Dude this is insanely fast. Wow. Do you have / could you make some tutorials for animation blending, alternatively the cool dynamic animation system in UE5.1? Where the character get nudged by walking into nearby objects, etc.
I've been trying to figure this out for the past few days and spent many hours following other tutorials that didn't get it to work, but I followed yours and now its working. Thanks so much!
Trying to get the line trace to work was driving me crazy! The red line trace was not showing up while playing in the viewport. Found out that renaming my sockets from: 'sckt_start' to just 'start' (was doing some custom naming for my project) fixed the issue. The spelling was correct both times in the Blueprint and matched with the socket names. Thought it was the underscore in my socket naming convention, but I tested that, and it worked when I swapped back to the underscore...weird. If you have an issue like I did, try changing the name of both your sockets and then update the Blueprint.
another big one bro. I liked a lot the idea of using linetrace instead spheretrace. Looks more clean and accurate. Also avoiding event tick by setting a timer by event during the animnotify seems pretty performance friendly.
Thanks for the awesome tutorial, it really helped me understand a good workflow for checking hit collisions. ^-^ I think the issue with your sockets being HUGE is caused by incorrect scaling when you export from your modeling application. It causes a bunch of other issues besides the sockets just being huge (like making physics assets generate incorrectly). If you are modeling in blender, you can fix this issue by setting Scene Properties > Unit Scale = 0.01 - You may need to scale objects up times 100, if so then Select All (A) and Apply (Ctrl+A) > All Transforms Thanks again for the epic tutorial!
@@wetsaapbrehh7839 its a difference in measurment units I believe. Unreal uses centimeters to measure things and other programs use different measuring units and sometimes that information is not properly transferred in the 3D file model so you have to manually account for it. Like setting the scale in blender to 0.01
Wow excellent tutorial, you explained so much in your video that I now understand default slot for the character anim blueprint and why I would use root motion so the character stays in place when using the animation. Thanks ❤️
There's an issue importing this to UE5 mannequin even though they are the same skeleton. The animation distorts the shape and size of the mannequin. It also throws an error with the clavicle. LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (clavicle_l:10) Source Global Transform (10.748359,7.302100,128.850004|65.716590,19.994417,-18.547552|1.000000,1.000000,1.000000), Converted Global Transform (-3.782000,-11.883709,-2.732097|0.219695,-94.695984,14.975026|1.000000,1.000000,1.000000)
still haven't implemented this, but it looks really promising, especially with an attack combo system that works with notifiers as well. making a character that spawns weapons to her hands and makes them disappear when she finishes attacking (like some spells in elden ring) and this looks like just the kind of solution i need
I do not know why but my players line trace does not interact with the enemy at all let alone deal damage, while the enemies line trace works perfectly.
I tried the sheath/unsheath tutorial and then did this to only end up with it not attacking and two swords on my character And with placing the (Start/End) sockets on the sword, it doesnt appear, i dont know if they were too big or too small to show? (I am using a sword I made myself and not the example sword)
What do I do if my character has a 3 hit attack montage? How do I set it up so the enemy hit montage only plays to the corresponding hits and not the entire hit reaction of being hit 3 times, just in case for whatever reason the player decides to only hit one time?
This is awesome, thank you ! What if your weapon is part of the overall skeletal mesh? I imagine you can set up the sockets the same way you did with the sword seperately?
@@AresWorlds It's not terribly hard. Attach a box component to your sword and adjust the size so that it covers the blade. Then subscribe to the OnComponentBeginOverlap delegate and do your checks in that function. Just make sure that anything you need to connect with it generates overlap events.
@@kakarotsan3030 but wouldn't that work differently? the box exists always, so even if you dont attack, and the box collides with an enemy by mistake, itll take damage. am i wrong?
@@I-VisiBomb-I One way you can avoid that is by creating anim notifies that fire when you play the attack animation. Use those to turn on and off hit detection.
I know this was asked a year ago and I don't know if you resolved this but the answer is yes, you absolutely can put the code that's on the player blueprint in the blueprint for the weapon.
Hey when importing the .fbx seems than ue imports a skeletal mesh, a physics asset and a skeleton but i cant find the mesh itself so i cant apply textures neither edit socket because it appears a grey blockout in the skeleton. Someone does know what is happening here? thanks in advance
When I add sockets to my weapon skeleton, I don't see any of the collision spheres that the video shows. When I resize the socket, I don't see anything getting resized and as a result the "Actor Hit" doesn't return anything. Can anyone provide some advice? I've tried different weapons from the UE marketplace but still not registering any hits
One question: I was following along but when I pulled up the mannequin I lost access to it's sword during the animation of the attack. I could still see and add notify states during the attack, just not see the weapon. Any idea why this happened?
Great tutorial! Can I repeat these steps but juxtapose enemy/player character to have this work both ways (player and AI can both attack each other)? I imagine I'll have to notify every single enemy type's weapons individually but otherwise this should be a simple copy-paste sort of deal, yeah?
Idk if I'm missing something but when I try to import the Sword to the project as a skeletal mesh, I get a different file type than the purple one you have for the sword skeletal mesh asset, mine is light blue and doesn't come up in the socket preview. Everything else works, is there a way to convert the light blue skeletal mesh asset to the purple one you have?
probally you don't will see this but, this system is very good the problem is the line trace fails in some spots i'm testing im my project and sometimes because of the trace not be consistent i just miss the hit and this occur alot
@@UnrealUniversity I assume that I would add a gate which is opened and closed with the notify events, but wouldn't that contribute quite a bit to lag?
Does anyone know why the trace only hits an enemy at the very end of the strike? It goes right through the enemy and hits them only if the character if situated behind my player character.
Hello, I am French and I plan to found a video game like Fortnite to play with my community! A game with the same features (construction, sprint, climbing and the same types of weapons) I would like to know if that would be possible?
what if we are making a vr combat system , do we still have to add animations for the model or they will render based on player movement aytomatically?
hmm so if in your game my game the players are moving the charachters in vr the I just need this simple line of melee combat? I know I need networking and servers but like is that simple?
Hi! This was an awesome and helpful tutorial, but something came up that I was curious about. I was going to use this in just a tiny little demo kind of thing and I was trying at set a "slash" action mapping instead of mapping it to the right mouse button so I could try it on a controller. When I do that though the red ray trace lines that would appear when you connected it to the begin play node are constantly appearing now. Any idea why that might be happening or how to fix it?
Never mind I found it! For future people that may be curious, in the line trace by channel node, turn the draw debug type back to none and it goes back to normal!
You won't believe how stressed the sword sockets "End" and "Start" made me. I attached the sword to the wrong model and progressed with the wrong model and couldn't find the issue. 4 hours later I found the issue.
i have an issue, when i add a socket, nothing is shown. I can see the small sphere with the gizmo for moving it around, but i dont actually see the socket itself. When i add a socket in a static mesh i see it clearly. Is there anything can do for that ?
same thing happened to me, i just aligned them where needed and put the scale to like .01 and it worked fine. Only issue i have is for some reason when hitting the enemy, it does nothing.
bit of an off topic qustion maybe someone could help me but say I wanted to use paragon charecters to create a fight scene/cinematic and I want the charecters to be able to react to when they get hit with an attack (ive already got the charecters set up with attacks and fx) what I want to do is be able to control the character and use the take recorder to record the animations while I play... so the scene I wanted to make was two paragon characters fighting and it looks weird at the moment because none of the characters are reacting to when they get hit i need them to at least flinch alittle lol hope someone can help me out, I was also wondering is it possible to turn one of the paragon characters into an AI NPC that will fight back? and would that actually work with take recorder (i imagine it work right?)
Hello I made a whole course on how to make a combat system in the latest version of ue5 : bit.ly/3mwfVdw check it out
ok if you aren't watching this with the captions on you are missing the funniest accidental mistranslations ever
Fr
Dude this is insanely fast. Wow.
Do you have / could you make some tutorials for animation blending, alternatively the cool dynamic animation system in UE5.1?
Where the character get nudged by walking into nearby objects, etc.
This is an updated version of the combat system I made a while ago, it uses a line trace system this time as I think its more accurate
If you can, can you make a UE5 first person or third person parkour system tutorial it would be great
Hey, it's really hard to get into the exact position to hit the dummy, can I fix this?
Hey uisco having a problem line trace hitting dummy multiple Time's how should i solve this
BRO I'VE BEEN SPENDING WEEKS TRYING TO FIND A SWORD ANIMATION YOU'RE THE BEST I EVEN GOT PUNCH FROM YOU THANK YOU SO MUCH
I've been trying to figure this out for the past few days and spent many hours following other tutorials that didn't get it to work, but I followed yours and now its working. Thanks so much!
Trying to get the line trace to work was driving me crazy! The red line trace was not showing up while playing in the viewport. Found out that renaming my sockets from: 'sckt_start' to just 'start' (was doing some custom naming for my project) fixed the issue. The spelling was correct both times in the Blueprint and matched with the socket names. Thought it was the underscore in my socket naming convention, but I tested that, and it worked when I swapped back to the underscore...weird. If you have an issue like I did, try changing the name of both your sockets and then update the Blueprint.
another big one bro. I liked a lot the idea of using linetrace instead spheretrace. Looks more clean and accurate. Also avoiding event tick by setting a timer by event during the animnotify seems pretty performance friendly.
Theres a problem, when i go to preview animation i cant see the animations I imported, help.
Wow have I started to enjoy all your tutorials. I just LOVE how direct and no-bull they are. Amazing work, thank you.
Thanks for the awesome tutorial, it really helped me understand a good workflow for checking hit collisions. ^-^
I think the issue with your sockets being HUGE is caused by incorrect scaling when you export from your modeling application. It causes a bunch of other issues besides the sockets just being huge (like making physics assets generate incorrectly). If you are modeling in blender, you can fix this issue by setting Scene Properties > Unit Scale = 0.01
- You may need to scale objects up times 100, if so then Select All (A) and Apply (Ctrl+A) > All Transforms
Thanks again for the epic tutorial!
Can you possibly explain what causes this scaling issue? I’ve run into this a few times and always wondered why this happens.
@@wetsaapbrehh7839 its a difference in measurment units I believe. Unreal uses centimeters to measure things and other programs use different measuring units and sometimes that information is not properly transferred in the 3D file model so you have to manually account for it. Like setting the scale in blender to 0.01
@@ErikLevelUp there it is that makes perfect sense thank you
So good, but please boost your audio!
definitely
Wow excellent tutorial, you explained so much in your video that I now understand default slot for the character anim blueprint and why I would use root motion so the character stays in place when using the animation. Thanks ❤️
This was extremely simple and helpful definitely a good starting point for my games combat
There's an issue importing this to UE5 mannequin even though they are the same skeleton. The animation distorts the shape and size of the mannequin. It also throws an error with the clavicle.
LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (clavicle_l:10)
Source Global Transform (10.748359,7.302100,128.850004|65.716590,19.994417,-18.547552|1.000000,1.000000,1.000000),
Converted Global Transform (-3.782000,-11.883709,-2.732097|0.219695,-94.695984,14.975026|1.000000,1.000000,1.000000)
still haven't implemented this, but it looks really promising, especially with an attack combo system that works with notifiers as well.
making a character that spawns weapons to her hands and makes them disappear when she finishes attacking (like some spells in elden ring) and this looks like just the kind of solution i need
Request can you make a enemy AI that will attack you in ue4 can’t find one that can work and you’re the only one that works for my engine type
This is beautiful...thanks for creating this. I watch your videos all the time and they are in the top!
another amazing tutorial!
Thanks for the continued support man
Line/sphere tracing is not working in ue5 with sword and sockets in bpThirdPersonBP, it works in MannequinBP with character only, why ??
Good straight to the point video. So much info in 15min
Going to go about game creating differently this time and do the fun stuff first. Thanks for the tutorial!
I do not know why but my players line trace does not interact with the enemy at all let alone deal damage, while the enemies line trace works perfectly.
I tried the sheath/unsheath tutorial and then did this to only end up with it not attacking and two swords on my character
And with placing the (Start/End) sockets on the sword, it doesnt appear, i dont know if they were too big or too small to show? (I am using a sword I made myself and not the example sword)
Boy these captions are wild! 😳😂
What do I do if my character has a 3 hit attack montage? How do I set it up so the enemy hit montage only plays to the corresponding hits and not the entire hit reaction of being hit 3 times, just in case for whatever reason the player decides to only hit one time?
i would like to follow your guide which is great but i cant see the yellow socket lines.
How come?
This is awesome, thank you ! What if your weapon is part of the overall skeletal mesh? I imagine you can set up the sockets the same way you did with the sword seperately?
Thanks man appreciate it!
montages don't get played like the sword slash help greatly appreciated
If you can, can you make a UE5 first person or third person parkour system tutorial it would be great
is there animation for the new ue5 mannequin
A better way to detect a hit would be to use a box collision on the sword instead of line traces. Easier logic to set up too.
how can i do that
@@AresWorlds It's not terribly hard. Attach a box component to your sword and adjust the size so that it covers the blade. Then subscribe to the OnComponentBeginOverlap delegate and do your checks in that function. Just make sure that anything you need to connect with it generates overlap events.
@@kakarotsan3030 but wouldn't that work differently? the box exists always, so even if you dont attack, and the box collides with an enemy by mistake, itll take damage.
am i wrong?
@@I-VisiBomb-I One way you can avoid that is by creating anim notifies that fire when you play the attack animation. Use those to turn on and off hit detection.
@@kakarotsan3030 this is the way!
Your tutorial is very good. Im wondering how hard would it be to make a deadliest warrior style game?
The slash animation doesn't play, any idea why that could be?
Is it possible to put the code in the sword BP, because I wanna be able to pick up other weapons? How would you do that?
I know this was asked a year ago and I don't know if you resolved this but the answer is yes, you absolutely can put the code that's on the player blueprint in the blueprint for the weapon.
Talking too fast, but content is great. Recommend viewers to watch at 0.75 speed if following along.
Hey when importing the .fbx seems than ue imports a skeletal mesh, a physics asset and a skeleton but i cant find the mesh itself so i cant apply textures neither edit socket because it appears a grey blockout in the skeleton. Someone does know what is happening here? thanks in advance
Hi I have an issue where sometimes the hits aren't being detected and they seem really random, do you know any fix to this issue?
I don't use ue5 but I'm gonna like
how do i make the trigersword invisible?
can you make one with advanced input
where when I press specific buttons together a combo happen ? please
I can’t see the orange outline thing in the socket step
Same, I came here looking for an answer.
When I add sockets to my weapon skeleton, I don't see any of the collision spheres that the video shows. When I resize the socket, I don't see anything getting resized and as a result the "Actor Hit" doesn't return anything. Can anyone provide some advice? I've tried different weapons from the UE marketplace but still not registering any hits
When you click on weapon skeleton, you need to click on character - bones - and then checkmark sockets. It fixed it for me,
One question: I was following along but when I pulled up the mannequin I lost access to it's sword during the animation of the attack. I could still see and add notify states during the attack, just not see the weapon. Any idea why this happened?
question, If I wanted the enemy ai to be able to hit me, I would just do the same but for the enemy right?
Great tutorial! Can I repeat these steps but juxtapose enemy/player character to have this work both ways (player and AI can both attack each other)? I imagine I'll have to notify every single enemy type's weapons individually but otherwise this should be a simple copy-paste sort of deal, yeah?
Idk if I'm missing something but when I try to import the Sword to the project as a skeletal mesh, I get a different file type than the purple one you have for the sword skeletal mesh asset, mine is light blue and doesn't come up in the socket preview. Everything else works, is there a way to convert the light blue skeletal mesh asset to the purple one you have?
I'm going to look into if\how I can speed up the engines tick rate. Is there a better way to generate hit results during fast animations?
Hey there! do you think you could make a tutorial on planet gravity? It would really help us out. Thanks if you do!
This is not working in Ue5 or i am doing something wrong
Yeah I think it doesn't work for the newer versions of UE5 I tried to do this but It doesn't seem to work
I got everything to work but the enemy ai in 5.1
@@iestynking8104 I got everything to work but the enemy ai in 5.1
@@tylerstafford7636 Oh maybe I was doing something wrong
same it works on *actor bps* but not *character bps* anyone have a fix for this?
probally you don't will see this but, this system is very good the problem is the line trace fails in some spots i'm testing im my project and sometimes because of the trace not be consistent i just miss the hit and this occur alot
That's unfortunate the only other way would be to use event tick, as long as they game is not laggy it should be accurate
I feel like there isn't enough line traces, how would I increase that?
You can use event tick, instead of using a timer, that way it will do it every frame
@@UnrealUniversity I assume that I would add a gate which is opened and closed with the notify events, but wouldn't that contribute quite a bit to lag?
Does anyone know why the trace only hits an enemy at the very end of the strike? It goes right through the enemy and hits them only if the character if situated behind my player character.
Hello, I am French and I plan to found a video game like Fortnite to play with my community! A game with the same features (construction, sprint, climbing and the same types of weapons) I would like to know if that would be possible?
How do you get the enemy to stop pausing when hitting him with a combo
I followed this 10 times now and for some reason the hits only register on **Actor bps?** not **character bps?** any idea why i might have this issue?
Great tutorial! The volume on the mic needs to be louder and you need to enunciate more, please.
Thank you sir!
what if we are making a vr combat system , do we still have to add animations for the model or they will render based on player movement aytomatically?
hmm so if in your game my game the players are moving the charachters in vr the I just need this simple line of melee combat? I know I need networking and servers but like is that simple?
Could you maybe do a heart based health system please?
my character doesnt have an animation blueprint where could i find it?
thank you so much ❤
Hi! This was an awesome and helpful tutorial, but something came up that I was curious about. I was going to use this in just a tiny little demo kind of thing and I was trying at set a "slash" action mapping instead of mapping it to the right mouse button so I could try it on a controller. When I do that though the red ray trace lines that would appear when you connected it to the begin play node are constantly appearing now. Any idea why that might be happening or how to fix it?
Never mind I found it! For future people that may be curious, in the line trace by channel node, turn the draw debug type back to none and it goes back to normal!
You won't believe how stressed the sword sockets "End" and "Start" made me. I attached the sword to the wrong model and progressed with the wrong model and couldn't find the issue. 4 hours later I found the issue.
nice at least you found it in the end
Thank you, I look forward to theses videos even if I’m not currently making a game
aha thanks
how do you get to the animation graph, i cant seem to find it.
i have an issue, when i add a socket, nothing is shown. I can see the small sphere with the gizmo for moving it around, but i dont actually see the socket itself. When i add a socket in a static mesh i see it clearly. Is there anything can do for that ?
same thing happened to me, i just aligned them where needed and put the scale to like .01 and it worked fine. Only issue i have is for some reason when hitting the enemy, it does nothing.
How to make the sword disappear when not in use?
How to use the UE4 mannequine in UE5?
Do once on taking damage? Wow.
bit of an off topic qustion maybe someone could help me but say I wanted to use paragon charecters to create a fight scene/cinematic and I want the charecters to be able to react to when they get hit with an attack (ive already got the charecters set up with attacks and fx)
what I want to do is be able to control the character and use the take recorder to record the animations while I play... so the scene I wanted to make was two paragon characters fighting and it looks weird at the moment because none of the characters are reacting to when they get hit i need them to at least flinch alittle lol hope someone can help me out, I was also wondering is it possible to turn one of the paragon characters into an AI NPC that will fight back? and would that actually work with take recorder (i imagine it work right?)
Is there any way to make this work with an Item i have picked up?
Can you make a Knife version
Uisco, are u making a game using BP on UE5?? I thought they say UE5 is not production ready ?
ive been using it for a few months. seems like the right choice but I have not compiled anything major
will this work even if i will use a character that i have download from the internet?
the blueprints deformed my PC any tips on how to fix this???
thanks
how can i hide the line trace
is it able to use this line trace system in the UE4 version or is it just an UE5 feature?
It’s in unreal engine 4 as well this was just made in ue5 cause eventually I’ll move to ue5 and I have an old combat system I made a video on in ue4
How do I hide the Line trace? I still want to have it for the combat system but how do I hide the red line?
did you every figure this out?
@@justenough381 nope. I wish I could figure this out. I feel as though it’s gonna be really simple too.
in the bp for the character in the Line Trace By Channal node just set Draw Debug Type to None
Where i find animation??
audio is wayyyy to low in this video mate
Do the animations only work with UE4 character?
Check out animation retargeting, you can make them work with any skelly, just need to learn how
Will this work in vr
How to erase this red lines ?
Interesting
great op
cant preview sword animation
same
How do i gt ue5?
Would this work in Unreal Engine 4?
Yes I just titled it ue5 cause it’s updated and in the future I will transition to ue5
Can this work for ue4 too?
yes
Unreal Engine 4 Worked?
Yeah
hi
Doesn't work.
bro i had to volume down, the video is too loud i thought my ears were bleeding
talking so fast
terrible tutorial, way too fast paced for people to follow along and you speak so fast it is hard to understand what you said.
Very interesting, thank you