Unreal Engine 5 RPG Tutorial Series - #3: Vaulting with Motion Warping

Gorka Games
22 Feb 202342:55

Summary

TLDR本教程是关于如何在Unreal Engine 5中创建一个角色的跳跃系统,并利用新特性“Motion Warping”来实现角色在跳跃过程中的平滑过渡。教程首先指导如何启用Motion Warping插件,然后导入并设置跳跃动画,接着创建一个动画蒙太奇并添加Motion Warping效果。之后,通过在第三人称角色蓝图中使用Sphere Trace来检测玩家前方的物体,并确定跳跃的起始点、中间点和落地点。最后,结合所有计算出的点,通过Motion Warping实现角色的跳跃动画,确保角色在跳跃过程中的动作流畅且符合物理规则。视频最后还提供了测试跳跃系统并调整参数的步骤,以确保系统的正确运作。

Takeaways

  • 🚀 教程介绍了在Unreal Engine 5中创建角色越障(Vaulting)系统的方法,使用新特性Motion Warping来实现动作之间的平滑过渡。
  • 🔍 首先需要启用Motion Warping插件,这可以通过编辑->插件来完成,并在重启编辑器后确认插件已启用。
  • 📂 导入越障动画,这里使用的是Epic Games的Echo模板中的动画,它是免费且可用的。
  • 💡 在资产详情中启用Room Motion特性,这允许动画在墙空间中进行变换。
  • 🎬 将导入的动画转换成Animation Montage,这允许在蓝图中调用动画并在需要时添加Motion Warping效果。
  • 🛠️ 在Animation Montage中添加Motion Warping,通过设置不同的状态来控制越障动作的起始、中间和结束阶段。
  • 🔑 创建Third Person Character Blueprint,并在其中添加Motion Warping组件以及一个新的Vault函数。
  • 🔄 使用Sphere Trace by Channel来检测玩家前方的对象,确定越障的起始点、中间点和落地点。
  • 📐 通过计算和Branch节点确保越障的起始点、中间点和落地点都正确无误,以避免角色在越障时发生异常。
  • 🏃‍♂️ 在越障过程中,设置角色的移动模式为飞行(Flying)并禁用碰撞,以避免与障碍物发生冲突。
  • 🔄 应用Motion Warping,确保越障动作的起始、中间和落地点都设置正确,以实现流畅的动画效果。
  • 🎲 最后,通过播放Animation Montage来执行越障动作,并在完成后将角色的移动模式设置回行走(Walking)并重新启用碰撞。

Q & A

  • 在Unreal Engine 5中,如何启用Motion Warping插件?

    -首先,打开Unreal Engine 5的编辑器,进入“编辑”菜单,选择“插件”,然后在搜索框中输入“Motion Warping”来找到并启用该插件。启用后,根据提示重启编辑器以完成插件的启用过程。

  • 为什么在导入Vaulting动画时需要选择正确的Skeleton?

    -选择正确的Skeleton(如SK_Mannequin)是因为Skeleton定义了动画的骨骼结构和层次,确保动画能够正确地应用到角色模型上。错误的Skeleton可能导致动画无法正确播放或者出现变形。

  • 在设置Room Motion时,为什么需要将Reference Pose设置为禁用?

    -在本教程中,禁用Reference Pose是为了避免在动画变换过程中使用一个参考姿态,这样可以确保动画的运动和变换更加流畅,并且能够根据实际的运动轨迹进行精确的调整。

  • 如何将动画转换为Animation Montage?

    -在内容浏览器中选择动画,右键点击并选择“创建动画蒙太奇”(Create Animation Montage)。之后可以为这个蒙太奇命名,并在打开的蒙太奇编辑器中进行编辑和添加效果,如Motion Warping。

  • 在设置Motion Warping时,为什么需要指定不同的状态和时间段?

    -指定不同的状态和时间段是为了控制Motion Warping在动画的不同阶段如何应用。例如,可以设置起始点、中间点和落地点的状态,以便在动画的特定部分应用Motion Warping,创造出更加自然和流畅的动作效果。

  • 在Third Person Character Blueprint中,如何使用Sphere Trace by Channel来检测Vaulting的目标位置?

    -通过创建一个Sphere Trace by Channel,可以从玩家的当前位置发射一个隐形的球体,并在一定的半径内检测碰撞。通过在不同的高度和位置进行Sphere Trace,可以确定Vaulting的起始点、中间点和落地点。

  • 为什么在Vaulting系统的设计中需要考虑落地位置的高度范围?

    -考虑落地位置的高度范围是为了防止角色Vaulting到不合理的高度,比如过高的墙壁或者地下,这可能会导致角色陷入地形或者无法正确执行Vaulting动作。通过设置一个合理的高度范围,可以确保Vaulting动作的自然和合理性。

  • 在Third Person Character Blueprint中,如何确保角色在Vaulting过程中不会发生碰撞?

    -在执行Vaulting动作时,可以通过禁用角色的碰撞(Set Actor Collision Enable Collision)来避免碰撞。这样可以确保角色在Vaulting过程中不会因为碰撞而中断动作。

  • 为什么在应用Motion Warping之前需要检查Can Warp条件?

    -检查Can Warp条件是为了确保所有的Vaulting点(起始点、中间点和落地点)都已经被正确地设置和检测到。如果没有中间点,角色可能会在Vaulting过程中发生异常,比如飞出去或者动作不连贯。

  • 在测试Vaulting系统时,如何确保角色的动作看起来自然流畅?

    -为了确保角色的动作自然流畅,需要在Animation Montage中正确设置Motion Warping的关键点,并且在Third Person Character Blueprint中精确控制角色的运动模式、碰撞状态和Motion Warping的触发时机。

  • 如果在测试中发现Vaulting系统不工作或者动作不自然,应该如何调试?

    -如果Vaulting系统不工作或者动作不自然,应该检查以下几个方面:确保Motion Warping插件已正确启用,检查Skeleton是否正确选择,验证Room Motion和Animation Montage的设置是否正确,检查Third Person Character Blueprint中的Vaulting逻辑和Motion Warping应用是否准确。此外,也可以通过增加调试信息,如在编辑器中显示额外的Trace线或者Sphere,来帮助定位问题。

Outlines

00:00

😀 启用虚幻引擎5的动态变形插件

本段介绍了如何在虚幻引擎5中启用动态变形插件,以便在RPG教程系列中创建一个平滑的过渡效果。首先,通过编辑->插件搜索并启用动态变形插件。启用后,需要重启编辑器。之后,导入来自Epic Games Echo模板的角色动画,并将其设置为具有动态变形的动画。

05:00

🎮 创建动画蒙太奇并添加动态变形效果

在第二段中,讲解了如何将导入的动画转换为动画蒙太奇,并在其中添加动态变形效果。详细说明了如何通过动画蒙太奇的编辑,添加不同的动态变形状态,包括跳跃的起始点、中间点和着陆点,并调整每个状态的持续时间。

10:02

🔍 使用球体追踪检测障碍物并计算跳跃点

第三段内容涉及使用球体追踪(Sphere Trace)来检测玩家前方的障碍物,并计算出跳跃的起始点、中间点和着陆点。通过循环和球体追踪,可以确定跳跃的路径和距离,并在蓝图中设置相应的逻辑。

15:04

📐 细化跳跃路径和计算着陆点

在第四段中,进一步细化了跳跃路径的计算,包括对跳跃路径上不同点的追踪和计算。通过设置不同的追踪点和调整追踪半径,确保玩家可以准确地跳到预定的位置。

20:04

🏃 角色蓝图设置和动态变形逻辑实现

第五段讲述了如何在第三人称角色蓝图中设置动态变形逻辑。包括设置角色的运动模式为飞行,禁用碰撞,以及通过动态变形组件添加或更新变形目标。

25:06

🎭 应用动态变形并测试跳跃动画

第六段内容展示了如何将所有的设置和计算应用于动态变形,并在蓝图中实现动画蒙太奇的播放。同时,还包括了对跳跃动画的测试,确保动画效果符合预期,并且角色在跳跃过程中的移动和着陆位置正确。

30:08

🚀 最终测试和观众互动

在最后一段中,进行了最终的测试,展示了角色使用动态变形进行跳跃的完整效果。同时,视频作者鼓励观众点赞、订阅频道,并提出希望在下一集中看到的内容。

Mindmap

Keywords

💡Unreal Engine

Unreal Engine 是一款由Epic Games开发的游戏引擎,广泛用于游戏开发以及其他实时3D应用程序的创建。在视频中,Unreal Engine被用来创建角色动作和游戏环境,展示了其强大的图形和动画功能。

💡Motion Warping

Motion Warping 是Unreal Engine 5中的一项新特性,它允许开发者在动画之间创建平滑的过渡,增强角色动作的真实感。视频中详细介绍了如何利用Motion Warping特性来实现角色的Vaulting(翻越)动作。

💡Vaulting System

Vaulting System指的是游戏中的一个系统,允许角色通过特定的动作翻越障碍物。在视频中,通过使用Unreal Engine的Motion Warping特性,创建了一个Vaulting System,使角色能够流畅地翻越障碍。

💡Animation Montage

Animation Montage是Unreal Engine中的一个概念,指的是将多个动画剪辑组合成一个可以被游戏逻辑调用的动画序列。视频中提到了如何将Vaulting动画转换成Animation Montage,并在其中添加Motion Warping效果。

💡Blueprint

Blueprint是Unreal Engine中的一个可视化脚本系统,允许开发者通过图形界面编写游戏逻辑而无需编写代码。视频中使用了Blueprint来实现角色的Vaulting动作和Motion Warping效果。

💡Sphere Trace

Sphere Trace是一种碰撞检测方法,它在游戏世界中创建一个球形的检测区域,用以判断角色是否能与某个物体发生交互。视频中使用Sphere Trace来确定角色翻越动作的起始点和落脚点。

💡RPG Tutorial Series

RPG Tutorial Series指的是一系列关于角色扮演游戏(RPG)开发的教程。视频中的教程是该系列的一部分,专注于教授如何在Unreal Engine中创建和实现复杂的游戏机制,如角色的Vaulting系统。

💡Interpolation

Interpolation是一种在数值或数据点之间插入新值的方法,以创建平滑过渡。在视频中,Motion Warping特性使用Interpolation技术在动画之间创建自然的过渡效果。

💡Asset Details

Asset Details是Unreal Engine中的一个界面,允许开发者查看和编辑特定资源的详细信息和属性。视频中提到了在Asset Details中启用Room Motion,这是设置Motion Warping的关键步骤。

💡Third Person Character Blueprint

Third Person Character Blueprint指的是用于控制第三人称视角下角色行为的Blueprint。视频中通过这个Blueprint来实现角色的Vaulting动作,包括检测翻越目标、计算跳跃轨迹和应用Motion Warping效果。

💡Custom Event

Custom Event是Unreal Engine中的一种机制,允许开发者在Blueprint中定义和触发自定义的游戏逻辑事件。视频中创建了一个Custom Event来处理Vaulting动作的开始和结束,以及Motion Warping的调用。

Highlights

介绍了如何在Unreal Engine 5中利用新的Vibes特性——运动变形(motion warping)来创建平滑的过渡效果。

展示了如何启用运动变形插件,并在重启编辑器后确认其已启用。

导入了Epic Games的Echo模板中的免费动画,用于角色的跃过动作。

讲解了如何将动画设置为具有变换的房间动画(room motion),这是实现跃过动作的关键步骤。

展示了如何将动画转换成动画蒙太奇(animation montage),以便在蓝图中调用和添加运动变形效果。

详细说明了如何在动画蒙太奇中添加运动变形,并通过关键帧控制变形的起始和结束。

解释了如何在第三人称角色蓝图中添加运动变形组件,并创建一个新的Vault函数。

介绍了如何使用球体追踪(sphere trace)来检测玩家前方的物体,为跃过动作提供必要的信息。

展示了如何通过循环和条件分支来确定跃过动作的起始点、中间点和落地点。

讲解了如何设置跃过动作的运动变形参数,包括忽略特定轴和禁用旋转,以实现更自然的动画效果。

讨论了如何通过设置角色的移动模式和碰撞状态来准备执行跃过动作。

展示了如何在蓝图中实现跃过动作的逻辑,包括检测物体、计算跳跃点和应用运动变形。

介绍了如何通过自定义事件来控制动画蒙太奇的播放,以及在动画完成后恢复角色的移动模式和碰撞状态。

讲解了如何确保跃过动作的落地点在合理的范围内,以避免角色陷入地下或其他不合理的位置。

展示了最终的跃过动作效果,并通过实际测试验证了运动变形和动画的平滑过渡。

鼓励观众点赞、订阅频道,并提供了加入Discord服务器以展示进度和提问的邀请。

预告了下一集将开始讲解刺杀系统和战斗感觉,激发观众对后续教程的期待。

Transcripts

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what's up guys welcome to new unreview

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engine 5 tutorial and today we are

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continuing with the RPG tutorial series

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we'll begin with the vaulting system and

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we will take use of the new Unreal

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Engine Vibes feature motion warping to

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create a nice interpolation between the

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Atari points it's going to be a very

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easy build to follow so let's get

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started

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alright so the first thing

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is basically enable the motion warping

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plugin so let's go up here into edit go

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to plugins and now we can search for

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motion warping now you can see this uh

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plug-in over here now it isn't better

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but don't worry it is you know very

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Advanced there's not any problem with it

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I have experimented with a lot and we

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want to make use of it so there's no

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problem let's go ahead and take it and

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then again a pop-up will show up there's

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some better let's say yes and now this

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uh other pop-up will appear and now it

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will say that we have to restart the

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editor let's go ahead and say restart

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okay so once you have restarted the pro

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of course if you didn't see the pop-up

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you can use manually closer so let's go

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ahead and just manually uh type in again

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motion warping just to make sure that

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indeed it is enabled okay so now we can

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close this and now what we have to do is

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go ahead and import the bouting

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animation so again I have left it in the

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description which is just an example

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animation from the epic games Echo

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template so it is completely free and

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available but you know to make things

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easier I have just left it in a simple

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download so we're gonna go into

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characters characters RPG character

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animations and now we're going to do is

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create a new folder we're just gonna be

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voting okay

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or parkour but I think Bolton is good so

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later on we'll have different modes of

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voting and jumping in and out of

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different places right now we're gonna

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do just one but later on we can add more

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operations so we're going to do is just

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open the folder and I'm gonna get the

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Vault over animation which I have left

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in the description and now we can just

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go ahead and drag it into the content

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browser and now this window will go

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ahead and pop up so again just press

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reset reset the default so the defaults

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uh all the options are by default and

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now we can go ahead and just select the

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skeleton which in our case it will be

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the SK mannequin again don't make the

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mistake of choosing the old ue41 it was

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the new ue51 just this simple SK

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mannequin and now we can say import and

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there we go we'll have a warning with

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some bones and stuff don't worry

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everything is fine we go ahead and open

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the animation and we'll put it over here

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you can see how cool it is looking so

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yeah this is the vaulting animation

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so the thing that we have to do over

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here is go into the asset details now if

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you don't see any of these windows you

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can just go into windows and open it up

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okay now what we have to do is go into

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this room motion section and just enable

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your room motion now room motion is an

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animation that will have some transform

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transformation in the wall space so this

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will have a motion and it will move okay

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we'll see how it looks in a second now

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leave everything as default so reference

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pose disabled for uh for root log and

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then normalize ticked on and now we can

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just go ahead and save and close it so

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what we have to do now is go ahead and

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convert this animation into an animation

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montage

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so an animation Montage like I mentioned

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in the last episode it is just an

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animation that we can call at any time

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from the blueprint and we can add

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effects such as motion warping so um we

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can do so many things on so working this

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is Select it right click or integrate

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and then create anime montage and now

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you can press enter and there we go we

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can just open up and this will be like

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the normal animation but now we can add

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some things over here so we want to do

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is go and add the emotion warping so we

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want to do

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is you start and find the start position

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on the motion warping in right case this

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keyframe over here around in the

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timeline M5 looks pretty good so we're

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gonna go into the section where we have

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notifies and in the first track we're

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going to do is place our cursor right on

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top of the timeline right click go into

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add notify state I'm going to go into

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motion warping if you don't see motion

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warping is that you didn't enable the

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plugin quickly so let's go ahead and

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enable motion warping now you can see

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that we can drag it so what to do is

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hold shift and I'll go into the last

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keyframe over here and start dragging it

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I want to drag it until around

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maybe 18 okay pretty much nearly 18 like

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17 over here

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so basically the notify States will be

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basically used for duration and I notify

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normal notify will be for example play

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sound which will be just one frame so

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what we want to do is basically just

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apply the motion warping during this

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timeline over here now what I want to do

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is go ahead and have another motion

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warping so we will have three different

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states okay because we'll have the

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starting point where we jump into it

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then the

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um basically the middle point when we

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are basically going

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and landing and jumping again and then

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the final Landing one okay

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so what we have to do is to make things

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a bit cleaner and don't have like things

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going on top of each other what we can

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do is go into notifies and here just

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place at notified track and this will

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create another track so now in the

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bottom one we can just add another

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motion warping uh not if I stay so what

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to do is go around into 26 over here

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okay there this doesn't need to be exact

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okay this is an approximation now you

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can later on tune in a bit better the

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motion warping I'm gonna place the

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cursor on top I'm going to uh notify

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State and again motion warping now

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holding shift we can see that we can go

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and drag the animation so this will be

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around a bit more than 40 so around 40

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41 there we go so this will be the

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basically the middle point of the motion

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warping and now we will add another

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motion warp in the last one which will

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be the landing point so we want to do is

play06:12

go around here so basically do it before

play06:15

like 37 something like that and we want

play06:18

to go up in the other track so we have

play06:21

space this is what I mentioned before of

play06:22

overlapping now we just want to add

play06:25

another motion warping and then hold

play06:27

shift and then move it into this final

play06:31

uh press over here so I guess we could

play06:34

add it into 50. okay so now we have a

play06:36

bunch of warping and you know in the

play06:38

preview it will not change anything but

play06:40

now what we have to do is Select this uh

play06:42

first motion warping and if we go into

play06:45

the details panel that if you don't see

play06:47

it again you can go into windows and

play06:48

details we can start changing the uh the

play06:52

options so we want to do is first of all

play06:55

make sure that the room motion modifier

play06:57

it is on skew warp okay and now we need

play07:01

to set our name so in our case this will

play07:03

be the about

play07:04

start

play07:06

okay the beginning of the belting and

play07:09

now what we want to do is just ignore

play07:11

the said axis in this first warping

play07:13

because we don't want to be

play07:15

um affected by the set axis okay now

play07:20

we're gonna go answer that the second

play07:22

um motion warping

play07:24

and again skew warp and the name this

play07:26

time will be the middle

play07:29

middle

play07:34

I think I put a vault in the other one

play07:36

first yeah well start about the middle

play07:38

and now this time we want to have the

play07:41

ignorance head access on top but we want

play07:44

to disable warp rotation

play07:47

and we want to go into the last one and

play07:49

this will be the valve

play07:52

land I don't know if I'm saying both

play07:53

about I don't know I'm Spanish I don't

play07:56

know how really how you spell it but

play07:57

hopefully it doesn't annoy you okay and

play08:00

now we want to do in this last one is

play08:01

disable work rotation and in North

play08:04

z-axis so we will only have the

play08:05

translation great so now we have our

play08:09

um motion warping in an animation

play08:11

Montage set up so now we can go ahead

play08:13

and save and close it so Ctrl shift s to

play08:16

save everything

play08:17

so now let's go ahead and open the third

play08:19

person character blueprint let's go to

play08:21

third person Blueprints and open the

play08:23

third person character

play08:25

Grace go into the van graph and you can

play08:27

save what we did in last episode which

play08:28

was the crouching step which actually we

play08:30

can do is Select everything and press C

play08:33

so we can have a nice comment

play08:35

let's go ahead and play Just Crouch

play08:38

and to have things a bit more organized

play08:40

and looking better I'm going to select

play08:42

the other comment and I'm gonna go and

play08:44

open the common color and select the

play08:47

Hexum color copy it and then in the

play08:51

other comment that I have used basically

play08:53

just pieces now it looks pretty much

play08:56

exactly the same great

play08:58

so the first thing I have to do is go

play09:00

ahead and add the motion warping

play09:01

component so we're gonna go ahead and

play09:02

going to add motion

play09:05

warping and I will just press enter and

play09:07

we don't have to touch anything

play09:09

so now what we have to do is go ahead

play09:12

and create a new function

play09:14

let's go in here function and this will

play09:16

be basically Vault or however is spelled

play09:20

great so here we go we are starting with

play09:23

the actual system of the boat I'm

play09:25

basically here we're going to calculate

play09:27

all the different points that we have to

play09:29

go

play09:30

so the first thing that we have to do is

play09:32

basically make a fourth Loop for Loop

play09:35

would break okay so not the

play09:37

um for Loop

play09:39

with the array okay we want to have a

play09:42

begin and last index so I had a bit of

play09:45

trouble to find it but here it is and

play09:47

the last index will be two so basically

play09:48

we want to do three line traces so I'll

play09:52

explain in a second what a line Trace is

play09:54

but what we want to do is actually a

play09:57

sphere Trace by channel so I just said

play09:59

line Trace Spirit traces basically the

play10:01

same but instead of being online it's

play10:03

just a whole sphere okay so we want to

play10:06

create a spirit Race by Channel

play10:08

and this will basically be an invisible

play10:10

sphere that will appear in a certain

play10:12

location and with a certain radius and

play10:14

stuff that it will detect some objects

play10:17

so in our case we will start detecting

play10:20

the objects that we want to bolt and

play10:21

stuff okay so what we want to do is go

play10:24

ahead and get the actor location okay so

play10:28

we want to start our Trace from where

play10:31

the player is at what we want to do now

play10:34

is go ahead and add

play10:36

I want to go ahead and right click and

play10:38

split so we have all the individual

play10:40

access over here and basically what we

play10:43

want to do is put this a bit to the

play10:45

right and we want to get the index of

play10:47

our Loop and we want to go ahead and add

play10:51

here time this by 30.

play10:55

so basically we'll be creating three

play10:57

different line traces with a an offset

play11:01

of 30. so basically a bit separated from

play11:04

each other so that will be the Z value

play11:06

over here okay

play11:08

put this over here there we go

play11:10

and this will be our starting point

play11:13

so really if I go now and compile and

play11:17

save and I write you so it's gonna be

play11:20

around five it's gonna be kind of a bit

play11:22

thin and then I say in this bug type for

play11:25

duration

play11:26

and then we go into the van graph and we

play11:29

go and say for example when we press

play11:32

left shift

play11:34

okay we will call vault

play11:37

let's see what this happens over here

play11:39

over a press play

play11:41

and press Vault you will see that we

play11:44

have uh basically three sphere traces I

play11:47

say line traces but you get by Point s

play11:49

for your choices going uh from a 30

play11:55

30 of separation from each other into

play11:59

the into the point

play12:01

so in here what we'll do is basically

play12:03

just point them uh in front of us and

play12:06

check the objects that are basically in

play12:08

front of us okay so this is the idea so

play12:11

let's go into both

play12:13

sorry about the golfing guys and we want

play12:15

to

play12:16

um basically set an ending point because

play12:17

if not they will go into the zero zero

play12:19

zero and we don't want that okay we want

play12:21

to have them just in front of us so we

play12:24

want to do is get the actor rotation and

play12:26

want to do is basically get the forward

play12:28

Vector so basically where the character

play12:31

is right now looking and we want to go

play12:34

ahead and multiply this right click

play12:36

convert to a float

play12:38

by the distance so how much we want to

play12:42

detect the objects so for example we'll

play12:45

just put like 180 right now

play12:47

and now we want to do is get this

play12:51

um pane over here and basically add

play12:53

these two vectors together and this will

play12:55

give us our end point so now if we

play12:58

compile and Save

play12:59

and press play you will see that now

play13:01

when I vault

play13:03

now we have the different sphere traces

play13:06

just in front of me instead of going to

play13:08

this ratio great so everything is

play13:10

working pretty good and pretty fine

play13:13

so now we can go ahead and continue

play13:16

so now we want to do is go and check

play13:18

with a branch that we have actually

play13:20

headed something and if so we want to go

play13:23

ahead and break the Heat result so we

play13:26

have all the different parameters about

play13:28

the object that we have just hit by the

play13:29

location and so and so on

play13:33

so if we have hit something we want to

play13:35

immediately break this Loop over here

play13:38

so we're going to just get the

play13:41

uh make actually yeah we can just get

play13:43

the true rugged I'm going to break and

play13:47

what we can do to make things more

play13:48

organized is just double click and then

play13:51

make a pin okay and then double click

play13:53

and make another ping and we can drag

play13:55

this one over here

play13:58

okay so since we have detected something

play14:01

we don't need to make more sphere traces

play14:04

because we have the height so we can go

play14:06

ahead and stop the loop okay if it makes

play14:09

sense

play14:09

so

play14:11

um this is very good explained if we for

play14:13

example go in here and I just get for

play14:16

example this actually let me adjust a

play14:18

cube

play14:19

okay and then bring it here

play14:23

and then I use make a bit like this I'm

play14:25

up so you will see that

play14:28

it will only make one line Trace because

play14:30

it only calculated once now if I make it

play14:33

a bit up over here

play14:36

now it will do two line Trace until it

play14:38

touches the object you know and now they

play14:40

will do the three so you get that point

play14:42

basically okay

play14:43

so what we want to do now

play14:46

is drag this and make a sequence because

play14:48

we will have one more thing

play14:50

so there you go and what we will do

play14:54

is go and make another loop so again for

play14:57

each loop with break not with array

play15:01

I know sorry that the problem is that

play15:03

I'm writing for

play15:06

um each and it's not it's just support a

play15:08

little bit breaks that was a prawn I

play15:09

have this

play15:11

um thing where I always used for each

play15:12

looks with the braid that's why

play15:14

okay so this time the last index will be

play15:17

around let's say five

play15:19

so we'll have six different traces and

play15:22

the thing that we have to do right now

play15:24

is go ahead and make another sphere

play15:28

Trace by chance so we can just copy our

play15:30

previous one paste it and now each time

play15:33

we'll go ahead and make a Trace

play15:36

great so what we want to do now is

play15:39

basically get the location where we have

play15:41

hit

play15:42

and add

play15:45

basically

play15:46

90 or whoa 100 basically in a height so

play15:51

you will see how this goes okay but now

play15:54

what we want to do is again get the

play15:55

index and do the same thing that we did

play15:57

before okay but this time with around

play15:59

50.

play16:00

so we want to go ahead and have

play16:03

different Lane traces with a 50 a

play16:05

separation between them

play16:07

so we want to do now is go ahead and add

play16:11

all right let's make it here great we

play16:14

can

play16:15

put them here okay

play16:17

and we want to do is basically add the

play16:21

get actor rotation

play16:25

and get full Vector so we'll again want

play16:27

to get the the forward of the player and

play16:31

we want to multiply this

play16:33

by this separation over here and now we

play16:36

can go ahead and add this so there's a

play16:39

lot of connectors over here maybe it's a

play16:41

bit confusing but

play16:43

um you will see how it looks in a second

play16:44

so probably it will clear up your mind a

play16:47

bit better another thing that we have to

play16:49

do

play16:49

is plug it to the start so you will see

play16:52

that now

play16:53

uh when I press play let's say yeah we

play16:55

go here

play16:56

and it will create some line traces

play16:58

right up following the path and with a

play17:01

50th separation great now the thing is

play17:03

that we have to set the endpoint if not

play17:05

we'll go against here so what we can do

play17:07

is get this point and just subtract like

play17:12

thousand

play17:14

um into the end point

play17:16

sorry not a thousand only a hundred

play17:18

because we don't have we don't want to

play17:20

basically allow our player to vote into

play17:23

like 50 meters down only a few meters

play17:26

um so this is great

play17:27

so now when I Collide you can see the

play17:31

line trades now going into a row forward

play17:34

but downwards so basically on here we

play17:37

will see the distance that we have to

play17:40

Vault so basically if I make this per

play17:44

system

play17:45

and I can just show you a bit how it

play17:48

looks so I can just go here so first of

play17:50

all we'll go ahead and make a line Trace

play17:52

uh in the in like forwards seeing okay

play17:56

which height do we have to go ahead and

play17:59

vote great and now we will see

play18:03

well

play18:05

um

play18:06

which distance we have to to go ahead

play18:08

and bolt so you can see the here is

play18:10

colliding here's colliding here's

play18:11

collating but here is not calling so

play18:14

when we check that it is no longer

play18:16

collided we can see the okay now in here

play18:19

it is where we're gonna go ahead and

play18:21

vote because the object has finished so

play18:24

now we can go ahead and end over here so

play18:26

this is why we're doing this okay great

play18:28

so now that we have uh cleared a bit

play18:31

this things over here we can go ahead

play18:33

and continue so now with the radius I

play18:36

will go ahead and increase this one into

play18:37

10 and put this back to for duration

play18:41

okay so now we want to do is again make

play18:44

a branch to check if we have headed

play18:46

something and then break the hit result

play18:48

okay so we'll contain all the parameters

play18:52

once again

play18:53

great so what we want to do now is make

play18:55

another sequence over here okay and

play18:58

we'll basically just

play19:00

uh continue making some more right casts

play19:03

and seeing where we have to end and so

play19:06

on

play19:08

okay so

play19:10

all we have to do now is make a branch

play19:12

and basically what we have to do is get

play19:14

this index over here and check if it's

play19:17

the first Pawn so we want to do now is

play19:20

get this making a equal sign in this

play19:23

case it will be a an integer which I

play19:26

don't see it but I think I can just use

play19:27

this get the index and plug it in

play19:31

there we go and now we can double click

play19:32

to make it root so it's a bit uh cleaner

play19:35

as you can see

play19:36

great so if the rate that we have

play19:40

basically hit it it is the first index

play19:43

the first one we want to do is go ahead

play19:46

and create a new variable which will be

play19:48

the

play19:49

um vote start pause

play19:53

and now we want to change this into be a

play19:55

vector so this will be our position

play19:58

where we will start voting so now we can

play20:01

go ahead and get this and set it with

play20:04

this specific uh location here so we

play20:08

want to go ahead and drag it here now we

play20:10

can double click and drag here so it's a

play20:12

bit more organized once again and now

play20:16

what we can do to basically uh preview

play20:18

this and just get this and then draw a

play20:21

sphere the bug sphere

play20:24

and now we can go ahead and just put a

play20:26

10. a duration of 10.

play20:30

and the thickness of two for example and

play20:32

this to be purple

play20:35

so now we will see

play20:38

where we want to start now I will go

play20:40

ahead and get rid of this because not

play20:41

really good example

play20:43

and I will for example get this okay

play20:45

over here I will just duplicate it you

play20:47

can do the same just duplicate that

play20:48

sphere over there Ctrl d

play20:50

the cube not sphere and then we can use

play20:53

the the r or the tool here to rescale it

play20:56

and we can make it uh way smaller so

play20:59

basically kind of like this maybe it's

play21:02

good

play21:03

um so you can change the values over

play21:04

here in the scale directly and now you

play21:07

can see there we go you can see this

play21:10

point this is where the vaulting will

play21:12

start the motion warping so where it

play21:14

will go basically towards

play21:16

so you can see how it's going over there

play21:18

great now in the sequence uh so you have

play21:22

if it doesn't do anything we don't want

play21:24

to do anything okay it's not the first

play21:25

point we don't want to do anything we

play21:27

only want to get the first point now

play21:29

what we want to do is in the sequence is

play21:32

get the basically the the distance Point

play21:36

okay so let's go and get this and this

play21:38

actually the Middle Point okay it's

play21:40

actually the middle point so about

play21:42

middle pass and again it's going to be a

play21:46

vector now a thing that I'm going to do

play21:48

is go ahead and create a how was it

play21:52

let's go and create a category so it is

play21:55

a bit more organized okay so you can see

play21:57

we have categories over here so let's do

play21:59

the same so what we can do is go into a

play22:02

wizard uh category here so we need to

play22:05

select the variable going to Catherine a

play22:07

normal downgrade categories okay but now

play22:09

we can change the name and this will be

play22:10

into Vault uh yeah vote and I will do

play22:14

the same with this one but now we can

play22:15

select it great so now it's a bit more

play22:17

organized later on when this player

play22:19

starts growing and stuff and actually

play22:22

later on if we want if we see that it's

play22:24

a big chunk we can move it into a

play22:26

separate component but I think honestly

play22:27

because we have it tidy we can for now

play22:29

keep it like this okay so yes so now we

play22:33

want to get the volt middle pass it's

play22:35

basically the distance that we have to

play22:36

basically

play22:38

um bout

play22:39

vote however you spell it and now we

play22:42

want to double click here and then we

play22:43

can use the same pin and now we can

play22:44

connect it so now this will be the

play22:46

destiny post kind of and now we can

play22:49

again copy this and paste it and draw

play22:51

another uh debug post and actually I'm

play22:54

gonna get these points I'm over here so

play22:56

it's a bit more organized and this time

play22:58

let's say that's going to be yellow okay

play23:00

and then we need to pass this location

play23:03

so now Ctrl shift s guys to save

play23:05

everything to know it just in case it

play23:07

crashes or whatever okay and now if I

play23:09

vote you can see

play23:11

the separate points so he collected

play23:13

quality collected and no so what I was

play23:16

saying before so this is the depth so

play23:18

here it will start then it will go into

play23:20

here into the middle point and then

play23:22

later on we'll get the landing position

play23:25

great so what we want to do now is go

play23:28

ahead and

play23:30

um

play23:31

yeah continue with the branch so if we

play23:34

have not hidden anything that means that

play23:37

we are in that landing position like can

play23:39

you show you now okay so this time we

play23:42

want to do a normal line Trace by Chain

play23:44

there's no necessity of dominant Spear

play23:46

and now we can double click and put this

play23:48

here so it's a bit more organized more

play23:51

clean

play23:52

and basically this Trace start will be

play23:55

the starting point of the last Trace so

play23:59

if I Vault you will see that the last

play24:01

race was the one that didn't hit

play24:03

anything so we want to get a starting

play24:04

point in that and we want to add an

play24:07

option to this okay so the offset of

play24:10

this sorry about the coughing uh guy

play24:13

over here will be again we get actor

play24:17

rotation

play24:19

I don't know how to spell rotation my

play24:23

goodness totation no rotation there we

play24:26

go and we want to again get the four

play24:28

vectors we want to basically get what

play24:30

are the characters looking

play24:31

and what we want to do is multiply this

play24:34

and it's going to be the distance this

play24:36

is going to be basically the distance

play24:37

that we will land so right click convert

play24:40

into a float

play24:42

and let's set it to let's say around 80.

play24:46

okay and now this will be the position

play24:49

so we'll get the trade start but with an

play24:51

offset of 80 forward so that's a landing

play24:55

position how many times I have said

play24:57

Landing I don't know anyway this will be

play24:59

his starting point and now our end point

play25:01

will be basically this but subtracting

play25:03

and just downwards in our case this will

play25:06

be a thousand so we want to basically

play25:08

this line Trace until we touch the

play25:10

ground okay great another we want to do

play25:13

is basically make a branch

play25:16

okay and then again our head we need to

play25:19

break it so we get all the parameters

play25:21

and we need to get the location right

play25:24

click promote variable and now this will

play25:26

be the vault

play25:27

land pause I'm gonna go ahead and answer

play25:31

it into vault in the category and now in

play25:34

true we can plug it in

play25:36

and great this will be the bolt land

play25:38

plus and now what we want to do is

play25:40

basically break the loop because we

play25:42

don't want to continue making more right

play25:44

gas so we need to make a massive

play25:48

a massive Arrow here so let's see uh so

play25:52

we can just go ahead and get it and I

play25:54

think that we can just do is just say

play25:56

add a rewrote node and now I can just

play25:59

put this here

play26:01

and I'll drag it and now here at uh

play26:06

route we wrote I don't know how it's

play26:08

spelled

play26:10

this node and then here we can just drag

play26:12

it and plug it into the brake

play26:14

and it did break the loop great okay

play26:18

wait it's not plugging in okay uh don't

play26:21

worry let's just plug it into break okay

play26:24

I don't know why it wasn't let me okay

play26:26

double click and it will let you okay

play26:28

weird things anyway you can just drag it

play26:31

and there we go

play26:33

so yeah basically we just have to go and

play26:35

stop the loop over here okay and we have

play26:38

to do this routing but it is what it is

play26:41

because it is a um

play26:43

basically it's a function and if not we

play26:45

could just create a custom event and

play26:47

call it here but hey

play26:49

it is what it is

play26:51

so now we can just compile and Save so

play26:54

we go ahead and check this over here

play26:56

you can see

play26:57

that we have a line Trace appearing

play27:00

which you guys cannot see here because

play27:03

we don't have it in for duration

play27:06

and let's put the trace color to be

play27:07

let's say

play27:09

um green okay

play27:12

actually not green now because it's the

play27:14

hit color so

play27:17

blue let's say blue

play27:19

so now if we go here and Trace you can

play27:22

see this uh Trace over here so this will

play27:24

be the landing position

play27:27

cool so in here basically we will lamp

play27:31

great so I believe that I don't miss

play27:36

um anything

play27:38

so I guess we can just continue

play27:41

great so what we're going to do now is

play27:43

basically just

play27:45

um

play27:46

uh basically start making the room

play27:49

motion so we have all the positions set

play27:51

up so we can go ahead and Trace we have

play27:53

the starting point the middle point and

play27:55

the landing end point so we have all the

play27:58

details that we need in order to pass to

play28:00

our animation montage and the water

play28:03

motion warping

play28:05

great so let's go ahead and start

play28:07

applying all that so what we're going to

play28:10

do is go into the third person character

play28:12

blueprint and what we can do now is

play28:15

sorry about the coughing again my

play28:17

goodness okay and now create another uh

play28:20

function which will be the Vault

play28:23

um motion

play28:24

Warp great so what we're going to do in

play28:28

here is basically double check that we

play28:31

can Warp

play28:33

and why what would you see thank God

play28:36

that I already did all this system in

play28:38

another pride and experiment with it

play28:40

because there's a lot of things that can

play28:42

go wrong in this calculations that we

play28:44

did okay

play28:45

so what we're going to do is go ahead

play28:47

and right click promote variable and

play28:49

create a new

play28:50

um node which is can work

play28:54

okay so there we go

play28:58

so it kind of work okay

play29:01

so if it's true we're going to do is

play29:03

continue now where do we set this can

play29:06

warp like where do we do it well of

play29:09

course we're going to go into Vault and

play29:11

we're going to go in here so if we get a

play29:14

middle pass

play29:15

you will say okay we can work and why

play29:18

are we doing this thing here in the

play29:20

middle position it doesn't really make

play29:21

sense the thing is that

play29:23

sometimes the line tracers do not uh

play29:26

collide with each other correctly or

play29:28

follow the sequence correctly and they

play29:31

miss sometimes the middle pass so we're

play29:34

going to do is say hey if you don't have

play29:37

a middle position you cannot warp and

play29:39

the thing is that if you don't have a

play29:40

middle position but you work

play29:43

if you you fly the character explodes it

play29:46

it is very weird so we want to make sure

play29:49

that we get a middle position so this is

play29:51

more like a patch okay but

play29:54

um but yes basically just making sure

play29:56

that we have all the correct positions

play29:58

so we can Warp

play29:59

okay so now we can go back into our uh

play30:02

voting motion warping and we can

play30:05

basically start making the

play30:08

um

play30:08

the the motion warping and stuff but the

play30:11

first thing I want to do is go and get

play30:12

the character Moon component and set the

play30:15

movement mode

play30:18

and here when it's true of course to be

play30:21

flying so we will not be able to have no

play30:24

more

play30:25

um movement but we'll be in flying great

play30:28

so now another thing to do is set actor

play30:30

Collision

play30:32

enable Collision to be false because

play30:34

with my testing sometimes the actor

play30:37

collided with the obstacle and then it

play30:42

it just

play30:43

yeah it just destroyed everything okay

play30:46

so we want to make sure that the

play30:47

collisions are disabled and now what we

play30:50

can do is finally get emotion warping

play30:53

and what we want to do is say add or

play30:56

update

play30:57

warp Target so this will be basically

play31:00

the Target and now we want to do is just

play31:02

get the settings right click and split

play31:04

it so now we have all these settings

play31:06

so now we want to set up the name so in

play31:09

our first let's start with the Vault

play31:10

start position

play31:12

let's go ahead and go into the

play31:14

characters RPG character animations

play31:16

bouting and the vaulting montage and now

play31:20

we want to go ahead and select the first

play31:21

montage and we want to put exactly the

play31:24

same name now if you remember you can

play31:25

just plug it in but I do recommend going

play31:28

selecting it copying it and then going

play31:31

back here and then paste on it okay it

play31:34

has to be exactly the same if there's a

play31:38

character missing or a a um I think it's

play31:41

also case sensitive so the vault is in

play31:43

lowercase or as space at the end it all

play31:47

messes up so it has to be exact that's

play31:48

why I recommend going coping and

play31:50

business and now the location will be

play31:53

basically about starting position

play31:55

so there you go plug it in there we go

play31:57

pretty pretty cool now the warp Target

play32:00

rotation will just be the get actor

play32:03

rotation so the rotation basically of

play32:06

the

play32:07

voting will be exactly the same we will

play32:10

not touch anything and now the last two

play32:12

settings we don't have to touch them and

play32:14

that will do exactly the same so copy

play32:16

these three notes except for the

play32:19

position paste it

play32:21

and I will do the same but with the

play32:24

middle one so let's go ahead and plug it

play32:25

and we need to go into the Montage

play32:27

select the second motion warping

play32:30

copy the name go in here and paste it

play32:34

make sure there's no any spaces at the

play32:37

end or whatever okay guys and now we

play32:39

want to do the same

play32:40

I want to get this three notes

play32:43

paste them

play32:44

and then the end is going to be the land

play32:47

position and I'm gonna plug this in and

play32:50

now again we're gonna go into the

play32:51

Montage go into the last

play32:53

um motion warp copy the name and we're

play32:56

gonna go into the third person

play32:58

blueprint and paste it great compile and

play33:00

shape so now we are setting this

play33:02

positions which basically will allow us

play33:05

to make the motion warping towards

play33:08

um that places so now it comes the best

play33:11

part which is going ahead and playing

play33:13

the Montage so if it's not uh play any

play33:17

montage

play33:18

uh we are gonna get the advanced one

play33:20

because it gave us more options so we

play33:22

can just get the play montage

play33:25

oh yeah so ah this is so bad so I just

play33:30

forgot in functions we can we can't go

play33:35

ahead and place any delays

play33:37

or any other time

play33:41

um

play33:42

any other note that basically changes

play33:44

the sequence of time so this is just

play33:47

done pretty much

play33:48

on one frame so the thing is that they

play33:51

play Montage note that I wasn't gonna

play33:54

say

play33:55

contains an uncompleted output so

play33:58

instead of in the same frame we can just

play34:00

get when the animation would have

play34:02

finished but the thing is that well that

play34:05

basically changed the sequence of the

play34:06

how this runs so we cannot use it on the

play34:09

function

play34:11

so what I'm going to do is go into this

play34:15

I'm gonna go ahead and copy everything

play34:19

and then accept the first note Ctrl X

play34:23

and I'm gonna go into the event graph

play34:25

and then create a new custom event so

play34:28

say add custom end it's going to be uh

play34:30

it was a world

play34:33

motion Warp

play34:37

ah it doesn't let me because it's the

play34:38

same name I just put two and paste it

play34:41

and I will change the name okay

play34:43

so plug it in okay select this node we

play34:46

can press C to comment it this is going

play34:49

to be the fault motion Warp

play34:54

and now we can just plug this in here

play34:56

and then we need to go ahead and get the

play34:58

Vault motion warp which doesn't contain

play35:00

anything and delete it okay press uh

play35:03

super mirror or delete I don't know how

play35:05

it's in English and I can go into the

play35:07

bank graph and change the name into

play35:08

about motion Warp

play35:13

great so now we can indeed go here and

play35:16

say get the mesh

play35:18

and say play Montage if I know how to

play35:22

split it

play35:25

there you go play montage

play35:27

so we need to plug in the mesh

play35:29

and now we need to select the asset

play35:31

which will be the bolt over that we have

play35:33

just created before and now in on

play35:35

complete we can go ahead and set back

play35:38

the character Moon component

play35:40

set movement mode to walking

play35:44

and all that you see stuff we can set

play35:47

the actor Collision back on so take it

play35:52

and then we can go ahead and what we're

play35:55

going to do he's getting kind of warped

play35:57

and I set it to false

play36:00

explain one in a second and then we're

play36:02

gonna get the land uh position

play36:06

I'm gonna set it

play36:09

and then the Z will be around 20

play36:13

000. we're gonna say why what just

play36:15

happened here why are you doing this at

play36:17

the end let me just explain it in a

play36:19

second but first of all let's go ahead

play36:22

and we have to do one last check over

play36:24

here and also we have to call this

play36:26

motion warp so we're gonna go into the

play36:28

vault

play36:29

okay

play36:31

and the thing is that here

play36:35

um we have to call the motion warp so

play36:38

basically

play36:39

sorry not here at the end okay it's not

play36:41

at the end it's actually at the second

play36:43

trace on the uncomplete so why are we

play36:46

doing it on the second Trace instead of

play36:48

the end well this is because on this

play36:50

last race we are breaking this Loop so

play36:54

when this is completed basically

play36:56

everything all the calculations have

play36:58

finished so in this completion we can

play37:01

call the um

play37:03

about motion warp okay actually we can

play37:07

just put it over here great so this is

play37:09

what it will trigger there

play37:10

cool so now we can compound say

play37:13

now it will call but we have to make one

play37:17

more change with the ambient we have to

play37:19

do is basically get this and get the

play37:23

land position

play37:25

we're gonna get I'm gonna right click

play37:27

and split so we have all the access I'm

play37:29

gonna check that the set is in range

play37:33

that float and now we want to get the

play37:35

return value and and

play37:37

then plug it in here and then the

play37:39

canvarp here into this node and here so

play37:42

basically this two

play37:44

nodes have to be uh true in order to to

play37:48

proceed

play37:49

so basically the main value will be the

play37:52

mesh

play37:55

it's vault location

play37:58

I'm gonna split it I'm gonna set and I'm

play38:00

gonna basically in this one subtract it

play38:02

so the minimum will be minus 50.

play38:05

and plug it in and the other one will be

play38:08

plus

play38:09

50.

play38:11

so basically

play38:12

we need to also put this here it's a

play38:15

little bit better there we go put this

play38:16

here great

play38:18

and we'll take the two so it is also

play38:20

including the 50 and 50. great so what

play38:24

is this doing well basically the things

play38:26

that sometimes uh the landing position

play38:29

might be

play38:31

basically on top of the player's head

play38:34

far away up and in that case we don't

play38:38

want to motion work okay we only want to

play38:40

motion warp if basically the

play38:44

the the the thing the landing position

play38:47

is in between that range of the place

play38:49

position in the set minus 50. so

play38:52

basically the kind of in this point over

play38:54

here not on here or on here you know

play38:58

what I mean so this will prevent us from

play39:01

climbing this wall uh at once and then

play39:05

finishing underground okay basically

play39:09

it's just checking that okay and then

play39:12

what I did here was basically it sent up

play39:14

to 2000 at the end of the of the

play39:18

completion why well again basically if

play39:22

we go into any

play39:24

uh

play39:26

while that is up the landing position

play39:28

will not basically get updated

play39:31

this because the calculations will not

play39:33

get into here so the alignment Position

play39:36

will not but yes the starting and the

play39:38

Middle Point sometimes so it will

play39:41

basically not update the landing

play39:43

position and it will get the last one so

play39:45

let's say that we just jumped over here

play39:46

the wall that we had over here which it

play39:49

is unloaded we just want to reload the

play39:51

scene

play39:52

sometimes the open world map is

play39:54

basically unlocks things okay so imagine

play39:57

that we bought this okay and we have set

play39:58

the variable of the landing position to

play40:01

whatever height over here

play40:04

so now if we go on both this maybe the

play40:09

we get the first point which is on the

play40:12

starting point at the middle point but

play40:14

not the end point

play40:15

so basically if that value is still

play40:17

there of the landing position we will

play40:19

basically jump and until Port into this

play40:21

blending position

play40:22

but because we said it with this range

play40:25

calculation here and then this massive

play40:28

number it will say hey it is out of

play40:32

bounds we don't want to jump over here

play40:34

so we'll prevent it okay it is extremely

play40:36

confusing maybe now I don't know how to

play40:39

really explain it so you can visualize

play40:42

it but it's basically just a quick way

play40:45

of just making sure that everything is

play40:47

on

play40:48

um

play40:49

on the great values okay

play40:52

great so it is time to test it out

play40:57

finally so much time waiting for this

play40:59

moment you know press play

play41:01

experience in this bowl we can go

play41:04

towards it we can press shift and there

play41:07

we go you can see how cool it looks

play41:09

let's do it again wow that looks

play41:12

absolutely amazing guys look at this

play41:15

yes so motion warping working so yeah it

play41:19

looks absolutely incredible guys so look

play41:22

what I was saying if I jump here it will

play41:24

not let us and

play41:26

basically you're maybe insane okay what

play41:28

if we want to jump there well we would

play41:31

use another both system later on the

play41:33

thing is that you can see that this boat

play41:34

goes from up to down and the thing as

play41:38

here is that this place goes uh this

play41:42

mesh over here goes just up and then

play41:44

finishes here so if our animation was

play41:46

keep going it will need to go down again

play41:48

but it will trespass so that's why we

play41:50

did all that calculation so we cannot go

play41:52

now in the future we will add more

play41:55

voting animation setup so we will

play41:58

include one that will only jump here

play42:01

okay great guys so if you found it so

play42:04

helpful I would really appreciate if you

play42:06

could like the video and subscribe to my

play42:08

channel I have lots of Unreal Engine 5

play42:10

tutorials so this one so if you want to

play42:11

go ahead check them out also see the

play42:13

full playlist until now of the RPG

play42:16

series and delete the comment below of

play42:18

some things I want to see probably next

play42:20

episode we'll start with the

play42:22

assassinations and start with the combat

play42:24

feeling and stuff so I'm very excited

play42:26

now if you want to see first before that

play42:28

the source control tutorial I can go

play42:31

ahead and

play42:32

make it so we can basically just set the

play42:35

source control so leave me your comment

play42:37

what you think in the description anyway

play42:39

go ahead and join the Disco server so

play42:41

you can show your progress and ask any

play42:43

questions and now yes with all that says

play42:45

subscribe and like the video and what I

play42:47

said bye bye

play42:48

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