Force Field and Impact Effect - (UE4 Tutorial)
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- čas přidán 2. 07. 2024
- Project Files : / six-more-project-28703232
Force field and an impact effect tutorial on the force field in ue4.
Basically whenever we hit the forcefield with a projectile it will shake , create a hotspot and create a circle that grows and shrinks and it also create some particle that will come out from the impact spot.We are going to be creating the material , the blueprint and also the particle system in this tutorial.
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Amazing tutorial. you deserve way more subs
You can't have multiple impacts at the same time. Wouldn't it be better to approach this with decals??
Even better, spawn another "shield" actor and apply a matterial with only the impact to it, then destroy de actor. Thus allowing you to have multiple impact points at the same time.
in have two questions:
1) does this word on a non-sphere object
2) do i have to use thi specific projectile
pro tip : watch movies on flixzone. I've been using it for watching all kinds of movies these days.
Hit sound is just EPIC! I can hear it over and over for ages.
Cant wait to see more of your amazing tutorials! Thank you! :)
Good tutorial dude. The speed at which you move is perfect! Thanks for this little beauty and you just got a new sub XD
For anyone wondering why their collision is not getting the hit event here is a nice little friendly troubleshooting I had to do to get mine to work :) Cheers!
Other then that really great tutorial :D
1- Do all of your meshes being used for collision detection have a collision?
2- Make sure the said collision is the root of the BP receiving the bullet.
3- Make sure Simulation Generates Hit events on your collision is enable.
For anyone confused @9:31, the "Cast To FirstPersonProjectile" node comes when you start the file with the "first person" preset in the epic games launcher. If you started a blank level you won't be able to call this node without importing it manually.
thanks!
wow looks really cool
thanks so much for the tutorial!
Awesome tutorial, it was enough to subscribe to your channel
Great tutorials, keep it up! :D
Thank you from Russia. U have Unreal God-like awesome level!)
TY so much for taking the time to help others do this,,I'm almost done with landscape sculpting, and as I sculpt, I get ideas, guess what I needed to do next ;)yup
TY for this, perfect timing :)_)_)
holy shit . you should have millions of subscriber man . i will recommend you to my unreal engine friends
its okay .it will improve from time to time . people like him are the savior of unreal . if less people making tutorials we will learn slow.
@techlife Thanks :)
@George I am trying to improve it. hopefully it will get better over time. I don't really use English in my daily life.
I like hearing different pronunciations (makes you better at understanding your own tendencies, kind of like traveling) so it's worth it to me. I can understand it being a turn-off for some people.
UnrealCG, have you considered watching a CZcams video or two on using a more American (or British, if you're more familiar with that) accent?
I really do think it would help you get more subscribers and spread your work. You already have really good content.
Check this one out, UnrealCG:
czcams.com/video/9Q9ItoUF3zI/video.html
WOW this is amazing!!!😃😍
amazing...!!!! i am a beginner. so great tutorial. thank you so much.
Great tutorial! Thanks for this, looks amazing :) But I am wondering is there a way to make it create that effect on multiple positions if you're shooting it quick enough? My particle effects are on point, but the point of impact and the shake gets cut off if I hit it before the animation ends. Thanks again
amazing!very useful
Amazing 👍🏻
You're saving me and my school project thank you !!
Dude this was vicious!!! XD
Awesome!
really thanks to you.
Amazing tutorial! How would you make it so that you can only see the texture in the impact circle and nothing else? I'm currently suck on that
You are very smart, I like your lessons, they are very detailed, even without knowledge of the language, you can understand everything. Thank you very much, let more lessons on UE4.
感谢分享 :D
not all heroes wear cape xD
Can this be an idea of making something like while shooting in grass make a particle effect and shooting in sand making another particle effect ?
Love your tutorials I wanted to know if you knew how to make this work when applying to VR like if you brush your hand over the force field or throw an object not a projectile at it?
We are driving the impact effect when the bullet hit the forcefield. All you have to do is change that to when the hand hit the force field. Maybe make an invisible object that moves with the hand in VR and when it hit the forcefield play the impact effect.
I noticed it will only spawn one impact effect at a time, is there is way to spawn multiple impact effects at the same time?
good
Is there a way to create multiple impact rings? So that rather than resetting the timeline and creating a new impact while deleting the current one, we could have 2+ simultaneous impacts? I have searched for tutorials covering this but can't yet find any
So I can think of one way to achieve this , it's a bit complicated.First you have to create a material function which have all the node to make the ring and hotspot effects((You can skip this part if you want, but then your material will get very complicated, there will be many duplicates of the same nodes in the material)),Then you should make multiple vector parameters maybe 4-5.Then you can drag in the material function to the material and duplicate in 4 times and connect the vector parameter to each of them and add it to the material.
Then in blueprint ((There are few other ways to do this)) you have to get a multi gate and make it loopable then get four outputs from it and change the four vector parameter using each of the four output.(so from the first output you change the first vector parameter and from second the second parameter and so on).Depending on your rate of fire when the fourth parameter is being used the first one should reset. Sorry if this is bit complicated.
I will let to know If I find a better method.I got an email from one dude that said he made multiple spheres when colliding so that there is multiple material instances and so it won't rest the effect on the first impact location.
czcams.com/video/t-8jePbEwHI/video.html
If the shield was moving the impact effect won't be correct , it has to follow along. Could you tell me how to do that?
Epic
I used a custom sphere static mesh and i get this error: static mesh object reference is not compatible with material instance dynamic object reference
Nice Video again you Help me a lot. Can you make at Next a Mount (Horst Riding System) where the player can go on the mount and can fly like ark
I never played ark.So you can mount a ground mount and then it can fly?
UnrealCG no i mean when i have a Horst it is only for the Ground but when i have a Dragon i can fly and the character is on the mount like World of Warcraft you Now?
You want to know how to make the mounting animations , hand placement and also the mount moving in air?
UnrealCG Yes 😄
Hello UnrealCG, just wanted to ask maby you could make some tutorials for multyplayer in blueprints(for example with "VaRest" plugin) with server/database integration? i think this would be a really useful guides for most of the developers because there are really not many guides about it, and its really hard for the beginner developers who work in small teams :).
I am learning multiplayer stuffs at the moment.I will make few tutorials when I get comfortable with it.Thanks for the suggestion.
I've attached this to a characters(car) input to be used as an ability. But everytime I use it...my car sinks like 6 inches into the ground and when the effect ends, the car pops right back up.
Any ideas anyone? I haven't been able to fix this in a couple of days.
Hi Friend! I have a little problem, i did every you say, but, i create a other gun and other projectile. My projectile generate a overlap (i used print string and his say "Hello") But, the effect of shield not work, the projectile did like you, but no see the effect
. (I Stopped in 14:15, i not got do this "effect".)
Deatail, I Import the shield and materials for other project. When i use the gun and projectile deafaul of unreal engine. work 100%.
But my projectile or gun (I dont know what is problem) not work.
I know this is a bit late, but I can't get the hit effect to appear in UE5
Hey I have a question, If I want to make this impact effect when I'm in the sphere, how can I do it? please
I think for that you need to invert the collision. Try checking double sided collision in the mesh details.
It's good I made it with BSP and convex collisions ;)
@@OAXPxo I know it has been a long time, but do you by any chance remember you made it work?
hey.. i did everything exactly the same as u did, but i think because of the ball projectile, the impact effect is not working.. can u let me know how to remove the ball projectile and yet shoot?
What ball projectile? The yellow one from the first person template?
Hmm, how would I do this if I'm using a Line Trace instead of a projectile?
carry a sword and shield and walk with a forcefield 4REAL
Top vc hein
How do you make multiple hit effects when two projectiles hit?
There are couple of ways to do that. The simplest way is to spawn a sphere each time it gets hit and deleted the previous one after the time line ends.
@@UnrealCG I'm testing this (w/ add static mesh component) and the timeline seems to only work for the newest sphere. It gets stuck on previous ones...
Very cool, going through it ran into some trouble with the "Cast to First Person Projectile", it doesn't seem to exist.
Are you using the first person template?
Yes, there was no projectile anything included. Only a trace into an impulse at location in the First Person Character BP.
Go to first person BP folder and check if there is an actor that looks like an yellow ball call first person projectile.
There isn't one.
Strange every first-person template should have it. Try making a new first person project.
Hi man. How would I go about making this blue print disappear after hitting it 10 times?
Just create an int variable called count and every time the projectile hits the forcefield increase the count by one.Then from count use a greater than or equal to node and set that value to 10. then connect that to a branch and from true, you should call destroy actor and the target should be self.
thank you so much Homie
what would be the math to use a texture for the impact effect instead of the sphere mask with sine?
You can use the sphere mask without the sine and connect it to the alpha of a lerp node and on the lerp node give A the default texture and on B give the texture you want.
mmm, i wanted to replace the waving effect with the blast texture from your portal video but i can´t make it work for some reason
if you want to use the blast texture then you need to provide the UV information to place it on the mesh at the hit location.
mmm, i managed to add other effects but i still have trouble with that, if you could take a screenshot of how to do it that would be great, i´ll keep trying though, i'll have to figure it out at some point
mm,let me see if I can make it.
Great Tutorial, Where are you from
India.
how did you create the lerp in the beginnning
Press L and click on the graph
What should I do if my project is a third person template? Can't I do this?
You can. You just need to cast to your projectile in your project(if you have) and not the first person projectile.
UnrealCG but I don't use any projectile
So then what do you want the force field to react to?
Sorry i know this is a beginner question, but how did you make it so your player can walk through the force field but the bullet still hit it?
EDIT: oh i think i got it, just setting the sphere1 mesh to NoCollision seemed to do the trick. Is that right?
Yeah.For this particular tutorial you can just select the sphere1 in the actor and set it's collision to noCollision.This will work because our collision sphere is set to overlap only. So the only thing that was blocking the player was there sphere mesh that we applied our material to.So setting it to noCollision will allow the player to pass through it and the collision sphere will only block the projectile.
Thank you for the prompt reply! I have noticed that when i shoot while within the force field, that the projectile spawns, but it is outside of the force field. From debugging i noticed that the hit event is firing, so my assumption is the projectile cannot spawn within the sphere, so it spawns to the closest spot outside of the sphere? Sorry i realize these questions are not really related to the material you covered in the video, so i really appreciate your time and replies.
Yeah that's right.
@@priceless5386 Have you found a way to fire from within the sphere? my weapon is based off a line trace instead of a projectile, but I am having the same issue with not being able to fire from within. I updated the mesh to be an actual dome, thinking it might have been because the original was a solid sphere, but I am getting the same results with the dome as well.
I replaced the model with an actual hallow dome (made in blender), then made a series of collisions around the edges with the same settings so it allowed pawns but not the line trace on my weapon
I like your voice
Thanks :D
who will tell why the animation is always lost, not just once 26:44
What animation is being lost?
Do you mean the position of the hotspot and and radial ring changing?
not the fact that animation created ParticleSystem being played over and over again
Ok, so that is because of the timing of the second brust.We fix that at 26:49
malayaliyaano?
Athe!
Hahhahahahahaa CRAZYYYY! :D
Love your content man. Just started off with the Unreal Engine a while back
Thanks and Best Wishes :)