All language subtitles for 006 Possessing the Player and Camera Setup[UdemyIran.Com]

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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:03,620 In the last lesson, we created the blueprint for the character and placed it in the world. 2 00:00:03,650 --> 00:00:07,939 However, if we start the game, we are still just controlling this weird flying camera. 3 00:00:07,970 --> 00:00:13,370 We need to tell Unreal Engine which pawn we actually want the player to control, and the best way of 4 00:00:13,370 --> 00:00:15,230 doing that is to use a game mode. 5 00:00:15,230 --> 00:00:20,810 Blueprint A game mode lets us set the default classes to be used for the character, for the controller, 6 00:00:20,810 --> 00:00:21,800 and things like that. 7 00:00:21,800 --> 00:00:25,880 So let's open up the content drawer and go to the blueprints folder. 8 00:00:25,880 --> 00:00:31,880 Right click and create a new blueprint class, and we can actually find this in the comment section. 9 00:00:31,880 --> 00:00:34,100 We have the game mode base. 10 00:00:34,100 --> 00:00:38,270 So this defines like the game being played, the rules the score and things like that. 11 00:00:38,270 --> 00:00:38,630 Right. 12 00:00:38,630 --> 00:00:40,610 So this is exactly what we're looking for. 13 00:00:40,610 --> 00:00:42,770 So we can just click here Game Mode base. 14 00:00:42,770 --> 00:00:48,050 And I'm going to call game underscore action for the action platformer. 15 00:00:49,240 --> 00:00:55,030 We can then double click to open it up, and you can see that this is similar to the character blueprint. 16 00:00:55,030 --> 00:00:56,980 We actually have a viewport here. 17 00:00:56,980 --> 00:00:57,910 We have an event graph. 18 00:00:57,910 --> 00:01:00,280 So we could add some actual logic in here. 19 00:01:00,280 --> 00:01:02,110 And this is something we're going to do later. 20 00:01:02,110 --> 00:01:04,660 But for now we only care about the details panel. 21 00:01:04,660 --> 00:01:07,210 Here you can see all of the default classes. 22 00:01:07,210 --> 00:01:10,330 So we have the session the state the controller. 23 00:01:10,330 --> 00:01:12,250 And these are all things we don't have to worry about. 24 00:01:12,250 --> 00:01:15,220 But we care about the default pawn class. 25 00:01:15,220 --> 00:01:16,930 And now it's just default pawn. 26 00:01:16,930 --> 00:01:20,230 So we can click here and set it to our BP player. 27 00:01:20,230 --> 00:01:23,110 Not the action base but the BP player. 28 00:01:23,380 --> 00:01:25,990 And click here and compile and save. 29 00:01:26,230 --> 00:01:28,000 And this is still not enough right. 30 00:01:28,000 --> 00:01:32,770 Like if I start the game now, it still doesn't let us control the character, because the next step 31 00:01:32,770 --> 00:01:37,720 is that we also need to tell Unreal Engine to actually use this game mode as our default game mode. 32 00:01:37,720 --> 00:01:44,500 We can just go to edit, go to Project Settings, maps and Modes, and here you can see the default 33 00:01:44,500 --> 00:01:45,250 game mode. 34 00:01:45,250 --> 00:01:49,360 So we just have to click here and select our GM underscore action. 35 00:01:49,990 --> 00:01:54,760 And this is enough to first tell Unreal Engine, hey, please use this game mode, and the game mode 36 00:01:54,760 --> 00:01:59,260 will then tell Unreal Engine hey, this is the default pawn, so it kind of goes around multiple corners, 37 00:01:59,260 --> 00:02:01,780 but this is the way it's supposed to be done. 38 00:02:02,570 --> 00:02:05,120 When I click on play now, things are actually different. 39 00:02:05,120 --> 00:02:10,460 I click into the viewport and if I try to move the camera now, I actually can't move it anymore, even 40 00:02:10,460 --> 00:02:11,810 though I was able to do it before. 41 00:02:11,810 --> 00:02:16,580 So this already proves that something has changed, but it's still very hard to tell because we're in 42 00:02:16,580 --> 00:02:19,670 a different position than this character that we placed into the world. 43 00:02:19,700 --> 00:02:25,250 We can press shift and F1 to get control of our mouse back and click on eject. 44 00:02:25,250 --> 00:02:30,140 And if we go away now, we can see that it actually spawned in a new player for us. 45 00:02:30,140 --> 00:02:35,120 So there is if I go back again, you can see here is the player start position. 46 00:02:35,120 --> 00:02:38,630 The game will always use the player start and spawn a new pawn for us here. 47 00:02:38,630 --> 00:02:42,170 So we can actually just select this guy and delete it. 48 00:02:42,170 --> 00:02:47,480 And if I start now and hit on eject, you can see that it spawns our new character and we are actually 49 00:02:47,480 --> 00:02:48,380 possessing it. 50 00:02:48,380 --> 00:02:53,240 However, there is no camera setup in it yet, so that's the reason why we look kind of from a first 51 00:02:53,240 --> 00:02:54,020 person view. 52 00:02:54,050 --> 00:02:57,950 We need to create a camera that looks at the character from the side first. 53 00:02:57,980 --> 00:03:04,100 To add the camera, we need to go back to the blueprint and here blueprints characters not on the action 54 00:03:04,100 --> 00:03:06,380 chart because only the player is supposed to have the camera. 55 00:03:06,380 --> 00:03:09,080 So go into the player and open the BP player. 56 00:03:09,640 --> 00:03:12,550 And you might get this view that doesn't show you the full blueprint. 57 00:03:12,550 --> 00:03:16,960 You can just click here and open full Blueprint editor, and it's going to show you the full view where 58 00:03:16,960 --> 00:03:19,210 we have the viewport, where we have the event graph. 59 00:03:19,210 --> 00:03:19,660 Right. 60 00:03:19,660 --> 00:03:22,420 But we just want to have a look at the viewport now. 61 00:03:22,420 --> 00:03:27,040 And in here we want to add a new spring arm and a camera that is attached to it. 62 00:03:27,040 --> 00:03:30,190 And we want to attach the spring arm to the capsule. 63 00:03:30,190 --> 00:03:32,380 So make sure that you don't have the sprite selected. 64 00:03:32,380 --> 00:03:32,890 Nothing. 65 00:03:32,890 --> 00:03:36,310 Just select the capsule component and click on add. 66 00:03:36,580 --> 00:03:38,680 And here we can then look for spring. 67 00:03:39,530 --> 00:03:41,030 And have the spring arm. 68 00:03:41,600 --> 00:03:45,830 And while the spring arm is selected, click on add again and look for camera. 69 00:03:46,410 --> 00:03:47,010 Right. 70 00:03:47,010 --> 00:03:52,590 So now we have the spring arm which is attached to the capsule, and the camera which is attached to 71 00:03:52,590 --> 00:03:53,550 the spring arm. 72 00:03:53,550 --> 00:03:55,170 And why do we need a spring arm? 73 00:03:55,170 --> 00:03:58,080 Well, it just makes it easier to control the position of the camera. 74 00:03:58,080 --> 00:03:59,550 That's the only reason why. 75 00:04:00,100 --> 00:04:02,530 But now we just look at the character from behind. 76 00:04:02,530 --> 00:04:04,900 So we want to change the rotation of the spring arm. 77 00:04:04,900 --> 00:04:12,160 We can just select the spring arm and we can go into rotate mode here and just uh, drag here on the 78 00:04:12,160 --> 00:04:16,990 blue line on the blue area and drag by -90. 79 00:04:17,110 --> 00:04:17,589 Right. 80 00:04:17,589 --> 00:04:21,790 So on the yaw -90 means we look exactly at the character from the side. 81 00:04:23,320 --> 00:04:25,900 And now we can just drag this over here and start the game. 82 00:04:25,900 --> 00:04:29,590 And you can see that we're actually looking at the player now, which is great. 83 00:04:30,280 --> 00:04:35,590 However, the angle is not that interesting and we're a bit too close so we can go back to the spring 84 00:04:35,590 --> 00:04:36,100 arm. 85 00:04:36,100 --> 00:04:41,290 And first we can change the target arm length to 500 to get a little bit more distance. 86 00:04:41,290 --> 00:04:46,960 And also we can change the angle so we can drag here go up -15. 87 00:04:46,960 --> 00:04:48,790 Well we cannot get -15 here. 88 00:04:48,790 --> 00:04:52,270 So we can change the steps here from 10 to 5. 89 00:04:52,390 --> 00:04:54,880 And now we can go to -15. 90 00:04:54,880 --> 00:04:57,070 And this just gives us more interesting angle. 91 00:04:57,070 --> 00:04:58,090 Let's have a look at it. 92 00:04:58,090 --> 00:04:58,510 Right. 93 00:04:58,510 --> 00:05:01,060 So we can kind of look at the character a little bit from the top. 94 00:05:01,060 --> 00:05:05,230 We get more depth for the scene and this looks a lot better. 95 00:05:05,350 --> 00:05:08,500 But actually the direction of the sun is now a little bit weird. 96 00:05:08,500 --> 00:05:14,470 So we can hit shift and F1 to get the mouse back, eject and look again for our directional light. 97 00:05:15,510 --> 00:05:16,170 Like this. 98 00:05:16,170 --> 00:05:18,600 And we can then drag around here on this axis. 99 00:05:18,600 --> 00:05:21,150 And yeah, again I want to kind of have this angle. 100 00:05:21,150 --> 00:05:29,460 So 250 I can just copy this control C exit out again get the directional light and just control V to 101 00:05:29,460 --> 00:05:30,750 paste it in here again. 102 00:05:31,050 --> 00:05:32,460 And this is going to remember it. 103 00:05:32,460 --> 00:05:37,020 So even if I start the game now you can see that we get the nice lighting that we set up in the beginning. 104 00:05:37,710 --> 00:05:43,680 One more thing related to the spring arm that we want to set up early on is the do collision test setting. 105 00:05:44,100 --> 00:05:47,160 Uh, here on the spring, we can just look for do collision test. 106 00:05:47,160 --> 00:05:49,950 But I want to first show you what this actually does. 107 00:05:49,950 --> 00:05:56,850 So how this works is that if, for example, I can again put in here a add and go to shapes, add a 108 00:05:56,850 --> 00:05:59,760 cube and kind of just put this. 109 00:06:00,390 --> 00:06:04,410 In front of the player and this is going to block the camera. 110 00:06:04,410 --> 00:06:08,430 So if I start the game now, the camera is just shoved into the player. 111 00:06:08,430 --> 00:06:13,230 So the camera is basically the spring arm is going to be pushed towards the player. 112 00:06:13,230 --> 00:06:15,000 If we have do collision test on. 113 00:06:15,390 --> 00:06:20,610 And this can be very nice if you have scenes inside of houses and things like that, but usually during 114 00:06:20,610 --> 00:06:24,510 development, this causes a lot of confusion and actually makes things hard to work with. 115 00:06:24,510 --> 00:06:29,310 So I just want to go here to player and make sure you stop the game. 116 00:06:29,310 --> 00:06:34,710 Go to player spring arm and just remove the check mark from do collision test, compile and save. 117 00:06:34,710 --> 00:06:39,030 And now if I start the game, you can see that it simply ignores the collision here. 118 00:06:39,030 --> 00:06:41,400 And again it kind of depends on what kind of game you want to make. 119 00:06:41,400 --> 00:06:45,570 But usually during development, it's best to just turn this off to avoid any confusion. 120 00:06:45,570 --> 00:06:49,710 And we can then just delete the cube exit out here of the search. 121 00:06:49,710 --> 00:06:54,090 So we now created a camera and we are actually possessing the character. 122 00:06:54,090 --> 00:06:56,490 However, the character still doesn't have any movement, right? 123 00:06:56,490 --> 00:07:01,350 I can hit the arrows on my keyboard, I can hit buttons, but again, the character still doesn't really 124 00:07:01,350 --> 00:07:02,280 know what to do with that. 125 00:07:02,280 --> 00:07:04,680 So that is what we're going to take care of in the next video. 12314

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