How to Make a Spike Trap in Unreal Engine 5
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- Опубліковано 3 жов 2024
- Hello guys, in this quick and simple tutorial we are going to learn how to make a spike trap in Unreal Engine 5.
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Incredible work! I love how clear your tutorials are! Keep it up!
thank you!
These videos are amazing!! Keep them coming! Great work👌
thanks!
thanks, I have seen an older tutorial on that one, yours too ;)
will watch anyway, you never know :)
haha thank you man!
Great vid man
thank you
Oh! I think it’s RPG tutorial! 👍
haha yes soon!
Cool tutorial keep it going 👍
thanks!
Thank you for creating these videos. I have used some of your other tutorials to learn more about UE5. When following this video, I was lost and frustrated a couple of times. One example is when you started rotating the trap and kept going back and forth between the blueprint and the animation. Also, there were a few times where your explanation was so fast and without explaining, you moved on.
Beautiful gides!
thanks!
Great content as usual!
Instead of the animation for the spikes, I personally use an "InterpToMovement" with controlPoints.
Same result without 3D software, very quickly.
W video please do gun tutorial next 🙏🏾❤️
thank you! yes I have that planned for a near-future one!
Great tutorial and can you pls make a tutorial for weight ex. If your making a survival game and can only cary a certain amount of items like logs
Nice !
thanks!
gorka the solution of the animation rotate like this is simple... go to the animation bar and rotate the animation and press compile and save
The box collider ends up rotated by the end of the video. Just FYI.
it needs some nice blood splatter particle effect 🙂
DAY 25 OF ASKING FOR A "THE FLASH"TUTORIAL!!!!! (LIGHTNIG RUN TRAIL, SPEED EFFECT ETC...)
Would you Make Video Tutorial on Making Ludo In 3D or monopoly in 3d (Multiplayer)
I have several traps and they activates simultaneously
If I want this animation asset, where can I get it from?
can you create vidio with already good rotation? please, thanks
nice video but i cant do it cause somthing make me confuse cause the trap fbx i used different
How to make the spike-trap go backdown afterwards?
Did you find ?
Plz make one on free flow combat
are you going to add this into the rpg stuff and later in the rpg tutorial series can you add stuff like dark souls style lock on and a wanted system and dungeons that seems like it would be a very cool tutorial series (ignore my spelling i have dislexia) and cool 👍👍👍👍👍👍👍👍
no problem! there will be the auto-target system, and about dangeons, we will create little camps spreaded through the map like in ac origins.
@@GorkaGames cool thanks
Gorka, it is not clear what will happen if the player notice that trap and jump over. Does it activate and will player die as in the case of running over?
so it will all depend on the height of the radius (collision box trigger) that we added in the BP_Trap. If it is very high then yes it will damage the player.
Where is the rpg series today?
I think it’s name RPG Tutorial #11: Spike Trap. Ahh! I want to ask! I can make this in RPG Tutorial? Because I think it’s not affect in RPG Tutorial process!
we want rpg episooooooooodeeeeeeeeeee 😀😀😀😀😀😀😀
Hello nice tutorial i wanted to ask just one thing if i have to work with multiple trap how can i reference my trap in the blueprint because only the first one work
Did you solve it?
can u make it impale the character?
I have a question will the game be hard and how much time will it be done 🤔but I'm impressed with the mechanics🔥
Great, but I literally cou7ldnt follow it all as a noob, was too fast for me.
Hi Gorka Games<
I am following your tutorials BCOZ I want to make a rpg GAme in Unreal ENgine 5.1
Help ME oUt. I want to make it open world rpg game
I am Already FOllowing your currnrt Series of rpg game pls continue it
Thanks
First
😄😄
Sadly for me I had to stop the RPG series because was getting too complicated for my current knowledge of blueprints.
That feels so strange, creating a spike trap using a anim blueprint, could use a static mesh, then place the spike trap going up, using a timeline. On event begin overlap, cast to character your using, then I think connect to timeline, set the times how long, add set relative location, I forgot the rest.
u are making it too complicated and confusing lol
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