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Unreal Dystopia
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Registrace 12. 06. 2020
🚀 - Welcome to "Unreal Dystopia"!
💡 - Dive into the world of game development with our comprehensive Unreal Engine tutorials.
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💡 - Dive into the world of game development with our comprehensive Unreal Engine tutorials.
🔍 - Explore the depths of artificial intelligence and new technologies in video game Development.
💰 - Discover innovative ways to earn online income with your creations.
👥 - Join our community of tech enthusiasts and creators.
🔓 - Subscribe now to unlock the potential of "Unreal Dystopia"! 🎮🌐💻🧠📈
Unreal Engine 5 RPG Tutorial: Creating a Horse Mount System
Unreal Engine 5 RPG Tutorial: Creating a Horse Mount System
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Description:
Welcome to our Unreal Engine 5 tutorial series! In this episode, we'll guide you through the process of creating a realistic horse mount system for your RPG game. Whether you're building an epic medieval adventure or a sprawling fantasy realm, mastering this system will add depth and immersion to your gameplay.
In this step-by-step tutorial, we'll cover everything from setting up the horse skeleton and animations to implementing player controls and seamless mounting/dismounting mechanics. You'll learn essential blueprint scripting techniques and asset integration tricks to bring your horse mount system to life.
By the end of this tutorial, you'll have a fully functional horse mount system that seamlessly integrates into your Unreal Engine 5 project, ready to transport your players across vast landscapes and epic quests.
Don't forget to subscribe to our channel for more Unreal Engine tutorials, game development tips, and creative inspiration! Hit the bell icon to stay updated on our latest uploads. Join our community of game developers and let's create something extraordinary together!
#UnrealEngine5 #GameDev #RPG #Tutorial #HorseMount #GameDevelopment #IndieDev #UE5 #Gaming #SubscribeNow#MakeCodeSimple
#unrealengine
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#MakeCodeSimple
#ue4
#unrealengine
#dragon
#ue5
#CodeLikeMe
#indiegamedev
#ue5
#indiegamedev
#unrealengine
#indiegamedev
#ue5
#tutorial
#horse
#horseriding
#unrealengine
#CodeLikeMe
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Description:
Welcome to our Unreal Engine 5 tutorial series! In this episode, we'll guide you through the process of creating a realistic horse mount system for your RPG game. Whether you're building an epic medieval adventure or a sprawling fantasy realm, mastering this system will add depth and immersion to your gameplay.
In this step-by-step tutorial, we'll cover everything from setting up the horse skeleton and animations to implementing player controls and seamless mounting/dismounting mechanics. You'll learn essential blueprint scripting techniques and asset integration tricks to bring your horse mount system to life.
By the end of this tutorial, you'll have a fully functional horse mount system that seamlessly integrates into your Unreal Engine 5 project, ready to transport your players across vast landscapes and epic quests.
Don't forget to subscribe to our channel for more Unreal Engine tutorials, game development tips, and creative inspiration! Hit the bell icon to stay updated on our latest uploads. Join our community of game developers and let's create something extraordinary together!
#UnrealEngine5 #GameDev #RPG #Tutorial #HorseMount #GameDevelopment #IndieDev #UE5 #Gaming #SubscribeNow#MakeCodeSimple
#unrealengine
#ue5
#indiegamedev
#MakeCodeSimple
#ue4
#unrealengine
#dragon
#ue5
#CodeLikeMe
#indiegamedev
#ue5
#indiegamedev
#unrealengine
#indiegamedev
#ue5
#tutorial
#horse
#horseriding
#unrealengine
#CodeLikeMe
zhlédnutí: 601
Video
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What you did here , does not make any sense and does not work. You created a variable of Drone with Type Pawn in one shot, the same drone was having type Drone in variable type! what just happened. Very confusing
Yes it does work , keep trying and review your blueprint.
Great video! There's a node called Transform to Bone space that you can use to convert the socket's world space transform to a bone space transform. This will allow you to use the proper bone space in the FABRIK node. You should also turn on the Interp flag on the FABRIK node's Alpha Scale Bias Clamp. This will create a much smoother interpolation between the positions.
Thank for the contribution ♥️
Wow... Really fantastic.. especially for a beginner like me
😁
Hello!! it's so goood!!! I want using your everthing contents!ㅠㅠㅠㅠ If I pay for patreon membership, can I use all of project files? I want to have all the RPG files now, including this tutorial, swimming, and combat ...!
Thanks for your support , actually i have not set a Patreon yet , soon for sure i keep you in touch
Hi. Is it possible to use the niagara system with collision instead of projectiles? Maybe it will be much cheaper in terms of performance?
it certainly will be a huge performance upscale , but to be honest i have not try this before , maybe i will soon , for now i'am preparing a multiplayer tutorial series ^^
Very good video to introduce ppl to hard/soft references! Great job! Getting rid of hard references is actually a must practice for commercial projects. One thing I'd like to point out, Async tasks are not actually slow, the problem with them, or rather a thing to take into consideration, is that the resource loading starts when the task is called, which may take a number of frames instead of immediate result. And the clock icon means exactly, that it's an Async action, so it cannot be called from inside the blueprint functions, but only from the event graph.
Thank you my friend
No. The clock doesn't specifically mean it's an async operation. Clocks exists on delays and many other nodes. Are you saying a delay node is an async operation? Of course you are, you just said the clock means it's async. No. It just means its a timed execution. Go read some more Unreal docs if you know how to read.
Thank you, helped
You are welcome 😁
Bro..... you need to get a new mic..... like 20 years ago. Holy crap!
Thanks for the advice ^^
Hello i like your video and if its possible, can you make a tutoriel featuring an equip clothes system with metahuman where the player character doesnt start the level naked but like you choose the first costume on the body and that combined with the ability to loot or find other costumes which you can equip and change with the starter outfit, that combined with an inventory UI to change the outfits from different costumes, I understand that my request is too long but it will help many developers so please work on it when you can Thanks in advance.
actually clouthing system is all about having a different mesh of each part of the body of the character , but yes no problem coming soon ^^
Thank you, i mean like steller blade or tomb raider and full outfit you can unlock from chest and you began with one you make and please make toturiol for making the default equip Then you find some other outfit and it get unlocked in like pause means and change to it.... Thanks for you replay... I hope my describtion help
You need to toggle the "Size to Display" option in the Size Map from *Disk* to *CPU/Memory*. The data you're displaying in this video is an inaccurate reference for Memory Usage.
Thanks for you contribution
@@UnrealDystopiasince the commenter didn't tell you why because they probably don't know exactly why they just know it works I'm going to tell you why they said what they said. Disk is just going to show you how large your project is on disc. How much space on disk is being used by your project assets, which can be compressed. CPU memory is showing you the memory that's actually loaded in your project. Uncompressed. Run time. This is why you use the CPU memory for the situation that you're displaying.
Bro thank you very much for the video! its the easiest way! I have subscribed to your channel
You are welcome my friend , thanks for supporting the channel 😁
i cant find weaponbase.bp where is that because i cant find executable actions like set skeletal mesh, skeletal mesh etc..
This is a very good video :-) Thanks for all the information!
You are welcome 😁
If I made an animation of a two-handed weapon in my hands and exported it as animated bones of my weapon, then can I do without creating a socket in the skeleton for the weapon in the UE? Because my weapon fits into hands even without a socket. I use animation Blue print for weapon, where it containts info of it anemation.
Yes it can work , but if your character play an animation that get interrupt, you may have a problem then because nothing is getting hands on their rights places anymore
thanks
You are welcome 😁
is this is same for vr game /
Vr games are not TPS
Waaaw 3oood 😭💓
hhhhhhhhhhh khchine ah
Thank you! Great work!
You are welcome 😁
Thank you!
You are welcome 😁
go on. I am watching
Thank you ☺️
Very good tutorial, straight to the point my dude! One thing I see that no one covers in detail and it's being a bit of a nightmare to me is how to save and load the inventory items.
you mean after exiting the game and restart ? , if so , you need to save your inventory character variable whitch is an array in a savegame file , this savegame file must contain the same structure variable and must be an array , this way you will be able to load it and set the character inventory array variable againe
I feel asleep twice but i made it to the end haha but it is a good tutorial for sure 😁
show us haw to attach scope to AK WEAPON Pzzzz
Already done, check my FPS TUTORIAL Playlist
thx dude
Can you share drone files pls?!
3:36 I don't understant how to create the weapon variable to use the camera of the gun
Just create a new variable and on the variable type search for 'actor' and select it
@@UnrealDystopia I was able to create the actor variable but when I set view target with blend the visual will always go ahead the gun and even if I change the position of the socket the visual don't change
@@pollocaliento65 make sure to have the camera socket set as the ads socket on the gun
@@UnrealDystopiahi mate thankyou heaps for the video. I also have the problem where the ads camera in game is way behind and below the gun, even when i move the ads socket and the camera on the weapons it doesn't change the position at all...i also do have the parent socket set as ads.. do you have any idea why this might happen?
@@pollocaliento65hi same problem here diid you find a solution at all?
sir can this be applied in ue5?
Yes absolutely
How do I get the state machines? They don't pop up on my animation graph :0?
That is-when I right click and go to the state machines it doesn't have an "Add new state machine" option.
Nvm I figured it out haha. I was inside a locomotion pfft.
Good Luck 😁
Wait but now, it is swimming all the time. It swims everywhere it stopped walk/run/ I checked and I do have the "on actor begin/end overlap (physics/volume". Not sure what is going on?
@@user-zs4iy6mn2k you need to set the variabl is swimming to fals on "on actor end overlap '' and it should be on the box collision not the physics volume
How do I get a shadow with a head?????
Place the camera in front of the character's face and remove hide bone
im following along the same thing but my character will not look up or down
It should work , you must have missed something
Great tutorial thanks! I'm just wondering if using cast to BP_ThirdPersonCharacter is good idea due to huge memory allocation :)
You can use soft referencing , it works fine
"promo sm"
webdovacorp@gmail.com Contact me
Casting on update Anim Blueprint also not right way. Cast on Event Initialise, save as variable and use it.
Yes it works for both
that help me a lot, thanks you
You are welcome 😁😁
What was the point of this video
@@user-br1nh5yh1h helping you to optimize your unreal engine project
First of all - BRILLIANT tutorial and thank you very much! I keep having an issue, could you help? At 5:40, my separated mag has wrong world orientation, it's lying flat along the Y axis, not placed in the rifle. Where did I go wrong? Thank you in advance. EDIT - I needed to reset the relative location in the Skeletal Mesh, fixed now. Thank you again for the video, mate.
You are welcome my friend thank you for the encouragement
For me the audio is quite mufled
Sorry about that
This is UE4 only, isnt it?
Non , it works fine on ue5 also
@@UnrealDystopia I am using latest unreal engine and half the stuff you talked about are no longer there, same goes for the mapping of keys, it's now enhanced input, which UE5 are you using ?
@@svenv32 that's not even close to truth , ue5 implemente all the features of ue4 and event key mapping still works, i'am using UE 5.3 and UE 4.27 and never get lost between the two version.
can i get the code bp?
Can you show us with sword/shield too please?
on processing my friend , we are making an rpg game tutorial
Write actual code and not these fucking joke nodes. That's the best optimization.
nice tutorial
thank you ^^
bro what version ue is this?
unreal engine 4 but works fin on unreal engine 5
@@UnrealDystopia thanks, I'm gonna check it out rn
Very thanks full
A few helpful tips for anyone that's following this tutorial: It works, but you can make some improvements. You don't need to set the transform variable on tick in the weapon BP, its a waste of resources. You're already casting to the character in the animation blueprint, and when you pick up the weapon it's a child of your character. So in the Animation Blueprint just get your weapon child actor from your character cast and get the socket transform directly there. Then promote it to a variable and you get the same socket data every frame. Also to improve the jitter after this is set up you need to lower the precision not increase it (at least in UE 5.3).
You need to avoid casting to actors avery where , this is why i made it on the weapon bp , this way you can Desable event tick on not holded weapon But casting weapon bp on animbluprint will use more RAM and Will Always be casted , not usfull Thank you for your contribution <3 , i.am making an OPTIMIZATIONS SERIE i'invite you to follow it , stay tuned
@@UnrealDystopia Casting is in the engine for a reason, it's not a last resort that should be avoided. This is a huge misconception that causes convoluted design and bad practices. Casting is fast and not a problem at all if you're casting to something that's already loaded into memory. This is why casting to your character is usually not a problem because they're obviously loaded already. As for what I was saying in my comment, I think you misunderstood it. When you pick up your weapon, that weapon actor becomes a child of your character. Meaning in your character's animation blueprint, you can now access any information from your picked up weapon. So you can directly get the socket transform that way. It's more direct and saves you the tick logic in the weapon blueprint which is not needed.
@@driftmirror no , the weapon bp do not become a child of the character , it is just attached to
CPU gpu profile android
Lot of optimizations content comming soon stay tuned
Thanks brother next video
Thank you kind sir
My pleasur 😁
Hi, how do I replicate the movement?
you need the rotator variable be replicated on multicast , then it will work fine online
@@UnrealDystopia how?tells me I can only replicate it, not what kind of replication
Multicast
Good
I love you man
you are using event tick and this is right way ?
yes , it is a bone transforming operation on run time , it must accurate every frame
@@UnrealDystopia this is not the best way, the best way is using virtual bones