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KITATUS
United Kingdom
Registrace 24. 01. 2014
Welcome to this here fancy Kitatus shindig. You've found the hub for all things Kitatus; where we talk about games, the gaming industry and every in between.
We also create free educational content for learning Unreal Engine 4 and game development in general to help you create the video-games of your dreams.
Got a request? Shoot us an email!
We also create free educational content for learning Unreal Engine 4 and game development in general to help you create the video-games of your dreams.
Got a request? Shoot us an email!
[TALK] "How I Entered The Industry Through Educating (And How You Can Too!)" | WASD
[TALK] "How I Entered The Industry Through Educating (And How You Can Too!)" | WASD
zhlédnutí: 140
Video
UNREAL ENGINE 5.1 | ALS Community with Metahuman Tutorial
zhlédnutí 13KPřed rokem
Let's learn about using a Metahuman with Advanced Locomotion (Community) Written version: kitatusandfriends.co.uk/ue5/alsv4metahuman/ Project Files: github.com/KITATUS/KFRetarget NOTE: Add IKR_ALS to Content\AdvancedLocomotionV4\CharacterAssets\MannequinSkeleton (Unreal Engine 5.1 or above)
UNREAL ENGINE | Hits and Overlaps (BP + C++) (+ Multiplayer)
zhlédnutí 2KPřed 2 lety
A look at Hits and Overlaps for both Blueprints and C for both Single-Player and Multiplayer scenarios. Written version: kitatus.github.io/ue4/ue5/blueprints/c /networking/hitOverlaps/ Project Files: github.com/KITATUS/KFServerOverlaps 0:00 Introduction 0:26 Example #01 (Blueprint) 2:01 Example #02 (C ) 5:35 Example #03 (Blueprint, Multiplayer) 7:39 Example #04 (C , Multiplayer)
UNREAL ENGINE | INTERFACES (BP + C++)
zhlédnutí 800Před 2 lety
Some examples of Interfaces in Unreal Engine and when you could use them. Written version: kitatus.github.io/ue4/ue5/interfaces/ Project Files: github.com/KITATUS/KFInterfaces 0:00 Introduction 0:30 Example #01: Fire (Blueprint) 2:53 Example #02: Interact (C ) 5:25 Further Reading
UNREAL ENGINE | EVENT DISPATCHERS (BP) + DELEGATES (C++)
zhlédnutí 13KPřed 2 lety
Let's learn about using Event Dispatchers and Delegates in Unreal Engine! Written version: kitatus.github.io/ue4/ue5/eventdispatchersdelegates/ Project Files: github.com/KITATUS/KFEventDispatchers 0:00 Introduction 0:14 Example #01: Door (Blueprint) 1:33 Example #02: Coins (C ) 4:23 Making a Blueprint Event Dispatcher 4:50 Further Reading
UNREAL ENGINE 4 | DEVIL MAY CRY / RESIDENT EVIL CAMERA SYSTEM
zhlédnutí 5KPřed 6 lety
Capcom's camera system is legendary. Let's remake them. Written version and helpful links below. Written version: kitatus.co.uk/2018/07/03/devil-may-cry-resident-evil-camera-system-in-unreal-engine/ Mathew Wadstein video: czcams.com/video/G_hLUkm7v44/video.html BlueprintUE (CA_ResiCam Construction Script): blueprintue.com/blueprint/0me0cqkx/ BlueprintUE (CA_ResiCam Event Graph): blueprintue.com...
UNREAL ENGINE 4 | Devil May Cry Style Doors
zhlédnutí 2,7KPřed 6 lety
A lot of ground to cover here so thanks for bearing with me. BlueprintUE's below. BP_3DPlayer: blueprintue.com/blueprint/b-8jheoh/ BP_DMC_Door: blueprintue.com/blueprint/_a0dlj6b/ BP_DMC_DebugDoor: blueprintue.com/blueprint/be9xpp5d/
UNREAL ENGINE 4 | Fighting Style Health Bars
zhlédnutí 2,9KPřed 6 lety
Fighting style health bars add a nice extra visual flair to your health bars. Link to Heath Bar Texture: drive.google.com/file/d/1A1SgnukXTPv1153UoxQ6Y3AdQ9Mi8D6U/view?usp=sharing
UNREAL ENGINE 4 | Creating a Cheat Code System
zhlédnutí 3,5KPřed 6 lety
Cheat Codes, they don't need to be as hard as they seem.
UNREAL ENGINE 4.18+ | ACTIVATING STEAM
zhlédnutí 4,2KPřed 6 lety
Don't read old stuff, you'll have a bad time. Let me help you instead. Code to use: pastebin.com/sRapsA1W Written Version: kitatus.co.uk/2018/06/26/activating-steam-in-unreal-engine/
UNREAL ENGINE 4 | Using Perforce with Unreal Engine 4 (Client-Side)
zhlédnutí 6KPřed 6 lety
Have to use Perforce for a project but don't know how? Let me help! Written Version: kitatus.co.uk/2018/06/25/ue4-perforce/
UNREAL ENGINE 4 | Fixing "Begin Play" won't fire in 4.15 - 4.16+
zhlédnutí 3,9KPřed 7 lety
Time to fix the fact that "Begin Play" might not not be firing in your Unreal Engine 4 project! Like what we’re doing? Want to see more? Want to help others with cool projects, tutorials and more - All for the price of free? Well you can donate to our Patreon to help continue to fund our adventures of breaking down the paywall for information; This is 2015; We shouldn’t have to be forced to pay...
UNREAL ENGINE 4 | Taking Screenshots Larger than your Screen Resolution
zhlédnutí 2,1KPřed 7 lety
For some people, a 1080p screen just isn't on hand. Sometimes, you need to push further than a 1080p screenshot for your images. Let's find out how we can get around that! Like what we’re doing? Want to see more? Want to help others with cool projects, tutorials and more - All for the price of free? Well you can donate to our Patreon to help continue to fund our adventures of breaking down the ...
UNREAL ENGINE 4 | Compression Best Tricks (Reduce File Size and More!)
zhlédnutí 12KPřed 7 lety
A lot of people are zipping up their UE4 projects in a less-than-ideal manner. Let's dive into a neat trick to fix that! Like what we’re doing? Want to see more? Want to help others with cool projects, tutorials and more - All for the price of free? Well you can donate to our Patreon to help continue to fund our adventures of breaking down the paywall for information; This is 2015; We shouldn’t...
UNREAL ENGINE 4 | Using Gamepad with UMG
zhlédnutí 4,6KPřed 7 lety
UNREAL ENGINE 4 | Using Gamepad with UMG
UNREAL ENGINE 4 | Using custom Combobox content (Font, Background .etc)!
zhlédnutí 11KPřed 8 lety
UNREAL ENGINE 4 | Using custom Combobox content (Font, Background .etc)!
UNREAL ENGINE 4 | Blutilities: Awesome or SUPER-AWESOME?! [KITATUS]
zhlédnutí 4,8KPřed 8 lety
UNREAL ENGINE 4 | Blutilities: Awesome or SUPER-AWESOME?! [KITATUS]
UNREAL ENGINE 4 BLUEPRINTS | Event Dispatchers
zhlédnutí 13KPřed 8 lety
UNREAL ENGINE 4 BLUEPRINTS | Event Dispatchers
UNREAL ENGINE 4 | METAL GEAR (MGS: VR MISSIONS) REMAKE TUTORIAL (PART #2)
zhlédnutí 1,8KPřed 8 lety
UNREAL ENGINE 4 | METAL GEAR (MGS: VR MISSIONS) REMAKE TUTORIAL (PART #2)
KITATUS | WE GOT AN UNREAL DEV GRANT + UPDATES
zhlédnutí 695Před 8 lety
KITATUS | WE GOT AN UNREAL DEV GRANT UPDATES
UNREAL ENGINE 4 MARKETPLACE | Making Z-MECH ROBOT GIANT First person Friendly! [KITATUS]
zhlédnutí 3,3KPřed 9 lety
UNREAL ENGINE 4 MARKETPLACE | Making Z-MECH ROBOT GIANT First person Friendly! [KITATUS]
UNREAL ENGINE 4 BLUEPRINTS | What are Enums? VOODOO MAGIC?! [KITATUS]
zhlédnutí 2,3KPřed 9 lety
UNREAL ENGINE 4 BLUEPRINTS | What are Enums? VOODOO MAGIC?! [KITATUS]
How did u get your custom blueprint assignable class to not throw an error?
What is the error?
@@KITATUS I fixed it, it wasn't in the header file, but somehow another error referenced the delegate variable as an error.
I cannot add UPROPERTY(BlueprintAssignable) to my delegate without it failing to compile. " Error: Unable to find 'class', 'delegate', 'enum', or 'struct' with name 'FGameWon' ". Do you know why this might be happening?
THANK YOU
hey bro, you can make a tutorial of "how to walk with ALS by default instead of running, and running instead of sprinting?
Hi, and thank you for the tutorial. I'm having a hard time trying to trigger an interface function inside of my game mode I've adapted you code to mine : IMyInterface::Execute_MyFunction(GetWorld()->GetAuthGameMode()); I had to remove "this" otherwise visual says there are too many arguments, and I still get an error saying "argument of type AGameModeBase *" is incompatible with parameter of type "UObject *" I'm very confused, interfaces are meant to avoid casting, GameModeBase still comes from UObject, but here it seems I need to add a cast? Maybe also an include? GPT4 doesn't know so I hope I can get some advice, thanks
Did you include the #include for GameMode?
@@KITATUS That was the issue, thanks a ton !!
Great explanation and video.
Been Searching for days for a clear fix for the ALS to meta human character, thank you.
will this work with more then one controller
hiii, sorry for bothering. I have a question. If I have an event that only happen once and only with one object (for an example, a thing that happen when a puzzle it's done but it's exclusive, won't happen again), it's worth it the delegates or it's better to just do a simple function. also, the delegates increases or decreases performance?
Performance-wise, there's no real difference, it's just one class broadcasting out a messing on a bound variable. For your use case there, if it is literally just this one use-case then a direct function might serve you better but if you plan to do something like "Puzzle complete" - then it may make sense to use the delegate system.
Can I bind the delegate in more than one places? In my case, the latest one is taking precedence, all communications are going there! Please help!
Yup! Anything you bind to a delegate should be called. All of them should be called, not just one of them. Are you sure the others are bound in time?
@@KITATUS hey! Thanks for yoir reply. Yes, they're all working now. Turns out, I had bound a delegate to a function in a begin play of a class. But it's begin play was not being called by it's child class! *smh 🤦♂️🤦♂️ It was a silly error that kept me up for 2 hours past my bed-time lol. Calling parent:begin_play (super) in the child class fixed it!
This actually made my file almost 5 times the size it previously was.
also is working with just copy /paste the parts with no retargetting nothing
My code does not compile. It gives the error cannot 'class' 'delegate' 'enum' or 'struct' with the 'Name of the delegate that I put into the macro before the class)
Did you figure this out? I'm having the same problem.
Many thanks for putting this together! I just wanted to mention that I've found that including the Face component as a Target for the Set Leader Pose Component (3:20) seems to prevent the face control board from working properly in Sequencer and prevents facial animations from being played back in general. Disconnecting it appears to correct the problem. Has anyone else experienced this? Should I expect any side-effects?
the add dynamic function never works please help
In C++? Can you show me your code?
Hi there! I can't make my character do any animations while playing, even if the ALS animations work fine in the Retargeter I can't understand why is that, can someone help me? Thank you
Thanks for the tutorial! I'm having some glitches in ragdoll though... I have tried 3 more tutorials and it was the same outcome in all, ALS character that we hid at the end doesnt perform the same issue if we set it visible and scope both at the same time....
I think I have the same issue as you. A brief flickering when the NPC's ragdoll activates. Have you found any way to fix it?
@mrtoyre No sadly
Thanks a lot !
Excellent video 🔥. Liked and subscribed!
for some reason torso and shorts of my character are not animating as the rest of the body and feet
This video explains it all so much better than how my "teacher" did
Just followed the ALS retarget within those 4 mins got it no issues, easy instruction. Keep on going very inspirational!
Does this also work with the non community version?
yes
Я знайшов рішення і не буду видаляти цей коментар, сподіваючись, що він комусь допоможе. Нам потрібно видалити ALS_AnimMan_CharacterBP зі сцени та додати створений нами проект до ігрового моду за допомогою
Please help, I did everything as you indicated, but when starting the game, it still starts as a standard blue character, and my metahuman just stands on the map where I placed it and turns towards the standard character. I tried to set the default character to metahuman in gamenstas, but it doesn't help. What should I do so that the game starts with the new blue print that we created and not with the standard one?
Unreal now has an option to hide the original ALS mesh. Around 3:28 just select the ALS mesh, go into Details and search Visib... or look under Rendering > Visible. I copied over my metahuman and the head separated from the body, but I think I just got unlucky with the metahuman I chose.
13.05 and its saddly not working
maybe drop updated video?
Thank you. Finally a zero bs video, clean and simple. Much appreciated! 😀👌
Hey, great tutorial! This aaaalmost works for me, but the hands are unfortunately messed up, both for climbing and holding weapons. The gun floats off to the right and even after playing around with the scale, it doesn't seem to work well with hanging on ledges etc. Any idea how to fix this?
By the sounds of it, you may need to update the virtual bones / bone names in use to use your skeletons bones / virtual bones and not the original. Using this approach, that original skeleton still exists, your new skeleton is just copying it. So you need to find in the code where those bone names are being called and direct them to your new skeleton :)
Its not a full tutorial some people dont understand what you do
Have you checked the w ritten part to assist in the area you are stuck in?
@@KITATUS i dont understand the ( target mesh) where did i need to get this what is the name i need to type?
@@officialjmweh120m3 yeah, same ploblem
I don't understand the blueprint part. What should i type ? Tell me the blueprint part name
The written version available in the description should help.
Does hiding (not removing) mesh have any impact on performance? Is it that hard to just replace it?
Take it out. See if it breaks. It likely will, as it is the parent of the Metahuman but it might be worth playing with. With the mesh not visible, there wouldn't be any graphic overhead anyway.
My question is how do you even get the project to run in Ue5.1? I've followed the wiki, and I'm not going to lie. This is not beginner friendly. I have essentially no c++ experience. I know basics of installing visual studios, but that's it. And there aren't any tutorials that will even walk you through the steps of doing this. Would be nice if people would actually explain this a bit better.
The "Project" being ALS Community? I could spin up a tutorial on how to do that if that is what you are requesting.
@@KITATUS Yes please, that would be amazing. I am on the github page and have no clue how to install the plugin. If you could make a full beginner friendly tutorial from start to finish?
items like DECLARE_DYNAMIC_MULTICAST_DELEGATE_<Num>Param don't come up in ue5 as intended. IT would be good to go over each cast type instead of just 1... Please confirm the include <Delegates/Delegate.h.> file... also the DelegateSignatureImpl
Which version of UE5 are you referencing? All of the code from this video and the written version in the description are from UE5. I have not seen the need to include "Delegate/Delegate.h" or the DelegateSignatureImpl in any UE5 version (5.0, 5.1, 5.2 or UE5-Main). MULTICAST delegates are touched on here instead of just DECLARE_DYNAMIC_DELEGATE due to not wanting to confuse a new user to concept of delegates and the fact that MULTICAST is a standard delegate on roids. The TL;DR differences between MULTICAST and standard delegate are: DECLARE_DYNAMIC_DELEGATE is used for defining single-cast delegates in Unreal Engine, which means only one function can be bound to the delegate at a time. DECLARE_DYNAMIC_MULTICAST_DELEGATE is used for defining multi-cast delegates, allowing multiple functions to be bound simultaneously, and when the delegate is invoked, all bound functions are executed. For most (if not all use cases) Multicast delegates are the preferred method as they give you more power and opportunities than a very binary singular Delegate, especially when dealing with complex systems in games. More bang for the same buck. Hope this helps.
@@KITATUS 5.0.3 -when calling to Declare_Multicast_Delegate it's fine and this example works. The Dynamic delegates have serialization options. Your explanation of it in terms of normal calls is fine tbh. On the documentation page those includes are still listed when using Delegates. The example you showed is fine for the understanding of usage in a generic case. I was interested in why in many cases the normal cast works fine, but param ones mention an error in visual studio. I'm calling a few OneParams and Two Params, but it mentioned a definition missing concern. The includes I mentioned show a deprecated section for certain calls with those includes. They are listed in the search criteria, but implementation mentions a new conflict. I'm cross referencing between this vid, Ben UI topic on Advanced Delegates in C++, the unreal documentation and the Wadstein examples. Though I'll try a change on code side to confirm DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam, DECLARE_MULTICAST_DELEGATE_OneParam I'll also check the TDelegate usage. Initially your Multicast One Param was commented out and the other call that does work was used. So let me double check some items.
That huge graphic at the bottom going *over* the screen is so fucking obnoxious dude
Is it hard for you to do without live retargeting?
It's a bit more tedious but should be possible. Once you've got the IK rigs, retarget the main Anim Blueprint (which should auto retarget the children) and try and recreate any references elsewhere. You'll have to adjust curves and whatnot that depend on the original mesh though.
@1:00, is casting the best/only way to do that communication from some actor/something -> character? Ex : When people say casting is / can be expensive, let's say you have 20 of those actors that have to do the cast, does that get expensive quickly and if yes, is there a better alternative?
It does not get crazy expensive like looping in an array would, you're most likely fine to take that approach. If you were really concerned about performance (or don't want to do "is it this? no then cast to this, is it this? no then cast to this, is it this" .etc) you could create an Interface and then you could either check if the actor has interface ("Actor has interface") or just directly fire the interface function (which would fail on actors that don't have the interface implemented). I hope that helps.
@@KITATUS Good to know that casting is not that expensive, also already trying my best to use interface where ever possible and avoiding situations requiring loops. Thank you for all the free knowledge.
thanks ^^
How do I find out the variable for the camera mode, 3rd or 1st Person? So I can hide only the head...
This seems cool and all, but when I try to create the IK Retargeter with your ALS rig, it just fails and says "couldn't create asset". :/
in ikr_als set the preview mesh to Anim_man
@XBcreations Not a super noob-friendly tutorial, then. All good I made my own IK rig from scratch. 👍
hi, whats differens between original and comunity version? thanks
Original is a marketplace Blueprint project, Community version is a C++ version of that blueprint project aimed at improving performance and fixing bugs. The community version is made and maintained by the community and not the original creator.
@@KITATUS thanks) is this tutorial can be used on original version?
Is there a file download for 5.0?
I would recommend deleting the metacarpal bone chains to not get auto mapped chains, which will mess up the hands. Additionally I assume this will not fix the overlay states right? The ik bones and virtual bones get messed up.
The overlay states still work as intended but it should be noted that they'd be using the original meshes transforms .etc anyway so they'll be offset. You can go into the overlay state code itself (exposed and implemented in Blueprint) to adjust the target to the new mesh.
ALS is for 5.0 now how can i install to 5.1?
I would wait an official 5.1 version but if you can't wait, edit the .uplugin file with your text editor and change engine version to empty instead of "5.0.0" - ensure the project this plugin is installed to has any c++ in it so it can force recompile the plugin.
@@KITATUS Ty im gonna try.
@@CsGrinders Let me know if it doesn't work and I'll investigate.
If you want your metahuman to do the retarget live when als mesh is hidden you have to set the skeleton mesh to always tick and refresh bones, by default it will be only when rendered.
Nvm, I saw someone commented it as well.
Bro, it’s so good!
Worked like a charm. Thank you man, I really appreciate this.
3:40 you can set visible=off and then scroll a little down to "optimization" and "advanced" and set "Visibility based anim tick option" to "Always tick pose and refresh bones" so the animations work even when the parent's visibility is set off!
Wow, great tip! I'll append the written version (with credit for your contribution) - thanks!
Once I set visibility to off, it was no more working. So I got to go back to transparent material.
@@koko-nl5tp you have to enable anothee option after that for it to work when it's not visible, it's in my comment too
@@gambello1195 My bad... Thank you to your reply.
wow man ...both variant are good but better a default engine one instead of tricky matherial :D ....thank you both for tips :D
Uh, I guess the widget has to be placed there. No way around it. Just ignore it. Pretend it's not there.
The Metahuman Creator from Unreal is useless. There are only the pre sets. How can I make a new face in UE 5.1? The Metahuman Plugin is not available for UE 5.1. Let's say I want to build my face. How do I do that?
If you didn't come off like a jerk I would tell you
3d scan it
You can customise every preset in the MHC, also look up Mesh 2 Metahuman!
Make it in UE5 then use it in UE5.1. That is what I do. Take it easy. It is on its way. You knew it. :)
you can 3d scan your face and then use it as a metahuman