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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:03,920 Now that the respawn at the checkpoints are working, you want to make sure that this also works. 2 00:00:03,920 --> 00:00:05,570 If we fall off the stage. 3 00:00:05,570 --> 00:00:09,290 If we just walk all the way to the right side now and fall down, nothing happens. 4 00:00:09,290 --> 00:00:14,450 We just keep on falling forever and ever and we need to implement a volume for that. 5 00:00:14,450 --> 00:00:19,070 That checks if the player falls down and then lets us respawn as well. 6 00:00:19,070 --> 00:00:25,070 There is actually already a system in Unreal Engine for this built in, and if you go to World settings, 7 00:00:25,070 --> 00:00:29,300 if you don't have world settings, you might have to click on window and open the world settings. 8 00:00:29,300 --> 00:00:33,500 Here you can see that there is a kill Z volume. 9 00:00:33,500 --> 00:00:36,620 And if let's say we put this to -100. 10 00:00:38,030 --> 00:00:40,910 I can then go over here and do the same thing. 11 00:00:42,500 --> 00:00:43,970 And now I fall down. 12 00:00:43,970 --> 00:00:45,740 The character is being destroyed. 13 00:00:45,770 --> 00:00:49,340 The problem with this system, though, is it doesn't give us control over anything. 14 00:00:49,340 --> 00:00:51,050 We don't get an event, we get nothing. 15 00:00:51,050 --> 00:00:52,310 The character is just gone. 16 00:00:52,310 --> 00:00:53,840 But that isn't what we want. 17 00:00:53,840 --> 00:00:57,290 We still want to have our entire thing with the screen fade and spawning the new character. 18 00:00:57,290 --> 00:00:57,470 Right? 19 00:00:57,470 --> 00:00:59,960 So this system is not good for this purpose. 20 00:01:00,350 --> 00:01:04,700 So just set it back to a really, really high number to make sure it doesn't take effect. 21 00:01:07,100 --> 00:01:12,110 Go to the content, draw to blueprints and props and here it is. 22 00:01:12,110 --> 00:01:14,450 Right click and create a new blueprint class. 23 00:01:14,450 --> 00:01:18,530 And this is also a basic actor because it's going to be a very simple blueprint. 24 00:01:18,530 --> 00:01:21,950 And it's called BP underscore fall detector. 25 00:01:21,950 --> 00:01:23,360 Then open it up. 26 00:01:24,910 --> 00:01:28,870 And in here, all we need is a box collision that checks for the player. 27 00:01:28,870 --> 00:01:33,460 And if the player falls in, we either just set it to defeat it or we apply damage. 28 00:01:33,670 --> 00:01:37,960 So here we can just add and we can look for box collision. 29 00:01:39,100 --> 00:01:44,080 Like this and we can just call trigger to make it more obvious what this is being used for. 30 00:01:44,080 --> 00:01:47,770 And then on the right side, if it's selected, go to the collision settings. 31 00:01:47,770 --> 00:01:50,890 And again we just want to set this to custom. 32 00:01:50,890 --> 00:01:55,090 Ignore everything and only check for the overlap with the pawn. 33 00:01:55,480 --> 00:01:59,770 Then we want to go to the on component Begin overlap event. 34 00:01:59,770 --> 00:02:00,610 Add this in. 35 00:02:00,610 --> 00:02:05,050 And as we've done a couple of times now, other actors cast to be player. 36 00:02:05,320 --> 00:02:10,030 So this only activates if the player is the one who is falling in here and here. 37 00:02:10,030 --> 00:02:12,280 We can then simply call apply damage. 38 00:02:13,330 --> 00:02:16,510 Apply damage to the player as the damaged actor. 39 00:02:16,840 --> 00:02:22,330 The damage causer should be ourself so we can just drag off here self which is the trigger volume. 40 00:02:22,420 --> 00:02:27,730 And then for the damage we can just put something really high just to make sure that the player is going 41 00:02:27,730 --> 00:02:29,410 to be defeated anyway. 42 00:02:29,560 --> 00:02:33,130 And this is just kind of a trick that many games use to have a shortcut. 43 00:02:33,130 --> 00:02:36,910 You don't have to make a custom system just to apply damage through a fall detector. 44 00:02:38,110 --> 00:02:39,850 And we can then just compile and save. 45 00:02:40,950 --> 00:02:43,800 And we want to drag it into the map. 46 00:02:43,800 --> 00:02:48,360 So here on the right side we just want to go here, drag in a fall detector. 47 00:02:48,510 --> 00:02:50,520 And we want to make it bigger. 48 00:02:50,520 --> 00:02:54,120 So not the actor itself but on the fall detector. 49 00:02:54,120 --> 00:02:54,570 Right. 50 00:02:54,570 --> 00:02:56,220 We can go to details. 51 00:02:56,220 --> 00:02:58,530 And here we have our trigger. 52 00:02:58,680 --> 00:03:01,110 And for the trigger box you can see the box extend here. 53 00:03:01,110 --> 00:03:01,980 And we can just drag. 54 00:03:01,980 --> 00:03:05,700 And you see it becomes bigger and also drag in this direction. 55 00:03:06,150 --> 00:03:07,770 And also a little bit like this. 56 00:03:07,770 --> 00:03:11,370 And now we can just place this somewhere in the world where you want to use it. 57 00:03:12,940 --> 00:03:16,990 Like this and make sure it kind of lines up with where the player is going to walk down. 58 00:03:16,990 --> 00:03:20,290 And you could make this so big that it covers the entire stage. 59 00:03:20,290 --> 00:03:24,760 That would be a good safety net, but we're going to use it more selectively. 60 00:03:24,760 --> 00:03:26,530 And let's try this out now. 61 00:03:26,530 --> 00:03:27,730 And I can go here. 62 00:03:28,400 --> 00:03:29,960 I can walk to the right side. 63 00:03:30,930 --> 00:03:35,880 And you can see we fall down, we apply damage, we kind of get bounced off and then the screen fades 64 00:03:35,880 --> 00:03:36,480 out. 65 00:03:36,570 --> 00:03:40,350 You might not like the bounce off animation, but actually think it looks kind of cool in this case 66 00:03:40,350 --> 00:03:40,650 as well. 67 00:03:40,650 --> 00:03:43,830 It doesn't make sense logically, but it again is more readable. 68 00:03:43,830 --> 00:03:48,090 It makes it very clear that we died, and later on we're not going to use this just on a hole. 69 00:03:48,090 --> 00:03:49,710 We're actually going to use this on lava. 70 00:03:49,710 --> 00:03:52,680 So it's going to start making more sense then as well. 71 00:03:52,830 --> 00:03:58,050 But you could make a special override to, let's say, if you use the fall detector to not play the 72 00:03:58,050 --> 00:04:00,570 knockback, but I like it, so I'll keep it in. 73 00:04:01,020 --> 00:04:06,600 And this is all there is to the fall detector and detecting if an enemy steps into lava or falls down 74 00:04:06,600 --> 00:04:07,260 a hole. 75 00:04:07,260 --> 00:04:10,230 In the next video, we're going to create our first enemy AI. 7084

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