How to Shoot Projectiles | Unreal Engine 5 Tutorial (Arrows, Spells, Bullets & more) | ue5

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Ali Elzoheiry

Ali Elzoheiry

Күн бұрын

In this Unreal Engine Game development Tutorial you will learn the following (combat mechanis):
- How to create many different projectile types from a single base actor
- How to create projectiles that target a specific enemy
- How to create "Homing" projectiles that follow an enemy
- How to combine the projectiles with the damage system from my last tutorial to use the projectiles in ranged combat.
Link to the "Damage System" tutorial:
• How to Build a Combat ...
About me:
I've been learning game development for over a year now, I do have a background in software engineering, but I've always wanted to create my own game.
I am currently working on this 3rd person action adventure game as a hobby, but I am also trying to build a community, thus I am creating KZfaq tutorials to find others who are interested in game development and design.
If you are interested in learning more or if you are interested in working together, please let me know in the comments.
Join my Discord server to chat and mingle with the community
/ discord
If you would like to support me on Patreon, I would be forever thankful to my early adopters
/ membership
Checkout my other tutorial here:
"Combat Damage System"
• How to Build a Combat ...
"Energy Shield"
• Ue5 Tutorial Energy Sh...
Assets used in this tutorial:
Paragon Gideon: www.unrealengine.com/marketpl...
Infinity Blade Effects: www.unrealengine.com/marketpl...
Chapters:
00:00 Intro
00:40 Setup
01:40 Creating the Base Projectile Actor
10:36 Creating a Dark Energy Projectile
12:15 Adding Sounds and Effects
15:29 Creating Fire Arrow Projectile
18:59 Creating Ice Crystal Projectile
21:17 Adding a Targeting System
29:33 Demo Projectile Shooter
33:35 Combining With the Damage System
35:13 Overview of Damage System
35:33 Replacing the Attack with a Projectile
41:27 Fixing Collision with Self
43:05 Target Lock on Enemy
44:17 Outro
#unrealengine #unrealengine5 #ue5 #gamedev #combat #projectilemotion #projectile #arrow #spells #blueprint #tutorial

Пікірлер: 369
@MistahX99
@MistahX99 6 ай бұрын
Finally someone who seems to be teaching the propper way to do things. i would pay for a complete course from you
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
Thank you Mistah, I appreciate you 🙏 I really try my best to teach rather than just demonstrate. Let me know if you have any suggestions for a course you would be interested in
@winterpixl
@winterpixl 4 ай бұрын
I second this! Def need a course :)
@NewHorizonMinistries
@NewHorizonMinistries 3 ай бұрын
I probably would too, so far no troubles everything working great
@LadybugNinja0
@LadybugNinja0 9 ай бұрын
For anyone stuck at 12:33 who're using niagara instead of cascade, the node you want is called "spawn system at location" instead of "Spawn emitter at location"
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Great addition, thank you 🙏
@Italojf00
@Italojf00 3 ай бұрын
Thanks, you save me haha
@rashidfarhan6223
@rashidfarhan6223 9 күн бұрын
for someone who has learnt unity and has been a professional for 4 years, Your content seems like the best to get started from!(after watching some beginner stuff from unreal sensei)
@HandsOnKnowledge
@HandsOnKnowledge 10 ай бұрын
Another home run, I am watching it right after the damage system video and I love how modular and expandable this projectile system is. Thank you for these tutorials you are the best Unreal teacher on KZfaq hands down.
@AliElZoheiry
@AliElZoheiry 10 ай бұрын
Very happy to hear that, I really appreciate your support, thank you for that, and I'm glad you found it useful.
@Mario543212
@Mario543212 9 ай бұрын
All your tutorials are amazing! Please don't stop making content.
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Thank you! I'll definitely keep making more 🙏😊
@rky115
@rky115 5 ай бұрын
Just wanna say ty for your content. Studied a lot of Tutorials/Courses the last weeks. The way you teach is 10/10. TY !
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
I really appreciate your comment 🙏 very kind of you to say that. I'm glad it was helpful
@arekkubiak5957
@arekkubiak5957 8 ай бұрын
I didnt expect this tutorial to be so thorough, much more informative and well explained than probably every other video Ive seen on this subject
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
Wow, I appreciate you saying that, I indeed try to focus on proper architecture and in depth explanations. So I'm happy you see the value in that
@Raghtshade
@Raghtshade 7 ай бұрын
Best Unreal tutorial i've seen so far, tysm for the content!
@AliElZoheiry
@AliElZoheiry 7 ай бұрын
Thank you Raghtshade, I appreciate you 🙏
@barakmenachen289
@barakmenachen289 5 ай бұрын
Amazing tutorial with amazing use of OOP principles
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Thank you so much for the kind words! I'm glad you found the tutorial helpful and enjoyed the use of OOP principles.
@seanposkea
@seanposkea 11 ай бұрын
Really excellent. You have a great pace. You're covering a lot of great content quickly and concisely while at the same time carefully narrating and explaining everything you are doing. That's a very rare ballance. I've subscribed.
@AliElZoheiry
@AliElZoheiry 11 ай бұрын
Thank you for your kind words Sean, I'm glad that you find this content useful and I hope all future content is up to the standard ;)
@Ebinification
@Ebinification 5 ай бұрын
Agreed, subscribed as well. Hope you can continue doing tutorials like this. I really liked that you mentioned the current best practice for VFX. I want to learn what to do to optimize a game before doing a lot of counter productive things if I were to make a very graphically demanding game. I feel like it’s the perfect time to start game dev now (UE 5.3) with all the nanite capabilities that just came out.
@TheRopiak
@TheRopiak 8 ай бұрын
Halfway through. This information is sticking cause I debugged some errors I made in the last video on my own. Very helpful! I got two simple modes to make after I get through a few more of your videos. Thanks!
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
I'm very happy to hear that ☺️ glad you found this useful 🙏
@lytt90xxx89
@lytt90xxx89 9 ай бұрын
thank you so much!!! I love how you explain everything as brief as possible to make it easier to understand I'm not a programmer but it gave me an idea how things work and the blueprints look so neat and understandable! subs!!!
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
You're very welcome! I used to teach programming to non programmers as a job before, so I really enjoy simplifying things and avoiding going into complex topics that aren’t needed at a certain stage, happy to see that it’s working for you
@TrackstarOP
@TrackstarOP 6 ай бұрын
I frickin love this man. I have been in tutorial hell for the past 2 months, trying to learn as much as I can with UE5. There is a huge trend of tutorials not really explaining why they do things and rather, just show you how to achieve it... so I never really learn. Your vids are genuinely the first time I can follow along, learn, and get the result. It would be amazing to see your take on how to do a climb system in ue5 (most climb systems are old and outdated). But anyways, Thanks for all these amazing tutorials! I plan on watching all of these vids to get some ideas for my first project. (Also, congrats on 10k subs!)
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
Hey, I'm really glad you think so. This is exactly what I'm going for. Teaching, rather than just showing how to do something, so I'm happy you see the value in that. Thank you for the suggestion for the next tutorial I'll definitely consider it
@hemant5718
@hemant5718 5 ай бұрын
Your Tutorials are the best. More people should watch it.
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Thank you so much for the kind words! I really appreciate your support and I'm glad you're finding the tutorials helpful.
@minhdoan9247
@minhdoan9247 Жыл бұрын
Amazing tutorial, thanks you so much!
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you minhdoan 🙏 Glad you enjoyed it
@kameenavery9616
@kameenavery9616 9 ай бұрын
This was a great utorial on projectiles. I will be keeping an eye out for your content.
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Thank you! Really glad you liked it, and thank you for watching ;)
@GATXShinGundam
@GATXShinGundam Жыл бұрын
That was fantastic. Looking forward to more lectures. Personally, I am interested in learning how to create In-game shop&Sell like in JRPGs.
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you! Glad you liked it, if i make a series it'll definitely be an RPG series and will include things like NPC vendors, but I haven't planned that yet
@noinoinoi2095
@noinoinoi2095 Ай бұрын
Such an amazing tutorial. Hands down the best I've watched. You're not only covering inheritance / dispatchers / interfaces but also showing us how to utilize them. I'd be interested in a course about weapon selection system where you can switch over different weapons.
@AliElZoheiry
@AliElZoheiry Ай бұрын
You're very welcome! Thank you for your kind words and your suggestion. I'll definitely consider creating a tutorial series on weapon selection systems in the future. Thank you for watching and commenting 🙏
@DT-hb3zu
@DT-hb3zu 9 ай бұрын
Love the content. The projectiles look great
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Thank you 🙏
@geno755
@geno755 9 ай бұрын
For others that might attach this to a real player character: - To avoid the collision with self you also need to add "Ignore Actor When Moving" inside the Character Blueprint (or wherever you wire the attack). Otherwise it doesn't work properly. This is also stated in the comment of the method. In this case the target is the CapsuleComponent, and the actor is the return value of the "Spawn Actor Projectile" method call. - If you have an impact particle / niagara that is flat (e.g. I have some kind of ring with fog from a laser - in isometric perspective) you want this particle to be oriented against the impact object's surface. You can achieve this the following way: From the "Break Hit Result" node you take the "Ïmpact Normal", then "Make Rot from XY" - X and Y Input is both times the "Impact Normal"-Vector Output of the Hit Result. Then the ring will be oriented with it's edge to the surface. The only thing to do left is: Break Rotator -> Add 90 to the Yaw (Z) Axis -> Make Rotator from original X and Y, and the addition result. Use this rotator as input to "Make Transform" -> "Spawn Actor Projectile". I don't know whether this is the best approach though - but it should work for all kind of flat designed projectiles where the particle's surface is perpendicular to the floor (meaning it has no rotation applied at all) - spherical projectiles will not be influenced. - If you use a Paragon Character that has a Weapon included in it's mesh, there is always a specific socket called "Muzzle_01" or similar - you need to look this up in the Mesh. So to offset your projectile from exactly where the Weapon is, you can just use: Get Socket Location (Target = Get Mesh From Player Character, In Socket Name = Muzzle_01). You can use a variable here if you have multiple characters and so on. This is just to know how you can accomplish this. This needs to be used as the location Input for "Make Transform" -> "Spawn Actor Projectile". The socket location will always be according to the animation automatically - this is so cool :D! - All of these points have led to a good result - but sometimes I can still outrun the a projectile and clash into it :D. I think for a real player character one should add the velocity of the current character to the velocity of the projectile - as it would be in the real physical world as well. This way one shouldn't be able to ever catch up to the projectile, and you have the real doppler effect when running forward / backward.
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Awesome tips! Thank you for adding them 🙏
@geno755
@geno755 9 ай бұрын
@@AliElZoheiry NP - Sorry the first point was actually covered in the end of the video. I was programming something else in the meanwhile and just finished to watch the video for the connection to the damage system. Time for the first trash mob :D. Short suggestion - that nearly no KZfaqr does - for your Smart Enemy Playlists, and Playlists in General - always put a link to the playlist it is placed in into the description (link back) - because when I land on a random video and decide to watch a playlist from the beginning, I want to be able to go to the playlist directly. The Cherno (C++ Game Engine Dev - where I currently learn - does this too). I always wondered why no one on youtube is doing this...
@noorodah1279
@noorodah1279 4 ай бұрын
Another added tip to the paragon character point, if the projectile is firing to only one location when you're not specifying a target, you can set rotation from the make transform to either mesh rotation or camera rotation, camera rotation made the projectile getting fired to where you look :D
@mattcain4374
@mattcain4374 2 күн бұрын
When I put the ignore actor it ignores my player but it also is not effected by any other object so it won’t be destroyed. Do you know what the problem might be
@geno755
@geno755 Күн бұрын
@@mattcain4374 Sorry don’t know. It’s been a while. Maibe Ali knows.
@ReggieMisFit
@ReggieMisFit 5 ай бұрын
Ali, these videos are really helpful! Keep up the good work!
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Thank you so much for your support! I'm really glad to hear that you're finding the videos helpful. I'll definitely keep them coming.
@GutStabber
@GutStabber 3 ай бұрын
Love the vid, and the damage system vid!
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
Hey, thank you so much for your kind words and feedback! I'm really glad you enjoyed the videos 🙏
@sweatmeanswin
@sweatmeanswin Жыл бұрын
Epic tutorial. You are my hero.
@AliElZoheiry
@AliElZoheiry 11 ай бұрын
Thank you! Glad you liked it, hope you enjoy the rest ;)
@Fizziepop
@Fizziepop 3 ай бұрын
Another amazing tut. Thank you so much!
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
You're very welcome! I'm glad you enjoyed it 😊
@jorricktv9550
@jorricktv9550 9 ай бұрын
ilove your tutorials .. they are really well structured, one learns new skills ^^ keep up the great work
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
Glad you find them useful. Thank you for the support 🙏 I appreciate you
@ksdmg9282
@ksdmg9282 9 ай бұрын
Thanks for sharing your knowledge, this helped me a lot!
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
You're very welcome, happy to hear it was helpful 🙏
@rjconlan1
@rjconlan1 Ай бұрын
Really amazing content! This has helped me become much more fluent with UE5
@AliElZoheiry
@AliElZoheiry 29 күн бұрын
Thank you so much for your kind words! I'm thrilled to hear that my content has been helpful to you in becoming more fluent with UE5 🙏
@genshi098
@genshi098 Жыл бұрын
Thank you for the tutorial 😊.
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you for watching, hope you found it useful
@KvltWitch
@KvltWitch 5 ай бұрын
Excellent work!
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Thank you so much! I'm glad you found it helpful!
@geno755
@geno755 9 ай бұрын
Perfect Video - Exactly what I was looking for. I really like that you come from a Software Engineering Background (like me). I was already asking myself how I should structure certain things - as the engine and the huge API is quite overwhelming in the beginning. Glad to have found this in your videos (many do not incorporate this). What also really helps is that you seem to use exactly the intended API functions for their correct purpose - this is also something I was not seeing that often on youtube - same time asking myself whether a certain approach is the right one (some people compute super complex vector math although there is an abstraction or higher level API in the engine). Anyway - I already subscribed and will watch the whole enemy AI series and all other videos for sure. Thank you for the good work!
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Hey Genonaut, thank you so much for your kind words and appreciation. I was reading this comment with a smile on my fave because I was trying to achieve exactly what you mentioned, and help give clarity on exactly those issues you were facing. So I'm very glad that this was helpful for you and I appreciate your support 🙏
@geno755
@geno755 9 ай бұрын
@@AliElZoheiry 👊
@Seancstudiogames
@Seancstudiogames 5 ай бұрын
Noice! Lots of ideas to execute on!
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Glad it was helpful 🙏
@johdalton8329
@johdalton8329 Ай бұрын
i know that this message won t be read, bu you just saved my life with this tuto
@AliElZoheiry
@AliElZoheiry Ай бұрын
Hey there! I actually read and respond to all comments! So I'm really glad to hear this has helped you. Thank you for watching 😉
@S.Gamedev-zc2wp
@S.Gamedev-zc2wp 4 ай бұрын
I didn't know projectile movement component works like that, thank you
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
You're very welcome! Glad you found that tip helpful!
@AshkPunk
@AshkPunk 4 ай бұрын
This is just great! Second Tutorial done, everything works. Thanks a lot! >>> On To The Next One!
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
I'm glad to hear that everything is working for you! Keep up the great work on your tutorials, and don't hesitate to reach out if you need any help on the next one!
@GalantiasWorld
@GalantiasWorld Жыл бұрын
Amazing good tutorial ! You are Awesome thank you !!!!
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you! I'm glad you enjoyed it
@erksp7961
@erksp7961 26 күн бұрын
If anyone is wondering. The set velocity in the RotateToTarget event is an kind of an "auto aim" from the instant you spawn the projectile after setting a target, the homing part in constructon script does the homing part in the sense that you can shoot the projectile in any direction before it homes in on the target. At least that is how it seems to me after testing the script. Cheers to Ali for good content!
@AliElZoheiry
@AliElZoheiry 24 күн бұрын
Thanks for the insight! Glad to hear this is working well for you, and I'm thrilled that you're finding the content helpful! 🙌
@hiterion-han
@hiterion-han 7 ай бұрын
you're great man
@AliElZoheiry
@AliElZoheiry 7 ай бұрын
Thank you 🙏 glad you found this useful
@roydash5657
@roydash5657 10 ай бұрын
My friend Believe me you again saves my life. Thank You So Much
@AliElZoheiry
@AliElZoheiry 10 ай бұрын
Happy to help Roy. Glad you enjoyed it, and thank you for the support as always ;)
@roydash5657
@roydash5657 10 ай бұрын
@@AliElZoheiry I am really so gladly meeting you! Please believe me your lessons very helpful me already. Thank you so much
@roydash5657
@roydash5657 10 ай бұрын
@@AliElZoheiry I wish all the best! You amazing person and devoloper.
@TinoPlusUltra
@TinoPlusUltra Жыл бұрын
First off, great tutorial. This added a lot of clarity for me. I'm trying to figure out a way to have this work on multiple targets. It seems that when this locks onto a single target it has trouble with proximity to other enemies. But for single target this is great!
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you Tino 🙏 do you mean you want to lock on to a single target and have the projectile ignore other enemies?
@TinoPlusUltra
@TinoPlusUltra Жыл бұрын
@@AliElZoheiry you’re welcome. And pretty much exactly that. I ended up disabling the homing and attaching the spawn to a camera boom. I have a lock on camera system so now any direction the camera “player” is looking I can hit enemies, above,below, etc. I appreciate you this definitely helped me in my indie game!
@TabrissJustice
@TabrissJustice 2 ай бұрын
@@TinoPlusUltra I cant get this to work, what did you connect to the spawn transform to get this to work properly?
@TinoPlusUltra
@TinoPlusUltra 2 ай бұрын
@@TabrissJustice are you finding a spot for the projectile to spawn?
@TabrissJustice
@TabrissJustice 2 ай бұрын
@@TinoPlusUltra Yea, I get it to spawn when i want it to, but it only goes horizontal...
@bigdaddyradable
@bigdaddyradable 2 ай бұрын
Lifesaver! I'm working on a game as a new indie dev and I have virtually no exp coding and I'm already a big chunk of the way to making it happen
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
That's fantastic to hear! I'm so glad the content has been helpful for you as you work on your game. Good luck with the rest of your development journey! 🚀
@iFruitopia
@iFruitopia 2 ай бұрын
Thank you!
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
You're very welcome, I'm glad you found it helpful! Thank you for watching and commenting 🙏
@LikuArtHub
@LikuArtHub 8 ай бұрын
Idea : Make an inventory system for your character. And when enemy dies they drop random things that you can take and hold it in your inventory.
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
Thank you for the suggestion, I'll add it to my list 🙏
@_Rodders_
@_Rodders_ 11 ай бұрын
Very good tutorial. But the Project Isle kills me 🤣
@AliElZoheiry
@AliElZoheiry 11 ай бұрын
Hahaha, it'll grow on you ;)
@tracken
@tracken Ай бұрын
Love the videos. There does tend to be a problem in this video in the last 10-15 minutes where certain blueprint nodes (like the projectile targeting stuff) is clearly made off of the recording or edited out and the audience has to guess at what you're doing. One example is the target variable was made in the enemy blueprint, but it was not accessible in the player blueprint so I had to assume it was the same one (you just drag and drop it so clearly it was made off-screen). The other instance of this is the not exploding on the player. This was also made but not recorded. Other than that great video, excellent quality, and great content. Following along is easy and the video is quite well made overall. I'm enjoying following your videos and adding them to my own game portfolio
@AliElZoheiry
@AliElZoheiry Ай бұрын
Hey, I'm glad to hear you're enjoying the content and finding it helpful. I understand the confusion, but nothing was done off camera really, I just migrated the entire projectile project into my other damage system project which I have a full tutorial on as well, so you can follow along with everything if you want to implement the damage system part as well (That's where the enemy blueprint came from) Check it out here kzfaq.info/get/bejne/pZmlebufs97be3k.html
@Lycku
@Lycku 6 ай бұрын
If you're at 26:13 and your ice projectile is not rotating to the direction its being fired, go to your world viewport, click your ice projectile, click ProjectileMovement system under it, and check "Rotation follows velocity." I'm trash with UE5 but had to find that one out myself and feel accomplished. Maybe it helps someone.
@Lycku
@Lycku 6 ай бұрын
Jk, dont do that in the world viewport. That will only fix it for the individual systems you've spawned in. Do it in your ProjectileBase viewport
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
Indeed, make sure your mesh is facing the movement direction of your projectile, but rotate it in the projectile class itself and not in the level
@ProcessBlueProductions
@ProcessBlueProductions 8 күн бұрын
It helped me! Thanks!
@GAMINGWITHSHANMUKH
@GAMINGWITHSHANMUKH Жыл бұрын
bro you continue to make magic attack system with its damage addition part too including vfx as no other video creator is on that and if you fill up that empty spot you will grow rapidly and be the person who helped many people complete their dream game. and btw you earned a too 😉
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you so much for the feedback. That really sounds like an interesting area to focus on, I'll definitely consider it and start planning 🙏
@AngelspeedForLife
@AngelspeedForLife 3 ай бұрын
If anyone is having werid issues with collision set the collision container to be the root(drag it on top of the DefaultSceneRoot) otherwise collision events will be broken for everything but pawn collision.
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
I personally didn't have that issue. Although it is recommended by unreal to make the collision as the root component for moving projectiles
@sniper44x
@sniper44x 23 күн бұрын
I would really like a tutorial for a simple inventory, from which you can equip or unequip say melee weapons and armor instead of picking them up and attatching them to the mesh without any or much casting
@AliElZoheiry
@AliElZoheiry 16 күн бұрын
Hey there! Thank you for your suggestion, I appreciate it! I'll add this to my list of ideas and keep it in mind for future videos. Stay tuned 🛡️
@derakon4791
@derakon4791 Жыл бұрын
Finally KZfaq recomended something good. Subscribe and like
@AliElZoheiry
@AliElZoheiry Жыл бұрын
I really appreciate it, thank you 🙏
@Tehral
@Tehral Ай бұрын
Would love a tutorial for widgets where you can choose an option to for example modify stats of your projectiles
@AliElZoheiry
@AliElZoheiry Ай бұрын
Hey there! Thank you for the suggestion! I'll definitely add that to my list for future tutorials. Stay tuned for more content on widget functionality 🙏
@zomgiloveRO
@zomgiloveRO Жыл бұрын
Good video, but the zoom in portion when you're clicking seems to cut off portions of where you click and it misses. Because you don't state the full command, it's sometimes harder to follow along. If can prevent a super zoom, it would be pretty helpful :)
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you for the advice, I tried to improve that in later videos, please let me know if it's still hard to follow, I'm always trying to improve
@user-bm8bf8gz4f
@user-bm8bf8gz4f 6 ай бұрын
thanks i can make a lot of games withyahelp allah bless u
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
Happy to help 😊🙏
@sara-uh8xy
@sara-uh8xy Жыл бұрын
yoo This is wat i was exactly looking for. thank you, can you make a tutorial on a bit more variety of spell like an aoe attack, homing spell and a buff and a aim system. Once again thankyou :DDDD
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thanks Sara! I'm indeed going to make a tutorial series on how to build a full magic system which will include buffs, spells, etc.. stay tuned
@OmniInfinity
@OmniInfinity 10 күн бұрын
This is so helpful for my game and you are really good at making easy to understand tutorials with great pacing. I had one issue with one of the projectiles which seemed to collide with the camera boom(spring arm) but I made a custom collision channel that I called projectile, I then use that in my projectile base and I chose to ignore camera + projectile which seemed to have resolved the issue. If there is a better way to do it, please tell me!
@AliElZoheiry
@AliElZoheiry 9 күн бұрын
Hey there, glad to hear you found the tutorial helpful! It's great that you were able to resolve the collision issue with the custom collision channel. Using the custom collision channel to ignore the camera and projectile sounds like a good solution. But a simpler one would be to ignore the "Camera" channel on the "Mesh" component in your Base projectile. That way you don't need custom channels
@RyanMcEachern-mr7jc
@RyanMcEachern-mr7jc 9 ай бұрын
Hey man, Amazing tutorial really helping me learn a lot about projectiles, cant wait to dive into your damage system. I'm just wondering how did you add variables to the spawn actor at location node in your demo projectile shooter?
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
Thanks Ryan, really happy you're finding this useful. To expose variables of an actor to the spawn node, go to that actor, click on the variable, and check the boxes that say "Expose on Spawn" and "Instance editable"
@RyanMcEachern-mr7jc
@RyanMcEachern-mr7jc 9 ай бұрын
@@AliElZoheiry Thanks man! cant wait to check out more videos!
@soulhazetv
@soulhazetv 5 ай бұрын
Awesome vid. Keep it up!! Helped me a lot. On another note, does anyone know how to make an attack range for the attacks? If target is in range, then the attack can go to it, otherwise the attack can't be fired.
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Glad it helped! And to answer your question, you can simply check the distance from your player to your target using the "Get Distance" node, and only fire the attack if that value is less than a specific number
@dynamicplayz1897
@dynamicplayz1897 6 ай бұрын
how would I go about it in a way such that the projectile goes through all friendly npcs and only hitting the ones which can be damaged?
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
If you want to be able to have the projectile ignore some actors and not others, then it should be changed so that it "overlaps" with all channels instead of "block' and you have to change the collision handling from "On Hit" to "On Overlap" and then you can check if you're overlapping with a team mate, then dont so anything, but if you overlap with a foe, then do the damage and everything else. You can also achieve something similar with "Custom collision channels" but that will mean you need a custom channel for each team, so depends on what approach you prefer
@dynamicplayz1897
@dynamicplayz1897 6 ай бұрын
@@AliElZoheiry Thanks, it worked!
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
Awesome! Glad it worked 🙏@@dynamicplayz1897
@user-gb9ik8qq9w
@user-gb9ik8qq9w 2 ай бұрын
Thank you! How to ignore collisions of projectile? It destroys each other if click fast
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
Hey there! Glad you found the content helpful. To ignore collisions of the projectile, you can use collision channels to filter out which objects the projectiles should and should not collide with. If you need further details, feel free to ask!
@rashidfarhan6223
@rashidfarhan6223 7 күн бұрын
Make sure your colliders are at root otherwise collision may not happen
@TheRealCrappyGamer
@TheRealCrappyGamer 5 ай бұрын
This is an awesome tutorial! I wondered, would you by any chance be able to help me with allow the projectile to have a random curve when fired? Other than just homing, it would look cool if it shot out and up into the air (or down) randomly in an arc before heading to it's target.
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Hey, really glad you found this useful. For arching projectiles, you'd have to either calculate the velocity needed to shoot the projectile in an arc, or use one of the built in arc functions such as "Suggest projectile custom arc" function which could help you with that.
@grandprizebigfuzz-musicart2594
@grandprizebigfuzz-musicart2594 9 ай бұрын
Hey Ali, thanks again for a great tutorial. Quick Q - I cannot alter the speed of a projectile during run time with any variables we've set, nor directly adjusting the speed via the particle movement component. Any ideas how to get this going?
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
You're welcome, glad you liked it. To adjust the speed at runtime, you should directly modify the "Velocity" parameter on the Projectile movement component. Modifying the intial speed and max speed won't do anything because as soon as the projectile starts moving, it's the "Velocity" that is used to calculate direction and speed. Just a reminder that (velocity = direction * speed)
@Wisco-Titan
@Wisco-Titan 27 күн бұрын
Loving the tutorial!! Complete beginner and learning a ton. Any idea why my camera zooms way in when my skills go through me? I tried turning off camera collision on my mesh and didn't effect it.
@Wisco-Titan
@Wisco-Titan 27 күн бұрын
I figured it out and figured I would reply incase someone has this issue. I turned off "Do Collision Test" on Camera Boom and it looks good. Not sure if that messes something else up down the road but I'll deal with it then :)
@AliElZoheiry
@AliElZoheiry 27 күн бұрын
Hey there! Glad to hear you're loving the tutorial! and I'm glad you fixed the issue, I think you can also achieve the same by making the projectile ignore the "Camera" channel, that might be a better option than to disable all collision tests on the camera
@Wisco-Titan
@Wisco-Titan 27 күн бұрын
@@AliElZoheiry You are awesome!!
@Nosferatu_tqegaming
@Nosferatu_tqegaming 5 ай бұрын
@Ali so i haven't finished the video just yet but I was wondering if I wanted the child's to consist of 3 projectiles instead of one are we just duplicating them in the BP so we can see the min the viewport? or is there another setting? I haven't finished the vid so i'm sure you will get to it but your videos are amazing please keep it up. Whatever game you are making I will buy :)
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Hey there. If you want to fire multiple projectiles, then I suggest having a single projectile first, then another actor that fires multiple of these single projectiles you made, that way you can customize how many to fire, and each one behaves as a single projectile on its own. Thank you for your support btw, I will definitely let you know when I release my game
@ZachTheExcitedViper
@ZachTheExcitedViper 7 ай бұрын
Your stuff is impressively helpful for a beginner like me. I have completed the entire tutorial with full success except my particle system doesnt fly with the mesh. The mesh (I used a missile with a flame trail instead of an arrow, but same idea) tracks and flys, however the particle system disappears as soon as its spawned. When I place the actor in the world, the particle system is there, but the spawned actor doesnt have them. Any idea what Ive overlooked?
@AliElZoheiry
@AliElZoheiry 7 ай бұрын
Glad you like it Zach. Not really sure why your particle effect would work when placed in the world but not when spawned. Unless it's very short and when spawned it plays and disappears very quickly. Or maybe for some reason "auto activate" isn't turned on, but i think that would affect it when placed in the world also. If you can't figure it out, feel free to join the Discord Server and ask in one of the help channels there
@ZachTheExcitedViper
@ZachTheExcitedViper 7 ай бұрын
I'll do my part and go back to review it again with fresh eyes, but if it keeps outwitting me Ill be sure to do that. Thanks for the support! @@AliElZoheiry
@Italojf00
@Italojf00 3 ай бұрын
I would like to add a VFX before the effect where the projectile starts moving, but I'm not finding the right nodes to create it. Do you have a tutorial that explains this part? Example: a muzzle effect when firing a weapon.
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
The nodes are "Spawn system at location" if you are using Niagara vfx, or "Spawn particle at location" if you are using legacy particle system vfx. You can also "Spawn attached" (instead of at location) if you want them to be attached to another actor
@greatsol2444
@greatsol2444 4 ай бұрын
Is it better to use this “projectile” system for gunfire, or a simple VFX and simulated hit calculations for efficiency? Because, wouldn’t all the calculations of actual “projectiles” be heavy on the memory especially if there’s lots of gunfire? Or is it the opposite, where having projectiles is better for memory usage..?
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
The answer to that question depends on the gameplay not really the efficiency, because you can make both systems as efficient (or not efficient) as you want. Take the game Overwatch for example. You have some guns that use line trace for bullets like soldier 76's machine gun, and some others use projectiles like Bastion's gun
@Shadow-ms2yb
@Shadow-ms2yb 2 ай бұрын
I did collisions exactly the same as you, but my actor still goes directly through any obstacles.
@abbignale6309
@abbignale6309 2 ай бұрын
Had the same problem. I think it's because we are using ue5.4. I have fixed: So in the BP_Projectile_Base ue5.4 is generating a "DefaultSceneRoot" on the left side in the components section. By dragging the "BoxCollision" directly on the "DefaultSceneRoot" it disappears and everything is working.
@Shadow-ms2yb
@Shadow-ms2yb 2 ай бұрын
@@abbignale6309 huge thanks, worked for me
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
Nice! I love to see the community helping out each other 🙏
@Khaleddddd
@Khaleddddd 2 ай бұрын
Great tutorial followed it to the end but I seem to have an issue not sure where its originating from but when my projectile is shooting its not doing damage to the enemy any chance I can get help with that I did go though the tutorial again but didn't find any thing that I missed but I could be wrong
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
Hey there! I'm glad you found the tutorial helpful. The issue with the projectile not dealing damage to the enemy could be related to the collision settings or the damage implementation. I'd recommend checking the collision settings for the projectile and check if the response to collision is handled correctly. I can't provide more detailed information because I have no idea what the problem is :)
@motsu9497
@motsu9497 10 ай бұрын
HI these have helped a ton in learning and understanding some of the previously foreign parts of the game engine when I finished up with the damage tutorial I had a rather unique issue with the rig I made for a slime enemy causing the capsule to not follow root motion in the animation so to counteract this cause I didn't feel like redoing the bones in blender I extended the trace but as a biproduct of this workaround I realized there was no way for the enemy AI to determine if the capsule they were hitting was another AI, so they would kill each other when stacked on top of each other all they while being in range of my players capsule and not doing damage to the player. I'm a fan of "Valheim" but to my knowledge iron gate developed that game in unity. to get to the point here I'm wondering if there is a way to make a team system where certain npc's will fight with others of a opposing race for example. in turn creating a team for the playable characters as well which all hostile teams would aggro. for example a troll will attempt to fight with a undead enemy, as well as the player. but if an attack some how manages to hit another troll in the vicinity the attack wont damage the other troll actor. or something to that effect. I imagine this could be put into the damage system with my understanding of the engine thus far though if my intuition is correct there may be a less invasive approach. although im not sure where to start. Your videos are amazing and your time spent doing this has helped many including myself keep doing it! I intend to get real creative with the scene locations to make some cool spawn fx accompanied with some custom animations. mostly to see what i could do.
@AliElZoheiry
@AliElZoheiry 10 ай бұрын
Hey Motsu, Funny that you would ask this question now, because the team system is actually the topic of my next video (Part 12 of my Smart Enemy AI series) Where i will be assigning each enemy a team number, and they can only attack and damage characters that belong to another team, so if you're interested in how to build that, you can follow my next video which should be released in a few days, but be aware that it builds on the previous 11 videos as well, but I'm sure you will be able to replicate only the parts you are interested in.
@motsu9497
@motsu9497 10 ай бұрын
@@AliElZoheiry Alright! Your the goat! I’ll get right to studying! I can only imagine right now how to expand upon some of these this will be fun! Good luck with the next video! I’m here for it!
@theastralproject1268
@theastralproject1268 Жыл бұрын
can you make a tutorial on aiming the projectile with the mouse
@AliElZoheiry
@AliElZoheiry Жыл бұрын
I will definitely consider it and see if there's enough interest
@hovoner
@hovoner 10 ай бұрын
+
@blacklord3212
@blacklord3212 11 ай бұрын
bro make a course on udemy pls you are perfect instructor
@AliElZoheiry
@AliElZoheiry 11 ай бұрын
Thanks you for saying that :) I'm considering doing that indeed, but I do like the idea of giving the content for free and having people support me on Patreon if they like, I think it can really help the game dev community if more people did that.
@angeloM.C.
@angeloM.C. 8 ай бұрын
As people said before, this knowledge is worth a lot, I have paid for courses that were not clear and as good as your videos! Thank you Also, is anything different with UE 5.3 that change the default settings of the projectile or the mesh? When I follow this steps in UE5.2 it all work, but in 5.3 it appear that it does not simulate the movement, only the gravity, I even tried in a new project, but can't put my head around what is causing the difference in behaviour
@angeloM.C.
@angeloM.C. 8 ай бұрын
I just created the BP in UE5.2 and imported in 5.3 and it worked 😅
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
You're very welcome Angelo, and thank you for watching and for your support 🙏 I don't know of any update in 5.3 that would cause this issue, but I haven't used 5.3 myself yet. Glad to hear it's fixed by downgrading to 5.2 though
@SMFFgames
@SMFFgames 4 ай бұрын
I'm having the same problem the projectiles doesn't spawn in the direction im looking but from my characters left side.. aslo i notice that som nodes was changed in the Projectile base BP, later in the video. Think it was spawn effect and sound.
@SMFFgames
@SMFFgames 4 ай бұрын
Nvm just edited the rotation of the scene for casting in the right direction. I'm such a noob :D
@galaxybutt
@galaxybutt 3 ай бұрын
would there be a way to hook the projectiles up to an object?
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
Not sure what you mean by hook it up to an object, but if you want to attach it to another actor, you can of course, but then it won't move correctly
@deehoffee
@deehoffee 2 ай бұрын
I’m still have trouble with the projectiles hitting my player catcher
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
Hey, sorry to hear that. I'd suggest double checking that you have the node "Ignore actor when moving" in both your player and your base projectile, and that they both ignore eachother
@dayanas2395
@dayanas2395 8 ай бұрын
Hello! I am using your tutorial for my enemies to do damage to the character. I want the player to have an ability where they can block the projectiles to stop the damage. What is the best way to go about this? would I just make the sphere surrounding the character block all dynamic so it can never hit the player? thank you for the great tutorial
@AliElZoheiry
@AliElZoheiry 7 ай бұрын
The way I did it as part of my Smart Enemy AI series, is that when I take damage, I then check if the character was blocking, if true, then i dont apply the damage and I play a block animation, if false, I proceed with applying damage normally
@Silent_Chief
@Silent_Chief Жыл бұрын
Hello ,just for know before go into the tutorial , the dark matter effect is from the epic content or its yours ? I looked the epic template and didnt see this effect
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Hey Chief, this is part of the "Paragon Gideon" character on the Unreal marketplace, which is free to use epic content
@Silent_Chief
@Silent_Chief Жыл бұрын
@@AliElZoheiry oh okey i understand now ! Gonna do the tutorial ,Nice vidéo i love your content
@sojoski
@sojoski 4 ай бұрын
How can you make it wind sensible for exemple ? i'd like to implement this kind of mecanics but i don't know how
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
Hey there, thank you for your comment! Implementing wind mechanics can add a fantastic layer of realism to your game. I'd recommend checking out some tutorials on wind physics and how it can be applied to game environments. Best of luck with your implementation!
@CruelCrusader90
@CruelCrusader90 8 ай бұрын
27:25 is this how you would add conditions to whether or not the projectile is homing?
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
Yup exactly. If true, then we enable the homing attribute on the projectile movement component and also add a homing target. Those 2 things together with modifying the default "Homing acceleration magnitude" is all you need
@NikomaGrob
@NikomaGrob 5 ай бұрын
Ive checked literally everything more then five times but can't seem to figure out why I keep receiving: Blueprint Runtime Error: "Accessed None trying to read property Target". Node: Set Velocity Graph: EventGraph Function: Execute Ubergraph BP Projectile Base Blueprint: BP_Projectile_Base My projectile wall is shooting the ice lances sideways instead of straight on, it worked before but somehow after a compile it stopped working and I just can't see what's wrong, what should I do?
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Hey Nikoma, cant really tell what the issue is simply by the description, but it could be that you're not checking if the target is valid before setting the velocity of the projectile based on a target. If that's not the issue, feel free to join the Discord server and ask your question there with more details 🙏
@saucythighs
@saucythighs 3 ай бұрын
@@AliElZoheiry Yes, that did it for me.
@kecyh58
@kecyh58 Ай бұрын
Hi thx for the tutorial it been very helpful starting out. But i've ran into a problem and dont actually have a clue how to solve it, when i spawn the projectile too fast while moving, they are colliding itself. is there any ways to make projectile ignore each other thx
@AliElZoheiry
@AliElZoheiry Ай бұрын
you can make the projectiles ignore each other by adjusting the collision settings. Here's how you can achieve this: 1. Utilize collision channels to filter out which objects the projectiles should collide with and which they should ignore. 2. Assign a unique collision channel to the projectiles and configure them to ignore collisions with actors of the same channel. 3. By setting up the collision channels properly, you can ensure that the projectiles do not collide with each other even when spawned quickly.
@tannermorgan6089
@tannermorgan6089 7 ай бұрын
Do you have a video on making this replicated? Im trying to make mine multiplayer but the projectile movement is choppy on the client and it will not change the rotation to follow velocity
@AliElZoheiry
@AliElZoheiry 7 ай бұрын
Hey Tanner, unfortunately no, my tutorials are currently focused on single player games
@maya-eq5ez
@maya-eq5ez 4 ай бұрын
hey, im using a top down shooter template- everything is working okay however whenever i shoot, the projectiles dont go forwards? they project from the side of the player. any idea whats causing this? thanks
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
It sounds like you have 2 different forward vectors, one for the character and one for the controller, and they don't always face the same direction, so make sure to use the correct forward vector when calculating the direction
@jsogman
@jsogman 4 ай бұрын
issue at 27:48 I cant find a "set is homing projectile" node only a "set is homing" node so I dont have access to the target input... anyone else?
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
The set is homing projectile is a variable on the projectile movement component itself not a custom variable we add to the projectile base, make sure you're pulling off of the right pin
@TvCinemaCraft
@TvCinemaCraft Ай бұрын
Hi, thanks for another great video. Please tell me why my projectile flies to the side after adding the scene; when I select a target, everything is correct, but when I simply release the projectile using the left mouse button, it flies to the side and not where the hero is looking
@AliElZoheiry
@AliElZoheiry Ай бұрын
Hey there, thank you for your kind words! It sounds like the issue might be related to the direction in which the projectile is being spawned. Double check the spawn and direction settings to ensure it aligns with the hero's view. Let me know if you need additional assistance!
@autodidactgarage
@autodidactgarage 4 күн бұрын
Did you ever figure this out? I am having the same issue.
@TvCinemaCraft
@TvCinemaCraft 3 күн бұрын
@@autodidactgarage Yes, I don’t even remember much anymore. It seems that where the projectile has spawn, the location needs to be changed
@yemancs
@yemancs 7 ай бұрын
Hi! I really enjoy your videos. Question, how do I assign different damage for each projectile? Because as of now I can can only change the damage via S_DamageInfo. Keep the great videos coming!
@AliElZoheiry
@AliElZoheiry 7 ай бұрын
Hey, you can always change this DamageInfo for each projectile, you can make it a variable as well, so that should be easy
@Hato1992
@Hato1992 6 ай бұрын
Looks nice, but projectile actor dissapears along with niagara, it just pop out of the screen. How to fix that? For example for fireball it should leave a fire trail for a moment.
@AliElZoheiry
@AliElZoheiry 6 ай бұрын
If you want the trail to remain, then either make the trail a separate actor attached to projectile, so that when the projectile is destroyed, the trail stays. Or, you can destroy only the projectile movement component and the projectile effect, but keep the trail, and only destroy the entire projectile actor later
@kxngb7551
@kxngb7551 2 ай бұрын
hey sorry if i’m mistaken but the video seems to be missing what seems to be a key segment from 35:56 onwards
@AliElZoheiry
@AliElZoheiry 2 ай бұрын
Hey there, I'm not sure I understand what you're referring to that's missing? From 35:56 onwards I am integrating the Projectiles I just created with another previous tutorial (The damage system tutorial) kzfaq.info/get/bejne/pZmlebufs97be3k.html Maybe that's what you're missing?
@seans8479
@seans8479 3 ай бұрын
Dumb question, but how is the target set here? From my understanding, there's no sphere trace/line trace or overlay to find a target?
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
For the sake of the tutorial, the target is "hardcoded" meaning I just look for the first enemy, and that's the target. For a proper game you'd need to implement a targeting system indeed, but that is definitely out of scope of this tutorial
@kaetotalk2664
@kaetotalk2664 8 ай бұрын
Hi Ali, thank you for the fantastic tutorial. I have a question regarding the "BP_Projectile_Shoot" blueprint that you created at 29:46. I am confused about the blueprint's 'shootpoint'. Could you please provide more information about the content of the blueprint?
@AliElZoheiry
@AliElZoheiry 8 ай бұрын
Thank you, glad you liked it 😊🙏 The "shootpoint" is simply a "scene" component, which is just an invisible component that can be used to store a location and/or rotation. Then I use the location and rotation of the scene component to know where to spawn the projectile from. So where this "Shootpoint" component is in my actor, thats where the projectile will spawn from, because I use the location of that component when spawning the projectile
@kaetotalk2664
@kaetotalk2664 8 ай бұрын
Thanks for your reply 😊, and your amazing tutorial means a lot for UE5 environment 🙌.@@AliElZoheiry
@0xJarry
@0xJarry 8 ай бұрын
@@AliElZoheiry interestingly I am having issues with collision when using the scene component - specifically with base projectile and dark energy one... if my Scene component is inside the bounds of my capsule (in Viewport) the camera zooms in for a split second when I fire the projectile... if I move it further out it doesnt... if i assign location to mesh it shoots from the feet but doesnt zoom anymore... the frost and fire arrow projectiles dont have this behavior... Scene comp ignoring some collision stuff? :P
@0xJarry
@0xJarry 8 ай бұрын
FYI I found the solution 🤦‍♂ On my BP_Player Camera Boom, I somehow changed the Camera Collision > Probe Channel to 'World Static'... so once I changed it to 'Camera' my projectile no longer shifts the camera in specific circumstances lol >_>
@hadennedah6058
@hadennedah6058 2 ай бұрын
Mine is doing the same thing, but the camera collision is set to "camera". Exact issue though.
@aumpatel7724
@aumpatel7724 5 ай бұрын
At 36:38 when you change the pin type and connect it to the spawn class. I did the same but don’t know why I am getting error for Spawn Transform. Can you help?
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
The "Spawn Transform" will give you an error if left empty. at minute 41:00 I show what the value of spawn transform should be
@ohtontheknight3879
@ohtontheknight3879 9 ай бұрын
Great tutorial but how would you do a shotgun projectile with this
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
If you want your bullets to be projectiles instead of line traces, then you can make a bullet projectile, same as any other projectile I showed in this video, but then for a shotgun, you can just shoot multiple bullets in a spread pattern, but you'll have to make a function to calculate that pattern
@ohtontheknight3879
@ohtontheknight3879 9 ай бұрын
@@AliElZoheiry thanks
@frgmnt7313
@frgmnt7313 3 ай бұрын
The projectile system seemed to work fine when I was working on it inside it's own private project, but when I tried to import this into another project, I seem to have trouble getting the projectile to actually collide with the target. It seems to just go right through them and also seems to randomly push the target around. I am genuinely confused as to why this is happening. I've tried checking on my collision presets that are on the box collisions and meshes on the projectile and target. The projectiles do not have simulate physics on so they shouldn't have any mass, and yet they seem to push my targets around without really colliding into them somehow. For now, I'll see if I can just get it to work with overlap instead of block.
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
If you want your projectile to ignore certain actors, you have to put the "Ignore actors while moving" node on your other actor as well when you spawn the projectile. I also explain this in the tutorial
@frgmnt7313
@frgmnt7313 3 ай бұрын
I meant that my target is not getting hit by the projectile. Genuinely confused as to why that was the case as I checked numerous times the collision settings on the mesh/capsule collision. Homing projectiles would just go right past my basic boss enemy, but weirdly at times it would seem to push the enemy around. I tested it on other enemies and it seemed to work fine. I'm guessing some setting might have changed at some point by a coworker, but I couldn't find the reason after spending too much time trying to debug. I managed to get it to work with overlap, so I've moved on as I'm trying to prioritize getting a prototype working first. Appreciate your reply and your tutorials have been extremely helpful! @@AliElZoheiry
@kirkcavanaugh1493
@kirkcavanaugh1493 Ай бұрын
Is there any way to hear the sound on the screen where I pick which one I want to use? Instead of having to play the game just to hear the sound?
@AliElZoheiry
@AliElZoheiry Ай бұрын
The audio files have a play button on them when viewing in the content browser. Just click it to hear the sound, you don't need to play the game
@Katty_Plays
@Katty_Plays 5 ай бұрын
The bind event on projectile impact is causing me errors although it compiles successfully the player cant spawn these projectiles and when you stop playing it only mentions it accesed none when trying to call the the function that spawning actor its the bind event to on projectile impact
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Hey Katty, sorry to hear you're having problems. Feel free to join the Discord server and ask your question there so either I or someone else can support you better.
@barakmenachen289
@barakmenachen289 5 ай бұрын
Can you show how to build a stamina system? so when user use the special ability the stamina will decrease? but with ttaking into account that diffrent characters has difrent special ability with difrent stamina
@AliElZoheiry
@AliElZoheiry 5 ай бұрын
Hey, thanks for the question! Building a stamina system for different characters with varying special abilities is a great idea. I'll consider covering it in a future video!
@alexmancini5535
@alexmancini5535 Жыл бұрын
Amazing tutorial, thank you for do it. How can a contact you in private for a question?
@AliElZoheiry
@AliElZoheiry Жыл бұрын
Thank you Alex, I really appreciate it. Feel free to join my Discord server discord.gg/xmSqEp7s
@hovoner
@hovoner 10 ай бұрын
hey i just wanted to ask 29:46 i should recreate this? because i cant add ignore actor when mooving version i use is 5.2 what do i do
@AliElZoheiry
@AliElZoheiry 10 ай бұрын
I'm using v5.2 as well and ignore actor when moving is available there, so you should be able to follow it exactly as I do
@hovoner
@hovoner 10 ай бұрын
​@@AliElZoheirytheres no button like that but how inunderstand i should recreate that code? U just skipped that part so i dont understand properly
@hovoner
@hovoner 10 ай бұрын
@@AliElZoheiry answer pls
@AliElZoheiry
@AliElZoheiry 10 ай бұрын
​@@hovonerthat projectile shooter is just a way to demo the projectile, you don't have to recreate it and it's not related to the ignore actor while moving, this should be done regardless
@stefan7612
@stefan7612 3 ай бұрын
I have a problem with the spawn location of the projectile, everything works good, but the projectile spawn from the left of my character instead to spawn from infront of it, did anyone had this issue too and remediate it?
@AliElZoheiry
@AliElZoheiry 3 ай бұрын
Hey there, this issue could be related to the spawn location of the projectile. Check the coordinates and direction of the spawn location compared to the character's forward-facing direction. Sometimes adjusting the spawn location offsets can help resolve this. Hope this helps!
@hemdallhelvard8246
@hemdallhelvard8246 4 ай бұрын
Hey. An amazing tutorial, I've already subscribed and I'm looking forward to new videos. Could you help me with removing widget from enemy when he is dead. I've tried using remove all widgets, but it removes completely all widgets from the screen.
@AliElZoheiry
@AliElZoheiry 4 ай бұрын
Hey there! Thank you for your support and I'm glad you found the tutorial helpful. To remove the widget from the enemy when it is dead, you can use the "Remove from Parent" node specifically targeting the widget attached to the dead enemy. Let me know if you have any more questions!
@dolabellagames
@dolabellagames 9 ай бұрын
Hey, What I need to do to stop spawn projectile when enemy is dead?
@AliElZoheiry
@AliElZoheiry 9 ай бұрын
If you're enemy is spawning projectiles on a timer, then you need to call "Clear and Invalidate Timer" on the reference of your timer to get it to stop
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