If you rotate the camera over the character several times, and then walk in any direction, the character starts to rotate on itself before executing the walking animation. I have checked the rest of the bug fix videos, but I don't see this fixed.
you have already personally had this bug, there was no such thing. the only thing I have for a bug is that the character still rotates a little bit, literally by 1-5 degrees.
I've been following your tutorials recently I need help because this isn't working for me the character turns but he's still turns to the 90-degree angle and doesn't stay at the other angles
Have you tried it in multiplayer for 2 clients? When I implemented such system, simulated proxies' ABP wouldnt update fast enough so the root yaw offset was very jittery. Do you know what's the workaround for that?
Hey there, this bug fixes are only for the tutorial projects in order to fix the issues people were having. My marketplace products do not have this issues.
All the videos follow an order, this is mostly for people with the code from my previous videos, but you can follow the same process on a new project, you just need to skip whats related to my previous videos.
rotating along the yaw makes my character face-plant into the ground. Using pitch, he goes on his side. Is there any way to use Roll to rotate the root bone? Edit: see comment for solution
Here was my solution in case anyone has a similar problem: 1) in the "RotateRootBone" node, locate the options under the tab for "MeshToComponent", and set one of those values to 90 or -90. For me the Y value had to be set to 90. I also had to do this additional step: 2) before plugging in your "RootYawOffset" node, plug that into a "multiply" node and multiply by -1 to invert it, and then it works fine.
hi so im very new to this and i did everything in the tutorial correctly 100% double triple checked everything and my results are the character moves with the animations but doesnt transition between the right left backwards and forward animations, it acts like it will run a certain directional animation moving in either X or Y axis, what exactly am i doing wrong?
ok i noticed that when im hooking up "get actor rotation" into "calculate direction" it links a rotation from X vector in between the two, is that part of this issue??
I bought this the other day and it's amazing. The only thing I'm struggling with is finding the bullet so I can disable the collision to use chaos. Could you tell me how to find it please?
The weapon system is not using projectiles, it is using camera traces. There is an "ApplyPhysics" function inside "BP_Gun" which gives impulse to objects when hit.
@@nativecoder I've tried following the tutorial to see how it works, I've googled it, I've tried watching other videos on line tracing ect and I'm just so confused by all of this. Why does UE feel like such an obstacle to learn. If you, or someone could help me figure this out I'd pay for the knowledge 😂
@@chuckymerchant236 hey there, if you have doubts, feel free to join our discord community, we will be able to reply to any questions you might have and find solutions together. Discord: discord.gg/qRBZdXPvye
I've had this in my basket since you released it, it might be a stupid question but how do I use this in my own game? Just swap the 3rd person blueprint to this one?
Thanks for the comment, well yes, but It will always depend on the complexity of your project of course, my locomotion system brings a Character BP and an Animation BP, so if you want to completely replace your character, you can just replace your Character BP and the Animation BP for the ones in my system.
@@nativecoder thanks so much for getting back to me about it 🙂 i literally just started learning UE5 about a month ago. I made a little level with just a few buildings and some roads, nothing fancy, and I just wanna be able to drop a few characters in there and do a little shooting 😂 like the most basic GTA ever
Again,the nice fix which we needed. Man, you really need to make more of this tutorials. 😎
If you rotate the camera over the character several times, and then walk in any direction, the character starts to rotate on itself before executing the walking animation. I have checked the rest of the bug fix videos, but I don't see this fixed.
you have already personally had this bug, there was no such thing. the only thing I have for a bug is that the character still rotates a little bit, literally by 1-5 degrees.
Nice fix, Thank you
Can u make a video in which character lock its position even if tis in air
I've been following your tutorials recently I need help because this isn't working for me the character turns but he's still turns to the 90-degree angle and doesn't stay at the other angles
thanks :3
Have you tried it in multiplayer for 2 clients? When I implemented such system, simulated proxies' ABP wouldnt update fast enough so the root yaw offset was very jittery. Do you know what's the workaround for that?
That will be fixed when we complete the next videos. 🤞
Turn in place part 1 and 2 is enough or should we do this too? Is this video relevant with the ''Turn In Place'' in general?
wait, is this a guide or just bug fixes about your product?
Hey there, this bug fixes are only for the tutorial projects in order to fix the issues people were having.
My marketplace products do not have this issues.
All the videos follow an order, this is mostly for people with the code from my previous videos, but you can follow the same process on a new project, you just need to skip whats related to my previous videos.
rotating along the yaw makes my character face-plant into the ground. Using pitch, he goes on his side. Is there any way to use Roll to rotate the root bone?
Edit: see comment for solution
Here was my solution in case anyone has a similar problem:
1) in the "RotateRootBone" node, locate the options under the tab for "MeshToComponent", and set one of those values to 90 or -90. For me the Y value had to be set to 90.
I also had to do this additional step:
2) before plugging in your "RootYawOffset" node, plug that into a "multiply" node and multiply by -1 to invert it, and then it works fine.
hi so im very new to this and i did everything in the tutorial correctly 100% double triple checked everything and my results are the character moves with the animations but doesnt transition between the right left backwards and forward animations, it acts like it will run a certain directional animation moving in either X or Y axis, what exactly am i doing wrong?
ok i noticed that when im hooking up "get actor rotation" into "calculate direction" it links a rotation from X vector in between the two, is that part of this issue??
I bought this the other day and it's amazing. The only thing I'm struggling with is finding the bullet so I can disable the collision to use chaos. Could you tell me how to find it please?
The weapon system is not using projectiles, it is using camera traces.
There is an "ApplyPhysics" function inside "BP_Gun" which gives impulse to objects when hit.
@@nativecoder do I do it the same way and block the collision like it was a projectile?
@@nativecoder I've tried following the tutorial to see how it works, I've googled it, I've tried watching other videos on line tracing ect and I'm just so confused by all of this. Why does UE feel like such an obstacle to learn. If you, or someone could help me figure this out I'd pay for the knowledge 😂
@@chuckymerchant236 hey there, if you have doubts, feel free to join our discord community, we will be able to reply to any questions you might have and find solutions together.
Discord: discord.gg/qRBZdXPvye
@@nativecoder thanks, I've asked in the discord. Hopefully someone can help as I'm at the point of giving up before I even start
I've had this in my basket since you released it, it might be a stupid question but how do I use this in my own game? Just swap the 3rd person blueprint to this one?
Thanks for the comment, well yes, but It will always depend on the complexity of your project of course, my locomotion system brings a Character BP and an Animation BP, so if you want to completely replace your character, you can just replace your Character BP and the Animation BP for the ones in my system.
@@nativecoder thanks so much for getting back to me about it 🙂 i literally just started learning UE5 about a month ago. I made a little level with just a few buildings and some roads, nothing fancy, and I just wanna be able to drop a few characters in there and do a little shooting 😂 like the most basic GTA ever