Unreal Engine - Physics Based Slide (2/2)

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Published 2020-11-23

All Comments (21)
  • @louwashe
    "you probably don't want to jump while sliding" Nope, that's exactly what I needed! Kept it in and rebalanced it a little to act as the most effective way to conserve momentum in my game. Sprint+doublejump gets you to the max speed, but to maintain it without dipping to base sprint speed between each jump I wanted to be able to engage slide while airborne and follow through whilst on the ground.
  • another awesome tutorial!! Get Current Floor is a life saver :O For those in UE5 at 18:32 who gets XYZ values instead of a float: Select the XYZ pin and "Convert pin to float(single-precision)"
  • @jima4971
    This is the most usefull movement tutorial to current date, this works great with 5.1 aswell. But as a few already mentioned to fix the "Multiply" you have to right click the pin → convert pin → float(single-precision)
  • @KnobbyNobbes
    Well, took two days of tinkering but got it into my current setup. Its actually surprisingly easy to integrate this into your previous sliding tutorial. I had previously tried making this feature, but had to give up because I didn't quite understand the math necessary. Now I can add a whole new dimension to my projects' movement. Thank you so much for all these awesome tutorials.
  • @mti4606
    very good tutorial, for everyone who are stuck after sprinting. set the timeline to loop. many asked for that in the comments. It Works with UE 5.2.1👌👍👍
  • For anyone using a third-person setup: To prevent the character mesh from falling into the floor you can set the mesh's relative location the same time you change the capsule size. To do this use the same node that sets the capsule size. Doing this right before setting the capsule height worked for me. For the output use -43 and -97 (these are the numbers worked for my project). To find the numbers that'll work for you: Have the player crouch, then pressed F8 to eject. From there move the character mesh until you're satisfied. Look to the detail panel for the Z coordinate (make sure its set to relative). The other is the original Z the character mesh starts with. Lastly, I store the relative location, similar to how the standinghalfheight is earlier in the tutorial. When I end the crouch I set the relative location back to this. Is it necessary? No clue, but better safe than sorry.
  • @jako-qo7so
    What a great tutorial!! Iv'e learned so much just from these 2 videos!! for anyone who's also gets stuck sometimes when standing up near/under edges? That happens because the line trace fire's from the center and the capsule radius is ofcourse much Wider then the line trace itself. >Use sphere trace instead of line trace >for the start , get the current floor/Break Hit/Impact point/Add +125 on the Z axis >for the End , get the current floor/Break Hit/Impact point/Add +175 on the Z axis This will prevent from character getting stuck under edges when standing up. Play with the values on the Z axis
  • @JenisixR6
    even in 5.4 this works perfectly, watched many tutorials and could never get it to work nicely but this is perfect. Some minor differences between UE4 to 5 but easy to fix just by checking comment section
  • @MrSofazocker
    Adding to the Crouching. I noticed when rapidly un-crouching I could get the capsule stuck inside meshes preventing any movement. If you run into this just: 1. Add a "SphereTraceByChannel" and plug the start and End in like the LineTrace, then delete the Line Trace. 2. Dragoff the "CapsuleComponent" we already used for the Height, and "GetCapsuleRadius", plug into the radius of the "SphereTraceByChannel" 3. For accurate Tracing, we now take the "CapsuleRadius" and have to add it to the Start (vector+vector, then split and only add the the Z) and subtract it from the End value ("StandingCapsuleHeight*2"-the SphereRadius)
  • Hi! Great tutorial, i remade this using only C++, never thought transposing blueprint would be such a pain X) but, it works perfectly thanks a lot!
  • Thank you so much for this comprehensive tutorial! Had a slide that was only the motion capture and did not take the slopes as your method here applies. I could apply this and also rework the whole movement system with the enumeration and it works amazing, also the can't stand function wanted to implement it for so long. You´re a god!
  • @crunchy7200
    really good tutorial, really solid stuff, I just swapped the line trace with a capsule trace to get rid of some weird edge cases and made it so it would take the character's max step height into consideration... I will use this for character prone aswell, thanks a lot.
  • @saulogamedev
    Dude, you are the best Unreal teaching clean and organized Blueprint Code! I've learned so much! More tham any Udemy course that I've take so far! Keep going with the amazing work!
  • @tiktokz3843
    Help :( so i press shift + w and spaming C and after 6 taps on c i got stuck and cant do anything only jump .. please help
  • @SilasMckeeIII
    it took a bit of effort to get it to working in 3rd person with animations but this is awesome
  • @fanatic9752
    I tried to make this exact thing but never finished it, it was wayy more complicated than this lol Great video
  • @UrLostPajamas
    just wanna point out i followed this fairly closly in ue5 with minor patching, and this has effectivly made a really cool dashing slide for me and idk why.
  • @mlaffon
    Can't uncrouch and can't use slopes to slide all the way down. Can anyone help?
  • @PH0001
    Here is the another best video by Reid sir.