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Unreal Engine 5.1 Endless Runner Tutorial - Part 17: Fixing Common Issues

3.0K views· 10:13· Apr 17, 2024

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Welcome back to part 17 of our tutorial series for creating an Endless Runner game in Unreal Engine 5.1! In this video, I'll be addressing some known issues. Assets: https://bit.ly/3pCAXJ7 Note: Before using any of the assets, please make sure to read the Readme file provided. Get the Endless runner project files here: https://shop.shivadev.com/b/erprojectfiles Note: The project files are constantly updated to reflect the latest tutorial in the series. Stay Connected: Discord: https://discord.gg/zFZ43Hjs3R Twitter: https://twitter.com/shivasgaming75 GitHub: https://github.com/Shiva9168 Instagram: https://www.instagram.com/shivas_gamingzone/ Portfolio: https://shiva9168.github.io/ Email: shivasgaming75[at]gmail.com Support Me: Patreon: https://patreon.com/shivasgaming PayPal: https://paypal.me/Shivasgaming Help me make more content by donating! -- Timestamps -- 00:00 Disclaimer 00:15 Intro 00:38 Demonstrating Issue No. 1 01:02 Demonstrating Issue No. 2 01:18 Fixing Issue No. 1 03:30 Fixing Issue No. 2 08:38 Fixing Issue No. 3 09:23 Fixing Issue No. 4 10:05 Outro Track Title: Tranquility Music by: TeknoAXE Music Link: https://youtu.be/08ddPOJnTL4 // Ignore the tags below. They are provided for reference purposes only. Tags: #gamedevelopment , #unrealengine5 , #animation , #powerups , #endlessrunner , #Subwaysurfers , #tutorial , Endless Runner Tutorial, Game Design, Game Programming, Game Tutorial, Indie Game Dev, Game Development Series, Endless Runner , Game Development for Beginners, Game Development Tutorial, Game Development Step-by-Step, Game Development Walkthrough, 3d Character, Spawning Buildings, Buildings, Skyline, Environment

About This Video

In Part 17 of my Unreal Engine 5.1 Endless Runner series, I focus on fixing a few common issues that many of you ran into while following along. I start by demonstrating the two gameplay-breaking problems (I temporarily disable obstacle/coin spawning and crank the character speed to 1000 just to make the bugs super obvious—but you don’t have to do that). The first big issue is the character jumping into the wrong lane when you spam lane switches quickly. The root cause is simple: the current lane index isn’t updated yet, so the next input can push you to the wrong side. To fix it, I add a boolean called “Is Switching Lanes” in BP_RunnerCharacter, set it true while the lane-change timeline is running, and only allow lane input when that flag is false. After that, I fix the slide slowdown by moving away from playing a montage and instead using a Slide state with a 1D Blend Space driven by Ground Speed, so the slide animation matches your actual run speed. I also cover two quick editor/gameplay annoyances: Escape closing the game in editor (rebinding Stop to Shift+Escape), and camera glitching into obstacles during slides (disable Do Collision Test on the Spring Arm).

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