This is a new series where we ✨recreate iconic horror game moments in Unreal Engine 5✨ starting with Resident Evil 2🧟♂ ❤ Join Patreon to download the UE Project: patreon.com/YagmanX 🕹Check out my Tank Control Tutorial for how to change Turn Speed and add Animations: czcams.com/video/T-7H5QJr7-Q/video.html If you're a game dev who loves classic horror then this may pique your interest! Get into your Unreal editor and dev along with me while I take you through how to set up Fixed Camera Angles, Tank Controls and Sequencer Animations. Would you like to see a different iconic horror moment tutorialised? Or do you have any tips / tricks for us? Do let me know in the comments, let's learn together! ❤
Damn... just recently discovered your channel and liked your video about fixed cameras in games. I've been struggling my ass off stitching together a fixed camera system and tank controls for my survival horror game I'm developing. Shifted through so many video tutorials and got it working... and what do I find today? This video covering both of those mechanics in one video. Will go through this anyway to see if you took a different approach on certain elements.
As a massive fan of the old classic resident evils Im making a survival horror game in ue5 quality but old skool controls and vibe. This tutorial was perfect to get my head around the tank controls. There isnt many good tutorials on youtube that do this. So thanks again and keep up the goood work :)
Solid tut. Here's some suggestions for everyone: 1. There are multiple ways to get the cam to start instantly from placing the trigger box lower to the ground and raising the player start above it so you fall into it on begin play or skipping the delay and valid player code on begin play and going straight to the swap to this cam function (if all others cams are children not running that code), maybe a timer instead of delay as well. 2. The collision settings for the collision box needs to be set to ignore EVERYTHING and just overlap pawn. If you don't do that bullets, blood splatter etc will hit the trigger box. 3. Collision boxes only need to be the size of where you want the swap to be - not the size of the entire room. This helps keep things clean if you want to put multiple cams in one room without worrying above overlap failures. Essentially you don't have to constantly be inside the box to stay on that cam. 4. Useful shortcuts - Hold B and click for a branch (thousands of hours saved lol) Hold O and click for Do Once - Do once node would have been easier to only have the licker play 1 time.
Thanks, i had this exact problem of multi overlaps, if you put your collision boxes too close from one an other, you get in situations where you check for double positive overlaps, leading to a lot of issues, i will experiment this system where you just put the collision box just in entrances of rooms and not covering the entire room. Could you add more precision on how you set the box to ignore everything but the player pawn ?
Thank you so much for this tutorial! I've been struggling with my camera for weeks working on my horror game in Unreal and this really helped me understand camera work better and make the game look so much better! Really appreciate this!
I really miss your retro series, I can not get enough of these takes on the sweet nostalgia older games gave players. Take me as an example, I am a 2000s early bird, still old games touch me way more than the latest graphic wonders. I really missed out on the good stuff
This tutorial is so helpful. I'm totally new to blueprints, and so few videos provide a logical explanation of the different blueprint functions as they're applied to the project. I followed along and not only did everything work perfectly, but I actually learned a lot of useful BP theory, too. Thanks so much!
I'm so glad this could be useful for you! And learning more about blueprints is great! I hope to help others leave my tutorials knowing enough to tinker on their own as well 😊
🌟CHALLENGE🌟 A better (and still pretty simple) way set a camera to be active from begin play is to set a public boolean within BP_FixedCam called isStartingCam and upon BeginPlay set it to trigger On Begin Box Overlap if the booleon returns true. Then in your level manually set the instance of BP_FixedCam that you want as your starting camera to have isStartingCam true in the details panel.
I'm so glad you found this helpful! If you need more in depth tank controls I've just uploaded a tutorial on that too czcams.com/video/T-7H5QJr7-Q/video.html
This is so cool. I love the fixed camera angles Resident used. The backgrounds look like gorgeous paintings. I wish there was a club I could join that made unique horror games like this.
Getting into game dev out of being out of the scene for a bit and found this channel. Absolutely fantastic production and teaching style. Keep on rocking these vids!
I found this really helped me get more comfortable with blueprints. Coming from Unity I can now see how I can use a lot of my Unity experience in Unreal Engine. Thanks for the awesome tutorial!
This makes me happy to read. I really wanna instill good blueprint practises in my tutorials without making it overwhelming so I appreciate this type of feedback. I'm glad it could help!
Awesome tutorial. Was trying to build some camera systems and you touched on a few things that helped me find answers to other things I couldn't find answers to elsewhere.
I don't think enough game dev tutorials go through step by step how to recreate something that's a staple feature from a game such as this. I wonder what you'd want to tackle next? How about the insane camera effect the player gets when looking at the creature in Amnesia? GGWP!
Would love if you could do a video on expanding/improving the tank controls? Like having animations when they turn, or how to implement the quick 180 degree turn?
It's also really a study of directing and cinematography too. When using fixed perspectives the 180 degree rule comes into play for character movement. Tank controls solve this but what if you want the player to always intuitively know that pressing left makes the character always go to the left of the viewed scene, reguardless of camera position? You can pipe the forward vector of the active camera to the movement input of the character to maintain that but as I said before the 180 degree rule starts to come into play, as too dramatic of an angle change results in a hard direction change of the character. Nothing is hated by game reviewers more than camera experimentation lol.
I've often wondered how good pre-rendered backgrounds could look on modern hardware. The first remake and zero still look good now, at 20+ years old. Would Unreal be a good engine for it, or are there any better suited? Also, 02:53 - I think that's the waiting room. Or was that the room upstairs? Now I'm not sure 😂
Great tutorial, entertaining all the way through, a couple of interesting points: 1. I'd love to see a tutorial about blending camera transitions, specially crazy ones like in Sayonara Wild Hearts. 2. I was cracking myself up when I saw the CC subtitles translating every time you said "licker" to "liquor" 3. A solution for the first fixed camera to be initiated properly could be having a reference of that fixed camera in the Third person character blueprint as a public variable, and then call the function Onfixedcameraoverlapfrom Beginplay in the third person character. Although, that would require the character to be already in place on the level.
Thanks for your points and feedback, haha I love how Google now must think I'm an alcohol channel :P Oh thanks for the suggestion. Ooo you made me think, maybe there could be a collision check in the Construction Script and then if a player start collides with it in editor then it knows that that specific camera needs to be active upon begin play 🤔 I'll have a little play. Thank you!
@@yagmanx That solution sounds even better. I had no idea the "player start" had any collisions whatsoever, the more you know. I'll be willing to see it implemented in a future tutorial for this segment. Glad I could help a bit on that. Btw, maybe not an alcohol channel, but "Drunk Gamedev" definitely sounds like a series that should be appealing to someone... Just saying...
Wow cool tutorial! A question.. Can you improve Tank control and make the character have a "rotation" animation instead rotate only? cause with realistic today's graphic it look really uncanny valley🙂
Hi, awesome tutorial. Are you able to explain how I could make it so the player cannot rotate whilst already holding W? Meaning they would have to stop moving, rotate, then move
You'd have to find whent the player is moving forwards / backwards and put a bool there, then before setting the left/right rotation check to see if player is moving forward/back, if they are then do not set Left/Right
Quick question - how come the blueprint works fine with keyboard but not with controller? When i hold forward on anolog they just run in tight circles and pressing left or right makes them spin on the spot super fast.
What would be the best way to do Re: dead aim lightgun mechanic switch from fixed camera to first aiming and shooting and Re: Outbreak's inventory where it doesn't pause the game?
question: I tried changing the rotation rate, to make the character move faster and nothing seems to happen after compiling. Thoughts? **EDIT** So, after some tinkering, I found that if you add a "multiply" just before the "add" in the line up ( That is, between the red bar, "EnhancedInputAction" and the "plus", with Action Value X going to the "Plus") and set that value to "2" or "3". The character will rotate in relation that. So if your character was moving slow, this could be a good fix. Not sure if its the best fix, though I do submit it for review. Thoughts? Also, if you need to add a "multiply" just type " * " when running a search for nodes and it should pop up.
@@tom_clancy_ice so at time 23:06, you see that she connects the "red box" 's Action Value X output to a newly formed "plus" node. Then she adds the Z output from the "Get Control Rotation". The solution I proposed was, that, between the "plus" node and the "red box" node, just add a Multiply. Then in the that node, just multiply by 2 or 3. I've added a image to better illustrate. snipboard.io/NTEAZg.jpg . The red arrow is the new node and the blue arrow is where you add the 2 or 3 or whatever you need. The higher the number, the faster the rotation.
Awesome that you figured this out for yourself, thanks for sharing. You might be interested in my latest deep dive into tank controls tutorial too czcams.com/video/T-7H5QJr7-Q/video.html
Hi there, I am having some issues with the camera. When I walk slow it seems that the trigger box is not working so it doesn't change de cameras so the character stays lost in the scenario. Do you have any idea how I fix this issue?
Hi Fabio, perhaps put some print strings in and see if they're being triggered? Movement speed shouldn't change this so all I can think of is that they might not actually be overlapping with the player 🤔 best of luck!
Hey! Just a quick question, is there any way for me to make the player turn faster for tank controls? I've been stuck for a while now if you could give me anything, that helps a ton!
Thanks for the tutoring session. It was very helpful. Regarding the BeginPlay event, can you simply obtain a reference to the camera in this blueprint, isn't that right?
You're very welcome :) You could do but you'd need to make sure it was the instance of the blueprint that overlapped with the player that would be enabled, otherwise the blueprint would run on all cams and it'd get very confused on which one to use. But if we could get a reference to which one overlaps the player start in the contruction script (while still in editor) and set that as the starting cam then that might work? 🤔
Hey this was so good But, when I turn with A and D, my character rotates incredibly slowly; can you think of what I might've missed for that to happen?
If you put a multiply node between action value x from enhancedinputaction and the add node, then you can speed up the rotation with that! A value of 3 felt pretty good to me, but can set whatever you like to get the speed you want.
Is there a way to have turn in place anims instead of the classic sliding around in place? Everything I find is for camera rotation which doesn't work for us fixed camera lovers xD
If you put a multiply node between action value x from enhancedinputaction and the add node, then you can speed up the rotation with that! A value of 3 felt pretty good to me, but can set whatever you like to get the speed you want.
Here is a new tutorial about tank controls, you can control turn speed, add Sprint and animations czcams.com/video/T-7H5QJr7-Q/video.html I hope it helps :)
it's not enough just the shots, I need to know how to change characters, how to kill zombies and how to take objects and then use them where are these entire tutorials to create a complete resident evil style game?
This is a new series where we ✨recreate iconic horror game moments in Unreal Engine 5✨ starting with Resident Evil 2🧟♂
❤ Join Patreon to download the UE Project: patreon.com/YagmanX
🕹Check out my Tank Control Tutorial for how to change Turn Speed and add Animations: czcams.com/video/T-7H5QJr7-Q/video.html
If you're a game dev who loves classic horror then this may pique your interest! Get into your Unreal editor and dev along with me while I take you through how to set up Fixed Camera Angles, Tank Controls and Sequencer Animations.
Would you like to see a different iconic horror moment tutorialised? Or do you have any tips / tricks for us? Do let me know in the comments, let's learn together! ❤
Damn... just recently discovered your channel and liked your video about fixed cameras in games. I've been struggling my ass off stitching together a fixed camera system and tank controls for my survival horror game I'm developing. Shifted through so many video tutorials and got it working... and what do I find today? This video covering both of those mechanics in one video. Will go through this anyway to see if you took a different approach on certain elements.
@@the777Surrealist That is some great timing there! I hope this video can be helpful. Best of luck with your game!
This is incredible!!!! Thanks for making this video!
As a massive fan of the old classic resident evils Im making a survival horror game in ue5 quality but old skool controls and vibe. This tutorial was perfect to get my head around the tank controls. There isnt many good tutorials on youtube that do this. So thanks again and keep up the goood work :)
@theshredguitarist25 what incredible 🤣
Solid tut. Here's some suggestions for everyone:
1. There are multiple ways to get the cam to start instantly from placing the trigger box lower to the ground and raising the player start above it so you fall into it on begin play or skipping the delay and valid player code on begin play and going straight to the swap to this cam function (if all others cams are children not running that code), maybe a timer instead of delay as well.
2. The collision settings for the collision box needs to be set to ignore EVERYTHING and just overlap pawn. If you don't do that bullets, blood splatter etc will hit the trigger box.
3. Collision boxes only need to be the size of where you want the swap to be - not the size of the entire room. This helps keep things clean if you want to put multiple cams in one room without worrying above overlap failures. Essentially you don't have to constantly be inside the box to stay on that cam.
4. Useful shortcuts - Hold B and click for a branch (thousands of hours saved lol) Hold O and click for Do Once - Do once node would have been easier to only have the licker play 1 time.
The delay works and if you put the delay to 0.0 there is no delay but will still use the fixed camera
Thanks, i had this exact problem of multi overlaps, if you put your collision boxes too close from one an other, you get in situations where you check for double positive overlaps, leading to a lot of issues, i will experiment this system where you just put the collision box just in entrances of rooms and not covering the entire room.
Could you add more precision on how you set the box to ignore everything but the player pawn ?
@@brianworden7022 Yep. Delay on 0.0 is indeed, instant.
Thank you so much for this tutorial! I've been struggling with my camera for weeks working on my horror game in Unreal and this really helped me understand camera work better and make the game look so much better! Really appreciate this!
You're very welcome 😊 I'm very happy that it could be helpful. Best of luck with your game!
I really miss your retro series, I can not get enough of these takes on the sweet nostalgia older games gave players.
Take me as an example, I am a 2000s early bird, still old games touch me way more than the latest graphic wonders.
I really missed out on the good stuff
This tutorial is so helpful. I'm totally new to blueprints, and so few videos provide a logical explanation of the different blueprint functions as they're applied to the project. I followed along and not only did everything work perfectly, but I actually learned a lot of useful BP theory, too. Thanks so much!
I'm so glad this could be useful for you! And learning more about blueprints is great! I hope to help others leave my tutorials knowing enough to tinker on their own as well 😊
I am currently making a horror game and this is the perfect series for me. Another hitter. 🎉
You have the brightest personality, I am in love!
Not to be a simp but what an adorable youtuber.
🌟CHALLENGE🌟 A better (and still pretty simple) way set a camera to be active from begin play is to set a public boolean within BP_FixedCam called isStartingCam and upon BeginPlay set it to trigger On Begin Box Overlap if the booleon returns true. Then in your level manually set the instance of BP_FixedCam that you want as your starting camera to have isStartingCam true in the details panel.
You are the GOAT for this! Thanks for covering so much info.
I'm so glad you found this helpful! If you need more in depth tank controls I've just uploaded a tutorial on that too czcams.com/video/T-7H5QJr7-Q/video.html
Awesome, I will check it out 🙏
I'm from Brazil and this Tutorial is really very useful! Thank you so much a lot of information learned watching! :)
Incredible tutorial as always!! Such a brilliant video. ✨🙌
Thank you so much :)
You’re very welcome!
Fun, easy to follow and useful.
This is so cool. I love the fixed camera angles Resident used. The backgrounds look like gorgeous paintings. I wish there was a club I could join that made unique horror games like this.
lets make one
@@cherryVision Yeah, do you use Gamemaker?
@@daveklein4029 no, just unreal right now. I want to practice by making a cinematic game like Quantic Dream games
@@cherryVision that sounds cool
Really informative - I feel like even I could get into UE with your guides! :D
So happy to hear that! Anyone can get into UE, I believe in you 🙌 (if you wanna, you don't have to of course)
You are awesome! Thankyou so much for these tutorials!
You are very welcome, I'm so glad they're helpful for you 😁
That was amazing, thank you so much! You deserve so much more views and subscribers!
Thank you that's a lovely compliment, I'm glad this could be helpful :)
Getting into game dev out of being out of the scene for a bit and found this channel. Absolutely fantastic production and teaching style. Keep on rocking these vids!
Very cool. Also, I like how you much personality you have. Keeps me from falling asleep. Happens a lot lol
I found this really helped me get more comfortable with blueprints. Coming from Unity I can now see how I can use a lot of my Unity experience in Unreal Engine. Thanks for the awesome tutorial!
This makes me happy to read. I really wanna instill good blueprint practises in my tutorials without making it overwhelming so I appreciate this type of feedback. I'm glad it could help!
Dang. This is so cool!
excellent, just what I needed
I'm glad it was helpful for you :)
Thank you sm for making this tutorials, I really need to get into Unreal Engine and these are the kinds of games I wanna make, thanks! :)
I’m using Unity but these tutorials still help as far as the logic and concepts involved. Thank you for making consistent retro horror content!
Great to hear! Logic usually crosses over, would be cool to see how it's done in Unity too. Good luck with your creative projects :)
I started with Unity but moved to Unreal and once I got over the steeper learning curve, liked it a lot more. Why'd you choose Unity? Just curious.
Oh my god, thank you! I was trying to do exactly that, on my own. And made a ton of mistakes.
This is golden.
Awesome tutorial. Was trying to build some camera systems and you touched on a few things that helped me find answers to other things I couldn't find answers to elsewhere.
Glad to help! :)
😭 THANK YOU FOR THIS, JUST FOUND YOUR CHANNEL, NEVER SUBSCRIBED AND THUMBS UP'D SO FAST IN MY ENTIRE LIFE
hahha you're very welcome! :D Thanks for subscribing!
24:55 Make sure to set the rotation rate from 500 to 0 if you don't you will get a weird snapping effect when walking backward and turning.
Wow I missed you! How are you?? Glad to see a new video. 🙂
You are very informative and thorough. Thank you!
Pretty good tutorial, really easy to follow and some good explanations! Thanks a lot! :D
You're very welcome, I'm glad it could be useful 😊
I justo found this channel. Love the patience You have to explain. I just sub.🎉
Thank you, I'm so glad it was helpful
Thanks you very much! 🙌
I don't think enough game dev tutorials go through step by step how to recreate something that's a staple feature from a game such as this. I wonder what you'd want to tackle next? How about the insane camera effect the player gets when looking at the creature in Amnesia? GGWP!
Oooh that's a great idea! Who knows... More to come in the future! Thanks as always for the support Sid :)
Just what I've been looking for, you earned a sub 👌😊
Thanks, I'm glad it could be helpful for you ☺
Would love if you could do a video on expanding/improving the tank controls? Like having animations when they turn, or how to implement the quick 180 degree turn?
Yes absolutely! These are very rudementary. Perhaps in a future video :)
you´re genius thanks for the tutorial, helped a lot!
_very informative with a big pinch of good mood. very cool_
Haha I like to keep up the good mood :) Thank you for watching!
It's also really a study of directing and cinematography too. When using fixed perspectives the 180 degree rule comes into play for character movement. Tank controls solve this but what if you want the player to always intuitively know that pressing left makes the character always go to the left of the viewed scene, reguardless of camera position?
You can pipe the forward vector of the active camera to the movement input of the character to maintain that but as I said before the 180 degree rule starts to come into play, as too dramatic of an angle change results in a hard direction change of the character.
Nothing is hated by game reviewers more than camera experimentation lol.
I've often wondered how good pre-rendered backgrounds could look on modern hardware. The first remake and zero still look good now, at 20+ years old.
Would Unreal be a good engine for it, or are there any better suited?
Also, 02:53 - I think that's the waiting room. Or was that the room upstairs? Now I'm not sure 😂
so interesting! I always wanted to learn UE 🤩 u just got a new subscriber ✨
Thank you very much and best of luck in your UE journey!
Loved this video!! Thanks so much for the great help
Great tutorial, entertaining all the way through, a couple of interesting points:
1. I'd love to see a tutorial about blending camera transitions, specially crazy ones like in Sayonara Wild Hearts.
2. I was cracking myself up when I saw the CC subtitles translating every time you said "licker" to "liquor"
3. A solution for the first fixed camera to be initiated properly could be having a reference of that fixed camera in the Third person character blueprint as a public variable, and then call the function Onfixedcameraoverlapfrom Beginplay in the third person character. Although, that would require the character to be already in place on the level.
Thanks for your points and feedback, haha I love how Google now must think I'm an alcohol channel :P
Oh thanks for the suggestion. Ooo you made me think, maybe there could be a collision check in the Construction Script and then if a player start collides with it in editor then it knows that that specific camera needs to be active upon begin play 🤔 I'll have a little play. Thank you!
@@yagmanx That solution sounds even better. I had no idea the "player start" had any collisions whatsoever, the more you know. I'll be willing to see it implemented in a future tutorial for this segment. Glad I could help a bit on that.
Btw, maybe not an alcohol channel, but "Drunk Gamedev" definitely sounds like a series that should be appealing to someone... Just saying...
you're amazing, this is amazing, thank you!
THI SIS AMAZING!
Thanks 4 your video
been wanting to do this but didnt know how to
Glad it could help!
Wow cool tutorial! A question..
Can you improve Tank control and make the character have a "rotation" animation instead rotate only? cause with realistic today's graphic it look really uncanny valley🙂
Yeah absolutely, this was very rudamentary to mainly focus on the camera but perhaps in a future video :) Glad you liked the vid!
Replace the delay with a timer!
Yagman, have you seen the UnRecord teaser trailer? What's your opinion/analysis on that?
Great your work is brilliant appreciated ❤️
Thank you so much 😀
Hi, awesome tutorial. Are you able to explain how I could make it so the player cannot rotate whilst already holding W? Meaning they would have to stop moving, rotate, then move
You'd have to find whent the player is moving forwards / backwards and put a bool there, then before setting the left/right rotation check to see if player is moving forward/back, if they are then do not set Left/Right
Hey love the tutorial, is there a way to make the rotate fater on the tank controls? cheers :D
Quick question - how come the blueprint works fine with keyboard but not with controller? When i hold forward on anolog they just run in tight circles and pressing left or right makes them spin on the spot super fast.
Thank you so much. I have question I have first person Camera and the character can climb. how can I stop camera from rotation while climbing?
What would be the best way to do Re: dead aim lightgun mechanic switch from fixed camera to first aiming and shooting and Re: Outbreak's inventory where it doesn't pause the game?
This is something Under the Mayo would find useful.
question: I tried changing the rotation rate, to make the character move faster and nothing seems to happen after compiling. Thoughts?
**EDIT** So, after some tinkering, I found that if you add a "multiply" just before the "add" in the line up ( That is, between the red bar, "EnhancedInputAction" and the "plus", with Action Value X going to the "Plus") and set that value to "2" or "3". The character will rotate in relation that. So if your character was moving slow, this could be a good fix. Not sure if its the best fix, though I do submit it for review. Thoughts?
Also, if you need to add a "multiply" just type " * " when running a search for nodes and it should pop up.
Not too well understood, can you please explain how you solved the slow character rotation?
@@tom_clancy_ice so at time 23:06, you see that she connects the "red box" 's Action Value X output to a newly formed "plus" node. Then she adds the Z output from the "Get Control Rotation". The solution I proposed was, that, between the "plus" node and the "red box" node, just add a Multiply. Then in the that node, just multiply by 2 or 3. I've added a image to better illustrate. snipboard.io/NTEAZg.jpg . The red arrow is the new node and the blue arrow is where you add the 2 or 3 or whatever you need. The higher the number, the faster the rotation.
Dude, a lifesaver. Thanks.
@@bloodynik_art glad I could help
Awesome that you figured this out for yourself, thanks for sharing. You might be interested in my latest deep dive into tank controls tutorial too czcams.com/video/T-7H5QJr7-Q/video.html
thank you😭
When does a game become scary for the developer? I felt so relaxed.
When you start to reach the deadline haha. I'm glad you found this relaxing though :)
Hello, I having a problem, my camera isn't switching at all, did you change any setting off recording because I'm completely baffled
Hi there,
I am having some issues with the camera. When I walk slow it seems that the trigger box is not working so it doesn't change de cameras so the character stays lost in the scenario. Do you have any idea how I fix this issue?
Hi Fabio, perhaps put some print strings in and see if they're being triggered? Movement speed shouldn't change this so all I can think of is that they might not actually be overlapping with the player 🤔 best of luck!
Great video, I’m just curious, how do you change character rotation speed for tank controls? Everything else is set up perfectly.
I've just released a tutorial to help with any tank control issues such as that, hope it helps czcams.com/video/T-7H5QJr7-Q/video.html
Hey! Just a quick question, is there any way for me to make the player turn faster for tank controls? I've been stuck for a while now if you could give me anything, that helps a ton!
You can multiply the turn movement by a float and that'll do it. I'll be uploading an updated tank control tutorial very soon 😊
Thanks for the tutoring session. It was very helpful. Regarding the BeginPlay event, can you simply obtain a reference to the camera in this blueprint, isn't that right?
You're very welcome :) You could do but you'd need to make sure it was the instance of the blueprint that overlapped with the player that would be enabled, otherwise the blueprint would run on all cams and it'd get very confused on which one to use. But if we could get a reference to which one overlaps the player start in the contruction script (while still in editor) and set that as the starting cam then that might work? 🤔
Hey this was so good
But, when I turn with A and D, my character rotates incredibly slowly; can you think of what I might've missed for that to happen?
If you put a multiply node between action value x from enhancedinputaction and the add node, then you can speed up the rotation with that! A value of 3 felt pretty good to me, but can set whatever you like to get the speed you want.
Hellooo, I've just released a new tank control tutorial which covers this and more, I hope it helps czcams.com/video/T-7H5QJr7-Q/video.html
Is there a way to have turn in place anims instead of the classic sliding around in place? Everything I find is for camera rotation which doesn't work for us fixed camera lovers xD
I show how to add animations to tank controls in my latest tutorial, I hope it can help czcams.com/video/T-7H5QJr7-Q/video.html
i feel cool
help:(( my character stop making the walking animation after config the tank controls, it just floats idlin' all over the place;(
Oh no, sorry to hear that! I have a new tutorial just focusing on the tank controls so could this help? czcams.com/video/T-7H5QJr7-Q/video.html
😍
how change speed rotation?
I go through this and more in my latest tank control tutorial, hope it helps! czcams.com/video/T-7H5QJr7-Q/video.html
@@yagmanx Thanks for the help, but I found a way that same day. But thanks anyway!
might just be me but when I look left and right it's really slow. Otherwise fantastic tutorial.
If you put a multiply node between action value x from enhancedinputaction and the add node, then you can speed up the rotation with that! A value of 3 felt pretty good to me, but can set whatever you like to get the speed you want.
I thank you lots! i will be trying this out@@Tyladrhas
Here is a new tutorial about tank controls, you can control turn speed, add Sprint and animations czcams.com/video/T-7H5QJr7-Q/video.html I hope it helps :)
@@yagmanx Thanks for the help! It's going to help a lot with Deving.
it's not enough just the shots, I need to know how to change characters, how to kill zombies and how to take objects and then use them where are these entire tutorials to create a complete resident evil style game?
Elsewhere on the Internet my friend
You can check to see if they have a tutorials for that already, and there are other people who make UE tutorials.
I can only focus on one thing at a time 😅 but as others have said I'm sure you can find those tutorials elsewhere too, best of luck!
I’ve made some check them out please.
5 or 5.1?
This tutorial is valid for ue4 and ue5 and above (some slight changes for tank controls as I'm using 5.1 and that has an updated movement system)
content is amazing especially she is beautiful
+E
young heaven angels grils my love
You're so clever and pretty and cute 😍