I'm new to UE4 and I'm trying to make split screen view.
It is extremely simple in Unity, but I can't find anywhere how can I do it in Unreal. Help me please.
I'm a uni student newly studying Unreal, and I'm creating a vehicle game. Vehicles are set up a bit differently from "fps shooter", or "third person character" The ways you can use split screen is; by adding player starts to your game mode blueprint.
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I'm developing a game in Unity 3D. The basis of the game is that it takes place in a room, and clicking on different objects launches different 2D minigames. I want to implement a floor-sweeping minigame, where you click on a broom, and it brings up a picture of a floor with dirt on it, that you use your mouse to "clean", like how you clean a window in House Flipper.
I'm having difficulty figuring out how to implement this in 3D. In the research I've done, I found ways to implement this in 2D using sprite masks, but this doesn't appear to be a feature in the Unity 3D UI elements. How would this have been implemented in House Flipper? And what's the simplest way to approach doing this in Unity 3D?
Any help or pointers to subjects to do more research on would be greatly appreciated. Thanks.
I'm making my own match 3 multiplayer game, the concept is to have two people face off against each other person can face off another person by swapping tiles to make a line of the same form. I want to introduce multiplayer by connecting two players together and allowing each person to see their opponent's screen, as well as syncing their moves. So far, I have a simple match 3 game (I created one using different tutorials, mainly this playlist) and followed a simple multiplayer tutorial (Mirror) for a player to host or be a client. My problem is that I have no idea how to show both players their opponent's screen to each other. I even found an example of what I want the multiplayer mode in my game to be like. Can anyone point me in the right direction, please and thank you.
Additional information:
I'm using mirror for multiplayer
I created a network manager gameobject and added the necessary components to it. I also added the game pieces into the 'registered spawnable prefabs' and created an empty gameobject, called player for the player prefab.
Each game piece has a network transform and network identity component attached.
The player prefab object has a camera child under it to.
This is what I want my game to look like:
Overall, I want to have player's view each other's screen:
As you can see, both player's are connected, what I want to do it to allow each player see their opponent's screen. Does anyone have an idea on how I can do it?
Thank you! :)
I'm very new to Unreal Engine 4 and have been following an fps guide online!
Currently have an AK and M4 in the game and can switch between the two using 1 / 2 on the keypad. I had to setup the first aim down sights camera to the AK and it works well! However if I equip the M4 and aim down sights then the camera is no longer in the correct spot and it doesn't line up at all with the ironsights. So I added another camera called M4A1 ADS Camera, but can't figure out how to switch to that camera when aiming down sights then going back to the AK camera if using that weapon.
Is there a better way of doing this or any tutorials / tips to help with the process for the future?
If I want to try and answer your question I'd say that you should add a switch case or make branches to check wich weapon is equipped at the time.
But I'd say a better way to do this would be to add a camera to your weapon blueprint then you could access the camera from the weapon directly (assuming you have a master weapon class). This way you would configure 1 ADS camera per weapon and align it properly in it own blueprint.
you can use "Set View Targent With Blend" function to change your cameras, it is very good for changing speed, and blending other things.
I know this is old but even cleaner than Deimos's suggestion would be to have an ADS camera component on your character and attach it to a socket you create on each of your weapons. You can adjust the socket position and rotation on each weapon's skeleton and then all you do from the character side is attach the camera to the weapon any time you equip one.
I'm quite new to Unity and there is one thing i couldn't think of how to make it and i couldn't exact information either so here i am. (sorry, my English is not perfect)
what i want to do is attaching a character to game object.
In my game, player(user) will control or steer the game object and the character attached to the game object just Looks as if it's riding or driving the game object.
(to help you understand, maybe you can imagine that player control a skateboard and there is a character on it)
So far, I tried 2 ways -
1. I made character as child of the game object, and gave an animation to the character but i found out it is not looks very natural.
2. I made a ragdoll and tried to attach it to the game object by using fixed joint between the game object and the character's feet but in playing mode, only ragdoll's feet was moving with the game object.
So I wonder if there is a good way to do it.
Anybody can give me an advice? I would so appreciate it.
Thanks in advance.
Your solutions is here, and its called IK:
1https://docs.unity3d.com/Manual/InverseKinematics.html
Invere kinematics isn't an easy topic and you will have to test it a lot(of course you could find some workarounds) but if you want the most elegant solution give it a try.
I am making an First Person Shooter game using unity 3D, which will be multiplayer in future. So i want to use a full body for my FPS.
I am getting problem in placing camera for my FPS body. When i use only hands it works great.
Can any one tell which approach i should use for this .
1. Should i use two camera one form showing only hands and player weapon and one for showing the rest of view.
2. OR any other way.
I am using unity3d engine for my game development
Just draw the hands because unless your game allows you to look down and see your feet, a whole body approach might be a bit of a waste on computer resources.