same problem here
thanks you
Same happening to me
same problem -.-
i have same problem =(
ęč°¢čåøēęēØļ¼ęēē®±åē锶ē¹é¢č²åŖęē½č²ļ¼ę²”ęé»č²ļ¼åęēØäøäøäøę ·ļ¼äøčæåŗčÆ„ę²”ęä»ä¹å¤Ŗ大ēå½±åćThanks for the tutorial! The vertex color of my box is only white, no black, not the same as in the tutorial, but it should not have much impact.
After I set up the AI NAV, the robot does not move, and after reading your comment, I found that my 0,0,0 is underground, so the robot does not move
Hi everyone,
I hope this forum area is still alive.
I started with Unreal about 7 months ago and recently found āYour First Game In Unreal Engine 5ā tutorial. I believe I have the same setup as in the tutorial, but I had to adapt to the new system of enhanced input actions.
At the beginning of the video, everything works as expected, but when I implement āOrient rotation to movementā in character movement and set the spring arm rotation to āabsolute rotation,ā I noticed some issues:
- The camera faces the opposite direction, and I would need to adjust it in the BP_Bot spring arm, but Iām not sure why.
- When I try to move sideways, my bot doesnāt rotate completely; it seems stuck.
Can anyone help me out, please?
Thank you.
Hi @Madeira3d. The second issues sounds like you need to check Orient Rotation to Movement and uncheck Use Controller Rotation Yaw.
The first issue I am less sure of. In the viewport of the Character BP, does everything look right? - Character facing arrow direction, camera behind character and pointing the right way etc.? You may accidentally have a minus sign somewhere.
Your the best! Thanks to the suggestion, with your help I discovered that unchecking āUse Controller Rotation Yawā resolved the issue.
-I noticed the instructor didnāt address this specific setting in the tutorial.
The camera I imagine itās correct because in global coordinates I have it inverted so I just need to rotate it 180 and it will work fine.
Thank you again for the assistance! Unblocking this issue allows me to continue learning from the tutorial.
Hi everyone,
Iāve finally gotten my character to walk, run, and move to the clicked position! However, I wanted to reach out to others who have followed this tutorial:
Did you find the āAnimation Blueprintsā and āBlend Spaceā sections particularly challenging to understand? Specifically, the concepts of āwhyā we use these tools and āwhat problem they solveā were a bit unclear for me, especially in the āCalculateā part of Blend Spaces.
I believe future tutorials would benefit from a slower pace and a deeper explanation of the āwhyā behind certain actions. This would enable viewers to build a stronger understanding and retain information more effectively. Memorizing steps is important, but comprehension is key to long-term learning.
Did you also felt a bit lost when you did this tutorial ?
Thank you for your time, and I welcome any insights you can share!
Hi people - I noticed that if I spawn an orb where the AI Bot cannot reach it, the AI bot just stops and gives up forever. Is there a way to make those orbs self-destruct after 5 seconds or something? (or some other work around to this issueā¦?)
Hi,
Iām also new here, so this might not be the best solution, but have you considered spawning them in positions accessible by the AI? You could place empty actors labeled with a tag called āOrbspawnā and create a blueprint that searches for all items with that tag, then spawns the orbs at those positions.
They get spawned automatically by the primary player controlled botā¦ So if the player jumps up on a rock and spawns one, the bot canāt reach it (bot canāt jump or climb for some reason)
At the time of your last question, I hadnāt tackled the spawning part yet, but now I have it sorted, and it seems to be working well. The AI can climb the same rocks as my player. However, I accidentally spawned one orb outside the āNavMeshBounds volume,ā causing the AI robot to ignore all the other orbs placed after that because it couldnāt complete the action to move to the next one.
Maybe you did the same thing?
Hi @Madeira3d, you are welcome for the help. Iāve only been at this a few months myself, so I remember the early growing pains.
As far as the tutorials go, they are fast and it is hard to listen and watch what is being clicked at the same time. I donāt mind that because I find it easier to pause and go back than to have too slow a pace. It should definitely have chapters though, and added notes about common problems - like rotation.
I would recommend the tutorial Your First Hourā¦ to any beginner that hasnāt done it yet.
@cwalrus, Madeira3d is right, the most likely issue is the NavMesh volume. Otherwise just make sure the AI has same step height etc. If you have the ability to jump high and it does not that could be a problem.
You can definitely destroy actors after x time with a Delay and then Destroy (for instance). Possibly could just follow from the spawn code, but I havenāt tried.
I completely agree with you about the pace. I prefer videos that move quickly instead of dragging on, wasting time.
Adding chapters, especially for the more complex parts like āAnimation Blueprintsā and āBlend Space,ā is a great idea. It helps viewers who grasp the concept quickly to move forward while providing additional explanation for those who need it.
Overall, Iām enjoying this tutorial a lot. Although it can feel overwhelming at times, I think thatās just part of the learning process.
Hi everyone,
Iām almost finished, but I wanted to share some findings that might be useful for others.
-
My first discovery was in the BP_Bot SpringArm. In the video, to prevent the camera from rotating, the instructor suggested changing it to global. However, since I created my level facing the wrong direction, the camera would be positioned in front of the robot in the BP_Bot. The fix is shown in the attached image.
-
The second finding, which I was particularly pleased with (it was a interesting challenge) , addresses a situation where placing the AI Bot or another object on top of the PressurePlate and then leaving the pressure plate with my bot would trigger the doors to close, even tough the AI bot was still there. I solved this by implementing an integer variable that counts the number of objects on top. If the count is 1 or more, the doors will remain open. They will only close when the variable returns to zero.
I hope these insights are helpful to others. Now, onto the effects part.
Thank you a lot!
This may seem a little harsh, but I have to be professional and honest in my feedback. This has got to be one of the worst tutorials for ābeginnersā. The guy literally does things in 1-2 secs that you keep needing to rewind and play back to figure out.
It seems the guy recorded the screen session, then decided to comment over it. Itās very all over the place. You keep needing to rewind every 5-10sec to see what happened.