Ultimate Character - Tutorial from Beginning Part 1

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  • čas přidán 4. 09. 2019
  • This is the first tutorial of the Ultimate Character project.
    In this tutorial, I'll show you how you can set up your character from the beginning, how you can use the assets from the Paragon project in your project & how to set up base animations!
    You can use characters & animations from any other sources like Mixamo.
    Ultimate Character :
    • UE4 Ultimate Character...
    Overview of the UC project :
    • Ultimate Character - O...
    Please find the project in UE4 marketplace:
    unrealengine.com/marketplace/...

Komentáře • 56

  • @shadoeternimus1068
    @shadoeternimus1068 Před 4 lety +7

    Voice is a bit hard to listen to for a while but loving the clarity of the explanation throughout the video! Also really like how you go over each step.

  • @stormr
    @stormr Před 3 lety +1

    Does this support easy set for the mannequin skeleton? All my characters I use are created by me and are set up for the mannequin skeleton.I plan to buy it today but all I see is videos for other characters and setting them up

    • @AziApps
      @AziApps  Před 3 lety

      Hi,
      You can use this project with any character and animations setup, all you need to do is create montages and add the events to them.

  • @play-good
    @play-good Před 25 dny +2

    bro merging this package with ALS will be unstoppable

    • @AziApps
      @AziApps  Před 21 dnem

      Hi,
      I will be merge the new motion matching system into the project soon.

    • @play-good
      @play-good Před 21 dnem

      @@AziApps this gonna be cool 😎
      Good job 👏

    • @michaelpiper8198
      @michaelpiper8198 Před 21 dnem

      @@AziApps thats good to know I was about to work on this myself but will definitely free me up to work on other aspects since this is the case thanks 😊
      Soonish update?
      Also how does this handle metahumans, I’ve been having some trouble with my setup at the moment and would be nice to have a solution I can just use 😂

    • @AziApps
      @AziApps  Před 21 dnem

      ​@@michaelpiper8198I'm doing an overhaul for the project as this is an old project and lots of things have been changed since the release of this project, so you should expect Ultimate Character v2.
      I will try to post some WIP videos on my discord channel, as I add more features to that.

    • @Kinos141
      @Kinos141 Před 14 dny

      @@AziApps Does much need to be done to modify it with motion matching?
      I would think just add the Motion matched AnimBP.

  • @Favyoun
    @Favyoun Před 3 lety

    Is there a written ver?

  • @tomhikon
    @tomhikon Před 2 lety

    Hey this looks great! I have purchased a few player setup kits that came with many headaches and subpar results in the past. My goal is a character with dual pistols, Dual katanas, and when they are not equipped a hand to hand combat. Will that be possible with this system? Thank you

    • @AziApps
      @AziApps  Před 2 lety +1

      Hello, thank you.
      All of your characters example are included...
      For dual pistol you can take a look at TwinBlast setup to see how dual pistol works and Narbash for dual sword, also some minions are included with punch attack.
      All you need to do is setup proper animations and table data for a single character to use them and then use inventory to switch between those attacks.

    • @tomhikon
      @tomhikon Před 2 lety

      @@AziApps I think I'll definitely have to try this out soon thank you

  • @marcomoutinho7611
    @marcomoutinho7611 Před 3 lety +1

    Hi! How can I for example change weapon / skill without resorting to the circular menu. I want to choose my skill using keys (example 1,2,3 on the keyboard). Where each number on the keyboard represents a weapon / skill. And just run when I click the left mouse button.

    • @AziApps
      @AziApps  Před 3 lety +2

      Hello, You need to call 'RecieveUICommand' inside the 'PlayerCharacter_BP', first of all change the first 'Debug Message' type to force inside that function and try to use the circular menu to understand how you need to call that function, You need to understand how to use 'AttackTypes' and 'Command'. after understanding them you can bind them to the keyboard numbers easily.

  • @naza0777
    @naza0777 Před 4 lety +1

    I'm so eager to see implementing a melee combat with this system .

    • @AziApps
      @AziApps  Před 4 lety

      Hello, About 80% of the process is the same as this tutorial, but Melee implementing tutorial will be uploaded too, also you can find four characters using melee weapons as samples in the project.

    • @naza0777
      @naza0777 Před 4 lety

      @@AziApps thank you , is it possible to extend this tool to implement the air combos through blueprint?

    • @AziApps
      @AziApps  Před 4 lety +1

      Yes all kinds of extending is possible, only depends on knowledge of blueprint.
      You can easily extends the UC project classes, all of them are object oriented.

  • @MrCveedub
    @MrCveedub Před 4 lety

    How would you add weapons to your character later on in the game? For instance, say the hero kills TwinBlast and then the hero can now use the storm grenade. Is that possible with this system? It seems very flexible for setup and rigid after run time.

    • @AziApps
      @AziApps  Před 4 lety +1

      Yes, you can, it's very easy you just need to predict what possibilities are in your project and then only add them to tables (Animations, attach sockets, tag and etc) and not in the default inventory of the character, for example, player can find a weapon from a hidden cave in your project or pickup a weapon after killing a somebody.

    • @MrCveedub
      @MrCveedub Před 4 lety

      @@AziApps It seems that I would need to add the weapon to the component before hand no? I'm thinking of a scenario where the character couldn't use weapon x until task y has been completed.

    • @AziApps
      @AziApps  Před 4 lety +1

      You need to add all info (animations, tag and etc) for usable weapons, magics and etc in the player table before packaging or running the game, This is not a run time feature but inventory is run time feature.
      Now in your case, you need your character to use weapon X but not from the beginning that's fine just add the item info in the table, but don't add the item tag in the default inventory of the character.
      Now for a task system as you need, if the item is on the ground and player can see that but you don't want him to pickup that item create a blocking volume around the item then change the volume collision to block everything, then store a reference to the volume in level BP & when the task is done just destroy that blocking volume now player can pickup that item
      Totally tables act as master of everything and player tries to read from table to see if he can use an item or not by sending item tag to table.

  • @avinaidoo6129
    @avinaidoo6129 Před 4 lety

    Hi there thank you this amazing system, can you please tell me how to add the movement component to this system

    • @AziApps
      @AziApps  Před 4 lety

      Hello, The Ultimate Movement Component is already implemented.

    • @avinaidoo6129
      @avinaidoo6129 Před 4 lety

      AzadiApps that’s great thank you, one last question how hard would it be to implement a horse riding system

  • @richhughes2526
    @richhughes2526 Před 3 lety

    8 References after following it step by step when I go to delete Twins BP, then following that I press on the child BP which I created at the start and there is no option to update mesh etc.

    • @AziApps
      @AziApps  Před 3 lety

      Please describe your problem, what's the time of the video you face a problem? If you want to update the mesh then you need to open blueprint by clicking on the "Open full blueprint editor"

  • @Pharoah1224
    @Pharoah1224 Před 4 lety +1

    You guys offer so much i am embarrassed to ask for anything more. How hard is it to integrate, say the interaction system or locomotion system ? Is it worth the headache?

    • @AziApps
      @AziApps  Před 4 lety +1

      Tutorial for advance locomotion system will be uploaded in following days. totally you can add any animation system to the project very easily.

    • @scottaustin8853
      @scottaustin8853 Před 3 lety +1

      @@AziApps What happened to those tutorials?

  • @stormr
    @stormr Před 3 lety

    is the steps on this the same to set up player character? it only shows ai character

    • @AziApps
      @AziApps  Před 3 lety

      Most the steps are similar but the player setup starts at 35:00

  • @devduttbhatt8461
    @devduttbhatt8461 Před 23 dny

    Hi There. I just got this plugin from epic game store from the free for the month content. Thank you for that.
    I was wondering, if I could use this for hand to hand combat system? And then import those features to my game?

    • @AziApps
      @AziApps  Před 23 dny

      Hello,
      There's support for the melee attack and combat system,
      The features in this project are not like a file to import to other projects, Features will be added to the characters from the table and also from the character class itself, so you have to use this pack as your base character system.
      I hope I could explain that to you.

    • @devduttbhatt8461
      @devduttbhatt8461 Před 23 dny

      @@AziApps Well I got some of it but not all. as I am new to unreal. But thanks. But Can i use it for pure hand to hand combat? No weapons used.

    • @AziApps
      @AziApps  Před 22 dny

      ​@@devduttbhatt8461 It supports melee combat but you may need to update a few things in the project to be a perfect match for what your project is requires.
      Everything depends on the idea and details you have in your mind.

  • @KawaiiLabsLLC
    @KawaiiLabsLLC Před 4 lety

    I just bought this, are there any tutorials on creating an ultimate character from scratch?

    • @AziApps
      @AziApps  Před 4 lety

      Thanks for your purchase, you can find all available tutorials from this playlist :
      czcams.com/play/PLkppAlnCMgMlyB5q0ZCGgmaFH6JAbnmMn.html

    • @KawaiiLabsLLC
      @KawaiiLabsLLC Před 4 lety +1

      @@AziApps Thanks! Although this playlist has 4 videos, will there be updates to this?

    • @AziApps
      @AziApps  Před 4 lety +1

      Yes, There's a plan for a new series.

    • @KawaiiLabsLLC
      @KawaiiLabsLLC Před 4 lety

      @@AziApps Thank god! I got this pack and played around with it for quite a few hours. amazing pack but i felt quite limited on what i could do.

  • @jagsingh279
    @jagsingh279 Před 17 dny

    how can we change the main character into our new character

    • @AziApps
      @AziApps  Před 17 dny

      Hello,
      You need to change the default pawn class in "BP_Gamemode" to your new character class.

  • @HonorGamesStudio
    @HonorGamesStudio Před 3 lety

    Hi, my characters not recodnize/see me, they just patrol

    • @AziApps
      @AziApps  Před 3 lety

      Hello,
      Please send more info and some screen shot to info@azadiapps.com
      Also, please make sure you've the correct game mode and your player character is derived from PlayerCharacter_BP

    • @HonorGamesStudio
      @HonorGamesStudio Před 3 lety

      @@AziApps hi thank you, solved already, but why my AI attacking each other and me, and if i checkbox only detect Enemy in controller they stop attacking anybody)

  • @play-good
    @play-good Před 25 dny

    The AI is Siiiiiick

  • @RitesOfTheSource
    @RitesOfTheSource Před dnem

    This would have been more relevant (better) if you used a Mixamo character instead of a Paragon one. I just see more people using Mixamo than Paragon. Like, what do we do with the character since Mixamo doesn't come with the animations & blueprints like Paragon does?

    • @AziApps
      @AziApps  Před dnem

      Hello,
      There's also a mixamo character example, if you look into the Ultimate Character playlist.

  • @richhughes2526
    @richhughes2526 Před 3 lety

    Calculate direction direction seems to be coming up as a float. ;o

    • @richhughes2526
      @richhughes2526 Před 3 lety

      Fixed it, czcams.com/video/1CDAoCRpppc/video.html

    • @AziApps
      @AziApps  Před 3 lety

      You may see some differences in functions the reason is the different engine version.

  • @TorQueMoD
    @TorQueMoD Před 2 lety

    This is funny because it's so obviously written by someone who doesn't speak English as their first language, but they hired a voice actor for the video. You think the actor would have at least helped them with some simple re-writes.

    • @kenalpha3
      @kenalpha3 Před rokem

      Sounds fine to me. I speak commands in code phrases too (which may sound like broken English or whatever youre talking about). But in my mind and on the forums, I speak/type out things in code speak = save time, more direct.