The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂 drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
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??
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.
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
Thank you a lot! Amazing tutorial series you've been made! After followed this vedio, I met a bug when shooting into shy the trace goes to 0,0,0. What's happeing there?
Same happening to me. I just come up with a solution: after the aiming line trace do a select based on the linetrace return bool. The select will be select input A / B based on this bool. Pin A should be connected to the aiming trace's break pin component's "Location" pin. Pin B should be connected to the "trace end" pin. The output of the selector will be used as the "old" location pin connection presented in the video. What it does: If there is the hit, the bullet hit location will follow the way presented in the video, if there is no hit, the bullet will travel to the aiming trace's end location, and of course follow the spread logic. I hope I could help.
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 😜
The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂
drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
An amazing tutorial and very easy to follow :)
Amazing tutorial, thank you so much!
@@Edwardwzcl2001 You're very welcome!
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??
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... 😉
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
Thank you a lot! Amazing tutorial series you've been made! After followed this vedio, I met a bug when shooting into shy the trace goes to 0,0,0. What's happeing there?
Same happening to me. I just come up with a solution:
after the aiming line trace do a select based on the linetrace return bool. The select will be select input A / B based on this bool. Pin A should be connected to the aiming trace's break pin component's "Location" pin. Pin B should be connected to the "trace end" pin. The output of the selector will be used as the "old" location pin connection presented in the video.
What it does: If there is the hit, the bullet hit location will follow the way presented in the video, if there is no hit, the bullet will travel to the aiming trace's end location, and of course follow the spread logic.
I hope I could help.
When I crouch, it still keeps line tracing from standing position, line trace doesn't follow crouching. Any solutions?
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
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 😜
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.
How do you do this with a static mesh?
How do you do what with a static mesh?