Lets Create Titan Fall 2! Wall Running - Blueprints #10 [Unreal Engine 4]

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Hey everyone! In this Let's Create we're creating wall running that you see in games such as Titan fall 2 and mirrors edge. I hope you enjoy this video!

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Song: Horizon - Viticz & JHACS
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I really like these kind of videos where you show cool mechanics of popular games.

sachop
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Oh man, I loved this. I'm really going to download and try out Unreal just because of your tutorials as soon as I get back home in one month. You're an inspiration! Thank you so much for putting so much hard work into those. I loved this one, Titanfall 2 is one of my favourite games especially because of this mechanic that I can now try and recreate myself.

Kazumo
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Just me that hates this udemy guy "Coding your own games is easyer then you Think!" you know you should take this online udemy curese! NO im watching Matthew Palaje!!!!

Kuri
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Finally! An up-to-date Wall Running Tutorial! =D

stephenjetwynn
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Best video I have ever seen. U r my god. U dunno how much it helped me. U saved me from a lot of problems. Thanks

lumatozerpublishing
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Here's my though. for the second capsule you can tick "overlap generates hit" and you will have access to new event "walldetection hit". hit is better then the overlap actor detection as you got the impact point normal, impact point transform. you could use these values. but it's just an option. Im not saying it's better! :P
HOWEVER you should NOT set movement component gravity scale to 0 - as any impulse, collision with destructible debree, physics objects.. anything will get you flying with rediculous velocity, and even as you go away form the wall, and get the gravity back on - the velocity will not reset.
when you get blueprint tangly like this - anything that is used more then once make a custom event. like gravity reset.

sgamestudio
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Your tutorials are so good, thanks again Matthew!

joshpolman
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wow! it seems like i have a whole big adventure ahead of me in college to memorize and understand everything here ! im so excited!

sebster
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Don't know if that was wanted but you can jump indefinitely by facing an actor that trigger the overlap event, you can fix this by doing the tag verification first. If not it will always reset the jump.

diem
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I was frustrated for 30-45min because i missed see a few seconds tutorial DX
- added the wall running to the FPS character and not the titanfall one
- added a component tag instead of a actor tag (really easy to miss it) to the walls which made the tag search return false
- actor moved in the z axis because i didnt set plane constraints to true at begin play.

So kids be very careful not to make these like I did =D

CyberWolf
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Something has changed in UE since this tutorial came out. The 'On Component End Overlap' event will now interrupt the wall run between wall segments, even if there is no visible gap. I fixed this by adding a 'For Each Loop with Break' of 'Get Overlapping Actors' to check if we are still intersecting at least one actor with the RunWall tag, if not then end the wall run.

tmilker
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If you have problems, please consider looking into this:
If the object you are trying to wall run on does not have an "Actor tag", use the "Component tag" instead, . Also, remember to use the "Other Comp" output instead of the "Other Actor" output in the "On Component Begin Overlap (WallDetection)" as well as attaching it to a "Component Has Tag" (and not "Actor Has Tag)).

SiggEye
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Love this. You just helped a noob from 5 hours of failure

johannestorgilsson
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OMG thank you so much I had no idea how I was gonna do this till I found your vid

thegoldenatlas
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Hey, just as a head up, you can call Set Max Jumps for built-in multijumps. It doesn't override the z, but for other cases that can be done.

MaeveFirstborn
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you are really awsome bro your all tutorials are better than those udemy coarses and one day you will have millions of view and subscribers.

sakshamdixit
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For anyone wondering why they can't double jump again after they wallrun :
5:44 Make sure you connect the first sequence to the "Do N Reset"

Venariusk
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I figured it out you have to hold space to wallrun forward

vengie
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I think I found a problem with this implementation. When you finish overlaping with a runable wall, but there´s another just next to it, you would be able to wallrun the next one too. But, as you begin the overlap with the near wall before you end overlaping the first one, the last thing you do is "end overlap", so you fall off of the wall... Maybe I did it wrong, or maybe you´ve already fixed it, but I think is a great thing to mention :D Thanks for the tutorial, awesome as ever C:

Fireruner
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Can you make tutorial for thirdperson as well

sandeepm