[flow_default] Transcription: 005 Do a barrel roll_ controlling movement the x, y, and roll axes.json
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transcriptions/005 Do a barrel roll_ controlling movement the x, y, and roll axes.json
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"audio_file": "005 Do a barrel roll_ controlling movement the x, y, and roll axes.wav",
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"text": "Alright guys, the hard part is over. We're actually really close to the end of the blue printing section of this tutorial. I know it's been a lot. So bear with me. We're almost there. So now we need to take move up and move right and wire them up and luckily them and roll are all very similar. So I'm just moving my stuff around. All I'm going to do with move up is get the actor right vector. I know it's confusing. Up goes to right. Now I'm going to multiply this axis value with a constant, let's do five. This is just going to change how quickly my mouse moves the direction the plane is going. Now I'm going to multiply that again. This one is going to be a vector by constant multiplication. This is just scaling it, right? And this is applying it to the vector. And then finally, I'm gonna put this into addTorque and degreesNode. Now, once again, it automatically brought in the plane model, which is our static mesh. Move that into the Torque. I'm gonna have to hit acceleration change, otherwise it's not going to understand any of the inputs that I'm doing. Oh, and I also have to pull the execution pin there. Now, let's see what happens when I play. Ah, yes. Now, as you can see, I'm able to move up and down. Can't move in any other directions yet, but we'll fix that soon. That's actually a little bit slow. I think I'm going to increase that a bit. 20. Now, by default, this is inverted. And if you're someone who, like me, is interested in a non-inverted control scheme, you can just take this number and multiply it by a negative. We're just going to put a negative in front. Awesome. That's not what I wanted to do. Excuse me, technical difficulties. Play again. There we go, nice. Cool. All right, now the axis move right is going to be exactly the same. So all I'm going to do is I'm going to move it down a bit. I'm just going to copy. Boom. However, instead of getting the right vector, we're going to get the up vector. And we are going to just like that one. Put this one here. Here. Here. Now let's test it. Oh, it didn't hit acceleration change. No, it did. What's going on? Multiply, multiply. Oh going to multiply this by 20. Now this one does not start by, start inverted by default. So if we go back and play, there we are. And now as you can see, I'm holding down my W and D. And we are able to steer around the world. Oh my gosh guys, we are almost there. It's a little bit slow. Gosh, we have to speed up these numbers. Let's do 40. Now finally, we're going to set up the role. All right, guys. So the role is going to be exactly the same except for one key difference. So I'm just going to copy this over. Now it's the same deal except we need to take account the fact that I actually set two different bindings to the roll control, both mouse x and Q and E. And that means that if you use both Q and the mouse at the same time, you can actually double the amount of roll that you can do. Now, we don't want that, right? That's a bit of cheating. We want to make sure that only one or negative one can go into the system at a time from the key binding inputs. So all I'm going to do is use a clamp. And clamp simply keeps the value between two different endpoints. So I'm going to pull it out here. Clamp back float. Awesome. We're going to do negative 1 and 1. So if it's negative 2, it's going to be brought down to 1. And if it's 2, it's going to be brought down to negative 1. And if it's 2, it's going to be brought down to 1. Now we're just going to do that. That input can go...oh that also needs to be set. This is going to go in here. This is going to go in here. And oh right, I have to... These are called wildcards and what that means is the Unreal Engine system will actually try and figure out what different types go into any given conversion. And while that's convenient mostly times, sometimes it can actually make inferences that are wrong. Now, to get rid of that, in fact, I'm actually going to go back here and show you something cool. Let's say I wanted to, instead of having vectors here, which I don't want, I want one of them to be a float. I can go here, and I can hit right click, and convert this node to wildcard. I'm I'm going to do now is switch and roll. Value, drag the event exec, and now let's test it. All right, there we go. I'm rolling. Queue works too. Let's try the other direction. There we go. Awesome. Alright, good stuff. Alright guys, now the hard part is over. You've built your own custom flying system and we can move on to the fun parts. Now, feel free to go through this. Explore these different values. See what happens when you change these constants around, it will change your behavior and really customize the system to fit your liking. All right, see you in the next one.",
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"language": "en",
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"confidence": null,
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"duration": 516.93
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}
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