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interesting but very very un-optimised for gameplay. I did how ever manage to use this concept in a C++ file and got it to work. So thanks for the cool idea!
This is so cool! I learned a lot, especially how to make a sniper rifle that launches bullet casings and ejects bullets! 🤣 But seriously a great tutorial for physically simulating a bullet!
Thanks I was looking for this the whole time. I am using projectile movement component inside my projectile actor, but it would go throught the wall. Finger-crossed to setting this calculation inside my projectile class together with my weapon class.
Cool tutorial i think i might implement it in my game. I had watched your Control rig fps vid and saw you were doing some similar to what i was trying to do in my own project and i then you did it better than my project i think. At the moment with any weapon that isnt a sniper i have it firing a line trace out to 75ish meters and if i dont get a hit i then i spawn a projectile with bullet drop, but i might switch to this approach because it looks good and i think it might be a bit more performant. I will keep my snipers with just projectiles tho , at the moment my snipers have much more drop than my assault and smg rifles which i know is daft but its for weapon balance , we dont really have to worry about perfermance with sniper bullets with there low rate of fire but with the smgs and assault rifles it important to use linetraces when possible with them firing at 600-1000 rmp
Hello there ! Amazing tutorial ! I've got a question : For a multiplayer game with nice bullets trails effect (niagara ribbon ?) that keeps alive for few seconds, what would be the best solution for performances ? This Linetrace with bullet drop technique or classic projectile with sphere collision etc. ? Thanks for your answer !
Hehe this question i started wondering as soon as I started looking at the video, at the moment I’m using a projectile, but also curious which one of this and projectile that would be most beneficial for a multiplayer, and not only talking about specificly sniper now but for all the guns in the game, would there be a reason using projectile for some and lone trace for some?
This is a bad ass video. Just out of curiosity. Rather I’m just not seeing it or what, but I did implement one of your weapon systems you showed about 8 months ago. From an older out of date series. In like unreal engine 5.2 And I’m wondering if you’ll show how to add ammo count and reloading to that weapon system? I’m stuck on how to do it and I’d like to continue from the same person teaching. Because learning from others how to do it they do it in a way that don’t really work with your system. Edit: directly after I commented this a video showed up in there recommended showing your video on adding ammo and stuff. Man idk how I keep missing this stuff
how would this perform in a multiplayer setting , with it being on tick? i actually would imagine it wouldn't matter that much as the projectile line trace wouldn't be valid for long, as long as that tick is only running while it's in the air i think it might do fine actually. going to try
Has anyone perhaps done a benchmark using this? Im modding a game so only have access to blueprints and i want to add a fast firing projectile based weapon so im trying to look for the more performant way doing so. Would this be more performant than spawning a projectile with a movement component? I assume some performance can be gained too by using an object pooling system. But I'd love to hear if this is a better approach
Dude, I love your videos and I'm in desperate need of your help with the "Making your first game" tutorial that was the zombie wave game. Is there a way you can help me out?
@@PitchforkAcademy My game maxes out at 24 enemies. Once it reaches 24 enemies, I don't get anymore waves. For example, if it's 3 enemies per wave, I only get 8 waves then it stops. If I make it 6 enemies per wave, I only get 4 waves and so on. I'm at an absolute complete loss.
@xMattWilson Oh damn! Sorry I don't know what the issue is there. It's kind of supposed to be a learning experience then you move on to the next thing... 🙂
i dont wanna be that guy but , you need to change your video settings or someting when you record. it´s a bit botato and sometimes its so bad i cant even see what are you doing there. good tutorials tho
Is the static bullet mesh necessary? When I hit an enemy they get pushed by the bullet and it looks yanky. I deleted the bullet mesh and the line trace now works perfectly, my damage gets applied and the enemy doesn't get pushed by the bullet. Is there any concrete reason for the mesh?
@@PitchforkAcademy Right but I'm just curious why there actually is a static mesh there, what purpose does it serve? Just cosmetic? I'll add it back and disable collision, weird I didn't think of that :D
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 am a member
@@DysLex1337 Were you playing The Finals a few hours ago???
@@PitchforkAcademy no wy I'm not home right now ._.
@DysLex1337 Just a funny coincidence but I played with someone called dyslex...
@@PitchforkAcademy lol xd
bro,? HOW TF YOU DONT HAVE A MILLION SUBS those tutorials are the best in the internet
I'm getting 1k new subs per month... 😉 Thanks for your kind words! 😁
interesting but very very un-optimised for gameplay. I did how ever manage to use this concept in a C++ file and got it to work. So thanks for the cool idea!
I was thinking the same thing, i can't imagine this being very performant
This is so cool! I learned a lot, especially how to make a sniper rifle that launches bullet casings and ejects bullets! 🤣 But seriously a great tutorial for physically simulating a bullet!
Thanks I was looking for this the whole time.
I am using projectile movement component inside my projectile actor, but it would go throught the wall.
Finger-crossed to setting this calculation inside my projectile class together with my weapon class.
Cool tutorial i think i might implement it in my game. I had watched your Control rig fps vid and saw you were doing some similar to what i was trying to do in my own project and i then you did it better than my project i think. At the moment with any weapon that isnt a sniper i have it firing a line trace out to 75ish meters and if i dont get a hit i then i spawn a projectile with bullet drop, but i might switch to this approach because it looks good and i think it might be a bit more performant. I will keep my snipers with just projectiles tho , at the moment my snipers have much more drop than my assault and smg rifles which i know is daft but its for weapon balance , we dont really have to worry about perfermance with sniper bullets with there low rate of fire but with the smgs and assault rifles it important to use linetraces when possible with them firing at 600-1000 rmp
Thanks for the tutorials!
Thanks for your donation! 🙏
Hello there ! Amazing tutorial ! I've got a question : For a multiplayer game with nice bullets trails effect (niagara ribbon ?) that keeps alive for few seconds, what would be the best solution for performances ? This Linetrace with bullet drop technique or classic projectile with sphere collision etc. ? Thanks for your answer !
Hehe this question i started wondering as soon as I started looking at the video, at the moment I’m using a projectile, but also curious which one of this and projectile that would be most beneficial for a multiplayer, and not only talking about specificly sniper now but for all the guns in the game, would there be a reason using projectile for some and lone trace for some?
great tutorial! How would i be able to make the line trace come out of the camera rather than the muzzle?
This is a bad ass video. Just out of curiosity. Rather I’m just not seeing it or what, but I did implement one of your weapon systems you showed about 8 months ago. From an older out of date series. In like unreal engine 5.2
And I’m wondering if you’ll show how to add ammo count and reloading to that weapon system? I’m stuck on how to do it and I’d like to continue from the same person teaching.
Because learning from others how to do it they do it in a way that don’t really work with your system.
Edit: directly after I commented this a video showed up in there recommended showing your video on adding ammo and stuff. Man idk how I keep missing this stuff
Great Tutorial. I will implement it. Thank you!
But is it just me or is the firelane off center and a little to the right?
How can i fix this?
@@Marvin-bm1de You could spawn the projectile BP based on the camera's location and forward vector instead! 🙂
how would this perform in a multiplayer setting , with it being on tick? i actually would imagine it wouldn't matter that much as the projectile line trace wouldn't be valid for long, as long as that tick is only running while it's in the air i think it might do fine actually. going to try
Has anyone perhaps done a benchmark using this? Im modding a game so only have access to blueprints and i want to add a fast firing projectile based weapon so im trying to look for the more performant way doing so.
Would this be more performant than spawning a projectile with a movement component? I assume some performance can be gained too by using an object pooling system. But I'd love to hear if this is a better approach
btw how do we can use this sinper scope its making me confuse
Very useful, Can i ask why you dont line trace from the muzzle location?
@FFTVUA-cam Oh I do, but when recording the intro it wasn't set up correctly that's all...
@@PitchforkAcademy oh OK 👍
@@FFTVUA-cam You're welcome
I dunno frizzo, I think line trace is the koalas claws for melee too.
Dude, I love your videos and I'm in desperate need of your help with the "Making your first game" tutorial that was the zombie wave game. Is there a way you can help me out?
It really depends what it is you want help with...
@@PitchforkAcademy My game maxes out at 24 enemies. Once it reaches 24 enemies, I don't get anymore waves. For example, if it's 3 enemies per wave, I only get 8 waves then it stops. If I make it 6 enemies per wave, I only get 4 waves and so on. I'm at an absolute complete loss.
@xMattWilson Oh damn! Sorry I don't know what the issue is there. It's kind of supposed to be a learning experience then you move on to the next thing... 🙂
@@PitchforkAcademy Dang, alrighty. Well, thanks for replying and thanks for the videos! I really appreciate you taking the time to get back to me :)
How could I add scoping in to the rifle?
i dont wanna be that guy but , you need to change your video settings or someting when you record. it´s a bit botato and sometimes its so bad i cant even see what are you doing there. good tutorials tho
Hmmm, over 29,400 hours of my content viewed and this is the first time anyone has said anything like this. 🤔
Is the static bullet mesh necessary? When I hit an enemy they get pushed by the bullet and it looks yanky. I deleted the bullet mesh and the line trace now works perfectly, my damage gets applied and the enemy doesn't get pushed by the bullet. Is there any concrete reason for the mesh?
@masterlkm just select the static mesh component and remove its collision...
@@PitchforkAcademy Right but I'm just curious why there actually is a static mesh there, what purpose does it serve? Just cosmetic? I'll add it back and disable collision, weird I didn't think of that :D