[=;337522]
maybe I din’t explained well (Sorry my english is really bad sometimes)
Imagine a situation where the character have multiples enemies in the map, I’m attacking to the front one but I want to change the orientation of my next attack to another without the change the camera rotation and without a camera-lock in my back or my side.
I don’t know If i’m explaining well sorry >_<
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Ohh so you want to auto aim to the next enemy. I never did that stuff so I have no clue. You will need to look into Arrays for that one I think.
[=;337627]
Ohh so you want to auto aim to the next enemy. I never did that stuff so I have no clue. You will need to look into Arrays for that one I think.
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Mmmm… this video will help to explain what I want (Also I will note the auto-aim with a lot of enemies to the “to-learn” list)
https://.com/watch?v=5fKeLpnDXls
See ? this is what I want to do, change the direction of the next attack at will using the keyboard / gamepad inputs
You would need to calculate direction of the player and set the yaw of the player to that direction. It’s a lot to explain in text but I haven’t got the time to research things yet I’m still recording the tutorials and answering questions from ppl on lol.
[=;337657]
You would need to calculate direction of the player and set the yaw of the player to that direction. It’s a lot to explain in text but I haven’t got the time to research things yet I’m still recording the tutorials and answering questions from ppl on lol.
My days go to doing that lol
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Don’t worry, I will continue investigating on my own and if I find the answer, I will share here with you and the other followers of the tutorial as a thank you for your work. trust me, you make my day when you started this project
[=;337663]
Don’t worry, I will continue investigating on my own and if I find the answer, I will share here with you and the other followers of the tutorial as a thank you for your work. trust me, you make my day when you started this project
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I think I realized what it was. Check Right Mouse Button and Left Mouse Button, somewhere along the line they must have a “Use Controller Rotation Yaw”.
That causes the player to face the camera at each click. Remove that and you should have what you want. Let me know if that does it. I’m not even sure which video its in causes Ive recorded over 13 videos now lol
I think responding to emails about this blueprint tutorial stuff should be my full time job XD it’s all I’m doing. Luckily I finished recording enough videos so that the entire loop for the game is done. Plus sometimes recording I get so lost that I test the game and it doesn’t work and I look stupid lol but I know the problem most of the time. You’ll see in future videos.
Ok… this is a bit “Goblin Solution” but it work at least with the normal Combos and not with the special attacks . Why this is a “Goblin Solution”? because I don’t get the new direction from gamepad or the keyboard i Just stop the character where he is and thanks to the AnimNote I let for a bit change the direction for the next attack. This solution had a great problem with the special attacks because right now with the actual blueprint (tutorial 4/6) the special attack don’t wait to the animation to end to do the new animation so sometimes this works… and sometimes don’t before do the slam
video with this implemented (Sorry for the Music, I like to use music and sounds on my test levels )
www…com/watch?v=8I7sn–cpu0
I will try to optimice this to the maximum and if someone get new ideas for solve this is welcome
Also I think if we save the actual direction of the current attack and make a Branch to see if the next attack is in the opposite we can use a different animation to show the changing direction of the attack to the new one like in the Witcher III game
Nice work, for smashing too soon, try playing with the enable smash in the normal smash animMontage . move the enable smash notify left or right maybe that will let the animation be finished before starting the next
[=;330782] 03. MELEE COMBAT Part 1
This video starts the Melee character, I start off with giving the player the ability to spawn and posses the pawn. I also added swapping weapons on the character. I’m editing part 2 which consists of swapping weapons.
I had to record this multiple times, it really is hard recording tutorials. I am also wondering if I should add these to the Wiki cause this thread will surely get lost the moment I’m done with all the videos. Any thoughts on that?
https://.com/watch?v=wgU_RjaVsI0
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It truly is hard recording tutorials, especially when you have to explain complicated algorithms/math so that the user has a clue of what they are doing…
Yeah when I test sometimes it doesn’t work loll then it looks dumb but its usually cause I’m trying not to exceed too much time. Some videos are 40 mins but they cover multiple topics and not just 1.
Fantastic tutorial series, i was wondering if you have any idea why my animations are not replicating on the third person client (pitch and yaw), here’s a video: www…com/watch?v=VA-a1tumArU&feature=youtu.be
Hello Mr.
I appreciate your work on tutorials. I did learn a lot from them! But you wanted feedback? Well you got it!
You perform actions too quickly with very brief explanation that doesn’t help much. For instance:
Set “Skeleton” as Translation Retargeting on Hips. Explanation: “that is for tutorial purpose and to not let character run around”. Well I didn’t get it, until tried to twitch things around by myself. Turned out it fixes ‘Hips’ bone to the static Mesh location and prevents any animations to change it, which makes crouch or jumping animations looks silly.
“Blend Slot” in Anim Graph. It would be nice to hear that this item receives Animation Montage from “Play Anim Montage” function in Character Blueprint to blend nicely from “Locomotion” pose to accepted AnimMontage AND return to Locomotion pose after AnimMontage ends. I didn’t realize that until tried to use “Play Animation Mesh” function in blueprint instead and got permanent “T” character pose after animation completed.
Why did you use “Launch Character” and “Add Input Movement” functions for movement? I tried to set controller/pawn’s location and rotation directly, but it turned out there is inherited CharacterMovement component in blueprint that made all my efforts in vein: i got wierd behaviors here and there. So i’d like to know what is the expected interface to affect character’s movement/position/rotation?
The reason I watch tutorial in first place is because i don’t know and understand a thing!
You repeat a lot of actions! It was cool to watch how do you set up animation montages, anim notifications and connect them with blueprint events, but when you did that for another 100500 attack movesets… Let say i’d rather listen to information about 1.a-c
There are some questionable design decisions. I’m just office developer and by no means expert in BP designing, but:
why do you need eSmash events? It does not bring any challenge into combat system, 99.999% people will spam mouse clicks to do combo anyway. You can just use “Chain” notification and set “CanSmash” in the same route where you set AnimMontage variable to indicate wherever current attack and be chained into smash.
what if i want to change Max Acceleration to make character more or less responsive to input? Then that “Retriggerable Delay” in Launch section will have wrong duration. Those are called “magic constants” and they are pure evil, and i’d prefer to see some velocity check or callback event instead.
There is probably a glitch in chain of animation montages: when you press attack at the near end of first animation, then the second starts, but “Reset” notification from first one will still be triggered, probably due to how blend works. This causes repeat of first animation after second instead of third on next attack input. My workaround is to put “IsAttacking” check at Reset event.
Thanks for the feedback, but I think I mentioned at the first intro video that I wasn’t going to cover the basics of blueprints lol I understand that may cause confusion for beginners or such. Not ideal but I want to keep the videos compressed. But hey I had the same struggle as you when first learning how to make this stuff myself lol so I know the pain.
For 2, some videos I do them on the fly and forget to edit them. Just a stupid move on my end. The esmash gives you a bit more flexibility based on you’re preference in attack timing. Other than that the chaincombo notify is for basic attacks only. Esmash prevents you from accessing the smash attack at the start of the basic attack animation. So when the smash variable is ticked you have access to play your anim montage that has the smash attack in it.
The max acceleration thing you’re mentioning I never jumped into that so I’m actually clueless a out it.
4 is a new issue I never had that, when I built my own battle arena of maelstrom saga it crashed 4 times in the proces due to I don’t know what and I rebuilt the combat system each time and never had that issue. The tutorials are from the successful version of the game.
[=;337479]
Hi! I have a little question, I would like to Change the character orientation while he is attacking (for example to attack the enemies in his back without stop the combo attack) . Anyone knows a way to change the character orientation to the one obtained with the input from the controller?
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I think I know the solution, but even though it work fine, I don’t like it.
I found “Add Movement Input” function to be the most reliable way to adjust Pawn’s rotation, so the whole idea is based on scaling MoveRight and MoveForward inputs (see marks on image):
Instead of cut off movement during attack with “IsAttacking” check entirely, use “Scale Movement” modifier.
Put “Scale Movement” modifier to ‘0’ when attack input is registered.
Create window for adjustment with “Trackable” and “NonTrackable” events.
Set “Scale Movement” modifier to ‘0.1’ during adjustment window. It will allow to rotate Character to desired direction and make push too small to be noticed. But don’t make window too small, otherwise Character will not have time to perform 180 degree turn.
Set “Scale Movement” modifier back to ‘1’ when attack ends.
Procs:
Small adjustment window makes combat feel like in Witcher 3, and big one - like tracking in Dark Souls with GreatSwords (Murakumo in particular).
It does not conflict with changes to Max Speed when switching to GreatSword mode.
I managed to put Dash move without any special fixes.
Cons:
This is a dirty hack: push Character in order to rotate him - that simply sounds wrong.
You have to properly adjust “Scale Movement” modifier and Rotation Rate (‘Character Movement (General Settings)’ section in BluePrint settings) in order to make it look natural. And it might not work well with other animations.