WTF Is? Predict Projectile Path in Unreal Engine 4 ( UE4 )

Sdílet
Vložit
  • čas přidán 28. 08. 2024
  • What are the 3 Predict Projectile Path nodes in Unreal Engine 4? Why don't we watch this video and find out how this nifty node can help you simulate things such as the arc in Angry Birds or a bullet Droop in a shooter.
    Source Files: github.com/MWa...
    Note: You will need to be logged into your Epic approved GitHub account to access these examples files. github.com/Epi...

Komentáře • 29

  • @GuillaumeLT
    @GuillaumeLT Před 6 lety +7

    I just starting to watch your video in order.. from 2015 to 2018 I will learn a lot from you. Thanks for your time.

  • @haahee8420
    @haahee8420 Před 5 lety +4

    14:18:"But in addition to the location we also get the velocity".
    YES!! Thank you man, I was going to calculate the velocity manually since the other predict path nodes did not have it and make a mess of my blueprints, your tutorials are really helpful.

  • @Whalelog
    @Whalelog Před 3 měsíci

    Thanks! This video is still helpful in 2024!

  • @DiegoAlmeidaDeAguiar
    @DiegoAlmeidaDeAguiar Před 6 lety +1

    Mate, i just want to say Thankyou, i was following an old tutorial thats implements this from 0, now i can go forward. =D

  • @9kurochka
    @9kurochka Před 6 lety +4

    why you still don't have Patreon page?
    you're doing a great job, mate, thx a lot!

  • @SomePaperBoy
    @SomePaperBoy Před 6 lety +29

    Where is "pom pom pom pom pom pom"?

  • @ZlotyChannel
    @ZlotyChannel Před 6 lety

    I saw this feature in a video of "Advanced Locomotion System" and I wondered how did he do it. Thanks Mathew!

  • @sherifhany386
    @sherifhany386 Před 5 lety +1

    btw your videos are awesome and this channel is under rated

  • @marcelocosta6677
    @marcelocosta6677 Před 4 lety +1

    its possible make curve to the side in this trajectory?

  • @aungkhant502
    @aungkhant502 Před 6 lety +2

    So good. I am trying to figure out how I can connect each coordinate with a line so that it would appear as a visible projectile curve you see in games (eg; grenade projectile path in Crysis).

    • @sashajunker7675
      @sashajunker7675 Před 6 lety +1

      Aung Khant maybe beam particles connecting each point? :)

    • @aungkhant502
      @aungkhant502 Před 6 lety

      can you describe the process ? :)

  • @AdamSweeney85
    @AdamSweeney85 Před 6 lety

    Could you please do me a favor make a tutorial on instanced static mesh generation on the x, & y, with the ability to add corners? Kinda like an architect build mode in "The Sims", where you would draw walls out on a kind of spline and the spline clamps at the end of the wall mesh and is started over again. Then in the editor, you could click on a highlighted grid section of one of the instances and replace the wall model with a window or door model. I know this is a lot to ask but I have learned a ton from your teaching style and thought of all people you could help me out. Thanks!

  • @DevinDTV
    @DevinDTV Před 2 lety

    i'm actually confused about why you would ever use this if you're going to have to check collision on the actual projectile anyway. like if anything that the projectile can collide with is moving, then these nodes won't be accurate, since something could move into or out of the way of the projectile before it actually reaches the location, whereas these nodes instantly project out full distance

    • @FntX-Video
      @FntX-Video Před 2 lety +1

      If you don't insist on showing actual projectiles then this is the correct way to do it. If you wanna show the actual projectiles trajectory as it travels you won't need this indeed.

  • @uhkihku6498
    @uhkihku6498 Před 4 lety

    Thank you very much For this tutorial

  • @sherifhany386
    @sherifhany386 Před 5 lety

    i know that you normally don't reply to any comments , but what if i want to get the time remaining for me to land by predicting my player movement and then passing that to the animation blue print to play the animation in a rate that is set buy the time remaining , say if i land a 1 meter jump the in air animation plays at x1 speed but if it was tow meters the in air animation player at x0.5 speed .

  • @thenagazai
    @thenagazai Před 6 lety

    Just started watching your videos, its awesome. let me ask a question. How much would you charge me for a consult for my project? I would love having someone to take a look.

  • @kevinl5219
    @kevinl5219 Před 6 lety

    Hi for a FPS project, does this system exist with simples LineTraces, not with "sphereTraces" !?

  • @robertgaither556
    @robertgaither556 Před rokem

    you're the best

  • @kamalprasathbalajim5409

    best tuts Brother

  • @marty2756
    @marty2756 Před 6 lety

    Hi ! Thanks for the tutorial
    One question: Do you know How to "extend" prediction beyond first hit ? I saw that somewhere else but I can't figure out how they do it. (I mean, prediction not stopping at first bounce)

    • @Werbel
      @Werbel Před 5 lety

      A bit late but i just encountered this! You could run prediction again from point where it collided and just rotate force vector.

  • @HarryPearce7
    @HarryPearce7 Před 6 lety

    So when are you streaming again?

  • @andremossi5957
    @andremossi5957 Před 6 lety +1

    hey bro could you make a voice chat?

  • @DigiDestinedTR1999-8-1

    You sound so much like FUNKe I am almost certain that you are FUNKe. Are you?