector for your second line trace, so the bullet from your weapon hits some actor directly behind the crosshair. Hope it's clear 😜
An amazing tutorial and very easy to follow :)
This is awesome, and super helpful!
How would I add a node that would multiply the shots, making it a shotgun?
I figured adding multipliers would just increase velocity.
You can use a For Loop node to make a shotgun... 😉
I had / have an issue of being able to shoot something if they come between the character and the camera e.g shooting backwards. I've temporarily solved this by creating a collision box without collision in the same position as the camera but forwards enough to be approximately in line with the guns muzzle and using this box as the start for the initial line trace
Oh yeah I see what you mean. Make the start point of the targeting trace = camera forward vector X 300cm or so, then trial and error until you find a value that makes the start point just in front of the weapon's muzzle... Make sense??
Thank you.
Awesome vid, it was very helpful, but which tutorial of yours shows us how to create the aiming action?
My third-person shooter tutorial shows this and much more:
ua-cam.com/video/-IM5IE_XiLI/v-deo.html 🙂
@@PitchforkAcademy Thank you kind sir, you earned a sub!
thank you
hi thanks for the tutorial , i have one problem witch the collision of the mesh , the trace line not revel the collision non working also if have one problem witch the collision of the mesh , the trace line not revel the collision non working also if have switch off in ignore the collision of the capsule
Have you ever considered about making an enemy AI that shoots the player? I didn’t find a good tutorial about that on yt.
They are out there, but yes I can try to do that at some point. 🙂
Why do we need 2 linetraces? I think we can use just the last one right?
Not to achieve what I show you in the video. 🙂
You wouldn't hit the center of the viewport. Imagine a crosshair in the middle, that's where the camera line trace is aiming. It's to get the hit location vector for your second line trace, so the bullet from your weapon hits some actor directly behind the crosshair. Hope it's clear 😜
How do you do this with a static mesh?
How do you do what with a static mesh?
nice but please show how to make it network replicated
@@porterneon I already have a huge tutorial about that:
ua-cam.com/video/FR81TqmZd-4/v-deo.html
@@PitchforkAcademy Good one. Thank you.