5 - Spline Mesh for Projectile Paths - Bow And Arrow - UE5 Blueprints

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Druid Mechanics

Druid Mechanics

Күн бұрын

5 - Spline Mesh for Projectile Paths - Bow And Arrow - UE5 Blueprints
We learn how to show a projectile path using spline mesh components. We do this dynamically so our projectile path reflects the speed of our projectile.
Patreon Link: / druidmechanics
Discord Link: / discord
Unreal Engine 5 C++ Multiplayer Shooter: www.udemy.com/course/unreal-e...

Пікірлер: 53
@pwndulquiorra
@pwndulquiorra Жыл бұрын
Okay so a few things to note about this tutorial for anyone questioning certain issues they may be running into. 1. If you want to set your speed to a multiple of Get ActorForwardVector, you don't need to make that portion as complicated as it appears here. All you have to do is take Get ActorForwardVector and Get Speed, and plug them into a Vector * Float. ActorForwardVector is a Vector and Speed is a Float in this context so plugging those two in should solve the problem and accomplish more or less the same thing with a simpler graph visual. 2. If you don't want to put ClearSplinePoints into a dedicated Function, you don't have to. The main benefits for creating a custom function is that it allows you to easily reuse code elsewhere in the children and instances without too much trouble. But the thing about the ClearArc function he created is that it only has 2 real nodes in the first place, one for the Spline Component and one for the Clear Spline points so this is simple enough to just call with a basic right click search. And if you want to use the function to name what it does, all you need to do is right click those two nodes, choose add comment, and then type down what those nodes do so that you can reference it later. Creating a brand new function for what is effectively just one predefined node is just creating unnecessary overhead. 3. If you're wondering why he uses break nodes to get information within more complex parameter/variable types, if you don't want to use breaks you can just right click and choose split struct pin and it'll give you the information within it. That's really just a personal preference though, they both do the same thing. 4. If you do set Expose on Spawn to True, you do want to set Instance Editable to True as well. It gave me an error when I forgot to do this so you'll want to do that. I'm pretty sure Instance Editable can be true without Expose on Spawn being true but the reverse is not the case so you'll want to fix that whenever possible. If that's what you decide to do anyway. 5. If you want the Spline more as a track for the projectile to follow than as a visual display, you can stop the video at around the 34 minute marker as the rest is just condensing code and setting up visual displays. However, while a Spline visual to show you where your projectile will land needs to be displayed, a Spline Track for your Projectile to follow does not. 5.1. If you want to use the Spline you painted as a Track like I do, then here's a tutorial on how to do so: kzfaq.info/get/bejne/Y7xmd5iI2cvRfX0.html 5.2. If you want it to Function Correctly, just divide these two video's worth of code onto separate Events, then call my linked video's event at the end of the code on this one. If you cut off points here and there as you were editing yourself like I did, call it at the earliest on the Completed Node of the ForEach Loop as that's when you can guarantee that the Spline will be finished being painted. 6. This one is edited in a bit late but it's still worth mentioning. If you have a function and you changed anything about it, when you go to the ones that don't have it, you don't need to perform a search and reapply it, you can just right click and choose Refresh Nodes and it'll update that way. It's a small time saver but in Game Design many small time savers will add up to large amounts of time saved.
@matinjavadi7204
@matinjavadi7204 Жыл бұрын
If anyone tried to use custom material for spline mesh component and it did not work (material not loaded) make sure you checked the "Use with Spline Meshes" option in your material graph.
@monalisasoetrisno415
@monalisasoetrisno415 5 ай бұрын
Thank you
@alexpoc
@alexpoc 3 ай бұрын
Thank you kind sir
@nirmalcam223
@nirmalcam223 2 жыл бұрын
Man, I am so grateful for your tutorials. Thank you so much!
@Krustachu
@Krustachu 2 жыл бұрын
your channel is way underrated man. Your explanations are clear and concise, and your technical knowledge is up there. Props.
@DruidMechanicsGameDevelopment
@DruidMechanicsGameDevelopment 2 жыл бұрын
Thanks Dan!
@ahmedsameh2384
@ahmedsameh2384 Жыл бұрын
You are an amazing tutor and teacher man, much love from here in Egypt
@tomraitener8281
@tomraitener8281 Жыл бұрын
Great series ! To refresh a node (spawn actor for exemple) you can right click on it and refresh node (speed will appear)!
@RaviPatel-bt3ym
@RaviPatel-bt3ym 2 жыл бұрын
Ive been loving these tutorials so much!! I would love to learn how to do the draw power on the bow and switch from normal shooting to the ads shooting with it!
@rodrigobarbosa5803
@rodrigobarbosa5803 Жыл бұрын
I would love to see a continuation of the series
@nick9137
@nick9137 4 ай бұрын
anyone who doesn't have an SM_BeamMesh can quickly make one using UE5 modeling, select the cylinder shape with a radius of 5 and height of 10, save it as SM_Beam (or whatever) and you can use it instead. similarly if you don't have that material (SM_SplineArcMac) you can quickly whip up an emissive material with standard base color and emission. don't forget to check used with spline meshes for it as well
@kim_goose
@kim_goose 2 ай бұрын
This was excellent! Your way of breaking things down is so clear! Thanks for this! :D
@DruidMechanicsGameDevelopment
@DruidMechanicsGameDevelopment 2 ай бұрын
Thank you Kim!
@kingdaghost4558
@kingdaghost4558 Жыл бұрын
Love the videos. I hope to see you do some minimaps and of course the drawback animation before shooting the arrow. Thank you Stephen.
@thomase5286
@thomase5286 2 жыл бұрын
Wow Shocked you have continued this figured you would have ignored the comments and moved on +1 for bow draw
@nursultannazarov2833
@nursultannazarov2833 Жыл бұрын
Very high quality tutorial. Looking forward for arrow draw tutorial.
@ilyaachmetov8937
@ilyaachmetov8937 Жыл бұрын
I recognized the voice immediately :D Good to find you on youtube!
@dannykay4649
@dannykay4649 2 жыл бұрын
For anyone who doesn't have blender installed, you can export the BeamMesh, then immediately reimport it to a different location. Choose the Import Uniform Scale, and set it to 5. You also have the option to change the translation and rotation if you ever need that for other meshes, such as changing the pivot.
@Mikester4411
@Mikester4411 Жыл бұрын
A little tip when multiplying a vector by a float (or using any of the math nodes really) in UE5, you can right click the input pin and change it to another variable type (ie float, integer, vector, etc...) instead of having to type or plug a float into the x, y, and z values.
@XAHAK
@XAHAK 2 жыл бұрын
thank you so much for this🙌
@ossywoo
@ossywoo Жыл бұрын
I would love to see more tutorials from you continuing on the arrow series, particuarly making the draw back feature work. Cheers!
@justanothergamedev8643
@justanothergamedev8643 Жыл бұрын
I think that the draw back feature could be done by adding a timeline and making it the length of the animation by double clicking it and setting the length to the length of the animation and adding two points by right clicking (i think) and then first one to the beginning and then the second to the end and putting the first points value to 0 and the second one to 1, then use a set arrow speed node and putting a lerp av the new value and 1 or a (don't remember if it's a and b or 1 and 2) to like 300 or something and 2/b to the max that you want, then put alpha into the timeline track and the set speed into update on timeline, the pot timeline after the animation montage. Tell me if something doesn't work out or you have any questions :)
@pamparam3495
@pamparam3495 Жыл бұрын
Great guide!
@tomerhertz8502
@tomerhertz8502 4 ай бұрын
Love your tutorials and tour courses on Udemy...Stephan you are one of a kind.....and can you please continue this tutorial series with the bow and drawing speed implementation , and may be add the possibility to equip/unequip the bow as well
@snakeeyesdeclassified
@snakeeyesdeclassified Жыл бұрын
awesome, thank you!
@thegoldeneagle5873
@thegoldeneagle5873 2 жыл бұрын
Thank you
@boomwowsion64
@boomwowsion64 Жыл бұрын
Would love to see a video on how to make drawing the bow work. 😀
@XAHAK
@XAHAK 2 жыл бұрын
would you do another example for animation morphing? like jump over obstacle? I really appreciate all these videos
@deadreadygames
@deadreadygames 2 жыл бұрын
This is the first video series (1-5) I've completed as a total novice and actually feel super accomplished, having learned some valuable skills in UE ... noticed there was a brief hint at giving the arrow component a damage profile at 0:15:21 that I think would be very useful to include here, any chance of seeing this in a future release? ..definitely need the bow-drawback onclick, then the longer you hold the button, the more powerful the shot - perhaps even entering a 'bow overdraw' state where the projectile arc changes? and the arrow projectile damage/velocity doubles at 5s or triples at 10s when the projectile finally releases at the release of the button, and emits a fire-trail and a larger explosion when the arrow projectile strikes an object/actor? I truly appreciate your craft and am looking forward to the next release... thank you again!
@kingwrightdev
@kingwrightdev Жыл бұрын
This has been super helpful! Definitely keep the videos coming. Everything is so clear and precise. I feel like I'm learning each node other than just watching how to do a specific thing. I'm trying to do this, but I want to predict the path while the player is holding down a certain button. The thing is, the spline only stays in one place and doesn't update while the player is moving. Do you know how I would do something like an event tick while the player is holding a button? Maybe I could set a variable when the player holds down the button and then on the event tick check to see if the player is holding it down before it runs the projectile logic?
@kingwrightdev
@kingwrightdev Жыл бұрын
So I just tried my solution and it works fine. Just not sure if it's the most performant. If anyone knows a better solution, I'm all ears!
@GetBoros
@GetBoros 2 жыл бұрын
Thanks for the tutorials, I would like to join your on patrion, but i am poor Ukrainian, just hope to see next tutorial with chargin bow, Interface, inventory, or maybe wall running^^
@alexsandrbetl5023
@alexsandrbetl5023 2 жыл бұрын
Thanks for the great video! Is there any way to get the actors rendered by the camera?
@DruidMechanicsGameDevelopment
@DruidMechanicsGameDevelopment 2 жыл бұрын
To which actors are you referring?
@alexsandrbetl5023
@alexsandrbetl5023 2 жыл бұрын
@@DruidMechanicsGameDevelopment for example get instances of the character class that the camera sees to display above each UI with a name and a health bar
@jorgeserrafernandez6234
@jorgeserrafernandez6234 2 жыл бұрын
Hi greetings from Cuba, good tutorials. I'm learning game development, thanks for sharing these free videos. Unfortunately I can't buy your courses, cuban credit cards dont work in other countries🤯🤯. I would like to see all your courses but it's impossible 😭😭😭. Sorry about my English , i am trying to learn too
@mr.sunshine4432
@mr.sunshine4432 Жыл бұрын
Thanks for the tutorials, they are really helpfull! I do have 2 problems though (i've followed the videos through 2 times now and everything seems to be the same): 1. My projectile end point from the path is way far off in the distance (the start point is correct but adjusting the end point does nothing). When adjusting the arrow speed, the arc grows and shrinks but the arrow does not follow it, F.E. i put in 500 into arrow speed (float) and the end point is still going way to far but the arrow falls on the ground just a few inches away. 2. Second problem i'm having is that the starting point does not rotate with the mesh but the settings are the same from what i've seen. Anyone encountered these problems? :)
@PortlyPete
@PortlyPete Ай бұрын
i followed this tutorial and it works great, but for some reason there is a second spline being drawn above and to the right of my character. it seems to have no function, but it looks like the main spline and updates as that one does. it has no mesh drawn over it so i didn't even realise it was there until i typed show splines into the console. wondering if anyone else has this problem.
@PortlyPete
@PortlyPete Ай бұрын
solved it. it was a discrepancy in local and world coordinate space on the initial add spline point node and the later get location and tangent at spline point nodes off the for loop for setting start and end.
@user-ht6vj7rp8s
@user-ht6vj7rp8s Жыл бұрын
Guys, can your tel me one thimg? When I am launching an arrow it not always is stucking in target and even if it is stucked some object hit animation doesn't play every time (on same targets). (generating of the overlap events is switched on)
@ragnalamb
@ragnalamb 4 ай бұрын
I've tried to get that arrow speed from the animation but failed as I havent found a way to transfer data from animBP to characterBP. And I cant make BP interfaces working. So heres my request. Thanks!
@cgs5428
@cgs5428 Жыл бұрын
The debug line and spline mesh shake when the character moves. Is there a way to fix this?
@roelthijssen2147
@roelthijssen2147 Жыл бұрын
Can this method be used for a weapon lasersight?
@DruidMechanicsGameDevelopment
@DruidMechanicsGameDevelopment Жыл бұрын
It sure can.
@monalisasoetrisno415
@monalisasoetrisno415 5 ай бұрын
28:32 is anyone have the slower respond for projectile path (mine become slower and not as responsive as the first one)? Or maybe i do something wrong - thank you
@monalisasoetrisno415
@monalisasoetrisno415 5 ай бұрын
Nevermind i used vinterp to constant
@nikodromikro
@nikodromikro Жыл бұрын
who are you ? are you same tutor in udemy? stephen?
@rremnar
@rremnar 10 ай бұрын
It bugs me that you are creating a bunch of meshes and destroying them every frame. Wouldn't this be a performance or even a memory issue? It maybe just 30 meshes, and it makes me wonder if there's a better way to do this, but not every frame. Imagine this in a multiplayer game.
@DruidMechanicsGameDevelopment
@DruidMechanicsGameDevelopment 10 ай бұрын
Not really an issue. You could optimize it though with creation/destruction happening when the spline is shown/hidden but it's not a performance or memory issue. Not even in multiplayer (these happen locally so multiplayer has nothing to do with it).
@nikodromikro
@nikodromikro Жыл бұрын
who are you ? are you same tutor in udemy? stephen?
@DruidMechanicsGameDevelopment
@DruidMechanicsGameDevelopment Жыл бұрын
Yes, I am Stephen Ulibarri.
@nikodromikro
@nikodromikro Жыл бұрын
@@DruidMechanicsGameDevelopment subscribed ,ringed bell
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