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  • ruRussian
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00:00:00
Hello everyone, in the next lesson on
00:00:02
creating our game, we have already done
00:00:04
quite a lot of
00:00:05
preliminary work, we can even sit on a horse and
00:00:08
get off it to fight. Well, in
00:00:12
general, you see all this
00:00:13
today, it will be a rather difficult lesson,
00:00:16
I’ll say right away that there are a lot of
00:00:19
similar videos on YouTube that I will
00:00:21
do it today But these tutorials Yes, these lessons
00:00:25
take a very long time, that is, they take an hour and
00:00:29
a half, I even saw them somewhere, that is, in
00:00:32
fact, the lesson is complex,
00:00:33
but I will try to fit it all in,
00:00:36
our average time is 15-20 minutes So
00:00:40
what are we going to do today, today we
00:00:42
are going to do this thing that when we
00:00:43
press the button,
00:00:45
our camera seems to aim at our
00:00:49
enemy, that is, so that we
00:00:51
can’t climb like that, we press a little
00:00:52
thing that shows
00:00:56
which enemy we have selected ours
00:01:00
here is this little thing that we will add and
00:01:03
it turns out that the Camera will monitor our
00:01:06
this enemy so that all the blows go to
00:01:08
his side, so to speak, in
00:01:11
other words, it is called Log he Target In
00:01:14
general, so as not to drag out such a
00:01:16
preface, you can see the result of our this lesson
00:01:19
by rewinding the video is
00:01:21
almost at the very end, but we are
00:01:23
starting So where do we start?
00:01:27
First, we need to create an indicator
00:01:29
that will highlight
00:01:33
whether we are targeting the enemy or not,
00:01:35
respectively, this indicator is how I
00:01:38
created it, here I have it here. Folder Target
00:01:40
Lock created this and Here, accordingly Here
00:01:42
I open this thing with this thing, so I created a
00:01:44
regular Circle in Photoshop. There’s nothing
00:01:47
like this here. It’s not the Japanese
00:01:50
flag. I’ll tell you right away,
00:01:53
pay attention to the png format, yes, that
00:01:56
is, the background at the back. No, this is very important
00:01:57
if you need this picture.
00:02:00
Write in the comments, I’ll give it to you I'll throw it off
00:02:03
Replying to comments pretty
00:02:05
quickly. As a last resort,
00:02:08
create this Circle yourself or enter
00:02:11
Falcon png on the Internet That's basically it and so
00:02:15
we created this thing here, this thing we
00:02:19
call Target Lock, I
00:02:21
call it now we have it as it as texture
00:02:23
But we need to create a so-called
00:02:25
decal What is a decal anyway? A decal
00:02:29
is a thing that allows you to
00:02:33
place any images on
00:02:37
the stage, that is, if you go into
00:02:40
some game, let’s take, say, GT5
00:02:42
Yes, here you are, let’s say you shoot a
00:02:45
character and a character like these
00:02:47
splashes of blood, let’s say these
00:02:50
splashes of blood fly off They end up
00:02:54
on the floor there on the wall that’s what
00:02:56
gives the splashes all that it remains is that’s what’s
00:02:58
called decals that’s why
00:03:01
today we’ll look at decals We,
00:03:04
by the way, will also be ours the enemy
00:03:06
will do such a thing that we will
00:03:07
hit him and the blood from him will fly off and
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remain somewhere here on the floor, but
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this will be in the future. So, what needs to be
00:03:14
done to create a decal, I’ll explain,
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go here, right-click
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and click material material,
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let’s call it
00:03:29
Target
00:03:30
Target Look in this way we come
00:03:32
here here are the materials we have already
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looked at quite a big lesson
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was I won’t dwell too much and
00:03:39
accordingly what we are doing here
00:03:40
we go down and where is the material here then here is
00:03:43
where the material is domain that is,
00:03:46
this is like an area of ​​material from that where is
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this material used what kind of
00:03:51
material is this here instead of Surface We
00:03:53
select
00:03:55
this decal, click and we all tell
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the engine more precisely This is the window that we
00:04:01
will now have a decal when next Blend
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Mode that is, the blending mode here we
00:04:08
write This is what we select
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with translusion if pronounced correctly That
00:04:14
is, this is something like transparency. Here,
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too, We have transparency, what do we do
00:04:19
next? You see, we understand how
00:04:21
such a transparent
00:04:23
thing would appear, then this Target
00:04:26
Lock Let’s disconnect this one like this
00:04:28
Target Lock, which we created as a
00:04:31
texture, we throw it here here everything is
00:04:34
loaded here, if
00:04:36
something is buggy there, it slows down, it’s okay,
00:04:37
don’t
00:04:39
run to turn off the engine immediately,
00:04:41
restart it, this is normal, what are we
00:04:43
doing here, in fact, to
00:04:46
set up the decals, you can pervert everything here in
00:04:48
general, that is, multiply,
00:04:50
multiply, etc. but again,
00:04:52
I don’t want to do a lesson for an hour in general
00:04:55
to do a lot, especially since I’m not an
00:04:57
expert in decal materials in large
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studios there are some people who
00:05:01
deal with this all
00:05:03
say visual yes so that’s why
00:05:06
we’ll do it here simply where RGB we throw in the
00:05:10
emissions in Color
00:05:12
here where Alpha channel here we have
00:05:14
RGB, there is also an alpha channel Alpha channel is
00:05:18
like transparency Yes, we are throwing it
00:05:21
all in danger into opacity,
00:05:23
we are throwing it here again, now
00:05:25
everything here will slow down a little,
00:05:27
there is nothing wrong with that, just wait until
00:05:31
you have what -that will appear here in this window,
00:05:33
if nothing appears at all, then it
00:05:36
means some kind of clumsy decal for you. Either
00:05:38
you did something wrong,
00:05:41
rewind it. Look, I got
00:05:43
such a thing, click Play, then
00:05:46
click Save more and more We still have
00:05:48
this but there is no need to basically
00:05:50
close what we do next, we
00:05:53
go to the print of our enemy, I have
00:05:56
this BP broot, you can have some
00:05:58
other Well, in general, the point is that you
00:06:00
need to go to that blue Print Where you would
00:06:02
like it to be indicator it
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appeared me this I come in
00:06:07
and what am I doing here I’m adding a
00:06:11
component here this is a component and I’ll add a decal I
00:06:16
’ll tell you right away that you can do this whole
00:06:20
thing that we’re doing now, not only
00:06:22
with the help of a decal you can do it as a
00:06:24
widget, install it however you like, it’s just
00:06:27
me again I want to show you a little
00:06:29
how to work with decals and, in principle,
00:06:31
because we will also work with wilds later.
00:06:33
Excellent. Now we have a decal,
00:06:38
so here we have a character in the viewport, so there’s
00:06:41
nothing wrong with this,
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we throw in our decal, we make it like this,
00:06:48
here we do it when we sharpen it, that is,
00:06:49
we attach the mouse perfectly and here where the
00:06:53
decal material is, we
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write the name of our decal here That is,
00:07:01
we have a Target Look Yes D Target Lock and so it’s
00:07:05
like our character has become red This is
00:07:08
because our decal is too large
00:07:10
According to what we do we
00:07:13
we just reduce it, that is, we click and
00:07:16
reduce it all like this, well, here it’s
00:07:19
purely like this, as it were. The visual
00:07:21
thing begins here, that is,
00:07:25
we do it approximately. So we can like this,
00:07:28
approximately like this, well,
00:07:30
let’s Let it be like this
00:07:32
click Save, you can immediately see how
00:07:34
it will all look in our game, here,
00:07:37
in principle, in our game. Well, again, I
00:07:40
say there you can make the decals completely
00:07:41
different, which is what I would do. Look a little less.
00:07:47
Well, let it be this
00:07:51
way, that is, what we in general, we do it
00:07:54
later when we press the button We
00:07:56
will have this indicator
00:07:58
light up, that is, we will see
00:08:00
which character we
00:08:02
focused the camera on. So then here is
00:08:06
the decal for now, we don’t touch anything, we don’t
00:08:10
need anything else here for now,
00:08:12
now we need to create a button which
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button We will have our player aim at
00:08:20
our here is the enemy so what do we
00:08:22
do Go to Edit live Go to
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input
00:08:27
and here for actionpins
00:08:30
click here plus
00:08:32
and we are here Let's call it
00:08:36
elbow, let's call it like this and let
00:08:40
it be on us R click here and
00:08:42
click on the letter P everything is fine then
00:08:45
we go now this brute of ours
00:08:49
we can all basically remove it we
00:08:51
don’t need it now we go into our
00:08:54
character that we are playing So now
00:08:57
perhaps the most difficult part begins,
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this is writing out the logic
00:09:04
Why the most difficult part because, in
00:09:06
principle, you will now understand So what we
00:09:09
need to do now, we
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right-click and look for the events that
00:09:15
we created, here it is Log, that is, with the
00:09:18
letter r we will play this event
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and then we create a
00:09:22
boolean variable So let me
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delete this I did this here myself. I’ll also
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delete this. You probably do
00:09:29
n’t have anything
00:09:30
here.
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Click plus and enter the elbow on
00:09:37
Target. Please note that this
00:09:41
change should be a boolean type,
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but select it here and write
00:09:47
Set
00:09:48
here prest, drag it here and click
00:09:52
this button then we create another
00:09:57
variable, click plus variible here
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we write
00:10:02
Enemy radius
00:10:04
and here put the type float
00:10:07
write straight fleet I do everything
00:10:10
quickly because again we have done a lot of this
00:10:12
all already once here the fleet everything
00:10:15
lights up green, then we
00:10:17
pull it out put the set,
00:10:20
stretch it here and Let's
00:10:23
write it here Well, let it be 150 in
00:10:26
general, as is clear from the name, this will be
00:10:28
our radius, which, as it were,
00:10:32
within which we will have This is
00:10:34
how to say looping on a
00:10:37
character will work for us, if so
00:10:39
let's in the future, I will call this
00:10:40
looping so as not to
00:10:42
constantly say Log, then he is Target and so on, this is
00:10:43
what we do next, we need to
00:10:47
get an actor, that is, We need now to
00:10:50
sort of find this decal, that is, find the
00:10:54
enemy and turn on the decal that we
00:10:57
created In general let me now explain
00:10:59
what we will do, even here
00:11:00
we pull it out by writing Get All actors
00:11:04
and here Select the Ector for
00:11:08
which it is necessary, as it were, for
00:11:10
this radius to work here we
00:11:14
register BP broot, that is, for our
00:11:18
enemy, everything is fine further from here We
00:11:22
need to pull out the cycle, that is for
00:11:25
each bow More precisely, it’s not a cycle, but
00:11:29
there is a cycle like a
00:11:31
regular one, like a Cycle And there is a cycle for an
00:11:34
array, here we have a cycle for an array.
00:11:36
Therefore, we throw an actor here, that
00:11:39
is, now we have this
00:11:41
actor, it’s like we’ll have it in array, that
00:11:45
is, these dudes whom we
00:11:47
will scatter later on the map, they will be us,
00:11:49
as it were,
00:11:50
in this array further here where and Rey
00:11:53
element we pull out here and
00:11:56
write Get
00:11:58
distance Tool deader actor draw out
00:12:01
write Self and here somewhere reference to
00:12:04
self and here it turns out that we
00:12:06
are counting the distance to, respectively, to
00:12:09
ourselves, that is, our brute is counting the
00:12:12
distance to ourselves, no matter how
00:12:14
difficult it may sound, but since it exists,
00:12:17
no one said that programming
00:12:19
is easy, then where is here, here is another
00:12:23
radius, we draw this one out and write Get
00:12:26
from here we pull it out, do it
00:12:30
less fleet minus fleet, put this
00:12:33
sign
00:12:35
and pull it out here, I’ll also
00:12:37
explain what we will do next Where is the
00:12:40
Badi onion we prescribe the brunch
00:12:46
and here we stretch it here and here
00:12:50
where so let’s here with
00:12:53
radius numbers what we created Now we
00:12:55
put it here we write the set here
00:12:58
and here where this is where the distance is we
00:13:02
set the radius here let's do
00:13:05
this I'll just do it a little bit by double
00:13:08
pressing the key double pressing the left
00:13:10
mouse button
00:13:12
and this is where the brunch we throw it
00:13:15
here then we return to this
00:13:17
cycle of the array and here where the element is,
00:13:20
we pull it here and write the promo that
00:13:22
volleyball is
00:13:24
excellent and Let's call it closes
00:13:30
Enemy, that is, the closest enemy, we
00:13:32
drag it out here, put it far away
00:13:34
so that we don’t have such a pile-up of these
00:13:38
pasta, double-
00:13:41
click the mouse, hold down Control and
00:13:44
pulls it here
00:13:47
and drags it here into the set
00:13:49
now from our character,
00:13:52
that is, look, we just
00:13:54
referred to here, so here
00:13:58
we threw our brute into the array from the array, we
00:14:01
took out our brute, we named him losus
00:14:03
Enemy from our brute Now we
00:14:06
can get the decal that we
00:14:07
created, that is, here it is, I am writing the decals
00:14:09
Here is the Get decal that we created, it is
00:14:11
called Get
00:14:13
and, in principle, we write here Set visibility
00:14:17
Set Visit
00:14:20
So, you can choose
00:14:23
Well, let there be a decal Let's go to
00:14:26
I’ll delete this one and drag it here and
00:14:30
here check the compile checkbox, look
00:14:33
great, in general, what we’ve
00:14:36
done now is by clicking on the buttons we
00:14:39
tell the engine that we are
00:14:41
looping on the target, we’ll do this too, we
00:14:43
’ll do the logic next, we set the
00:14:46
initial radius, that is the initial
00:14:49
radius at which our camera
00:14:50
will look for the enemy, we get our
00:14:53
enemy, we throw him into the array, we get the
00:14:55
distance between the enemy and us further
00:14:58
if so further if our
00:15:03
distance is less than this radius
00:15:07
that we set 150 then
00:15:11
accordingly this is true If this is
00:15:12
true we Then we set a different
00:15:14
radius, that is, we set a new
00:15:16
radius which, accordingly, is this
00:15:18
distance in general, which is what we have, which we have
00:15:20
calculated by the engine, then we get
00:15:23
our character, we made a
00:15:27
link to it. We took out the decals from it,
00:15:30
did it, apparently, accordingly,
00:15:32
let me comment it out, see here it’s
00:15:35
already quite scary logic ahead
00:15:37
There’s still quite a lot and let’s
00:15:40
call it elbow
00:15:42
Target and Set visibility
00:15:47
Savage Let’s
00:15:49
press combo in this way and now it’s logical
00:15:52
to do a little different logic, that is, so
00:15:54
that when we release the button so that
00:15:57
our decal is not visible That is we
00:16:00
don’t need it And accordingly where is the release
00:16:03
so this is the dialogue it’s the Target that
00:16:06
we did we pull here we write the set where
00:16:09
this is the release we put a
00:16:11
check mark here Make sure it doesn’t
00:16:13
cost you and don’t put a check mark further from here
00:16:16
we pull grandfather Paul Ector from Class
00:16:20
we also write here BP broot,
00:16:24
here it is excellent, we also throw it in,
00:16:28
create this array for each loop,
00:16:35
stretch it here and further,
00:16:39
accordingly, where are the element, we
00:16:42
get the decal here Get the decal So let’s have a
00:16:46
little bit of clutter here, it’s
00:16:51
only worse for the guys in terms of logic
00:16:55
which we will register
00:16:58
Here is the decal so that everything is installed and
00:17:01
from here we write Set
00:17:04
visibility anyone can choose wave
00:17:07
delete delete this decal put
00:17:10
a check mark here and here Make sure
00:17:12
it doesn’t cost you all the logic so that
00:17:16
our decal is not visible is also ready
00:17:18
let’s do it now I’ll let it go down and
00:17:20
comment on the
00:17:24
Hyde Hight decal, let it be like this
00:17:27
Save Everything works Let’s
00:17:31
move on Well, now the most
00:17:33
difficult part begins, we need to make the logic How
00:17:36
our
00:17:38
character the player will aim at our
00:17:42
enemy, so let’s do it now I’ll tell you straight away
00:17:45
it’s difficult, there may be something wrong
00:17:47
you will understand this normally So we take out
00:17:50
our cos Enemy which we created
00:17:52
Get
00:17:54
next we get it as a location on the
00:17:58
map, that is, we pull it out from here Get
00:18:01
actor Location this is how it all
00:18:04
works this is where retur value
00:18:08
right-click Split
00:18:10
extract pin do this here in this
00:18:12
way further Return value we
00:18:16
write fleet here, we simply put a minus, minus
00:18:20
the fleet here we put 0,
00:18:24
then
00:18:26
here we write Get actor Location this is
00:18:32
the Location it is ours these are the
00:18:34
characters That is, it was like the
00:18:37
coordinates of our enemy these are the coordinates
00:18:39
directly ours and here we
00:18:42
write from it we pull out the find bow
00:18:47
rotation that is the rotator and what we
00:18:50
will do next is Target we right-click
00:18:52
Split
00:18:54
like this where x we
00:18:58
drag it here 10
00:19:01
Y we drag it here we
00:19:03
drag it here further from find Look is
00:19:06
the rotation we pull out like
00:19:11
this, I hope that I
00:19:13
pronounce it correctly
00:19:15
and accordingly, for now we remove it,
00:19:19
that is, with the alt held down, we remove it,
00:19:22
we throw it here in Target Karen, we will
00:19:26
also set it up later And accordingly,
00:19:28
where is
00:19:30
the Delta Time we get here, let’s
00:19:33
pull it out from here and write it Get World
00:19:37
Delta Seconds That is, this is to get, as it
00:19:41
were, seconds between frames, relatively
00:19:44
speaking, and here we set
00:19:46
the smoothness of how smoothly our camera will
00:19:48
look
00:19:51
at our character, more precisely, from what radius
00:19:55
our camera will probably look at
00:19:58
our character, that is, Well, let's
00:20:00
set it for now for clarity Well,
00:20:03
let's give 20, that's what we do
00:20:06
next
00:20:07
next we do this here
00:20:10
we write down the grandfather controller a little higher, that
00:20:15
is, we get the controller of our
00:20:16
character which we play next we
00:20:20
get his rotation we
00:20:24
got it further and further
00:20:27
break hit
00:20:30
more precisely and from rotation we get this
00:20:33
we pull it further here after
00:20:35
we have sort of broken the turn into
00:20:37
several pieces of data,
00:20:39
we do we
00:20:44
mekrotater and it turns out that we
00:20:48
also break this from here,
00:20:50
right-click Split stract PIN
00:20:54
further
00:20:56
y
00:20:57
z so next what do we need to do
00:21:02
from this Get Controller that we
00:21:04
created, here it is a ket-controller, we
00:21:07
pull it out approximately here and
00:21:10
write like this set set Control
00:21:17
rotation is excellent Let’s move it a little lower I’ll
00:21:20
move
00:21:24
this too I’ll do it somehow Like this I’ll
00:21:27
make it more beautiful and where is my crotator we
00:21:30
write rotation in it further This is where the
00:21:33
set set Control rotation what we do
00:21:36
next we create an eventick we
00:21:41
right-click eventick
00:21:46
from Ivantek we write brench we check
00:21:52
this logic what we created clicked
00:21:54
when we click on R here it’s like we
00:21:56
told the engine that yes we hooked onto
00:21:58
our targets in such and such a
00:22:01
radius and so on, that's why
00:22:04
here we do a
00:22:07
locklauntarget check, put it here
00:22:11
and where we have the Control rotation set,
00:22:13
we throw it True here Well, let's
00:22:16
press campile Let's see if everything is working for us
00:22:18
Yes, great, now perhaps it's
00:22:22
time to explain in general that we
00:22:25
have now made something like this behind the walls, let's
00:22:28
do this again, we got the coordinates of our
00:22:31
enemy, we got the coordinates of our
00:22:35
player, this is the enemy And this is our player, and
00:22:40
it turns out we sort of did it, well,
00:22:43
how it should sound like Find a kind of
00:22:47
view of a turn That's how it sounds
00:22:50
differently and I can't explain it and the
00:22:53
Starting position we manage to
00:22:54
look for any Someone's coordinates
00:22:57
We start with exactly ours as the
00:23:00
actor
00:23:01
and as if the target actor this is
00:23:05
what we have
00:23:06
coordinates these are the coordinates I
00:23:08
just found Here is the nearest enemy Here they are
00:23:11
accordingly Why here Z we seem to
00:23:14
subtract subtract 0 so that our
00:23:19
camera doesn’t seem to fly somewhere up there
00:23:21
because for this how
00:23:24
we would like to do the Upper coordinate further here.
00:23:29
In short, as it is written here, I’ll
00:23:31
put it in. That is, this is like
00:23:33
smoothing, yes, this is how the
00:23:37
camera rotates and it turns out Delta Time, this is how
00:23:40
to get seconds, it turns out as if between
00:23:44
ticks, let me explain it like this. Very
00:23:47
difficult but Try to understand here,
00:23:50
accordingly, the speed, that is, the
00:23:53
speed of aiming at our
00:23:56
character at our enemy further
00:24:01
from the Get controller, so from the Get
00:24:05
controller we pulled out
00:24:07
Get set it as if it were a rotation, that is, we
00:24:10
set the rotation, we set the rotation
00:24:12
Well, as if based on
00:24:15
these coordinates that is, X is the
00:24:18
coordinates of our character And these are
00:24:21
the games for this, these are the coordinates of our
00:24:24
enemy, accordingly we set
00:24:27
this New turn Well, here
00:24:29
every frame is checked so that we have a
00:24:32
button pressed for now so that this
00:24:36
logic works
00:24:38
explained as much as possible In general,
00:24:42
I couldn’t explain it in any other way, believe me, there are
00:24:45
lessons on YouTube for an hour and a half,
00:24:48
these are English-language on this topic. Well,
00:24:50
now let’s check,
00:24:52
I go into the game, press start and now
00:24:56
I press
00:24:58
Excellent Now you see. Well,
00:25:01
now I’ve let go of everything. My camera is
00:25:03
free.
00:25:05
I press R, this
00:25:07
indicator appears, it’s like I’m fixated on it,
00:25:09
everything is fine, the
00:25:12
only problem is that I can
00:25:15
go up and down, but I can still
00:25:18
somehow turn the Mouse. Although I don’t
00:25:20
need to do this now. And another problem is
00:25:23
that when at the start of the game, the indicator is already on here
00:25:25
in fact Let's start with the last
00:25:27
problem It's quite easy
00:25:29
Go to the Blue Print of our enemy So
00:25:32
where we have the prices of the barbarian
00:25:35
and the decal we select and the motto was unchecked
00:25:39
Compile Save Let's check
00:25:42
Yes we don't have this, I press R
00:25:45
appeared let go no That's how it
00:25:49
all works and so
00:25:51
now the second problem is the mouse with a brute
00:25:54
and close it, go to our kind of
00:25:57
player blue Print of our player Let's just
00:26:01
comment on this whole logic for now So
00:26:04
Now we are looking for a mouse here Mouse is what we
00:26:09
created in the first lessons and in order to
00:26:11
disable the ability to rotate the mouse
00:26:13
while we have the button pressed, it turns out
00:26:18
to loop on our character, we
00:26:22
need to make this logic like this,
00:26:24
let's stretch it like this and here we write
00:26:27
pull out the brench from here
00:26:29
and push it here here I
00:26:33
pull the Target here and here instead of True We
00:26:36
select false That is, if our goal is
00:26:41
not selected, then accordingly it is not
00:26:45
true, there is a goal not selected,
00:26:46
accordingly, just move the mouse As
00:26:48
you wish. If it is True, we
00:26:51
will not stretch anything here, we will not do anything, then
00:26:52
accordingly I will not
00:26:54
do anything, we have already written the logic there it
00:26:56
will already work for us,
00:26:59
we do the same thing And here, too, is
00:27:02
brange
00:27:05
and here it is We register the Target here
00:27:09
and also push it, push it all into
00:27:12
false compile save Well, let’s now
00:27:16
check if everything works for us,
00:27:20
I press R
00:27:23
and I can’t scroll everything with the mouse
00:27:26
absolutely everything is as if I didn’t want it, I do
00:27:29
n’t even know if the microphone is transmitting these
00:27:32
very attempts of mine, but no, everything is
00:27:36
working well for us, that is, Now we can
00:27:38
go up and take our sword, press R, that is,
00:27:41
lock on to our character and
00:27:44
fight with him in this way
00:27:47
we can’t turn the mouse, that is, we are
00:27:49
completely concentrated on our
00:27:51
character, I let go of everything. That’s all for me.
00:27:55
If you were interested, subscribe
00:27:56
to the channel in the next lesson, we will
00:27:59
do
00:28:01
such a thing, we will
00:28:04
do the physics of death for him, that is,
00:28:06
look, the number I kill just disappears. That
00:28:08
is, for me to do this I’m not
00:28:10
interested in this I would like
00:28:12
some specific death animation to play
00:28:14
and somehow our
00:28:17
enemy would turn out interesting, yes, that is, the so-
00:28:19
called Regal, that’s why
00:28:22
thank you again and see you again

Description:

В данном уроке (СЛОЖНОМ!) мы сделаем три вещи: 1. Создадим декаль 2. Повесим декаль на врага 3. Сделаем радиус поиска врага 4. Сделаем видимость декаля 5. Настроим автоматическое прицеливание на нашего врага ==================== Подписывайтесь на канал. По вопросам сотрудничества: [email protected]

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