(00:05) - Intro (00:50) - Setting up the Punching Action Event (03:10) - Determining if the character is punching (06:24) - Getting the velocity length and wrap up
Пікірлер: 39
@xabunoxx28504 жыл бұрын
After watching over 10 different well-rated tutorials on setting up state-machines in Unreal Engine, yours is the first to actually discuss how to pass variables from a BP into the State-Machine. TYVM! I was using a "get character controller" instead of a "pawn owner" and couldn't understand why my cast was failing.
@pheeeshy4 жыл бұрын
I finally am starting to understand Blueprint communication because of this video, thank you!
@emmicd117 жыл бұрын
great video, i was trying to create the punch code inside of blueprints and forgot about the 'cast to' node that would allow us to access the isPunching variable inside of the character blueprint >..>
@BasedReda8 жыл бұрын
One year anniversary, lets clap up this video!
@BasedReda8 жыл бұрын
A bit late, but ok!
@chetanbiswas90767 жыл бұрын
CLAP CLAP CLAP. AWSOME.
@jaydeepkasture84837 жыл бұрын
hey i am not getting thr charecter BP
@UIC-Fitness927 жыл бұрын
is there anyway to use Owen's punching animation to go to the UE4 mannequin
@rsmith77105 жыл бұрын
The isValid check is returning false in this video (red wire stopped). I'm having the same problem. None of the code downstream is executing. Anyone know a fix?
@AdilAlsuhaim4 жыл бұрын
How do you debug the animation BP? The flow chart for the Event Graph stops at IsValid just like what you have at 7:20
@fen2k1746 жыл бұрын
I really need help please i doesnt come up with as character bp it just says as character and cause of that its not working can u please tell me why?
@charljoubert6 жыл бұрын
Please correct me, I don't know if I've got the right idea. But rather than having duplicate variables, could you not make these variables public? In the characterBP make "isPunching" public and then that can be called in the anim graph rather than having to cast to find a variable and set the same variable in the animation blueprint. Or won't that work? I haven't tried it myself just yet.
@isimbulamadmobenibulsun6606 жыл бұрын
you r not alone everybody not understand anything :D just do what this guy doing if you really want to make and achive something go buy book on it blueprint or c++ what do you want
@grn15 жыл бұрын
@@isimbulamadmobenibulsun660 I understand most if not everything he's saying. A few times I had to google something but mostly because of version differences. It does help to have some understanding of programming but you by no means have to be a programmer to do this. Of course everyone learns differently, there's no way he can teach in a way that everyone will understand, it depends on your background and learning style. It is complex, no one (at least no intelligent person) ever said creating a 3d game was easy to learn. The reason it took so long before we could actually see anything working at all is because we had to do a lot of setup. As for Charl's question from a programming perspective a global variable may be possible but it's considered bad practice for a few reasons it also may not work at all in UE due to the way the modules (the programs that make up the game engine) are set up. Though it may seem more complicated to set up the variables this way it's actually more efficient and helps avoid issues when you start having a bunch of characters and other complex things in your game (wait was that isPunching variable for the player character or generic baddy 275). The global variables we set up before are essentially control related and assume a single controller (mouse/keyboard, gamepad, or touch screen) so they aren't such a big deal though best practice (at least to my understanding) would actually be to setup keyboard shortcuts.
@patrickmuller32487 жыл бұрын
Hey! Nice little video. And I have a question regarding this: What if I have a melee attack animation. Let's say a sword attack, and the character is performing one step within that animation. If the character doesn´t move back to where he came from, how do I implement that movement into the pawn/capsule/player?
@24yrukdesigner6 жыл бұрын
Animate the Root position / Character locator to end up in the position you want, IF you want the character to end up forwards where the step ends.
@ajilpappachan7 жыл бұрын
Hi. I am using unreal engine 4.6, I can't get the "is punching?" variable even after casting Character BP. pls help Thanks.
@ajilpappachan7 жыл бұрын
yes i did.. Update the unreal engine version. That's how my problem was fixed
@gamesmusic81127 жыл бұрын
I didn't really understand why you cast to the character to get the IsPunching? variable, then set a new variable called IsPunching? Why couldn't you just use the IsPunching? variable from the character?
@AdamJanz3D3 жыл бұрын
That's a good question, and this is a really late answer! :-) But for anyone who may have the same question, I believe in this case, it was mostly done for tidiness (so you don't have too many crisscrossing node wires). It seems you could totally plug the "IsPunching?" variable which you "Get" from your Character BP into all the other locations where that variable will be used in the Event Graph of your AnimBP. HOWEVER, if you ever needed to use that variable "IsPunching?" within a State Machine (as a Transition Rule, for example-- the way we used the "Speed" and "IsInAir?" variables), then you would for sure need a local copy of the variable which can then be accessed for such use.
@cgCody6 жыл бұрын
Why must we cast to CharacterBP to access and set the punching functionality, but we don't need to do that for the falling and velocity? I'm just trying to understand what I'm doing here.
@Psyramics5 жыл бұрын
Every Pawn will have Is Falling and Get Velocity. Not every Pawn will have Is Punching. The game can't infer what kind of Pawn the Get Pawn Owner block will return, so we have to check first.
@peacesells28475 жыл бұрын
"IsFalling" and "Velocity" are variables that were created inside the "Pawn" class, while "IsPunching" was created inside the "CharacterBP" class. The function "Try Get Pawn Owner" will access only the functions and variables of the class "Pawn", and not the stuff that was created inside the class "CharacterBP", which is a descendant of the class "Pawn" but is another class nonetheless. It seems confusing because "Try Get Pawn Owner" is returning us an object that we know is a "CharacterBP", but it's treating it simply as "Pawn" and, because of that, we are not seeing the variables that were declared inside "CharacterBP". That's why we have the "Cast" function, it takes our object and says: treat this object as a "CharacterBP" and not as a "Pawn". After casting, we'll have access to the functions and variables created inside "CharacterBP", including those created inside "Pawn", because "CharacterBP" inherits from "Pawn".
@grn15 жыл бұрын
@@peacesells2847 Taking it a step further it should actually be possible to set the cast function up before everything else since it inherits everything from Character which inherits everything from pawn (I haven't actually tested that though). I presume he avoided that setup so we could have something playable a little faster. Which functions are available also seems to depend on if we drag from exec or As character BP.
@deadlinkss83508 жыл бұрын
what about touch punching system.. like add a button to fire punch action... that would certainly complete the series and great help for me...
@emmicd117 жыл бұрын
ok what you can do is add a input touch event in the characterBP and from the pressed you want to drag off to a branch, then drag off from the finger index inside of the input touch event and create an equals == node and set it to Touch 2, because we already used Touch 1 for touch jump input. Then from the execution of the branch you want to set isPunching to true. From the released of the input touch event, you want to do the same thing except set the isPunching to false because when you are not touching the screen with Touch 2, you aren't punching anymore so isPunching should be set to back to false.
@mistypixstudios63046 жыл бұрын
can you make a tutorial about it?
@NoMercyPTA6 жыл бұрын
respect to the last video you fixed the left arm of the mannequin...how to do that?
@SirToxe5 жыл бұрын
In the skeleton tree set "upperarm_twist_01_l" to "Skeleton".
@saiyanprince73257 жыл бұрын
i cant find CharacterAnimBP
@edgarbartolomeu5514 жыл бұрын
I know this is a 2015 video and Unreal has changed. I can't get the InputAction Punch, I get the Input Axis Punch so I can't set up pressed and released. How do I set up now?
@WingMaster5624 жыл бұрын
Just go to project settings> input> then make your own punch
@edgarbartolomeu5514 жыл бұрын
@@WingMaster562 thank you, I have already figured out what I did wrong. Thanks anyway.
@advayjogani5 Жыл бұрын
Where can I get the animations
@El-Hombre-Random6 жыл бұрын
the action event (punch) does not appear
@El-Hombre-Random6 жыл бұрын
solucionado
@arthurclark48855 жыл бұрын
I ran into this issue as well. Solution is in Video #5 Setting up Inputs, at about 10 minutes.