I am following a FPS Video Tutorial from DevSquad https://youtu.be/ftLBejDtlqc
On the 3:53 mark of the video, I noticed that there is a node called "Try Get Pawn Owner". Does anyone know what this does? I checked the Unreal Engine Documentation about it but it does not explain anything.
It is a function exclusively available in Anim Blueprints.
It returns the Owner of the Anim BP as Pawn.
Which means that if your SkeletalComponent's Owner is not a Pawn but a simple Actor, it will return None.
So if the SkeletalComponent is part of a Pawn or a subclass of a Pawn, it will work.
Related
I am currently self-learning steering behaviors and am following this lecture I had found which gives a really good introduction about AI implementation aka https://edirlei.com/aulas/game-ai-2020/GAME_AI_Lecture_07_Steering_Behaviours_2020.html.
I've faced an issue when trying to implement the 'Seek' behavior in a 2D game environment in which the 'seek' game object does not try to move towards its target. There are no errors showing in the console but my best guess is that it's because of the use of Rigidbody in the 'SteeringBehaviorBase' class code. I've tried converting it to Rigidbody2D instead but sadly it still does not move.
For further context, I've attached the 'SteeringBehaviorBase' and 'SeekBehavior' classes onto my 'seek' game object and a circle collider on my 'seek target' game object. I've also set the reference of the seek target property in the 'SeekBehavior' code to the 'seek target' game object.
I would really appreciate anyone's help in guiding me to solve this problem.
Earlier in the day i figured out why my game doesn't work on multiplayer. The reason is that I use the "get player controller" which gives me the index 0 so i can't work. But i use this to get location where my player has to look at (for the get hit result under cursor) and I also use that for make spawn the projectile that my player launch.
Do you have an idea of what i could use to make my game work on multiplayer.
Here are 2 screen. Let me know if you need some other informations.
event to launch a projectile;
function rotate to face cursor
On the Character or Pawn, you can simply use GetController and cast it to a PlayerController
Remember that you cannot get a client's player controller from another client. Controllers exist only on server and who owns it (the player).
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'm having a little problem.
When you start Unreal engine, you can select the type of your game.
I selected Third Person Shooter game basic stuff..(or something similar). But that's not the problem..
The problem is changing the character model..
I want to have my own character model(no need for animations for now) instead of the base one..
Well, I can put my character into the scene but I can't "stick" my character model with the main camera..
Just something like that..
(I know that this post is not about coding)
Could somebody help me with this please? There must be a way to do that.
First, you have to create a new pawn that has the character model you want attached to it. Then, you have to change the default pawn class in your world settings so it will spawn when the game starts.